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5468
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My awesome macropad! by @chloez | Stardance
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chloez
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @chloez | Stardance
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1793213457.0160809
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1793818257.0160809
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5469
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My awesome macropad! by @izzynife | Stardance
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izzynife
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @izzynife | Stardan Title: My awesome macropad! by @izzynife | Stardance...
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1793260220.8080404
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1793865020.8080404
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5470
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My first slack bot! by @silvi | Stardance
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silvi
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @silvi | Stardance
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1793469267.137269
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1794074067.137269
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5471
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My awesome macropad! by @JxxobTr333 | Stardance
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JxxobTr333
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @JxxobTr333 | Stard Title: My awesome macropad! by @JxxobTr333 | Stardance...
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1793317753.2853482
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1793922553.2853482
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5472
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Ethashi by @NellowTCS | Stardance
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NellowTCS
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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: Ethashi by @NellowTCS | Stardance
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1792943627.426153
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1793807627.426153
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5473
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Untitled project by @iamthehacker | Stardance
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iamthehacker
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @iamthehacker | Stardan Title: Untitled project by @iamthehacker | Stardance...
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1793537738.4427667
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1794142538.4427667
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5474
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My awesome macropad! by @tterbg13 | Stardance
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tterbg13
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @tterbg13 | Stardan Title: My awesome macropad! by @tterbg13 | Stardance...
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1793476610.8007305
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1794081410.8007305
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5475
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Untitled project by @The_Cubidian | Stardance
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The_Cubidian
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @The_Cubidian | Stardan Title: Untitled project by @The_Cubidian | Stardance...
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1793231676.6263812
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1793836476.6263812
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5476
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My awesome macropad! by @Honque | Stardance
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Honque
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Honque | Stardance
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1793321736.7611296
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1793926536.7611296
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5477
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Untitled project by @hillary | Stardance
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hillary
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @hillary | Stardance
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1793436867.28444
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1794041667.28444
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5478
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ctf bot by @rena | Stardance
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rena
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0
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0.0
|
0
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[]
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[]
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Title: ctf bot by @rena | Stardance
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1793217206.3219647
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1793822006.3219647
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5479
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Sysadmin over ssh by @CoastStarlight | Stardance
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CoastStarlight
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0
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0.0
|
0
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[]
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[]
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Title: Sysadmin over ssh by @CoastStarlight | Star Title: Sysadmin over ssh by @CoastStarlight | Stardance...
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1793440420.040458
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1794045220.040458
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5480
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Jarned V1 by @Jarned | Stardance
|
Jarned
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1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T20:44:48Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small but functional hackpad with 5 keys, a volume knob and an OLED screen. The part that I found the most challenging was the KiCad and it’s routing tool. While I am now fairly good at it, I was definitely struggling at the start. The part that I’m the most proud of is the KMK python itself. I had never used it, I didn’t let AI write a single line of code for me and I managed to do it with the help of google and their documentation. I hope to get a grant from Outpost to get the materials to build my project.", "repo": "https://github.com/Jarned-rs/Jarned-V1", "demo": ""}]...
|
[{"post_id": 5142, "ts": "2026 [{"post_id": 5142, "ts": "2026-06-08T20:35:09Z", "hours": 1.6825, "text": "Devlog #4 (final) I have reached the end of this amazing (in some ways) project. In this time I managed to organise all my files and write an actual README and make some final tweaks. While my project isn’t the best or the most skilled, I think that I did very well for this being my first project of this sort ever. For the last time- Jarned"}, {"post_id": 4970, "ts": "2026-06-08T16:53:15Z", "hours": 2.6533, "text": "Devlog #3 Managed to finally finish my case and the code! (still in shock how I managed to string my 8 braincells together to make it work). All that remains is file management… The case is basic but functional and has 5 key spaces, a rotary encoder and an OLED. I honestly think that it could be better but for a first project I’m proud of it. The code is also extremely basic with all the keys set to F13 onwards so I can create my own shortcuts through Windows. Let’s hope that they approve my project! Jarned"}, {"post_id": 2887, "ts": "2026-06-05T19:47:18Z", "hours": 2.6356, "text": "Devlog #2 - Jarned V1 After dealing with my 41 errors, deleting my work twice, asking too many stupid questions to Claude. I got my KiCad exported and started my 3D model I haven’t used a 3D modelling engine in about 2 years… so let’s just say that I couldn’t draw a rectangle for 20 mins. However, it seems like my braincells have started to function and I have started my top section of the case. Let’s hope that my good luck continues Jarned"}, {"post_id": 2214, "ts": "2026-06-04T16:25:45Z", "hours": 0.7158, "text": "Devlog #1 - Jarned V1 Today, I made my initial design for my PCB using the basic guide. While it still has too many errors to count, my 5 push switches, my OLED screen and my rotary encoder seem to be coming together after reading a whole books worth of KiCad tutorials where people who know way more than me debate over the smallest of things. The PCB seems simple yet DRC keeps on giving me an error which forces me to start over!"}]...
|
Title: Jarned V1 by @Jarned | Stardance
Devlogs:
Title: Jarned V1 by @Jarned | Stardance
Devlogs:
Devlog #1 - Jarned V1 Today, I made my initial design for my PCB using the basic guide. While it still has too many errors to count, my 5 push switches, my OLED screen and my rotary encoder seem to be coming together after reading a whole books worth of KiCad tutorials where people who know way more than me debate over the smallest of things. The PCB seems simple yet DRC keeps on giving me an error which forces me to start over!
Devlog #2 - Jarned V1 After dealing with my 41 errors, deleting my work twice, asking too many stupid questions to Claude. I got my KiCad exported and started my 3D model I haven’t used a 3D modelling engine in about 2 years… so let’s just say that I couldn’t draw a rectangle for 20 mins. However, it seems like my braincells have started to function and I have started my top section of the case. Let’s hope that my good luck continues Jarned
Devlog #3 Managed to finally finish my case and the code! (still in shock how I managed to string my 8 braincells together to make it work). All that remains is file management… The case is basic but functional and has 5 key spaces, a rotary encoder and an OLED. I honestly think that it could be better but for a first project I’m proud of it. The code is also extremely basic with all the keys set to F13 onwards so I can create my own shortcuts through Windows. Let’s hope that they approve my project! Jarned
Devlog #4 (final) I have reached the end of this amazing (in some ways) project. In this time I managed to organise all my files and write an actual README and make some final tweaks. While my project isn’t the best or the most skilled, I think that I did very well for this being my first project of this sort ever. For the last time- Jarned
Ships:
I made a small but functional hackpad with 5 keys, a volume knob and an OLED screen. The part that I found the most challenging was the KiCad and it’s routing tool. While I am now fairly good at it, I was definitely struggling at the start. The part that I’m the most proud of is the KMK python itself. I had never used it, I didn’t let AI write a single line of code for me and I managed to do it with the help of google and their documentation. I hope to get a grant from Outpost to get the materials to build my project....
|
1793598918.00684
|
1793685318.00684
|
|
5481
|
My first slack bot! by @rafaeram | Stardance
|
rafaeram
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rafaeram | Stardanc Title: My first slack bot! by @rafaeram | Stardance...
|
1793199272.9593542
|
1793804072.9593542
|
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5482
|
Untitled by @rafaeram | Stardance
|
rafaeram
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @rafaeram | Stardance
|
1793282147.5350845
|
1793886947.5350845
|
|
5483
|
qbPad by @cubie | Stardance
|
cubie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: qbPad by @cubie | Stardance
|
1793414960.7978678
|
1794019760.7978678
|
|
5484
|
CoastlineGuessr by @sss | Stardance
|
sss
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CoastlineGuessr by @sss | Stardance
|
1793235033.9864469
|
1793839833.9864469
|
|
5485
|
My awesome macropad! by @Neev | Stardance
|
Neev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Neev | Stardance
|
1793198935.59986
|
1793803735.59986
|
|
5486
|
My first slack bot! by @RedThread14 | Stardance
|
RedThread14
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @RedThread14 | Stard Title: My first slack bot! by @RedThread14 | Stardance...
|
1793569725.0437465
|
1794174525.0437465
|
|
5487
|
My awesome macropad! by @stella | Stardance
|
stella
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @stella | Stardance
|
1793426001.466852
|
1794030801.466852
|
|
5488
|
FPGA Retro Emulator by @njfdev | Stardance
|
njfdev
|
0
|
2.34
|
0
|
[]
|
[{"post_id": 1675, "ts": "2026 [{"post_id": 1675, "ts": "2026-06-03T20:25:32Z", "hours": 1.9186, "text": "Got some basic audio wave production!! I ended up using the miniaudio.h header library and manually figured out how to produce square, triangle, sawtooth, and noise waves. These are the key ones I need for my NES emulator!"}, {"post_id": 1021, "ts": "2026-06-02T20:17:58Z", "hours": 0.4167, "text": "Just got started with my retro console hardware emulation project! For now, I have setup a project with Verilator and have a very basic working C++ project."}]...
|
Title: FPGA Retro Emulator by @njfdev | Stardance
Title: FPGA Retro Emulator by @njfdev | Stardance
Devlogs:
Just got started with my retro console hardware emulation project! For now, I have setup a project with Verilator and have a very basic working C++ project.
Got some basic audio wave production!! I ended up using the miniaudio.h header library and manually figured out how to produce square, triangle, sawtooth, and noise waves. These are the key ones I need for my NES emulator!...
|
1793465719.257261
|
1794070519.257261
|
|
5489
|
tuff macropad by @sayer | Stardance
|
sayer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tuff macropad by @sayer | Stardance
|
1793299834.585164
|
1793904634.585164
|
|
5490
|
Untitled project by @rajesh | Stardance
|
rajesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @rajesh | Stardance
|
1793479752.351673
|
1794084552.351673
|
|
5491
|
My first slack bot! by @Aster_ | Stardance
|
Aster_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aster_ | Stardance
|
1793357758.3304577
|
1793962558.3304577
|
|
5492
|
Untitled project by @zoey_zhang | Stardance
|
zoey_zhang
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @zoey_zhang | Stardance
|
1793382754.6167083
|
1793987554.6167083
|
|
5493
|
My first slack bot! by @haugenquinn | Stardance
|
haugenquinn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @haugenquinn | Stard Title: My first slack bot! by @haugenquinn | Stardance...
|
1793541003.670236
|
1794145803.670236
|
|
5494
|
My awesome macropad! by @shadxen-fx | Stardance
|
shadxen-fx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shadxen-fx | Stard Title: My awesome macropad! by @shadxen-fx | Stardance...
|
1793472592.2593367
|
1794077392.2593367
|
|
5495
|
My first slack bot! by @Camc | Stardance
|
Camc
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Camc | Stardance
|
1793285345.1174066
|
1793890145.1174066
|
|
5496
|
Windows Manager/Browser Control Pad by @max-lobste Windows Manager/Browser Control Pad by @max-lobster | Stardance...
|
max-lobster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Windows Manager/Browser Control Pad by @max Title: Windows Manager/Browser Control Pad by @max-lobster | Stardance...
|
1793134168.2841735
|
1793738968.2841735
|
|
5497
|
NixOS by @janekmusin | Stardance
|
janekmusin
|
0
|
24.36
|
0
|
[]
|
[{"post_id": 30117, "ts": "202 [{"post_id": 30117, "ts": "2026-07-17T13:03:39Z", "hours": 0.9781, "text": "I finally bit the bullet and set up nixos on my desktop (hostname Victim). With that, there’s (almost) nothing stopping me from working on some more serious projects. Aside from that, I don’t really remember what I have been doing since last devlog, because I went on small Distrohoping arc and worked on some other projects, in other YSWSes. Discovery of the devlog: Fedora Rawhide. I never liked fedora, because of how slow it updates, but rawhide fixes that. Still, in my opinion it is last gen distribution, with manual updates and imperative system management, so I can’t recommend it. Happy Hacking!"}, {"post_id": 24731, "ts": "2026-07-08T14:36:22Z", "hours": 4.2647, "text": "I meant to write this devlog much sooner. I created proper modules for desktop environment. I did that in last monday, it took around 2 hours. After that I realized that there’re several issues that needs fixing. I had to take an almost week long break because of reasons and after it, I worked on some other project. Now, when I could I fixed those, bugs, but that quickly snowballed to adding new features, troubleshooting newly introduced bugs and even contributing an upstream fix to one of the programs I use (which still haven’t been merged :(). I’m trying to treat those devlogs more like blogs. Let me know if you like that. Discovery of the devlog: Startpage. Startpage is a search engine with focus on openness, just like DDG, which I used before. I find the results in it much better than DDG, mainly because it uses Google as upstream search provider instead of Bing. Happy Hacking!"}, {"post_id": 18367, "ts": "2026-06-29T14:27:09Z", "hours": 4.5689, "text": "Nushell is working! Obviously it’s not all I’ve been doing this 4 hours. You know the story: You write down a few things you want to improve, but while implementing one thing you notice three more that need a fix and later after 4 hours you don’t even remember what you have been working on. Maybe it’s just me, this project is also something very special for me, as it’s declaration of my working machine, for at least next few years, if not lifetime. If you’re reading this devlog on stardance frontpage, let me know if you like this format of dividing a devlog on a few hardly related parts, some of which are completely detached from the actual project. Saying it out-loud makes it look not like good idea. In my search for objectively™ best shell I tried all the mainstream ones, but in my opinion nothing (Ehem, elvish, ehem) comes close to nushell. It has almost all the features of fish and other modern shells, while adding unique and better way of interacting with data. I feel like I’m slowly finishing this project, there’s not much to do. Obviously this is one of those things that are always in development, because it is well, my personal system. Each time I want to add a package, I need to interact with my configuration and it’s a good thing. Happy Hacking!"}, {"post_id": 15181, "ts": "2026-06-24T17:46:39Z", "hours": 4.8486, "text": "I FINALLY GOT RID OF SPECIAL ARGS! Okay here’s why that change is important (I need to wait for CI to pass, so I have around 30 minutes of “free time”): Special args are variables that can be passed to modules. You have to explicitly “send” and explicitly “receive” them, which makes them kinda bad. They’re also non modular, meaning they can break without sender. I finally bit the bullet and moved to module based system. The advantages of them are as follows: No explicit receiving required Easier to create complicated expressions with Can be limited to a few values only Values can be something other than strings Officially supported by flake-parts, the framework I’m using More portable Generally they’re a superior options and I’m happy I implemented them. There’re still many things I want to work on: Plasma and Niri desktops with modules for DE configuration Nushell with modules for shell configuration Improving docs More hosts Other projects :) I forgot something for sure, but I’m honestly surprised that I could recall only so few things. Anyway, happy hacking!"}, {"post_id": 13624, "ts": "2026-06-22T10:42:43Z", "hours": 4.8506, "text": "Not always you have something big to talk about in a devlog This is yet again devlog full of minor, non interesting changes. I have been mainly troubleshooting my server (which btw is still not finished. which is wild), but I did many other things along that. Now I’m trying to move back to Plasma and implement proper module system. I expect that to be quite time consuming task, but… nothing. It’s just going to be time consuming. Another idea is changing the shell to nushell, so that’s second on the agenda. From the things unrelated to project itself, I changed my IDE from vscode to zed. I have lots of other projects in mind, so I will work on this in meantime. I don’t even have anything to show, so I will just add a screenshot of my editor. Dotfiles aren’t sexy."}, {"post_id": 8603, "ts": "2026-06-14T09:32:54Z", "hours": 4.8478, "text": "A massive, misc fixes PR shipped! It fixed a lot of small pain points and improved some existing features. The whole list of changed things is available on the screenshot. There’s so much to do now that I don’t know if I want to pause for a moment and work on other project."}]...
|
Title: NixOS by @janekmusin | Stardance
Devlogs:
Title: NixOS by @janekmusin | Stardance
Devlogs:
A massive, misc fixes PR shipped! It fixed a lot of small pain points and improved some existing features. The whole list of changed things is available on the screenshot. There’s so much to do now that I don’t know if I want to pause for a moment and work on other project.
Not always you have something big to talk about in a devlog This is yet again devlog full of minor, non interesting changes. I have been mainly troubleshooting my server (which btw is still not finished. which is wild), but I did many other things along that. Now I’m trying to move back to Plasma and implement proper module system. I expect that to be quite time consuming task, but… nothing. It’s just going to be time consuming. Another idea is changing the shell to nushell, so that’s second on the agenda. From the things unrelated to project itself, I changed my IDE from vscode to zed. I have lots of other projects in mind, so I will work on this in meantime. I don’t even have anything to show, so I will just add a screenshot of my editor. Dotfiles aren’t sexy.
I FINALLY GOT RID OF SPECIAL ARGS! Okay here’s why that change is important (I need to wait for CI to pass, so I have around 30 minutes of “free time”): Special args are variables that can be passed to modules. You have to explicitly “send” and explicitly “receive” them, which makes them kinda bad. They’re also non modular, meaning they can break without sender. I finally bit the bullet and moved to module based system. The advantages of them are as follows: No explicit receiving required Easier to create complicated expressions with Can be limited to a few values only Values can be something other than strings Officially supported by flake-parts, the framework I’m using More portable Generally they’re a superior options and I’m happy I implemented them. There’re still many things I want to work on: Plasma and Niri desktops with modules for DE configuration Nushell with modules for shell configuration Improving docs More hosts Other projects :) I forgot something for sure, but I’m honestly surprised that I could recall only so few things. Anyway, happy hacking!
Nushell is working! Obviously it’s not all I’ve been doing this 4 hours. You know the story: You write down a few things you want to improve, but while implementing one thing you notice three more that need a fix and later after 4 hours you don’t even remember what you have been working on. Maybe it’s just me, this project is also something very special for me, as it’s declaration of my working machine, for at least next few years, if not lifetime. If you’re reading this devlog on stardance frontpage, let me know if you like this format of dividing a devlog on a few hardly related parts, some of which are completely detached from the actual project. Saying it out-loud makes it look not like good idea. In my search for objectively™ best shell I tried all the mainstream ones, but in my opinion nothing (Ehem, elvish, ehem) comes close to nushell. It has almost all the features of fish and other modern shells, while adding unique and better way of interacting with data. I feel like I’m slowly finishing this project, there’s not much to do. Obviously this is one of those things that are always in development, because it is well, my personal system. Each time I want to add a package, I need to interact with my configuration and it’s a good thing. Happy Hacking!
I meant to write this devlog much sooner. I created proper modules for desktop environment. I did that in last monday, it took around 2 hours. After that I realized that there’re several issues that needs fixing. I had to take an almost week long break because of reasons and after it, I worked on some other project. Now, when I could I fixed those, bugs, but that quickly snowballed to adding new features, troubleshooting newly introduced bugs and even contributing an upstream fix to one of the programs I use (which still haven’t been merged :(). I’m trying to treat those devlogs more like blogs. Let me know if you like that. Discovery of the devlog: Startpage. Startpage is a search engine with focus on openness, just like DDG, which I used before. I find the results in it much better than DDG, mainly because it uses Google as upstream search provider instead of Bing. Happy Hacking!
I finally bit the bullet and set up nixos on my desktop (hostname Victim). With that, there’s (almost) nothing stopping me from working on some more serious projects. Aside from that, I don’t really remember what I have been doing since last devlog, because I went on small Distrohoping arc and worked on some other projects, in other YSWSes. Discovery of the devlog: Fedora Rawhide. I never liked fedora, because of how slow it updates, but rawhide fixes that. Still, in my opinion it is last gen distribution, with manual updates and imperative system management, so I can’t recommend it. Happy Hacking!...
|
1793296383.8027759
|
1793901183.8027759
|
|
5498
|
Macropad v1.0 by @omerq | Stardance
|
omerq
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Macropad v1.0 by @omerq | Stardance
|
1793299977.425536
|
1793904777.425536
|
|
5499
|
My first slack bot! by @JaydenP | Stardance
|
JaydenP
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @JaydenP | Stardance
|
1793288984.3297276
|
1793893784.3297276
|
|
5500
|
My awesome macropad! by @sherri16212345 | Stardanc My awesome macropad! by @sherri16212345 | Stardance...
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sherri16212345
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0.0
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Title: My awesome macropad! by @sherri16212345 | S Title: My awesome macropad! by @sherri16212345 | Stardance...
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1793433319.2628043
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1794038119.2628043
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5501
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My awesome macropad! by @paperdragon | Stardance
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paperdragon
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0
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0.39
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[{"post_id": 1320, "ts": "2026 [{"post_id": 1320, "ts": "2026-06-03T07:36:43Z", "hours": 0.3897, "text": "was working on setting up hackatime for different softwares like kicad and blender. I am trying to make a macropad jsut for controlling music, since i think thattlll be rlly cute."}]...
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Title: My awesome macropad! by @paperdragon | Star Title: My awesome macropad! by @paperdragon | Stardance
Devlogs:
was working on setting up hackatime for different softwares like kicad and blender. I am trying to make a macropad jsut for controlling music, since i think thattlll be rlly cute....
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1793181284.809216
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1793786084.809216
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5503
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My awesome macropad! by @wellington_filipe | Stard My awesome macropad! by @wellington_filipe | Stardance...
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wellington_filipe
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0
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0.0
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Title: My awesome macropad! by @wellington_filipe Title: My awesome macropad! by @wellington_filipe | Stardance...
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1793188223.3020606
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1793793023.3020606
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5504
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Untitled by @Niamh | Stardance
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Niamh
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Title: Untitled by @Niamh | Stardance
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1793451332.1218543
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1794056132.1218543
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5505
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My awesome macropad! by @babyyodarules75 | Stardan My awesome macropad! by @babyyodarules75 | Stardance...
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babyyodarules75
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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: My awesome macropad! by @babyyodarules75 | Title: My awesome macropad! by @babyyodarules75 | Stardance...
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1793397422.2516918
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1794002222.2516918
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5506
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Void of Space by @Olorin | Stardance
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Olorin
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0
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6.61
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0
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[]
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[{"post_id": 7274, "ts": "2026 [{"post_id": 7274, "ts": "2026-06-12T04:02:37Z", "hours": 0.8267, "text": "Devlog 4 I added simple enemy AI, and a randomly generated dungeon layout. The AI was simple, I just made it follow the player and shoot at them if they are in range. Later I want to make them sight based. If they see the player in their line of sight, then they’ll shoot. I’d probably use raycasting for that. The dungeon layout, I followed a tutorial from youtube by 16BitDev to understand how it works. Essentially the rooms are generated as rectangles in a certain location, checking if they overlap. Then halls are generated inbetween using a start/stop location. Theres a few issues with this that I’ll revise tomorrow (or whenever I work on it). Rooms can spawn right next to each other, with one or two walls between, but have no connecting path. I’ll likely set the boundaries so rooms have to be further apart, or if they spawn together, the wall is removed. I’ll try to work on this if I can, but I’ve been occupied with a programming internship and other hobbies, so cya!"}, {"post_id": 5272, "ts": "2026-06-08T23:55:20Z", "hours": 1.0844, "text": "Devlog #3 Today I added a tilemap, and gave the enemy a weapon upon spawn. The tilemap was pretty easy to learn how to do collisions with, making maps easy to make. I’m learning about procedural room generation and how other developers have done it for Godot, so I may make my own for randomly assorted ships. Additionally, since I already worked on the guns to be modular, I was easily able to have it adapt for the enemy. Tomorrow, I hope to have the room generation down :3"}, {"post_id": 3944, "ts": "2026-06-07T02:21:07Z", "hours": 2.7308, "text": "Devlog #2 I added basic guns to the game. I made it modular, so I’m able to easily add in new types that have differing damage, attack speed, sprites, ect. Branching from that, I made projectiles, which can be used for enemy attacks in the future. They too, are modular with sprite, speed, damage, ect. I also made the weapon inventory and hotbar work correctly earlier today! All it does, is store what guns the player has, and displays them on screen at the bottom. The equipped gun is just changed using a input from the corresponding number key of the hotbar slot. I had issues with lag, eventually finding out it was just a print statement about ammo capacity, causing me to change it to a UI element. I hope tomorrow, to get an actual enemy done or procedural generation."}, {"post_id": 2538, "ts": "2026-06-05T02:26:28Z", "hours": 1.9717, "text": "Devlog #1! I’m making a dungeon crawler roguelike set in exploring abandoned spaceships! This will be my second project in the Godot engine. I worked on some of the basic aspects of the gameplay, such as movement, item icons, and weapon handling to get some of the easy stuff out of the way. Hopefully by tomorrow, I’ll be able to make projectiles and expand on the inventory system."}]...
|
Title: Void of Space by @Olorin | Stardance
Devlo Title: Void of Space by @Olorin | Stardance
Devlogs:
Devlog #1! I’m making a dungeon crawler roguelike set in exploring abandoned spaceships! This will be my second project in the Godot engine. I worked on some of the basic aspects of the gameplay, such as movement, item icons, and weapon handling to get some of the easy stuff out of the way. Hopefully by tomorrow, I’ll be able to make projectiles and expand on the inventory system.
Devlog #2 I added basic guns to the game. I made it modular, so I’m able to easily add in new types that have differing damage, attack speed, sprites, ect. Branching from that, I made projectiles, which can be used for enemy attacks in the future. They too, are modular with sprite, speed, damage, ect. I also made the weapon inventory and hotbar work correctly earlier today! All it does, is store what guns the player has, and displays them on screen at the bottom. The equipped gun is just changed using a input from the corresponding number key of the hotbar slot. I had issues with lag, eventually finding out it was just a print statement about ammo capacity, causing me to change it to a UI element. I hope tomorrow, to get an actual enemy done or procedural generation.
Devlog #3 Today I added a tilemap, and gave the enemy a weapon upon spawn. The tilemap was pretty easy to learn how to do collisions with, making maps easy to make. I’m learning about procedural room generation and how other developers have done it for Godot, so I may make my own for randomly assorted ships. Additionally, since I already worked on the guns to be modular, I was easily able to have it adapt for the enemy. Tomorrow, I hope to have the room generation down :3
Devlog 4 I added simple enemy AI, and a randomly generated dungeon layout. The AI was simple, I just made it follow the player and shoot at them if they are in range. Later I want to make them sight based. If they see the player in their line of sight, then they’ll shoot. I’d probably use raycasting for that. The dungeon layout, I followed a tutorial from youtube by 16BitDev to understand how it works. Essentially the rooms are generated as rectangles in a certain location, checking if they overlap. Then halls are generated inbetween using a start/stop location. Theres a few issues with this that I’ll revise tomorrow (or whenever I work on it). Rooms can spawn right next to each other, with one or two walls between, but have no connecting path. I’ll likely set the boundaries so rooms have to be further apart, or if they spawn together, the wall is removed. I’ll try to work on this if I can, but I’ve been occupied with a programming internship and other hobbies, so cya!...
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1793166453.7595127
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1793771253.7595127
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5507
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a by @Davide | Stardance
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Davide
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0
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Title: a by @Davide | Stardance
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1792882397.93029
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1793746397.93029
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5508
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My awesome macropad! by @randomcoder | Stardance
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randomcoder
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Title: My awesome macropad! by @randomcoder | Star Title: My awesome macropad! by @randomcoder | Stardance...
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1793447424.8446805
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1794052224.8446805
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5509
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Hackathonify by @isabella_deng | Stardance
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isabella_deng
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Title: Hackathonify by @isabella_deng | Stardance
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1793289270.1692796
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1793894070.1692796
|
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5510
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My first slack bot! by @shadxen-fx | Stardance
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shadxen-fx
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0.0
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Title: My first slack bot! by @shadxen-fx | Starda Title: My first slack bot! by @shadxen-fx | Stardance...
|
1792925611.1224582
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1793789611.1224582
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5511
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website by @wise | Stardance
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wise
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Title: website by @wise | Stardance
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1793321360.6592717
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5512
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My second, first slack bot! by @shadxen-fx | Stard My second, first slack bot! by @shadxen-fx | Stardance...
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shadxen-fx
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0
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Title: My second, first slack bot! by @shadxen-fx Title: My second, first slack bot! by @shadxen-fx | Stardance...
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1792925471.440096
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1793789471.440096
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5513
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Virtual Pet Game by @shadxen-fx | Stardance
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shadxen-fx
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T20:00:57Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Thunder McKing — a tamagotchi-style virtual pet game where your pet is a race car. You have to keep his fuel, mood, energy and health up or it’s game over. The biggest challenge was ditching my entire Python build halfway through. I’d spent hours on the logic as a Python class before realising I actually needed a browser game, not a terminal app. Switching to JavaScript from scratch mid-project was rough but the right call. I’m most proud of how the car reacts visually — he has 5 custom illustrated states (happy, hungry, sad, sleepy, sick) and swaps between them in real time based on his stats. When his health is low he looks genuinely miserable, which makes you actually want to help him. To test it — just hit the demo link and try neglecting him for a bit. Let his fuel tank empty and watch him suffer. Then rescue him before his engine blows!", "repo": "https://github.com/Shadxen-fxcodes/Virtual-Pet", "demo": "https://shadxen-fxcodes.github.io/Virtual-Pet/"}]...
|
[{"post_id": 53385, "ts": "202 [{"post_id": 53385, "ts": "2026-08-23T22:17:42Z", "hours": 0.7853, "text": "Dev Log — Styling & Code Refactor CSS Redesign: I just realised I used the wrong images in my last dev log, but overall I slightly updated and polished the project’s CSS for a cleaner look and better UI responsiveness. Code Optimisation: Rewrote and refactored previous AI-generated code snippets to ensure every part of the codebase is 100% my own work."}, {"post_id": 49876, "ts": "2026-08-18T20:31:24Z", "hours": 5.1267, "text": "Today was a massive 5-hour grind, completely transforming the game from a basic pet project into a much deeper, higher-octane experience. The primary focus was a complete design overhaul for Thunder McKing, ditching the old look in favor of a modern, aggressive NASCAR stock car. The new character design features aerodynamic lines, a high-mounted rear spoiler, Goodyear-style racing slicks, and custom race decals. To make the garage look seamless, every character mood (happy, hungry, sad, sick, sleepy) was re-rendered on isolated transparent backgrounds. A smooth cross-fading system was implemented in the code so when Thunder’s state drops or recovers, the visuals morph fluidly without any clunky image snapping.With the core visuals locked in, the garage environment and pit crew system were expanded to give players more active control over Thunder’s stats. A brand-new tire service mechanic was added, requiring strategic pit stops to keep the race setup performing at its peak alongside the refuel, rest, and engine repair actions. The entire dashboard UI was also overhauled, featuring retro neon gauge tracks, critical low-stat warning alerts, and real-time state detection that reacts immediately to how well Thunder is cared for.The biggest chunk of the build session went into completely rewriting the Race Mode mini-game engine from the ground up. The basic track was replaced with an updated racing canvas that supports fresh map layouts, sharper cornering, and refined driving physics—including custom acceleration curves, drifting feedback, and off-track sand hazards. To make the track feel alive, dynamic AI competitor cars were added to weave around, along with a lap-timing system that tracks split times, triggers flash effects on new laps, and saves your absolute best lap and race records. The result is a much tighter, more rewarding game loop that bridges the gap between pet management and arcade racing!"}, {"post_id": 15263, "ts": "2026-06-24T19:38:03Z", "hours": 0.6186, "text": "Dev Log - Final Log So this project did NOT go how I planned. At all. I started out building Thunder McKing in Python. Made a whole Pet class, got the stats working — hunger, happiness, energy, health — even had a game loop ticking away. Spent a good few hours on it, honestly thought I was close to done. Then I hit a wall. Python is great for logic but the moment I wanted to actually show the pet on screen with images and buttons and stuff, it got complicated fast. I had these five custom illustrations of a little race car — happy, sad, hungry, sleepy, sick — and I really wanted them front and centre, not just some text in a terminal. So I made the call to scrap the Python build and switch to JavaScript + HTML. Bit of a painful decision after all that time, but the right one. JS just made way more sense for what I was actually trying to make — a proper interactive game you can open in a browser, tap buttons, see the car react. The rebuild went quicker than expected. I carried over all the core logic from my Python project — the stat system, the decay loop, the health penalty when hunger gets too low — and rewrote it in JS. Then built the UI around it: four action buttons (Refuel, Race, Rest, Fix Up), animated stat bars that pulse red when critical, and the car image swapping dynamically based on whatever state he’s in. If he’s hungry you see the hungry car. If he’s about to die you see the sick one. Little details like that make it feel alive. Got it running with Live Server in VS Code which was a nice workflow — save the file, browser updates instantly. Biggest lesson from this whole thing: don’t get too attached to your first approach. The Python version wasn’t wasted time — it helped me figure out the logic before I built the real thing. Sometimes you have to build it wrong first. BUT…. After an initial review after shipping I received feedback to change that overly AI generated look, and to change that up I decided to make the UI a bit more “Radiator Springs” vibe with that rustic Route 66, dusty desert, neon signs, cracked asphalt, the whole look to bring the simulator together. I tried to make a small mini game inside, and instead of an infinite road sim, i made a small track where you have to control a small 8-bit version of Thunder around the circuit and race him to victory!"}, {"post_id": 6723, "ts": "2026-06-11T08:16:39Z", "hours": 1.2964, "text": "Dev Log 2 - 09/06/2026 What works now Feed, Play, Sleep buttons all work Stats update in real time (hunger, happiness, energy, health, coins) Pet image changes based on stats (happy, sad, sick, hungry, sleepy) Game loop runs every 5 seconds and drains stats over time ⸻ Fixes done Fixed broken button commands Fixed sleep button bug Fixed unreliable colour changes Cleaned up update system Made one shared click effect system ⸻ Current state Fully playable basic pet game No crashes or broken buttons UI and stats stay in sync ⸻ Next ideas Save/load system Animations Coin shop Sound effects DISCLAIMER This is nowhere near the final product, I will be using some graphic design knowledge to make the UI more nice to look at and less blocky, I also want to make the images transition a bit better and add a few catchphrases and stuff as well. Any suggestions, please leave below."}, {"post_id": 6399, "ts": "2026-06-10T19:22:01Z", "hours": 0.9183, "text": "Dev Log 1 – Thunder McKing Date: 10/06/2026 Today I started my virtual pet project called Thunder McKing. I set up the basic project structure and created the main Python file using Tkinter to open a game window. I also began building a simple Pet class for the character. I had a few issues with setup and file paths at first, but I fixed them by organising my folders properly and testing the program step by step. Next, I will add a pet image and start working on basic interactions like mood and feeding."}]...
|
Title: Virtual Pet Game by @shadxen-fx | Stardance Title: Virtual Pet Game by @shadxen-fx | Stardance
Devlogs:
Dev Log 1 – Thunder McKing Date: 10/06/2026 Today I started my virtual pet project called Thunder McKing. I set up the basic project structure and created the main Python file using Tkinter to open a game window. I also began building a simple Pet class for the character. I had a few issues with setup and file paths at first, but I fixed them by organising my folders properly and testing the program step by step. Next, I will add a pet image and start working on basic interactions like mood and feeding.
Dev Log 2 - 09/06/2026 What works now Feed, Play, Sleep buttons all work Stats update in real time (hunger, happiness, energy, health, coins) Pet image changes based on stats (happy, sad, sick, hungry, sleepy) Game loop runs every 5 seconds and drains stats over time ⸻ Fixes done Fixed broken button commands Fixed sleep button bug Fixed unreliable colour changes Cleaned up update system Made one shared click effect system ⸻ Current state Fully playable basic pet game No crashes or broken buttons UI and stats stay in sync ⸻ Next ideas Save/load system Animations Coin shop Sound effects DISCLAIMER This is nowhere near the final product, I will be using some graphic design knowledge to make the UI more nice to look at and less blocky, I also want to make the images transition a bit better and add a few catchphrases and stuff as well. Any suggestions, please leave below.
Dev Log - Final Log So this project did NOT go how I planned. At all. I started out building Thunder McKing in Python. Made a whole Pet class, got the stats working — hunger, happiness, energy, health — even had a game loop ticking away. Spent a good few hours on it, honestly thought I was close to done. Then I hit a wall. Python is great for logic but the moment I wanted to actually show the pet on screen with images and buttons and stuff, it got complicated fast. I had these five custom illustrations of a little race car — happy, sad, hungry, sleepy, sick — and I really wanted them front and centre, not just some text in a terminal. So I made the call to scrap the Python build and switch to JavaScript + HTML. Bit of a painful decision after all that time, but the right one. JS just made way more sense for what I was actually trying to make — a proper interactive game you can open in a browser, tap buttons, see the car react. The rebuild went quicker than expected. I carried over all the core logic from my Python project — the stat system, the decay loop, the health penalty when hunger gets too low — and rewrote it in JS. Then built the UI around it: four action buttons (Refuel, Race, Rest, Fix Up), animated stat bars that pulse red when critical, and the car image swapping dynamically based on whatever state he’s in. If he’s hungry you see the hungry car. If he’s about to die you see the sick one. Little details like that make it feel alive. Got it running with Live Server in VS Code which was a nice workflow — save the file, browser updates instantly. Biggest lesson from this whole thing: don’t get too attached to your first approach. The Python version wasn’t wasted time — it helped me figure out the logic before I built the real thing. Sometimes you have to build it wrong first. BUT…. After an initial review after shipping I received feedback to change that overly AI generated look, and to change that up I decided to make the UI a bit more “Radiator Springs” vibe with that rustic Route 66, dusty desert, neon signs, cracked asphalt, the whole look to bring the simulator together. I tried to make a small mini game inside, and instead of an infinite road sim, i made a small track where you have to control a small 8-bit version of Thunder around the circuit and race him to victory!
Today was a massive 5-hour grind, completely transforming the game from a basic pet project into a much deeper, higher-octane experience. The primary focus was a complete design overhaul for Thunder McKing, ditching the old look in favor of a modern, aggressive NASCAR stock car. The new character design features aerodynamic lines, a high-mounted rear spoiler, Goodyear-style racing slicks, and custom race decals. To make the garage look seamless, every character mood (happy, hungry, sad, sick, sleepy) was re-rendered on isolated transparent backgrounds. A smooth cross-fading system was implemented in the code so when Thunder’s state drops or recovers, the visuals morph fluidly without any clunky image snapping.With the core visuals locked in, the garage environment and pit crew system were expanded to give players more active control over Thunder’s stats. A brand-new tire service mechanic was added, requiring strategic pit stops to keep the race setup performing at its peak alongside the refuel, rest, and engine repair actions. The entire dashboard UI was also overhauled, featuring retro neon gauge tracks, critical low-stat warning alerts, and real-time state detection that reacts immediately to how well Thunder is cared for.The biggest chunk of the build session went into completely rewriting the Race Mode mini-game engine from the ground up. The basic track was replaced with an updated racing canvas that supports fresh map layouts, sharper cornering, and refined driving physics—including custom acceleration curves, drifting feedback, and off-track sand hazards. To make the track feel alive, dynamic AI competitor cars were added to weave around, along with a lap-timing system that tracks split times, triggers flash effects on new laps, and saves your absolute best lap and race records. The result is a much tighter, more rewarding game loop that bridges the gap between pet management and arcade racing!
Dev Log — Styling & Code Refactor CSS Redesign: I just realised I used the wrong images in my last dev log, but overall I slightly updated and polished the project’s CSS for a cleaner look and better UI responsiveness. Code Optimisation: Rewrote and refactored previous AI-generated code snippets to ensure every part of the codebase is 100% my own work.
Ships:
I made Thunder McKing — a tamagotchi-style virtual pet game where your pet is a race car. You have to keep his fuel, mood, energy and health up or it’s game over. The biggest challenge was ditching my entire Python build halfway through. I’d spent hours on the logic as a Python class before realising I actually needed a browser game, not a terminal app. Switching to JavaScript from scratch mid-project was rough but the right call. I’m most proud of how the car reacts visually — he has 5 custom illustrated states (happy, hungry, sad, sleepy, sick) and swaps between them in real time based on his stats. When his health is low he looks genuinely miserable, which makes you actually want to help him. To test it — just hit the demo link and try neglecting him for a bit. Let his fuel tank empty and watch him suffer. Then rescue him before his engine blows!...
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1793566388.7251246
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1793652788.7251246
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5514
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3d printed robotic arm by @bjproebstle | Stardance
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bjproebstle
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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: 3d printed robotic arm by @bjproebstle | St Title: 3d printed robotic arm by @bjproebstle | Stardance...
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1793173961.2229152
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1793778761.2229152
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5515
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Dual Lightsaber by @Zak | Stardance
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Zak
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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: Dual Lightsaber by @Zak | Stardance
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1793318192.3959196
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1793922992.3959196
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5516
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My first slack bot! by @matyxcz44 | Stardance
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matyxcz44
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @matyxcz44 | Stardan Title: My first slack bot! by @matyxcz44 | Stardance...
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1793515838.7805796
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1794120638.7805796
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5517
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device-IP by @amrouss | Stardance
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amrouss
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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: device-IP by @amrouss | Stardance
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1793318236.229522
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1793923036.229522
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5518
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Paradox by @Siddhartha | Stardance
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Siddhartha
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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: Paradox by @Siddhartha | Stardance
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1793162866.7475343
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1793767666.7475343
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