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5501
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My awesome macropad! by @paperdragon | Stardance
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paperdragon
|
0
|
0.39
|
0
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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."}]...
|
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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5502
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SortPY by @panda | Stardance
|
panda
|
1
|
3.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T20:43:16Z", "hours": 3.0, "multiplier": 7.24, "payout": 21, "blessing": "neutral", "text": "A python-based filesorter that sorts files into folders based on either category or file extension - it can be run in the background too, for permanently sorted files :) P.S : I use it for my downloads folder, it works like a charm.", "repo": "https://github.com/mail2adnanyazik-bit/filesort/", "demo": "https://pypi.org/project/panda-filesorter/0.2.0/"}]...
|
[{"post_id": 1573, "ts": "2026 [{"post_id": 1573, "ts": "2026-06-03T17:50:29Z", "hours": 1.2533, "text": "Uploaded project to PyPI, pushed to GitHub, and added pip install as Installation method in readme"}, {"post_id": 1492, "ts": "2026-06-03T15:37:23Z", "hours": 0.8256, "text": "turned the .py file into an actual cli package and tested - did some troubleshooting. What i did : Added a contant running flag (-bg for backgorund), that lets it constantly watch for files in the given directory and then sorts them according to instructions added a simple banner that displays whenever the command is run made it easy to start and stop it in the background"}, {"post_id": 1053, "ts": "2026-06-02T21:11:00Z", "hours": 0.2658, "text": "Added a recursive flag (nested directories) and a copy flag (only copying, no moving files)"}, {"post_id": 1034, "ts": "2026-06-02T20:29:27Z", "hours": 0.4931, "text": "Just created the system to move files that end with specified extension from one folder to another"}]...
|
Title: SortPY by @panda | Stardance
Devlogs:
Just Title: SortPY by @panda | Stardance
Devlogs:
Just created the system to move files that end with specified extension from one folder to another
Added a recursive flag (nested directories) and a copy flag (only copying, no moving files)
turned the .py file into an actual cli package and tested - did some troubleshooting. What i did : Added a contant running flag (-bg for backgorund), that lets it constantly watch for files in the given directory and then sorts them according to instructions added a simple banner that displays whenever the command is run made it easy to start and stop it in the background
Uploaded project to PyPI, pushed to GitHub, and added pip install as Installation method in readme
Ships:
A python-based filesorter that sorts files into folders based on either category or file extension - it can be run in the background too, for permanently sorted files :) P.S : I use it for my downloads folder, it works like a charm....
|
1793138114.1196551
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1793224514.1196551
|
|
5503
|
My awesome macropad! by @wellington_filipe | Stard My awesome macropad! by @wellington_filipe | Stardance...
|
wellington_filipe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @wellington_filipe Title: My awesome macropad! by @wellington_filipe | Stardance...
|
1793188223.3020606
|
1793793023.3020606
|
|
5504
|
Untitled by @Niamh | Stardance
|
Niamh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Niamh | Stardance
|
1792720075.385709
|
1793324875.385709
|
|
5505
|
My awesome macropad! by @babyyodarules75 | Stardan My awesome macropad! by @babyyodarules75 | Stardance...
|
babyyodarules75
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @babyyodarules75 | Title: My awesome macropad! by @babyyodarules75 | Stardance...
|
1792677302.3808658
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1793282102.3808658
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5506
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Void of Space by @Olorin | Stardance
|
Olorin
|
0
|
6.61
|
0
|
[]
|
[{"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!...
|
1793166453.7595127
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1793771253.7595127
|
|
5507
|
a by @Davide | Stardance
|
Davide
|
0
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0.0
|
0
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[]
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[]
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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
|
My awesome macropad! by @randomcoder | Stardance
|
randomcoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @randomcoder | Star Title: My awesome macropad! by @randomcoder | Stardance...
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1792713101.122037
|
1793317901.122037
|
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5509
|
Hackathonify by @isabella_deng | Stardance
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isabella_deng
|
0
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0.0
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0
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[]
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[]
|
Title: Hackathonify by @isabella_deng | Stardance
|
1793289270.1692796
|
1793894070.1692796
|
|
5510
|
My first slack bot! by @shadxen-fx | Stardance
|
shadxen-fx
|
0
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0.0
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0
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[]
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[]
|
Title: My first slack bot! by @shadxen-fx | Starda Title: My first slack bot! by @shadxen-fx | Stardance...
|
1792925611.1224582
|
1793789611.1224582
|
|
5511
|
website by @wise | Stardance
|
wise
|
0
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0.0
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0
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[]
|
[]
|
Title: website by @wise | Stardance
|
1792615904.6138828
|
1793220704.6138828
|
|
5512
|
My second, first slack bot! by @shadxen-fx | Stard My second, first slack bot! by @shadxen-fx | Stardance...
|
shadxen-fx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My second, first slack bot! by @shadxen-fx Title: My second, first slack bot! by @shadxen-fx | Stardance...
|
1792925471.440096
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1793789471.440096
|
|
5513
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Virtual Pet Game by @shadxen-fx | Stardance
|
shadxen-fx
|
1
|
8.91
|
0
|
[{"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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1793137650.0998292
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1793224050.0998292
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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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1792615793.303027
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1793220593.303027
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5516
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My first slack bot! by @matyxcz44 | Stardance
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matyxcz44
|
0
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0.0
|
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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1792770755.9553754
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1793375555.9553754
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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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1792615819.0488813
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1793220619.0488813
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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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5519
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Untitled project by @xandercode2 | Stardance
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xandercode2
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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 @xandercode2 | Stardanc Title: Untitled project by @xandercode2 | Stardance...
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1793170160.0670116
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1793774960.0670116
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5520
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Bike Generator by @cameronrowe | Stardance
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cameronrowe
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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: Bike Generator by @cameronrowe | Stardance
|
1793184475.371891
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1793789275.371891
|
|
5521
|
My awesome macropad! by @Drygith | Stardance
|
Drygith
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Drygith | Stardanc Title: My awesome macropad! by @Drygith | Stardance...
|
1792756200.6075563
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1793361000.6075563
|
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5522
|
Untitled project by @HighLatency | Stardance
|
HighLatency
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @HighLatency | Stardanc Title: Untitled project by @HighLatency | Stardance...
|
1792777721.4519284
|
1793382521.4519284
|
|
5523
|
My first slack bot! by @TVK | Stardance
|
TVK
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @TVK | Stardance
|
1793166657.348223
|
1793771457.348223
|
|
5524
|
My first slack bot! by @violette_lalanne75 | Stard My first slack bot! by @violette_lalanne75 | Stardance...
|
violette_lalanne75
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @violette_lalanne75 Title: My first slack bot! by @violette_lalanne75 | Stardance...
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1793282160.994332
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1793886960.994332
|
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5525
|
My first slack bot! by @spainpreston | Stardance
|
spainpreston
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @spainpreston | Star Title: My first slack bot! by @spainpreston | Stardance...
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1793292520.558342
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1793897320.558342
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5526
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My awesome macropad! by @levnavisky | Stardance
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levnavisky
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @levnavisky | Stard Title: My awesome macropad! by @levnavisky | Stardance...
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1792680572.4616392
|
1793285372.4616392
|
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5527
|
My awesome macropad! by @rrjain | Stardance
|
rrjain
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rrjain | Stardance
|
1793288903.6800928
|
1793893703.6800928
|
|
5528
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My first slack bot! by @Amarok | Stardance
|
Amarok
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Amarok | Stardance
|
1793227936.5955818
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1793832736.5955818
|
|
5529
|
JS Physics Engine by @tobinp | Stardance
|
tobinp
|
0
|
0.64
|
0
|
[]
|
[{"post_id": 1609, "ts": "2026 [{"post_id": 1609, "ts": "2026-06-03T19:02:35Z", "hours": 0.6428, "text": "Added simple setup with threeJS"}]...
|
Title: JS Physics Engine by @tobinp | Stardance
D Title: JS Physics Engine by @tobinp | Stardance
Devlogs:
Added simple setup with threeJS...
|
1792640924.7785485
|
1793245724.7785485
|
|
5530
|
Magic Ritual Mod by @m3e660 | Stardance
|
m3e660
|
1
|
9.21
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:22:23Z", "hours": 5.0, "multiplier": 8.58, "payout": 41, "blessing": "neutral", "text": "This is a 1.21.1 Neoforge Magic Mod for Mincraft, this mod differs from the past magic mods, and focus more on long term and thought out magic rituals!", "repo": "https://github.com/m3e66/magic_ritual_mod-source", "demo": "https://modrinth.com/mod/magic-ritual"}]...
|
[{"post_id": 12009, "ts": "202 [{"post_id": 12009, "ts": "2026-06-19T16:23:53Z", "hours": 2.4439, "text": "Made different grades for spirit stones Make it less laggy Increase the particle cap for minecraft"}, {"post_id": 2765, "ts": "2026-06-05T15:41:24Z", "hours": 1.7611, "text": "Fixed the structure of the particle data"}, {"post_id": 2149, "ts": "2026-06-04T14:17:39Z", "hours": 2.2792, "text": "Finally fix the combo detection code and even add a new effect when the combo is formed"}, {"post_id": 1255, "ts": "2026-06-03T03:40:57Z", "hours": 2.4672, "text": "Fixed the Patchouli entries and catergories"}]...
|
Title: Magic Ritual Mod by @m3e660 | Stardance
De Title: Magic Ritual Mod by @m3e660 | Stardance
Devlogs:
Fixed the Patchouli entries and catergories
Finally fix the combo detection code and even add a new effect when the combo is formed
Fixed the structure of the particle data
Made different grades for spirit stones Make it less laggy Increase the particle cap for minecraft
Ships:
This is a 1.21.1 Neoforge Magic Mod for Mincraft, this mod differs from the past magic mods, and focus more on long term and thought out magic rituals!...
|
1793267268.759916
|
1793353668.759916
|
|
5531
|
Untitled project by @micah3 | Stardance
|
micah3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @micah3 | Stardance
|
1792608775.5816727
|
1793213575.5816727
|
|
5532
|
My awesome macropad! by @Z2Orca | Stardance
|
Z2Orca
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Z2Orca | Stardance
|
1793281857.1079657
|
1793886657.1079657
|
|
5533
|
Regatta Results by @sumanmuppavarapu | Stardance
|
sumanmuppavarapu
|
0
|
2.41
|
0
|
[]
|
[{"post_id": 2890, "ts": "2026 [{"post_id": 2890, "ts": "2026-06-05T19:53:47Z", "hours": 1.2964, "text": "Finished incorporating 2 new sources"}, {"post_id": 1124, "ts": "2026-06-02T23:14:15Z", "hours": 1.1111, "text": "UI Updates + figuring out alternative backends and sailor profiles"}]...
|
Title: Regatta Results by @sumanmuppavarapu | Star Title: Regatta Results by @sumanmuppavarapu | Stardance
Devlogs:
UI Updates + figuring out alternative backends and sailor profiles
Finished incorporating 2 new sources...
|
1793155664.2778032
|
1793760464.2778032
|
|
5534
|
Algebra Encryptor by @bxv1262pro | Stardance
|
bxv1262pro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Algebra Encryptor by @bxv1262pro | Stardanc Title: Algebra Encryptor by @bxv1262pro | Stardance...
|
1792734640.4996543
|
1793339440.4996543
|
|
5535
|
Ender Relay by @Oren | Stardance
|
Oren
|
1
|
13.79
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T23:35:21Z", "hours": 10.0, "multiplier": 9.63, "payout": 96, "blessing": "neutral", "text": "I made a Minecraft mod from the concept presented in this video https://www.youtube.com/watch?v=L1i4izl25V4 . This is a project I started two years ago and I now moved it into a multi-loader project, and actively working on porting it to more versions and modloaders and improving it in general. It was one of the first mods I’ve worked on although simple it was very fun. It is already released for 1.19.2 and 1.20.1 forge on CurseForge and Modrinth.", "repo": "https://github.com/CrownSheep/Ender-Relay", "demo": "https://modrinth.com/mod/ender-relay-ff"}]...
|
[{"post_id": 11648, "ts": "202 [{"post_id": 11648, "ts": "2026-06-18T23:57:33Z", "hours": 3.7864, "text": "I ported the project to fabric!!! although only 1.20.1 for now, I’m planning to release it for more versions in the future, especially the newer ones."}, {"post_id": 1749, "ts": "2026-06-03T22:45:54Z", "hours": 9.9675, "text": "This is a minecraft mod I started working on about two years ago, I now transformed it by using what’s called a Multi-Loader project instead of managing different projects for each minecraft version and mod loader I have them all grouped in up in one editor, even with auto publishing if I set it up!"}]...
|
Title: Ender Relay by @Oren | Stardance
Devlogs:
Title: Ender Relay by @Oren | Stardance
Devlogs:
This is a minecraft mod I started working on about two years ago, I now transformed it by using what’s called a Multi-Loader project instead of managing different projects for each minecraft version and mod loader I have them all grouped in up in one editor, even with auto publishing if I set it up!
I ported the project to fabric!!! although only 1.20.1 for now, I’m planning to release it for more versions in the future, especially the newer ones.
Ships:
I made a Minecraft mod from the concept presented in this video https://www.youtube.com/watch?v=L1i4izl25V4 . This is a project I started two years ago and I now moved it into a multi-loader project, and actively working on porting it to more versions and modloaders and improving it in general. It was one of the first mods I’ve worked on although simple it was very fun. It is already released for 1.19.2 and 1.20.1 forge on CurseForge and Modrinth....
|
1793263924.8210819
|
1793350324.8210819
|
|
5536
|
My first slack bot! by @Loud_gcode | Stardance
|
Loud_gcode
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Loud_gcode | Starda Title: My first slack bot! by @Loud_gcode | Stardance...
|
1793217193.2781644
|
1793821993.2781644
|
|
5537
|
Neuron by @shahm33rsatt1 | Stardance
|
shahm33rsatt1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Neuron by @shahm33rsatt1 | Stardance
|
1792802879.817745
|
1793407679.817745
|
|
5538
|
Untitled project by @-kate | Stardance
|
-kate
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @-kate | Stardance
|
1793235065.4460905
|
1793839865.4460905
|
|
5539
|
hackpad-v5 by @ichewradon | Stardance
|
ichewradon
|
0
|
5.51
|
0
|
[]
|
[{"post_id": 22737, "ts": "202 [{"post_id": 22737, "ts": "2026-07-05T09:58:25Z", "hours": 5.5067, "text": "What I Built Custom 12-key macropad with rotary encoder, RGB LEDs, USB-C, and 3D printed case. PCB Designed in KiCad 2-layer board Key matrix routed Encoder + RGB integrated Ground plane added USB-C power + data routed Case Designed in Fusion 360 Cutouts for USB-C + encoder PCB mounting points Firmware QMK firmware Keymap configured Encoder controls volume/media RGB lighting enabled"}]...
|
Title: hackpad-v5 by @ichewradon | Stardance
Devl Title: hackpad-v5 by @ichewradon | Stardance
Devlogs:
What I Built Custom 12-key macropad with rotary encoder, RGB LEDs, USB-C, and 3D printed case. PCB Designed in KiCad 2-layer board Key matrix routed Encoder + RGB integrated Ground plane added USB-C power + data routed Case Designed in Fusion 360 Cutouts for USB-C + encoder PCB mounting points Firmware QMK firmware Keymap configured Encoder controls volume/media RGB lighting enabled...
|
1792680603.3348963
|
1793285403.3348963
|
|
5540
|
My first slack bot! by @jaydenB | Stardance
|
jaydenB
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @jaydenB | Stardance
|
1792637328.519363
|
1793242128.519363
|
|
5541
|
MeetPad by @planema | Stardance
|
planema
|
1
|
1.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T15:34:10Z", "hours": 1.0, "multiplier": 5.0, "payout": 5, "blessing": "neutral", "text": "I made a hack pad called meetpad for zoom meetings and other types of online calls. It has shortcuts like mute, leave, camera, and more. The hardest part of this project was a few times when I was confused about the exact measurements and things like that, I really liked this project because it it something people can make and get themselves. Overall my best project!", "repo": "https://github.com/dacowpilot/Meet-Pad", "demo": ""}]...
|
[{"post_id": 52426, "ts": "202 [{"post_id": 52426, "ts": "2026-08-22T15:31:47Z", "hours": 1.0889, "text": "I finally got everything working and put together!"}, {"post_id": 25375, "ts": "2026-07-09T17:01:27Z", "hours": 1.15, "text": "I finished the case for my hack pad with the pcb and all parts in it. Now I have to make the firmware then I will be done"}, {"post_id": 24903, "ts": "2026-07-08T19:20:33Z", "hours": 3.5547, "text": "I am almost done with the 3D printed case design. I made the holes for screws and switches, now I just gotta make a few more adjustments and finish it. after that im going to move onto the firmware. I put a few photos of the case renderings below."}, {"post_id": 17121, "ts": "2026-06-27T20:05:11Z", "hours": 1.9003, "text": "I finished the PCB design and defined the edges, then I routed the wires and ran the check to make sure everything would work. There are some pictures below of it. The OLED pins look a bit tall but it’s ok because I am going to make it higher up in the CAD model. My next step is to take the measurements of the board and make a fitting CAD model with all of the other custom designs. Any suggestions??? - my last post hasn’t gotten any yet it’s probably because i’m new :|"}, {"post_id": 16614, "ts": "2026-06-27T01:03:28Z", "hours": 0.5167, "text": "This is my first hardware project called MeetPad. The goal of my macropad is to make functions like mute, camera, volume controls, and other helpful shortcuts easier to use for online meetings. - So far, I have completed the schematic and started to build the actual PCB layout as you can see in the images below. ALSO, the 31 minutes that is logged was for the PCB only, but it was actually like an hour or 2 for the whole schematic but that was before I figured out how to do lapse. - My next steps are to work on and finish the PCB design so I can move on to the CAD model. Any Suggestions? i’m new :)"}]...
|
Title: MeetPad by @planema | Stardance
Devlogs:
T Title: MeetPad by @planema | Stardance
Devlogs:
This is my first hardware project called MeetPad. The goal of my macropad is to make functions like mute, camera, volume controls, and other helpful shortcuts easier to use for online meetings. - So far, I have completed the schematic and started to build the actual PCB layout as you can see in the images below. ALSO, the 31 minutes that is logged was for the PCB only, but it was actually like an hour or 2 for the whole schematic but that was before I figured out how to do lapse. - My next steps are to work on and finish the PCB design so I can move on to the CAD model. Any Suggestions? i’m new :)
I finished the PCB design and defined the edges, then I routed the wires and ran the check to make sure everything would work. There are some pictures below of it. The OLED pins look a bit tall but it’s ok because I am going to make it higher up in the CAD model. My next step is to take the measurements of the board and make a fitting CAD model with all of the other custom designs. Any suggestions??? - my last post hasn’t gotten any yet it’s probably because i’m new :|
I am almost done with the 3D printed case design. I made the holes for screws and switches, now I just gotta make a few more adjustments and finish it. after that im going to move onto the firmware. I put a few photos of the case renderings below.
I finished the case for my hack pad with the pcb and all parts in it. Now I have to make the firmware then I will be done
I finally got everything working and put together!
Ships:
I made a hack pad called meetpad for zoom meetings and other types of online calls. It has shortcuts like mute, leave, camera, and more. The hardest part of this project was a few times when I was confused about the exact measurements and things like that, I really liked this project because it it something people can make and get themselves. Overall my best project!...
|
1793282220.6298106
|
1793368620.6298106
|
|
5542
|
My awesome macropad! by @mrwaheedul | Stardance
|
mrwaheedul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @mrwaheedul | Stard Title: My awesome macropad! by @mrwaheedul | Stardance...
|
1793238955.9916627
|
1793843755.9916627
|
|
5543
|
Joystick Journey Shop by @arhan_levaku4 | Stardanc Joystick Journey Shop by @arhan_levaku4 | Stardance...
|
arhan_levaku4
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T14:20:07Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? Joystick Journey is a full e-commerce website for a physical product I actually built — a joystick-controlled marble maze with swappable boards. The site is built from scratch in Next.js 15 with CSS Modules, Framer Motion animations, Stripe for real payments, and Resend for branded confirmation emails. You can browse the product, pick your maze color, joystick color, and bundle size, check out securely, and get a confirmation email automatically. The product is real and already has its first sales. What was challenging? Three things genuinely tripped me up. First, Next.js 15’s App Router has strict rules about client vs server components. I kept hitting “event handlers cannot be passed to client component props” and “useSearchParams must be wrapped in Suspense” errors that broke Vercel builds entirely. Second, getting Stripe to redirect back correctly after checkout required carefully managing environment variables between localhost and production. Third, confirmation emails kept landing in spam, turns out new domains always do this and you have to earn inbox placement over time through DKIM and DMARC records. What am I proud of? The whole thing looks and feels like a real premium brand. The dark UI with amber touches, Framer Motion scroll animations, particle backgrounds, and the product shop with color/bundle selectors all came together into something that genuinely looks like it could compete with established e-commerce stores. And it’s not just a demo because real people have bought the product through this site! What should people know to test it? Visit joystickjourney.shop. The full site is live. Browse the shop, try the color and bundle selectors, click “Swap the maze” on the home page to see the maze gallery, and watch the tutorial video. If you want to test checkout use a real card, the site is fully live with Stripe payments. The success page, confirmation email flow, and all animations are live too. Check your spam folder after checkout for the confirmation email!", "repo": "https://github.com/arhanlev/joystick-journey-public/", "demo": "https://www.joystickjourney.shop"}]...
|
[{"post_id": 17353, "ts": "202 [{"post_id": 17353, "ts": "2026-06-28T03:10:25Z", "hours": 4.6153, "text": "Devlog #4 - The shop page got a full update this week. I added a retro joystick color selector and a popup image feature so customers can actually see what they’re buying up close. Sounds simple, but this took way longer than expected as the popup image kept rendering as static, and I spent a good chunk of time fixing sizing issues before finally getting it to fit. On the backend side, I got Stripe out of sandbox mode and connected the real API key to hook a prebuilt checkout form after ordering, so payments are now fully live and secure. Two features that look small on the surface but had a lot of errors."}, {"post_id": 3898, "ts": "2026-06-07T00:22:12Z", "hours": 1.0639, "text": "Devlog #3 - As promised, I have now rebuilt the success page from scratch to match the theme. It now has the same floating amber particle background from the hero, a cool ring animation around the confirmation emoji, gradient text, and an order status tracker showing exactly where the customer is in the fulfillment process. The whole card animates in with Framer Motion on load. The hardest part was getting the particle canvas to sit behind the glassmorphism card without z-index fighting everything else. Took a few attempts but backdrop-filter: blur(20px) on the card with the canvas absolutely positioned behind it ended up being the cleanest solution."}, {"post_id": 1888, "ts": "2026-06-04T03:21:12Z", "hours": 1.7908, "text": "Devlog #2- Just finished wiring up the automatic confirmation emails through Resend’s API. After every purchase, the customer gets a branded email from [email protected] with their order details. First test email went straight to junk (new domain so expected) but the code worked after several minor issues."}, {"post_id": 1693, "ts": "2026-06-03T21:00:38Z", "hours": 0.5892, "text": "Devlog #1 — Added success confirmation page! Got the full checkout flow working end to end today. When a customer completes their purchase on Stripe, they now get redirected to a custom success page instead of a blank screen. The tricky part was getting the session ID from the URL after Stripe redirects back — Next.js 15 requires useSearchParams() to be wrapped in a Suspense boundary or the whole build fails. Took me a bit to figure out why Vercel kept rejecting the deployment, but two characters fixed it."}]...
|
Title: Joystick Journey Shop by @arhan_levaku4 | S Title: Joystick Journey Shop by @arhan_levaku4 | Stardance
Devlogs:
Devlog #1 — Added success confirmation page! Got the full checkout flow working end to end today. When a customer completes their purchase on Stripe, they now get redirected to a custom success page instead of a blank screen. The tricky part was getting the session ID from the URL after Stripe redirects back — Next.js 15 requires useSearchParams() to be wrapped in a Suspense boundary or the whole build fails. Took me a bit to figure out why Vercel kept rejecting the deployment, but two characters fixed it.
Devlog #2- Just finished wiring up the automatic confirmation emails through Resend’s API. After every purchase, the customer gets a branded email from [email protected] with their order details. First test email went straight to junk (new domain so expected) but the code worked after several minor issues.
Devlog #3 - As promised, I have now rebuilt the success page from scratch to match the theme. It now has the same floating amber particle background from the hero, a cool ring animation around the confirmation emoji, gradient text, and an order status tracker showing exactly where the customer is in the fulfillment process. The whole card animates in with Framer Motion on load. The hardest part was getting the particle canvas to sit behind the glassmorphism card without z-index fighting everything else. Took a few attempts but backdrop-filter: blur(20px) on the card with the canvas absolutely positioned behind it ended up being the cleanest solution.
Devlog #4 - The shop page got a full update this week. I added a retro joystick color selector and a popup image feature so customers can actually see what they’re buying up close. Sounds simple, but this took way longer than expected as the popup image kept rendering as static, and I spent a good chunk of time fixing sizing issues before finally getting it to fit. On the backend side, I got Stripe out of sandbox mode and connected the real API key to hook a prebuilt checkout form after ordering, so payments are now fully live and secure. Two features that look small on the surface but had a lot of errors.
Ships:
What did I make? Joystick Journey is a full e-commerce website for a physical product I actually built — a joystick-controlled marble maze with swappable boards. The site is built from scratch in Next.js 15 with CSS Modules, Framer Motion animations, Stripe for real payments, and Resend for branded confirmation emails. You can browse the product, pick your maze color, joystick color, and bundle size, check out securely, and get a confirmation email automatically. The product is real and already has its first sales. What was challenging? Three things genuinely tripped me up. First, Next.js 15’s App Router has strict rules about client vs server components. I kept hitting “event handlers cannot be passed to client component props” and “useSearchParams must be wrapped in Suspense” errors that broke Vercel builds entirely. Second, getting Stripe to redirect back correctly after checkout required carefully managing environment variables between localhost and production. Third, confirmation emails kept landing in spam, turns out new domains always do this and you have to earn inbox placement over time through DKIM and DMARC records. What am I proud of? The whole thing looks and feels like a real premium brand. The dark UI with amber touches, Framer Motion scroll animations, particle backgrounds, and the product shop with color/bundle selectors all came together into something that genuinely looks like it could compete with established e-commerce stores. And it’s not just a demo because real people have bought the product through this site! What should people know to test it? Visit joystickjourney.shop. The full site is live. Browse the shop, try the color and bundle selectors, click “Swap the maze” on the home page to see the maze gallery, and watch the tutorial video. If you want to test checkout use a real card, the site is fully live with Stripe payments. The success page, confirmation email flow, and all animations are live too. Check your spam folder after checkout for the confirmation email!...
|
1793202878.852869
|
1793289278.852869
|
|
5544
|
Untitled project by @helenbasulto | Stardance
|
helenbasulto
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @helenbasulto | Stardan Title: Untitled project by @helenbasulto | Stardance...
|
1793260374.2479024
|
1793865174.2479024
|
|
5545
|
My awesome macropad! by @Alden | Stardance
|
Alden
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Alden | Stardance
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1793141366.8651202
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Slack Bot to Hack Bots (coding helper) by @ciklole Slack Bot to Hack Bots (coding helper) by @ciklole | Stardance...
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Title: Slack Bot to Hack Bots (coding helper) by @ Title: Slack Bot to Hack Bots (coding helper) by @ciklole | Stardance...
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1793274760.9813862
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Untitled by @kathryn21 | Stardance
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Title: Untitled by @kathryn21 | Stardance
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FileViewer PRO by @0997udan | Stardance
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Title: FileViewer PRO by @0997udan | Stardance
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Familleria by @Oluwasemilore | Stardance
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Title: Familleria by @Oluwasemilore | Stardance
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PelagoHaven by @Kokoio01 | Stardance
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[{"post_id": 79871, "ts": "202 [{"post_id": 79871, "ts": "2026-10-15T17:58:24Z", "hours": 11.0725, "text": "A devlog? So I am still in the middle of coding the Option Creator but it is making good progress. I have already finished the complex script to searilize the option data and cache it in sqlite and am now at creating the ui for it. The Ui is also making some progress, I already have rendering of the most basic option types implemented and am now trying to make the rest of the UI functional (you cant edit the options currently). Currently we have implemented: Toggle (and DefaultOnToggle) Text Input (FreeText) Select (Choice) Range Range with Options (NamedRange) So 6/20 different option types… Bye!"}, {"post_id": 77417, "ts": "2026-10-06T21:42:23Z", "hours": 10.4872, "text": "What happened? You ask? I finished the new Library tab! So what actually differentiates this one from the old one? Instead of a two column design, we now use cards for each world and can therefore show vastly more worlds in less space, also the cards are the right size to later support grid art! The backend works completely different: the old one read manifest files to get its data, this one asks the runtime directly! Caching in a DB, so loads are really fast! This also provides the basis for the following new Option Creator, which I will work on next! Bye!"}, {"post_id": 76823, "ts": "2026-10-04T18:30:05Z", "hours": 9.0603, "text": "Its been a long time, but i made a decission that I think is correct, but is sort of a scarry one, I decided to start over from scratch again. Reason for this move is that the old architecture built around PyInstaller wasnt really a way i could continue foward, as it had too much Problems and while I probably could have switched that out, I decided to just start over. So what happend in the new Version? I added well almost the complete bootstrap flow, so the App now downloads a python runtime and the archipelago source code and installs all dependencies automatically! I will now continue working on reimplementing the basic layout and the option editor Bye!"}, {"post_id": 44023, "ts": "2026-08-09T15:05:52Z", "hours": 7.7142, "text": "Here we are again, it’s been a bit of time, so what has happened? The option editor was updated to actually work (wuhhhhhh), we now handle rendering the options and allow editing of these options, supported option types are: Toggle Range Named Range Choice (Select). Text Choice (Combobox) List Text The editor also now allows selecting the apworld you want to edit and adding new ones (this was hardcoded before). Up next is a bit of styling work on the option editor, the room setup screen, and maybe getting started with generation of the YAML files. I too need to again take a look at the option extraction, as I ran into multiple errors with extracting options, ranging from missing deps to other errors. Bye!"}, {"post_id": 41472, "ts": "2026-08-05T18:11:50Z", "hours": 9.8719, "text": "So, it’s time for another devlog. So, what has happened? As I talked about in the last devlog, I got the program added to the .apworld file format in the Windows Explorer, so that one can install apworlds just by double pressing. I also made a lot of progress on handling the options creator, originally I wanted to use PyO3 for integrating with the official Archipelago runtime, which I realised isn’t that great of an idea as shipping a Python interpreter with it is kind of a pain. So I ended up using PyInstaller to create an executable of the runtime + my wrapper and bundling that executable with the application. This executable now allows me to read the options from an apworld, which I am using to recreate the options creator in a more intuitive way by bundling the seed generation and room creation all in one flow, so a user can in one flow create all configurations, configure their room, generate their seed and upload it to a webhost of their choosing. From that flow, I already have some basics of the slot configuration set up, as well as, of course, the option reader. Next up I will try to complete the slot configuration and try myself at the seed generation, as well as the room configuration UI. Bye!"}, {"post_id": 24377, "ts": "2026-07-07T22:00:43Z", "hours": 12.2931, "text": "So, well… This took a bit longer than expected, but here we are again. Over the last days, I managed to make some big progress on the launcher, to the point that it now has a World Manager. (For context, a world is basically a game, or, to be more specific, the piece of software that tells Archipelago how a game works and how it should generate the items.) Writing this World Manager was way more difficult than originally thought, since I personally am neither an expert on Archipelago nor an expert on Tauri. It also didn’t help that the manifest file “archipelago.json” isn’t really a standard, as every world has different values and keys available, even the builtin worlds don’t have a consistent schema here. So, what actually is new? Some basic settings for selecting the path of your Archipelago Folder The Library tab to view installed Worlds An APWorld Installation flow The ability to remove Worlds Next I will have to look what I do, in terms of the world management I would really like to add the program to the Windows file picker, so opening the APWorld files would open this launcher instead of the official one. I also now need to more focus on the core part of the project, the Generation side, there I currently don’t have a plan how to do that yet, as I need to read a lot of Python for that, I will probably end up using PyO3, but I will have to look. Bye!"}, {"post_id": 2587, "ts": "2026-06-05T05:42:19Z", "hours": 2.7783, "text": "Hi there, I have been working on making a basic Layout and getting those pesky traffic light buttons to look good, this is what i ended up on. Yeah also setup my Tauri dev enviroment but thats the boring stuff"}]...
|
Title: PelagoHaven by @Kokoio01 | Stardance
Devlo Title: PelagoHaven by @Kokoio01 | Stardance
Devlogs:
Hi there, I have been working on making a basic Layout and getting those pesky traffic light buttons to look good, this is what i ended up on. Yeah also setup my Tauri dev enviroment but thats the boring stuff
So, well… This took a bit longer than expected, but here we are again. Over the last days, I managed to make some big progress on the launcher, to the point that it now has a World Manager. (For context, a world is basically a game, or, to be more specific, the piece of software that tells Archipelago how a game works and how it should generate the items.) Writing this World Manager was way more difficult than originally thought, since I personally am neither an expert on Archipelago nor an expert on Tauri. It also didn’t help that the manifest file “archipelago.json” isn’t really a standard, as every world has different values and keys available, even the builtin worlds don’t have a consistent schema here. So, what actually is new? Some basic settings for selecting the path of your Archipelago Folder The Library tab to view installed Worlds An APWorld Installation flow The ability to remove Worlds Next I will have to look what I do, in terms of the world management I would really like to add the program to the Windows file picker, so opening the APWorld files would open this launcher instead of the official one. I also now need to more focus on the core part of the project, the Generation side, there I currently don’t have a plan how to do that yet, as I need to read a lot of Python for that, I will probably end up using PyO3, but I will have to look. Bye!
So, it’s time for another devlog. So, what has happened? As I talked about in the last devlog, I got the program added to the .apworld file format in the Windows Explorer, so that one can install apworlds just by double pressing. I also made a lot of progress on handling the options creator, originally I wanted to use PyO3 for integrating with the official Archipelago runtime, which I realised isn’t that great of an idea as shipping a Python interpreter with it is kind of a pain. So I ended up using PyInstaller to create an executable of the runtime + my wrapper and bundling that executable with the application. This executable now allows me to read the options from an apworld, which I am using to recreate the options creator in a more intuitive way by bundling the seed generation and room creation all in one flow, so a user can in one flow create all configurations, configure their room, generate their seed and upload it to a webhost of their choosing. From that flow, I already have some basics of the slot configuration set up, as well as, of course, the option reader. Next up I will try to complete the slot configuration and try myself at the seed generation, as well as the room configuration UI. Bye!
Here we are again, it’s been a bit of time, so what has happened? The option editor was updated to actually work (wuhhhhhh), we now handle rendering the options and allow editing of these options, supported option types are: Toggle Range Named Range Choice (Select). Text Choice (Combobox) List Text The editor also now allows selecting the apworld you want to edit and adding new ones (this was hardcoded before). Up next is a bit of styling work on the option editor, the room setup screen, and maybe getting started with generation of the YAML files. I too need to again take a look at the option extraction, as I ran into multiple errors with extracting options, ranging from missing deps to other errors. Bye!
Its been a long time, but i made a decission that I think is correct, but is sort of a scarry one, I decided to start over from scratch again. Reason for this move is that the old architecture built around PyInstaller wasnt really a way i could continue foward, as it had too much Problems and while I probably could have switched that out, I decided to just start over. So what happend in the new Version? I added well almost the complete bootstrap flow, so the App now downloads a python runtime and the archipelago source code and installs all dependencies automatically! I will now continue working on reimplementing the basic layout and the option editor Bye!
What happened? You ask? I finished the new Library tab! So what actually differentiates this one from the old one? Instead of a two column design, we now use cards for each world and can therefore show vastly more worlds in less space, also the cards are the right size to later support grid art! The backend works completely different: the old one read manifest files to get its data, this one asks the runtime directly! Caching in a DB, so loads are really fast! This also provides the basis for the following new Option Creator, which I will work on next! Bye!
A devlog? So I am still in the middle of coding the Option Creator but it is making good progress. I have already finished the complex script to searilize the option data and cache it in sqlite and am now at creating the ui for it. The Ui is also making some progress, I already have rendering of the most basic option types implemented and am now trying to make the rest of the UI functional (you cant edit the options currently). Currently we have implemented: Toggle (and DefaultOnToggle) Text Input (FreeText) Select (Choice) Range Range with Options (NamedRange) So 6/20 different option types… Bye!...
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1793166732.3029583
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1793771532.3029583
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