|
68208
|
My own site! by @joshitha | Stardance
|
joshitha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @joshitha | Stardance
|
1793119813.6255925
|
1793724613.6255925
|
|
68209
|
CuteOS by @Kaori | Stardance
|
Kaori
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:28:20Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created.", "repo": "https://github.com/HeyBochechinha/CuteOs", "demo": "https://heybochechinha.github.io/CuteOs/"}]...
|
[{"post_id": 82296, "ts": "202 [{"post_id": 82296, "ts": "2026-10-24T14:23:25Z", "hours": 1.4019, "text": "I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out."}, {"post_id": 81362, "ts": "2026-10-21T00:00:30Z", "hours": 2.2033, "text": "This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows."}, {"post_id": 78502, "ts": "2026-10-11T00:24:09Z", "hours": 0.6667, "text": "I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭"}]...
|
Title: CuteOS by @Kaori | Stardance
Devlogs:
I st Title: CuteOS by @Kaori | Stardance
Devlogs:
I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭
This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows.
I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out.
Ships:
I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created....
|
1793296550.1389802
|
1793382950.1389802
|
|
68210
|
My awesome macropad! by @kren | Stardance
|
kren
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kren | Stardance
|
1793119817.6279387
|
1793724617.6279387
|
|
68211
|
Nerf_Dart_Holder by @Angle_Mad | Stardance
|
Angle_Mad
|
0
|
2.35
|
0
|
[]
|
[{"post_id": 77515, "ts": "202 [{"post_id": 77515, "ts": "2026-10-07T09:34:39Z", "hours": 2.3506, "text": "Devlog 1 10/7 - Modeled Nerf Dart & Dart Holder Summary Fits 5 darts Larger back cutout to push darts out easier Container bottom is rounded to fit dart shape Before designing, I first looked up the dimensions of the dart to estimate the size of the dart holder. Once I got that I could start working on modeling the dart on Onshape so that I can clearly see if the darts would actually fit the holder I wanted to design. To make the main holder design I used the dimensions of the dart and made the sketch slightly larger than that. Afterward, I extruded the sketch upwards a few inches and then hollowed it out to test to see how the darts would fit in the assembly. I did some tweaking with the height and I made the holder about the size of 5 darts because it wasn’t too much and it wasn’t too little. After figuring out the height I first made the holes for the darts. I made both the front dart hole and the back dart hole the same size at first but I later changed it so that the back dart hole would have a larger opening so that I could easily push the dart through the front with a finger. Something I also realized at this time was that with a square hole at the bottom the dart might rotate and get stuck so I also rounded the bottom hole so that the dart can fit snugly at the bottom and wouldn’t move around sideways. Overall it was very fun to make this design and even though it was annoyingly difficult to make the dart holes rounded the way I wanted them to, I still persevered and made something I am proud of. In the next devlog I think I want to add something to the design that is Mechanical and add more details/art on the design to make the holder look less bland. Thanks for reading and hope you have a good rest of your day! Until next time, bye!"}]...
|
Title: Nerf_Dart_Holder by @Angle_Mad | Stardance
Title: Nerf_Dart_Holder by @Angle_Mad | Stardance
Devlogs:
Devlog 1 10/7 - Modeled Nerf Dart & Dart Holder Summary Fits 5 darts Larger back cutout to push darts out easier Container bottom is rounded to fit dart shape Before designing, I first looked up the dimensions of the dart to estimate the size of the dart holder. Once I got that I could start working on modeling the dart on Onshape so that I can clearly see if the darts would actually fit the holder I wanted to design. To make the main holder design I used the dimensions of the dart and made the sketch slightly larger than that. Afterward, I extruded the sketch upwards a few inches and then hollowed it out to test to see how the darts would fit in the assembly. I did some tweaking with the height and I made the holder about the size of 5 darts because it wasn’t too much and it wasn’t too little. After figuring out the height I first made the holes for the darts. I made both the front dart hole and the back dart hole the same size at first but I later changed it so that the back dart hole would have a larger opening so that I could easily push the dart through the front with a finger. Something I also realized at this time was that with a square hole at the bottom the dart might rotate and get stuck so I also rounded the bottom hole so that the dart can fit snugly at the bottom and wouldn’t move around sideways. Overall it was very fun to make this design and even though it was annoyingly difficult to make the dart holes rounded the way I wanted them to, I still persevered and made something I am proud of. In the next devlog I think I want to add something to the design that is Mechanical and add more details/art on the design to make the holder look less bland. Thanks for reading and hope you have a good rest of your day! Until next time, bye!...
|
1793119818.5154874
|
1793724618.5154874
|
|
68212
|
starbie by @Divine_Dusk08 | Stardance
|
Divine_Dusk08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starbie by @Divine_Dusk08 | Stardance
|
1793119820.6651194
|
1793724620.6651194
|
|
68213
|
Dum-E by @Chrisgs | Stardance
|
Chrisgs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Dum-E by @Chrisgs | Stardance
|
1793119822.6588514
|
1793724622.6588514
|
|
68214
|
oops! by @Al_Lee | Stardance
|
Al_Lee
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T09:11:42Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Doodle Jump, and Rise inspired game, about a crow jumping on clouds and shooting obstacles to protect his daughter’s balloon from popping. I found RigidBody2D’s in Godot very challenging, as they had different ways to move than character and area2d’s. I had to rely on Ai to learn and make the code for that part, but once I got 1 rigid body done, most of them I did myself after learning from Ai. I’m proud of stepping out of my comfort zone, and making a unique game instead of a generic platformer. For people testing my project, PLEASE read the controls, and know that the game takes a few attempts to beat.", "repo": "https://github.com/alchoilee-lgtm/Oops", "demo": "https://inzpire.itch.io/oops"}]...
|
[{"post_id": 81204, "ts": "202 [{"post_id": 81204, "ts": "2026-10-20T08:44:28Z", "hours": 5.5825, "text": "Final Game Done I did a lot I think, mostly bug fixing. I made the player have more health, added music, and sound effects. The Yap: I spent a lot of time testing the game on web, because I KEPT FORGETTING TO DO THAT ONE THING. Also for some reason, the particles for player shoot and bomb explosion were being green in the web version, so my fix to this was to make there be NO hue variation. Hue Variation is how much the colour of the particle can vary from the set colour. Also the bird enemies rotation was messsed up, so I had to do some flip_v and flip_h to fix that Also, my friend said the game was TOO HARD, so I made the balloon have some more health. That wasn’t the move, cuz now you could beat the game WITHOUT EVEN SHOOTING…. Anyway I ended up only adding 10 more health instead of the intial 30. Also I added some Hit and Shoot sound effects from JSFXR, which sounds really good, but I dont really know if it is too loud or too soft."}, {"post_id": 79005, "ts": "2026-10-12T09:52:41Z", "hours": 4.065, "text": "Finished the story and like all the art Quick Summary Made story slides Made title screen Made a bunch of art for my game Adjusted difficulty THE YAP: That art took me like most of the day, even though it says it only took me 4 hours. This is because I have no idea how to connect Hackatime to Scratch, which is what I use for my art (pls tell me if you know). I know that scratch is a pretty bad art editor, but I have no idea how to use other engines. A downside of this is that when I import my SVG’s (the file type that scratch uses for Vector mode art), I need to increase the scale of it in the import tab. I neeed to to this for EVERY SINGLE PIECE OF ART I MAKE!!!! Also every time I update art, I need to do it again. Also Scratch’s built in Text doesnt show on Godot for some reason, so I need to A) go to google drawings and type my text in a text box, B) import it as an SVG file C) load it into scratch, and D) if the formatting doesnt work, repeat the process The art isnt the only tiring thing, as I need to make timers for each of my dialogue tell it when to run, because for some reason, I decided to VOICE ACT it… For example, for my first line of text “there was once a happy family of crows, free of troubles and doubts” (i think its something like that) I need to make a timer, attach it to my Sprite2D (it contains the slide art), and set a timer for when to run. I need to do this process for every single piece of dialogue, and I have like 10. It sounds pretty horrible too, but I’ll probably add a toggle for it cuz I spent so long on it. The menu also went through a iteration, cuz at first, I was gonna put a play button on my balloon, and I was gonna make the balloon fly away when clicked. I soon realized (after making it) that it looks ugly so I opted for a space bar approach instead In the next devlog, I’ll make a win screen and death screen, as well as that toggle for story and a skip for the story. Anyways, cya in the next one :D"}, {"post_id": 78857, "ts": "2026-10-11T19:48:04Z", "hours": 1.8739, "text": "Woops Well, I finished up the main game, although I might need to add more difficulty lol I just need to add: -Main Menu -Art -Story -Music In other words, I have like 10 more hours worth of coding left to do More Yap: I tried to make a balance scale with a bunch of obstacles on top, So I attached this long thin RigidBody2D to a StaticBody2D with a Pin Joint, but only after I added it, I realized that For the balance to work, it needs to be in the middle of the balloons path… And it cant move… Thats basically just a instakill machine, so I scrapped the idea. I also added a lot of Linear Drag to the Obstacles at (37 seconds) so that it wouldnt be as easy. Now, you need to hit the middle of the obstacles for it to be cleared, otherwise the balloon gets COOKED I might also need a way of getting ammo, as its too OP just to spam bullets. Oh yeah, and the attack at 18 seconds is unavoidable right now, so I will probably make the attack slower or make the attack spawn at slower intervals, or maybe both lol."}, {"post_id": 78536, "ts": "2026-10-11T03:48:53Z", "hours": 6.0222, "text": "OOps! Made the player a Crow, and made art for him Made some cloud art for the platforms Made some balloon art Also, Balloons take damage now In addition, I added a new “bomb” attack Oh yeah I added a progress bar for how high up you are, and a health bar for the Balloons"}, {"post_id": 78162, "ts": "2026-10-09T20:34:05Z", "hours": 9.5539, "text": "New Game called “oops” The story is about this crow girl who accidently lets go of her helium balloon, so you. as the dad, have jump on the clouds, and shoot off any obstacles that could pop it. I haven’t made any art so its all made out of the godot icon lol, but the premise of the game is basically “do doodle jump while protecting your balloon. I spent a lot of time getting the idea down, but I think it is pretty good :)"}]...
|
Title: oops! by @Al_Lee | Stardance
Devlogs:
New Title: oops! by @Al_Lee | Stardance
Devlogs:
New Game called “oops” The story is about this crow girl who accidently lets go of her helium balloon, so you. as the dad, have jump on the clouds, and shoot off any obstacles that could pop it. I haven’t made any art so its all made out of the godot icon lol, but the premise of the game is basically “do doodle jump while protecting your balloon. I spent a lot of time getting the idea down, but I think it is pretty good :)
OOps! Made the player a Crow, and made art for him Made some cloud art for the platforms Made some balloon art Also, Balloons take damage now In addition, I added a new “bomb” attack Oh yeah I added a progress bar for how high up you are, and a health bar for the Balloons
Woops Well, I finished up the main game, although I might need to add more difficulty lol I just need to add: -Main Menu -Art -Story -Music In other words, I have like 10 more hours worth of coding left to do More Yap: I tried to make a balance scale with a bunch of obstacles on top, So I attached this long thin RigidBody2D to a StaticBody2D with a Pin Joint, but only after I added it, I realized that For the balance to work, it needs to be in the middle of the balloons path… And it cant move… Thats basically just a instakill machine, so I scrapped the idea. I also added a lot of Linear Drag to the Obstacles at (37 seconds) so that it wouldnt be as easy. Now, you need to hit the middle of the obstacles for it to be cleared, otherwise the balloon gets COOKED I might also need a way of getting ammo, as its too OP just to spam bullets. Oh yeah, and the attack at 18 seconds is unavoidable right now, so I will probably make the attack slower or make the attack spawn at slower intervals, or maybe both lol.
Finished the story and like all the art Quick Summary Made story slides Made title screen Made a bunch of art for my game Adjusted difficulty THE YAP: That art took me like most of the day, even though it says it only took me 4 hours. This is because I have no idea how to connect Hackatime to Scratch, which is what I use for my art (pls tell me if you know). I know that scratch is a pretty bad art editor, but I have no idea how to use other engines. A downside of this is that when I import my SVG’s (the file type that scratch uses for Vector mode art), I need to increase the scale of it in the import tab. I neeed to to this for EVERY SINGLE PIECE OF ART I MAKE!!!! Also every time I update art, I need to do it again. Also Scratch’s built in Text doesnt show on Godot for some reason, so I need to A) go to google drawings and type my text in a text box, B) import it as an SVG file C) load it into scratch, and D) if the formatting doesnt work, repeat the process The art isnt the only tiring thing, as I need to make timers for each of my dialogue tell it when to run, because for some reason, I decided to VOICE ACT it… For example, for my first line of text “there was once a happy family of crows, free of troubles and doubts” (i think its something like that) I need to make a timer, attach it to my Sprite2D (it contains the slide art), and set a timer for when to run. I need to do this process for every single piece of dialogue, and I have like 10. It sounds pretty horrible too, but I’ll probably add a toggle for it cuz I spent so long on it. The menu also went through a iteration, cuz at first, I was gonna put a play button on my balloon, and I was gonna make the balloon fly away when clicked. I soon realized (after making it) that it looks ugly so I opted for a space bar approach instead In the next devlog, I’ll make a win screen and death screen, as well as that toggle for story and a skip for the story. Anyways, cya in the next one :D
Final Game Done I did a lot I think, mostly bug fixing. I made the player have more health, added music, and sound effects. The Yap: I spent a lot of time testing the game on web, because I KEPT FORGETTING TO DO THAT ONE THING. Also for some reason, the particles for player shoot and bomb explosion were being green in the web version, so my fix to this was to make there be NO hue variation. Hue Variation is how much the colour of the particle can vary from the set colour. Also the bird enemies rotation was messsed up, so I had to do some flip_v and flip_h to fix that Also, my friend said the game was TOO HARD, so I made the balloon have some more health. That wasn’t the move, cuz now you could beat the game WITHOUT EVEN SHOOTING…. Anyway I ended up only adding 10 more health instead of the intial 30. Also I added some Hit and Shoot sound effects from JSFXR, which sounds really good, but I dont really know if it is too loud or too soft.
Ships:
I made a Doodle Jump, and Rise inspired game, about a crow jumping on clouds and shooting obstacles to protect his daughter’s balloon from popping. I found RigidBody2D’s in Godot very challenging, as they had different ways to move than character and area2d’s. I had to rely on Ai to learn and make the code for that part, but once I got 1 rigid body done, most of them I did myself after learning from Ai. I’m proud of stepping out of my comfort zone, and making a unique game instead of a generic platformer. For people testing my project, PLEASE read the controls, and know that the game takes a few attempts to beat....
|
1793296565.9840753
|
1793382965.9840753
|
|
68215
|
My blog for my life by @mckenzieandersen1318 | Sta My blog for my life by @mckenzieandersen1318 | Stardance...
|
mckenzieandersen1318
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My blog for my life by @mckenzieandersen131 Title: My blog for my life by @mckenzieandersen1318 | Stardance...
|
1793119825.8786964
|
1793724625.8786964
|
|
68216
|
Rogue Shooter by @domst13 | Stardance
|
domst13
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rogue Shooter by @domst13 | Stardance
|
1792471727.2921693
|
1793335727.2921693
|
|
68217
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871503.026616
|
1793735503.026616
|
|
68218
|
My site by @Fluxion | Stardance
|
Fluxion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My site by @Fluxion | Stardance
|
1793119828.1140206
|
1793724628.1140206
|
|
68219
|
Very Simple BlackJack by @Fluxion | Stardance
|
Fluxion
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T04:41:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a just very simple game for me to see how hackclub works.", "repo": "https://github.com/thefluxion/bj", "demo": "https://rawcdn.githack.com/thefluxion/bj/c1547c83f902b26cd14d30b1347172f90b7b774a/index.html"}]...
|
[{"post_id": 77222, "ts": "202 [{"post_id": 77222, "ts": "2026-10-06T04:36:28Z", "hours": 0.2667, "text": "Done!"}]...
|
Title: Very Simple BlackJack by @Fluxion | Stardan Title: Very Simple BlackJack by @Fluxion | Stardance
Devlogs:
Done!
Ships:
This was a just very simple game for me to see how hackclub works....
|
1793217209.0436487
|
1793303609.0436487
|
|
68220
|
A stream deck by @Marc_emmanuel | Stardance
|
Marc_emmanuel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A stream deck by @Marc_emmanuel | Stardance
|
1793119831.773905
|
1793724631.773905
|
|
68221
|
BLARE by @Ironpetal_Milii | Stardance
|
Ironpetal_Milii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @Ironpetal_Milii | Stardance
|
1793119833.8836405
|
1793724633.8836405
|
|
68222
|
Alarm Clock by @Smasher | Stardance
|
Smasher
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Alarm Clock by @Smasher | Stardance
|
1793119836.2268896
|
1793724636.2268896
|
|
68223
|
Personal Website Project by @yoonha | Stardance
|
yoonha
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T20:48:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website for the first time! It was an enchanting experience for me because this is the first time I (formally) coded in a language other than Java. A great deal of the challenge was learning how to write in other languages (since coding customs and conventions are different in other languages) and knowing how to make a website publicly available (I’m still very new to Github, after all). Even though it looks simple for now, I plan to learn more coding and come back with a better and improved website! Thanks Stardance for motivating me :)", "repo": "https://github.com/Yoon-Ha-Hwang/personal_website", "demo": "https://yoon-ha-hwang.github.io/personal_website/"}]...
|
[{"post_id": 77485, "ts": "202 [{"post_id": 77485, "ts": "2026-10-07T05:42:17Z", "hours": 1.4322, "text": "I continued working on the personal website project, adding sections, adding text, adding links, formatting text (bullet points, bold, italics, etc.), and so on. All I need to do right now is to deploy it. Special thanks to the Rural Coders Society for the Code Without Borders event where I got to know more about Website Design languages"}]...
|
Title: Personal Website Project by @yoonha | Stard Title: Personal Website Project by @yoonha | Stardance
Devlogs:
I continued working on the personal website project, adding sections, adding text, adding links, formatting text (bullet points, bold, italics, etc.), and so on. All I need to do right now is to deploy it. Special thanks to the Rural Coders Society for the Code Without Borders event where I got to know more about Website Design languages
Ships:
I made a personal website for the first time! It was an enchanting experience for me because this is the first time I (formally) coded in a language other than Java. A great deal of the challenge was learning how to write in other languages (since coding customs and conventions are different in other languages) and knowing how to make a website publicly available (I’m still very new to Github, after all). Even though it looks simple for now, I plan to learn more coding and come back with a better and improved website! Thanks Stardance for motivating me :)...
|
1793217213.1816556
|
1793303613.1816556
|
|
68224
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871503.8524415
|
1793735503.8524415
|
|
68225
|
WarioWare Game by @chitranshrastogi4 | Stardance
|
chitranshrastogi4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @chitranshrastogi4 | Star Title: WarioWare Game by @chitranshrastogi4 | Stardance...
|
1793119837.0893817
|
1793724637.0893817
|
|
68226
|
My very own WebOS by @alierdem | Stardance
|
alierdem
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @alierdem | Stardance
|
1793119838.8315113
|
1793724638.8315113
|
|
68227
|
true-odessey by @chitranshrastogi94 | Stardance
|
chitranshrastogi94
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: true-odessey by @chitranshrastogi94 | Stard Title: true-odessey by @chitranshrastogi94 | Stardance...
|
1793119840.8877814
|
1793724640.8877814
|
|
68228
|
El último paseo Delos años by @brayanperezgo2007 | El último paseo Delos años by @brayanperezgo2007 | Stardance...
|
brayanperezgo2007
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: El último paseo Delos años by @brayanperezg Title: El último paseo Delos años by @brayanperezgo2007 | Stardance...
|
1793119842.6544821
|
1793724642.6544821
|
|
68229
|
My very own WebOS by @amitshivshankarpatil24 | Sta My very own WebOS by @amitshivshankarpatil24 | Stardance...
|
amitshivshankarpatil24
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @amitshivshankarpatil2 Title: My very own WebOS by @amitshivshankarpatil24 | Stardance...
|
1793119843.510229
|
1793724643.510229
|
|
68230
|
Slack Bot by @ava_b_r | Stardance
|
ava_b_r
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slack Bot by @ava_b_r | Stardance
|
1793119844.3862534
|
1793724644.3862534
|
|
68231
|
lucrical by @uniquepersun | Stardance
|
uniquepersun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: lucrical by @uniquepersun | Stardance
|
1793119845.266268
|
1793724645.266268
|
|
68232
|
Myboard by @frejer1 | Stardance
|
frejer1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Myboard by @frejer1 | Stardance
|
1793119847.3176048
|
1793724647.3176048
|
|
68233
|
webOS by @ava_b_r | Stardance
|
ava_b_r
|
0
|
1.47
|
0
|
[]
|
[{"post_id": 77272, "ts": "202 [{"post_id": 77272, "ts": "2026-10-06T11:55:28Z", "hours": 1.4664, "text": "I’m following the webOS project thing to advertise another website which I built, PlanMyPanic (a study schedule maker website), but all of my text at the top of the page is being cut off!"}]...
|
Title: webOS by @ava_b_r | Stardance
Devlogs:
I’m Title: webOS by @ava_b_r | Stardance
Devlogs:
I’m following the webOS project thing to advertise another website which I built, PlanMyPanic (a study schedule maker website), but all of my text at the top of the page is being cut off!...
|
1793119849.3027043
|
1793724649.3027043
|
|
68234
|
I want to build game or a design by @jaima | Stard I want to build game or a design by @jaima | Stardance...
|
jaima
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: I want to build game or a design by @jaima Title: I want to build game or a design by @jaima | Stardance...
|
1793119851.0905113
|
1793724651.0905113
|
|
68235
|
Hackpad v2 by @nirbhikbabu | Stardance
|
nirbhikbabu
|
0
|
0.72
|
0
|
[]
|
[{"post_id": 77249, "ts": "202 [{"post_id": 77249, "ts": "2026-10-06T08:22:06Z", "hours": 0.7167, "text": "I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version."}]...
|
Title: Hackpad v2 by @nirbhikbabu | Stardance
Dev Title: Hackpad v2 by @nirbhikbabu | Stardance
Devlogs:
I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version....
|
1793119853.094638
|
1793724653.094638
|
|
68236
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871504.665417
|
1793735504.665417
|
|
68237
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871505.4775667
|
1793735505.4775667
|
|
68238
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871506.287036
|
1793735506.287036
|
|
68239
|
Java Path Tracer by @Robodog81 | Stardance
|
Robodog81
|
1
|
39.33
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T03:56:37Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an early beta of a path tracer that I am working on. I belive there are still a few problems (fuzzy metals not quite right) but overall it still looks ok.", "repo": "https://github.com/Robodog81/Path-Tracer", "demo": "https://github.com/Robodog81/Path-Tracer/releases/tag/Beta"}]...
|
[{"post_id": 82913, "ts": "202 [{"post_id": 82913, "ts": "2026-10-26T06:47:37Z", "hours": 17.1086, "text": "HUGE CHANGES I have been on holiday for the weekend and have not been able to post a devlog as I was offline and my time has gone above 10 hours. Does anyone know how I could still get stardust for the extra time? Anyway, it has been a bit since my last devlog and I can assure you that I have added many new features targeted at making the system easier to use. Almost everything is changeable without even looking at the code. Also, I’m not sure if they were in the last devlog but I added a time rendered metric in the top left to give more of an idea of performance in my images. The Editor UI I poured many hours into making a (hopefully) intuitive system to edit the scene to be rendered. You can now select any sphere with the arrow keys and move it with WASD. You can also open a menu to change it’s properties like radius, colour, and material. The Editor Preview Render I wanted there to be a real time preview of the scene whyle you are editing it. Due to the accumulative nature of my Path Tracer, running it in real time would look incredibly noisy and fickery. I opted to try and make a totally new rendering system that can approximate the result in a single frame. At the moment this works great for everything except fuzzie metals - they just show as smooth. Problems & Future Changes One of the things that i find annoying about the preview render is that there is some fairly obvious screen tearing on parts of moving spheres. This doesn’t affect the final render but is just a bit annoying When going to render the scene the first frame may contain some black lines that remain as ghosts for the a while until enough frames have been rendered over them and the colours average out. There is currently no way to change the resolution without editing the source code. It defaults to 480 x 270. A quarter of the standard 1920 x 1080. The sphere editing menu can jump around when choosing changing the selected sphere. I would like to add an option to hide or show the debug performance metrics. Extra Info Not much here :) In the images you can see both a editor preview render with all of the menus open and a quick render of the scene to compare to the preview. In the editor the big sphere that is tinted white is the one that is selected, the white tint pulses on and off."}, {"post_id": 81078, "ts": "2026-10-19T19:53:24Z", "hours": 1.4683, "text": "Tonemap Update and Code Reformatting I haven’t done much in the way of large changes since last devlog but I have been reformatting much of my code to make it easier to read and use. The code should now look a lot cleaner. I also fixed the tonemapper as it was over over exposing the brighter spheres. I also added a new tone map option that seems to be significantly better at representing bright colours than my prior two. The first one is purely clamping the HDR value to sRGB. As you may guess this leads to bright lights of most colours appearing white. I did have an alternative Reinhard tonemapper (v / (v + 1)) but that made everything look gray and desaturated as it applied the map to every colour channel individually causing all colours to look similar. The fix was to run the tone map with the brightest colour of the channel. This new screenshot is done with the new tonemapper and is a great example of the new glass refraction. It is a bit dark sorry. This took >30min to render."}, {"post_id": 80880, "ts": "2026-10-19T04:40:56Z", "hours": 2.75, "text": "Java Path-Tracer A simple Java Path-tracer for rendering cool scenes written in a single java class. The main thing I have spent my time on is adding in a glass material. It has proved to be more of a pain than I originally thought. The book series Ray Tracing in One Weekend has once again proved very useful. Anyway, whyle developing it I would repetitively get a material that looks somewhat like glass (or some weird blob) or something that was overly noisy. at one point my glass started emitting blue and yellow light (not much of a clue why that happened. After a good few hours of hassle I finally got it refracting properly. The rest of the features (total internal reflection & reflection) were fairly straightforward after that. Even caustics (the focused light under a glass sphere) work really well. I also found that my metal bounce rays for fuzzie metals weren’t being normalised properly causing weird ring artefacts. That was an easy fix luckily. I think this project is coming along well. Here is a new Hi-Res test scene that I let my laptop suffer on for quite a while. for reference this is an 8th gen i5 laptop and this scene took around 15 minutes to render. I did have a fair bit of other stuff open though. Enjoy. :)"}, {"post_id": 80270, "ts": "2026-10-17T01:58:49Z", "hours": 8.0306, "text": "Over the past few days i have made a few improvements. I have focused a bit more on the performance side of things and implemented (fairly bad) CPU multi threading as it was running single threaded before. This resulted in a 2-3x performance increase even though I went from 1 to 8 threads. I believe this is due to my bad code and the fact I create 8 new Thread objects every frame. Other than performance optimisations I also expanded the functionality of the renderer. I added Lambertian scattering for more accurate matte surfaces. I gave metal a fuzziness propitiate that allows for more surface options. I also started to implement glass (which is an absolute pain) but it is still broken at the moment (see screenshots) :) I also did some general housekeeping and cleaned up the code making it easier to read. The code is now visible on github for anyone who is interested."}, {"post_id": 78982, "ts": "2026-10-12T07:57:37Z", "hours": 10.1758, "text": "This is my shot at making a (somewhat optimised) Path Tracer in Java. I have previously made one in scratch and am trying to make a better foundation to work off of so I can add more advanced features. I had already started making the ray traversal code but forgot to log it; my current time is a little on the low side. I primarily work of the online books ‘Ray Tracing In One Weekend’ as they contain most of the info I need. At the moment only spheres are supported and only can be matte or a light. Even now I have been able to make some cool renders of random spheres. I will soon add more surfaces (mirror, glass, etc), anti aliasing, and multi thread support for better performance. If I can I will add support for polygons and thus 3d models. I hope this is as cool to you as it is to me. Thanks for reading. :)"}]...
|
Title: Java Path Tracer by @Robodog81 | Stardance
Title: Java Path Tracer by @Robodog81 | Stardance
Devlogs:
This is my shot at making a (somewhat optimised) Path Tracer in Java. I have previously made one in scratch and am trying to make a better foundation to work off of so I can add more advanced features. I had already started making the ray traversal code but forgot to log it; my current time is a little on the low side. I primarily work of the online books ‘Ray Tracing In One Weekend’ as they contain most of the info I need. At the moment only spheres are supported and only can be matte or a light. Even now I have been able to make some cool renders of random spheres. I will soon add more surfaces (mirror, glass, etc), anti aliasing, and multi thread support for better performance. If I can I will add support for polygons and thus 3d models. I hope this is as cool to you as it is to me. Thanks for reading. :)
Over the past few days i have made a few improvements. I have focused a bit more on the performance side of things and implemented (fairly bad) CPU multi threading as it was running single threaded before. This resulted in a 2-3x performance increase even though I went from 1 to 8 threads. I believe this is due to my bad code and the fact I create 8 new Thread objects every frame. Other than performance optimisations I also expanded the functionality of the renderer. I added Lambertian scattering for more accurate matte surfaces. I gave metal a fuzziness propitiate that allows for more surface options. I also started to implement glass (which is an absolute pain) but it is still broken at the moment (see screenshots) :) I also did some general housekeeping and cleaned up the code making it easier to read. The code is now visible on github for anyone who is interested.
Java Path-Tracer A simple Java Path-tracer for rendering cool scenes written in a single java class. The main thing I have spent my time on is adding in a glass material. It has proved to be more of a pain than I originally thought. The book series Ray Tracing in One Weekend has once again proved very useful. Anyway, whyle developing it I would repetitively get a material that looks somewhat like glass (or some weird blob) or something that was overly noisy. at one point my glass started emitting blue and yellow light (not much of a clue why that happened. After a good few hours of hassle I finally got it refracting properly. The rest of the features (total internal reflection & reflection) were fairly straightforward after that. Even caustics (the focused light under a glass sphere) work really well. I also found that my metal bounce rays for fuzzie metals weren’t being normalised properly causing weird ring artefacts. That was an easy fix luckily. I think this project is coming along well. Here is a new Hi-Res test scene that I let my laptop suffer on for quite a while. for reference this is an 8th gen i5 laptop and this scene took around 15 minutes to render. I did have a fair bit of other stuff open though. Enjoy. :)
Tonemap Update and Code Reformatting I haven’t done much in the way of large changes since last devlog but I have been reformatting much of my code to make it easier to read and use. The code should now look a lot cleaner. I also fixed the tonemapper as it was over over exposing the brighter spheres. I also added a new tone map option that seems to be significantly better at representing bright colours than my prior two. The first one is purely clamping the HDR value to sRGB. As you may guess this leads to bright lights of most colours appearing white. I did have an alternative Reinhard tonemapper (v / (v + 1)) but that made everything look gray and desaturated as it applied the map to every colour channel individually causing all colours to look similar. The fix was to run the tone map with the brightest colour of the channel. This new screenshot is done with the new tonemapper and is a great example of the new glass refraction. It is a bit dark sorry. This took >30min to render.
HUGE CHANGES I have been on holiday for the weekend and have not been able to post a devlog as I was offline and my time has gone above 10 hours. Does anyone know how I could still get stardust for the extra time? Anyway, it has been a bit since my last devlog and I can assure you that I have added many new features targeted at making the system easier to use. Almost everything is changeable without even looking at the code. Also, I’m not sure if they were in the last devlog but I added a time rendered metric in the top left to give more of an idea of performance in my images. The Editor UI I poured many hours into making a (hopefully) intuitive system to edit the scene to be rendered. You can now select any sphere with the arrow keys and move it with WASD. You can also open a menu to change it’s properties like radius, colour, and material. The Editor Preview Render I wanted there to be a real time preview of the scene whyle you are editing it. Due to the accumulative nature of my Path Tracer, running it in real time would look incredibly noisy and fickery. I opted to try and make a totally new rendering system that can approximate the result in a single frame. At the moment this works great for everything except fuzzie metals - they just show as smooth. Problems & Future Changes One of the things that i find annoying about the preview render is that there is some fairly obvious screen tearing on parts of moving spheres. This doesn’t affect the final render but is just a bit annoying When going to render the scene the first frame may contain some black lines that remain as ghosts for the a while until enough frames have been rendered over them and the colours average out. There is currently no way to change the resolution without editing the source code. It defaults to 480 x 270. A quarter of the standard 1920 x 1080. The sphere editing menu can jump around when choosing changing the selected sphere. I would like to add an option to hide or show the debug performance metrics. Extra Info Not much here :) In the images you can see both a editor preview render with all of the menus open and a quick render of the scene to compare to the preview. In the editor the big sphere that is tinted white is the one that is selected, the white tint pulses on and off.
Ships:
This is an early beta of a path tracer that I am working on. I belive there are still a few problems (fuzzy metals not quite right) but overall it still looks ok....
|
1793155850.551105
|
1793242250.551105
|
|
68240
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871507.1146288
|
1793735507.1146288
|
|
68241
|
Sigma bot by @shogunxfortnite | Stardance
|
shogunxfortnite
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sigma bot by @shogunxfortnite | Stardance
|
1793119856.0721135
|
1793724656.0721135
|
|
68242
|
MY-PAGE by @ellie_wood | Stardance
|
ellie_wood
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:53:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way.", "repo": "https://github.com/elliewoodward2024-ops/Portfolio", "demo": "https://elliewoodward2024-ops.github.io/Portfolio/"}]...
|
[{"post_id": 77277, "ts": "202 [{"post_id": 77277, "ts": "2026-10-06T12:26:11Z", "hours": 4.8531, "text": "I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with."}]...
|
Title: MY-PAGE by @ellie_wood | Stardance
Devlogs Title: MY-PAGE by @ellie_wood | Stardance
Devlogs:
I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with.
Ships:
I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way....
|
1793217215.1105082
|
1793303615.1105082
|
|
68243
|
The thing by @shogunxfortnite | Stardance
|
shogunxfortnite
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The thing by @shogunxfortnite | Stardance
|
1793119857.0554097
|
1793724657.0554097
|
|
68244
|
My website by @shogunxfortnite | Stardance
|
shogunxfortnite
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:41:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website saying what I like", "repo": "https://github.com/shogunxfortnite-cyber/My-website", "demo": "https://mywebsiteforhackclub.edgeone.dev/"}]...
|
[{"post_id": 77251, "ts": "202 [{"post_id": 77251, "ts": "2026-10-06T08:40:08Z", "hours": 0.3136, "text": "I am working on my website and the things I like"}]...
|
Title: My website by @shogunxfortnite | Stardance
Title: My website by @shogunxfortnite | Stardance
Devlogs:
I am working on my website and the things I like
Ships:
I made a website saying what I like...
|
1793217217.1392517
|
1793303617.1392517
|
|
68245
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871507.93001
|
1793735507.93001
|
|
68246
|
My awesome macropad! by @deepsagar | Stardance
|
deepsagar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @deepsagar | Starda Title: My awesome macropad! by @deepsagar | Stardance...
|
1793119858.8212428
|
1793724658.8212428
|
|
68247
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871508.7675304
|
1793735508.7675304
|
|
68248
|
My own site! by @aaru5h | Stardance
|
aaru5h
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T07:06:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built a personal site with 3 math facts. its pretty basic tbh. i created this as my first project so i kept it basic", "repo": "https://github.com/aaru5h21/Personal-site", "demo": "https://aaru5h21.github.io/Personal-site/"}]...
|
[{"post_id": 77304, "ts": "202 [{"post_id": 77304, "ts": "2026-10-06T14:17:44Z", "hours": 0.4364, "text": "Just finished coding my first website, not much to see, but, will use the experience to make more cooler projects"}]...
|
Title: My own site! by @aaru5h | Stardance
Devlog Title: My own site! by @aaru5h | Stardance
Devlogs:
Just finished coding my first website, not much to see, but, will use the experience to make more cooler projects
Ships:
i built a personal site with 3 math facts. its pretty basic tbh. i created this as my first project so i kept it basic...
|
1793217221.5735252
|
1793303621.5735252
|
|
68249
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871509.5856366
|
1793735509.5856366
|
|
68250
|
Abdul's Site by @SpaceRanger | Stardance
|
SpaceRanger
|
1
|
3.0
|
12
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T17:25:47Z", "hours": 3.0, "multiplier": 3.43, "payout": 12, "blessing": "neutral", "text": "Made my personal website. Been meaning to for a while. It’s Nothing special, But it’s all I need.", "repo": "https://github.com/abdulgafarabdurrasheed/Abdul-s-Website", "demo": "https://devabdulsite.netlify.app/"}]...
|
[{"post_id": 78801, "ts": "202 [{"post_id": 78801, "ts": "2026-10-11T17:14:47Z", "hours": 0.2814, "text": "Final tweaks. Ready to ship now."}, {"post_id": 78786, "ts": "2026-10-11T16:28:33Z", "hours": 0.6397, "text": "Changelog tweaks and updates ( 668bf78 ) section info and general styling ( 4d03cc2 ) fixed naming issue ( 703ca92 ) fix deploying failed cause of fsevents ( fe68974 ) Added detailing to the Site. My escapades are now details on there. Ready to ship, but I Just need to do one more thing."}, {"post_id": 77410, "ts": "2026-10-06T21:16:05Z", "hours": 0.5447, "text": "Added Nav Icons thant remain when Nav is collapsed(AI did most of this). Now I can actually begin filling in info. Changelog added nav icons ( 9afecd8 )"}, {"post_id": 77389, "ts": "2026-10-06T19:27:43Z", "hours": 0.455, "text": "Changelog added video background ( 5b61f31 ) Site now uses Video Background from different anime. Spent atleast 2 hours sourcing for, and editing videos. TCH"}, {"post_id": 77296, "ts": "2026-10-06T13:53:57Z", "hours": 1.5481, "text": "Changelog collapsible navbar ( 5a5e017 ) I have been able to acheive a collapsible Navbar. Crazy how much I have forgotten basic things lol. Always happens."}]...
|
Title: Abdul's Site by @SpaceRanger | Stardanc Title: Abdul's Site by @SpaceRanger | Stardance
Devlogs:
Changelog collapsible navbar ( 5a5e017 ) I have been able to acheive a collapsible Navbar. Crazy how much I have forgotten basic things lol. Always happens.
Changelog added video background ( 5b61f31 ) Site now uses Video Background from different anime. Spent atleast 2 hours sourcing for, and editing videos. TCH
Added Nav Icons thant remain when Nav is collapsed(AI did most of this). Now I can actually begin filling in info. Changelog added nav icons ( 9afecd8 )
Changelog tweaks and updates ( 668bf78 ) section info and general styling ( 4d03cc2 ) fixed naming issue ( 703ca92 ) fix deploying failed cause of fsevents ( fe68974 ) Added detailing to the Site. My escapades are now details on there. Ready to ship, but I Just need to do one more thing.
Final tweaks. Ready to ship now.
Ships:
Made my personal website. Been meaning to for a while. It’s Nothing special, But it’s all I need....
|
1793217231.449548
|
1793303631.449548
|
|
68251
|
Utility Pad by @Abis-Aman | Stardance
|
Abis-Aman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Utility Pad by @Abis-Aman | Stardance
|
1793119864.7609797
|
1793724664.7609797
|
|
68252
|
personal website by @RenJ | Stardance
|
RenJ
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: personal website by @RenJ | Stardance
|
1793119866.5417626
|
1793724666.5417626
|
|
68253
|
Wilima OS by @SHADYJO1469 | Stardance
|
SHADYJO1469
|
0
|
19.24
|
0
|
[]
|
[{"post_id": 83221, "ts": "202 [{"post_id": 83221, "ts": "2026-10-27T12:06:11Z", "hours": 3.6328, "text": "I finished the tab movement and resizing, took a few failed attempts. I’m sorry but i can’t really show it."}, {"post_id": 82732, "ts": "2026-10-25T18:07:18Z", "hours": 4.1078, "text": "Made a small window system for the OS."}, {"post_id": 82521, "ts": "2026-10-25T03:19:48Z", "hours": 1.8111, "text": "Made some changes in the icons and made them seen in the desktop, also, added time in the taskbar. I thing it looks pretty good right now."}, {"post_id": 82396, "ts": "2026-10-24T18:20:31Z", "hours": 3.3383, "text": "Finished all the app icons for Wilima OS!(File Explorer, Calculator, Settings, Text Editor, Clock, Terminal, Calendar) I took a lot of time for some of them cuz it was really hard to troubleshoot errors."}, {"post_id": 81386, "ts": "2026-10-21T03:00:01Z", "hours": 2.4136, "text": "I made some icons for Wilima OS, hope you like the minimal asthetic."}, {"post_id": 81317, "ts": "2026-10-20T20:10:17Z", "hours": 3.9333, "text": "I made the entire structure for Wilima OS and went for a modern look, it is empty because i have to make the apps and JS, a lot of time was spent rewriting code, so that would have taken an extra few hours. Hope you like the modern look."}]...
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Title: Wilima OS by @SHADYJO1469 | Stardance
Devl Title: Wilima OS by @SHADYJO1469 | Stardance
Devlogs:
I made the entire structure for Wilima OS and went for a modern look, it is empty because i have to make the apps and JS, a lot of time was spent rewriting code, so that would have taken an extra few hours. Hope you like the modern look.
I made some icons for Wilima OS, hope you like the minimal asthetic.
Finished all the app icons for Wilima OS!(File Explorer, Calculator, Settings, Text Editor, Clock, Terminal, Calendar) I took a lot of time for some of them cuz it was really hard to troubleshoot errors.
Made some changes in the icons and made them seen in the desktop, also, added time in the taskbar. I thing it looks pretty good right now.
Made a small window system for the OS.
I finished the tab movement and resizing, took a few failed attempts. I’m sorry but i can’t really show it....
|
1793119867.4151332
|
1793724667.4151332
|
|
68254
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792871514.507626
|
1793735514.507626
|
|
68255
|
Platformer by @navaneeths2020 | Stardance
|
navaneeths2020
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Platformer by @navaneeths2020 | Stardance
|
1793119869.4883778
|
1793724669.4883778
|
|
68256
|
Handheld Console by @kawaiikiten | Stardance
|
kawaiikiten
|
0
|
8.68
|
0
|
[]
|
[{"post_id": 78011, "ts": "202 [{"post_id": 78011, "ts": "2026-10-09T05:43:34Z", "hours": 8.6775, "text": "wth I didn’t realise I had to make a devlog so early. I’m making a custom handheld console for using a Raspberry Pi Zero 2 W and a 64 GB microSD card that I already have (actually got it from a HackClub event last year!) I wanted to try a more involved hardware project after making my MacroNAVI hackpad (which hopefully gets approved), combining custom PCBs, a printed enclosure, and retro game emulation. I started by deciding which systems I wanted to support. Initially, I considered everything available in the Delta emulator that I currently have on my phone, including Nintendo DS and Nintendo 64, but narrowed the scope to NES, Game Boy, Game Boy Color, Game Boy Advance, SNES, and Sega Genesis. I also wanted a vertical layout inspired by Delta’s SNES controller skin, with a D-pad, ABXY, Start, Select, and two shoulder buttons. My original size target was roughly an iPhone 13, although I eventually accepted a thicker case to make room for the components. A lot of the planning involved researching displays and figuring out how they would connect to the Pi. I considered several Waveshare displays using HDMI, DSI, and DPI before choosing the 3.5-inch 640×480 HDMI LCD. I also decided to use the headphone jack which the display includes with an opening in the case. For power, I planned around a PiSugar 3 Air and an external 3.7 V, 3000 mAh battery measuring 9.6 × 40 × 60.4 mm. I’m using a short internal USB-C extension so the charging port can be accessible from the enclosure. I have a rough idea of how everything is going to fit on the inside, and hopefully there’ll be no issues with some of the assumptions I’ve made in terms of measurements. I began modelling the enclosure in FreeCAD, the current enclosure is 84 × 147 × 34 mm. I positioned the display, Pi, power board, battery, and controller PCB, then built the front and rear shells around them. This included the screen opening, button openings, mounting posts, screw holes, and heat-set insert holes. I also added battery supports and a retainer, plus a holder and retaining bracket for the charging socket. For the controls, I wanted soft controller-style buttons using silicone membranes. I contacted RetroSix about membrane dimensions, and they were really helpul and pointed me toward an open-source SNES controller PCB. That gave me a useful reference for the contact footprints, although I still need to verify the physical membranes and their fit. In KiCad I created the main controller schematic and PCB, assigned the button contact footprints, arranged the controls, and routed the connections. This involved learning about track widths, vias, copper zones, and running the design rule checker. I also ran into problems updating the PCB from the schematic on Arch Linux; switching to Windows resolved that issue. The main board currently passes DRC. More recently, I designed a small shoulder-button PCB that can be used twice, once for L and once for R. I initially considered putting both switches on one board, but separate boards made placement around the display hardware easier. I adjusted the board outline and mounting holes to clear the display supports, checked it in KiCad, and imported both copies into FreeCAD. The latest work was adding four supports for those shoulder PCBs and their insert holes in the rear shell. Both boards are now positioned in the assembly, and I’ve planned the rear button locations. The next stage is working out the shoulder button caps and membrane retention, then checking the remaining clearances and wiring."}]...
|
Title: Handheld Console by @kawaiikiten | Stardanc Title: Handheld Console by @kawaiikiten | Stardance
Devlogs:
wth I didn’t realise I had to make a devlog so early. I’m making a custom handheld console for using a Raspberry Pi Zero 2 W and a 64 GB microSD card that I already have (actually got it from a HackClub event last year!) I wanted to try a more involved hardware project after making my MacroNAVI hackpad (which hopefully gets approved), combining custom PCBs, a printed enclosure, and retro game emulation. I started by deciding which systems I wanted to support. Initially, I considered everything available in the Delta emulator that I currently have on my phone, including Nintendo DS and Nintendo 64, but narrowed the scope to NES, Game Boy, Game Boy Color, Game Boy Advance, SNES, and Sega Genesis. I also wanted a vertical layout inspired by Delta’s SNES controller skin, with a D-pad, ABXY, Start, Select, and two shoulder buttons. My original size target was roughly an iPhone 13, although I eventually accepted a thicker case to make room for the components. A lot of the planning involved researching displays and figuring out how they would connect to the Pi. I considered several Waveshare displays using HDMI, DSI, and DPI before choosing the 3.5-inch 640×480 HDMI LCD. I also decided to use the headphone jack which the display includes with an opening in the case. For power, I planned around a PiSugar 3 Air and an external 3.7 V, 3000 mAh battery measuring 9.6 × 40 × 60.4 mm. I’m using a short internal USB-C extension so the charging port can be accessible from the enclosure. I have a rough idea of how everything is going to fit on the inside, and hopefully there’ll be no issues with some of the assumptions I’ve made in terms of measurements. I began modelling the enclosure in FreeCAD, the current enclosure is 84 × 147 × 34 mm. I positioned the display, Pi, power board, battery, and controller PCB, then built the front and rear shells around them. This included the screen opening, button openings, mounting posts, screw holes, and heat-set insert holes. I also added battery supports and a retainer, plus a holder and retaining bracket for the charging socket. For the controls, I wanted soft controller-style buttons using silicone membranes. I contacted RetroSix about membrane dimensions, and they were really helpul and pointed me toward an open-source SNES controller PCB. That gave me a useful reference for the contact footprints, although I still need to verify the physical membranes and their fit. In KiCad I created the main controller schematic and PCB, assigned the button contact footprints, arranged the controls, and routed the connections. This involved learning about track widths, vias, copper zones, and running the design rule checker. I also ran into problems updating the PCB from the schematic on Arch Linux; switching to Windows resolved that issue. The main board currently passes DRC. More recently, I designed a small shoulder-button PCB that can be used twice, once for L and once for R. I initially considered putting both switches on one board, but separate boards made placement around the display hardware easier. I adjusted the board outline and mounting holes to clear the display supports, checked it in KiCad, and imported both copies into FreeCAD. The latest work was adding four supports for those shoulder PCBs and their insert holes in the rear shell. Both boards are now positioned in the assembly, and I’ve planned the rear button locations. The next stage is working out the shoulder button caps and membrane retention, then checking the remaining clearances and wiring....
|
1793119871.5166285
|
1793724671.5166285
|
|
68257
|
Inkus OS by @Doodles | Stardance
|
Doodles
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Inkus OS by @Doodles | Stardance
|
1793119873.3296137
|
1793724673.3296137
|