|
6851
|
UE4 Shooter by @Luckmuc | Stardance
|
Luckmuc
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 6361, "ts": "2026 [{"post_id": 6361, "ts": "2026-06-10T18:22:08Z", "hours": 0.0, "text": "I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add"}, {"post_id": 5803, "ts": "2026-06-09T18:44:22Z", "hours": 0.0, "text": "I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog"}]...
|
Title: UE4 Shooter by @Luckmuc | Stardance
Devlog Title: UE4 Shooter by @Luckmuc | Stardance
Devlogs:
I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog
I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add...
|
1792939899.549457
|
1793803899.549457
|
|
6852
|
AnNightmare by @heitordecarvalhopessoa | Stardance
|
heitordecarvalhopessoa
|
0
|
3.31
|
0
|
[]
|
[{"post_id": 2429, "ts": "2026 [{"post_id": 2429, "ts": "2026-06-04T22:11:02Z", "hours": 1.7894, "text": "Gameplay"}, {"post_id": 2188, "ts": "2026-06-04T15:32:02Z", "hours": 0.8286, "text": "New menu and history system"}, {"post_id": 1794, "ts": "2026-06-04T00:21:40Z", "hours": 0.6908, "text": "Testing"}]...
|
Title: AnNightmare by @heitordecarvalhopessoa | St Title: AnNightmare by @heitordecarvalhopessoa | Stardance
Devlogs:
Testing
New menu and history system
Gameplay...
|
1793292554.633103
|
1793897354.633103
|
|
6853
|
My Website by @Vedant_Daga | Stardance
|
Vedant_Daga
|
2
|
14.0
|
98
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T17:29:22Z", "hours": 11.0, "multiplier": 6.57, "payout": 88, "blessing": "blessed", "text": "MY PERSONAL PORTFOLIO REDESIGN WHAT I MADE: - Completely redesigned my portfolio to a much more geometric design (tons of boxes and a really cool triangle background) - made a 3d hero with three.js webgl icosahedron instead of the old word wheel - Cleaned up all the vibecoded slop into larger, consolidated files - rewrote the entire project to sound like me instead of whatever AI slop it was before - added leadership section to add my leadership roles, teaching, and mentoring experiences - rebuilt some sections to make them easier to read (the awards section is an example) - made sure all the images load properly WHAT WAS HARD: - three.js threw invalid hook errors (turned out to be vite caching old deps, deleted node_modules/.vite and it worked) - almost created a circular import that would've broke everything (thank god i caught it) WHAT IM PROUD OF: - everything looks clean and like meant to be (idk how to describe that sorry) - geometric design fits my vibe of being really boxy without making it feel wrong (again idk how to explain that) - made everything feel like i built it, instead of making it feel like a template that i filled out HOW TO SEE IT: press the linkssss and check it out please", "repo": "https://github.com/DagaVedant/My-Portfolio", "demo": "https://dagavedant.github.io/My-Portfolio/"}, {"ship_num": 2, "ts": "2026-06-04T23:03:32Z", "hours": 3.0, "multiplier": 4.1, "payout": 10, "blessing": "neutral", "text": "I made a personal portfolio for me. I've always wanted to make a website, so i finally decided to start this project. Its a full-stack React web app that shows off my skills as a developer. It covers my projects, tech stack, education, and some fun non-tech hobbies like tennis and hiking. The toughest part was making it feel unique and what I wanted from my dream website. I added things like a word wheel, a really cool typewriter animations (my favorite part of everything\" and tons of other animations and other effects. I'm really super proud of the projects section. It shows some of the projects I'm most proud of like my LSTM models for analyzing stocks to an FRC robotics chatbot powered by RAG and Ollama, to my latest Hackathon Project for healthcare. To check it out, just clone the repo and run `npm install` followed by `npm run dev`. It will load locally on your computer. Since everything is static, there's no backend to fuss over. You won't need any API keys or configurations either – it works right away out of the box.", "repo": "https://github.com/DagaVedant/My-Portfolio", "demo": "https://dagavedant.github.io/My-Portfolio/"}]...
|
[{"post_id": 25376, "ts": "202 [{"post_id": 25376, "ts": "2026-07-09T17:01:47Z", "hours": 5.0, "text": "What I built: fixed a bunch of small stuff first, like adding in-progress signs to PulseFlow-AI, GardenBuddy, and Python-Examples made sure all the project images were showing up, and make sure they werent getting cropped out like before added the Best in AI/ML award for PulseFlow-AI from HackJPS COMPLETLY REDESIGNED the entire webpage. I wanted it to be more light theme and a geometric design picked like a few different colors that acutally look good with each other instead of the old word wheel from before, i made a new 3D one with three.js wireframe icosahedron words still cycle in the center like before, just actual webgl now not css changed all the sections to be more boxy. removed all the rounded corners, random cards, buttons, badges, basically simplified everything added like little corner brackets on each section because it looks cool, made grid line running through sections, and added a small like bar or sorts on the side with the contact info added a like triangle-ish geometric background to make everything look better had like a hundred different component files from when i was vibecoding everything, and since im getting away from using AI and switching to handcoding everything, I combined everything into larger files What broke: installed the three.js packages for the 3D hero and it caused a lot of invalid hook errors almost put the tennis ball icon inside the merged sections file, would’ve broken the build with a circular import How I fixed it: turns out the hook error wasn’t even my code, vite just had old cached deps from before i installed the new packages. deleted node_modules/.vite, restarted, fixed instantly, didn’t touch a single line of actual code (thank god because it would have been terrible if i had to manually fix everything"}, {"post_id": 20524, "ts": "2026-07-02T04:23:49Z", "hours": 3.0, "text": "What I built: Fixed the resume link that was 404ing on GitHub Pages, it needed the Vite base path prefix not just a plain /resume.pdf Swapped every project’s random picsum placeholder image for a real screenshot Added a leadership link to the navbar since that section existed but nobody could actually get to it Found project cards had hover effects and a pointer cursor like the whole thing was clickable, but only a tiny “view on GitHub” pill actually worked, so now the whole card opens the repo Rewrote basically all my portfolio copy to get rid of all the AI garbage and wrote it in my voice Added my in-progress Microsoft Python course with the real course link and logo instead of just text What broke: a bunch of stuff. Resume link worked locally but died in prod because GitHub Pages serves the site under /My-Portfolio/ and the link was a flat root path, same thing hit the project images. jsconfig kept flagging import.meta.env.BASE_URL as an error in my editor. The project cards looked clickable everywhere but only a few pixels of them did anything. And during the full copy rewrite I somehow removed the accents from “Lección 7 de Español,” it just became “Leccion 7 de Espanol” and I didn’t notice till right before I was about to commit. How I fixed it: stuck import.meta.env.BASE_URL in front of the resume and image paths so they resolve right on the deployed site. Added vite/client to jsconfig’s types so the editor stops complaining. Put an onClick on the whole project card that opens GitHub, kept stopPropagation on the inner button so it doesn’t open two tabs. Caught the accent thing in the diff and fixed it before committing."}, {"post_id": 20173, "ts": "2026-07-01T18:36:59Z", "hours": 2.0, "text": "Added a leadership section + cleaned up the awards so i finally added a leadership section to my portfolio. new LeadershipSection.jsx component plus the data lives in portfolio-data.js like everything else. it covers my three 4-H roles: secretary & mentor, leading the curriculum redesign, and co-founding the summer learning program. i also redid the awards/recognitions section . it used to be a boring 2-column grid of cards, now its a vertical timeline with little icon dots running down a gradient line, and i threw in a few more awards while i was at it. hooked the new section into Portfolio.jsx (its between education and tech stack) and added an “Awards” link to the navbar with a smooth-scroll fix. heads up: the diff looks huge (like 758 added / 537 removed) but honestly most of that is just prettier reformatting my navbar and recognitions files into double-quotes and multi-line jsx. the actual new stuff is way smaller than it looks. the annoying part: somehow my package.json downgraded react-quill from ^2.0.0 all the way down to ^0.0.2 when the lockfile regenerated. definitely not on purpose, gotta revert that before it breaks something. also i split this into two commits and forgot the LICENSE file, so that got shoved into a random “pushing last few edited files” push lol."}, {"post_id": 2445, "ts": "2026-06-04T22:52:01Z", "hours": 0.0, "text": "Added a README.md and got the MY FIRST PROJECT READY TO SHIP"}, {"post_id": 1911, "ts": "2026-06-04T04:21:46Z", "hours": 2.0, "text": "updated tons of info and revised website looks"}]...
|
Title: My Website by @Vedant_Daga | Stardance
Dev Title: My Website by @Vedant_Daga | Stardance
Devlogs:
updated tons of info and revised website looks
Added a README.md and got the MY FIRST PROJECT READY TO SHIP
Added a leadership section + cleaned up the awards so i finally added a leadership section to my portfolio. new LeadershipSection.jsx component plus the data lives in portfolio-data.js like everything else. it covers my three 4-H roles: secretary & mentor, leading the curriculum redesign, and co-founding the summer learning program. i also redid the awards/recognitions section . it used to be a boring 2-column grid of cards, now its a vertical timeline with little icon dots running down a gradient line, and i threw in a few more awards while i was at it. hooked the new section into Portfolio.jsx (its between education and tech stack) and added an “Awards” link to the navbar with a smooth-scroll fix. heads up: the diff looks huge (like 758 added / 537 removed) but honestly most of that is just prettier reformatting my navbar and recognitions files into double-quotes and multi-line jsx. the actual new stuff is way smaller than it looks. the annoying part: somehow my package.json downgraded react-quill from ^2.0.0 all the way down to ^0.0.2 when the lockfile regenerated. definitely not on purpose, gotta revert that before it breaks something. also i split this into two commits and forgot the LICENSE file, so that got shoved into a random “pushing last few edited files” push lol.
What I built: Fixed the resume link that was 404ing on GitHub Pages, it needed the Vite base path prefix not just a plain /resume.pdf Swapped every project’s random picsum placeholder image for a real screenshot Added a leadership link to the navbar since that section existed but nobody could actually get to it Found project cards had hover effects and a pointer cursor like the whole thing was clickable, but only a tiny “view on GitHub” pill actually worked, so now the whole card opens the repo Rewrote basically all my portfolio copy to get rid of all the AI garbage and wrote it in my voice Added my in-progress Microsoft Python course with the real course link and logo instead of just text What broke: a bunch of stuff. Resume link worked locally but died in prod because GitHub Pages serves the site under /My-Portfolio/ and the link was a flat root path, same thing hit the project images. jsconfig kept flagging import.meta.env.BASE_URL as an error in my editor. The project cards looked clickable everywhere but only a few pixels of them did anything. And during the full copy rewrite I somehow removed the accents from “Lección 7 de Español,” it just became “Leccion 7 de Espanol” and I didn’t notice till right before I was about to commit. How I fixed it: stuck import.meta.env.BASE_URL in front of the resume and image paths so they resolve right on the deployed site. Added vite/client to jsconfig’s types so the editor stops complaining. Put an onClick on the whole project card that opens GitHub, kept stopPropagation on the inner button so it doesn’t open two tabs. Caught the accent thing in the diff and fixed it before committing.
What I built: fixed a bunch of small stuff first, like adding in-progress signs to PulseFlow-AI, GardenBuddy, and Python-Examples made sure all the project images were showing up, and make sure they werent getting cropped out like before added the Best in AI/ML award for PulseFlow-AI from HackJPS COMPLETLY REDESIGNED the entire webpage. I wanted it to be more light theme and a geometric design picked like a few different colors that acutally look good with each other instead of the old word wheel from before, i made a new 3D one with three.js wireframe icosahedron words still cycle in the center like before, just actual webgl now not css changed all the sections to be more boxy. removed all the rounded corners, random cards, buttons, badges, basically simplified everything added like little corner brackets on each section because it looks cool, made grid line running through sections, and added a small like bar or sorts on the side with the contact info added a like triangle-ish geometric background to make everything look better had like a hundred different component files from when i was vibecoding everything, and since im getting away from using AI and switching to handcoding everything, I combined everything into larger files What broke: installed the three.js packages for the 3D hero and it caused a lot of invalid hook errors almost put the tennis ball icon inside the merged sections file, would’ve broken the build with a circular import How I fixed it: turns out the hook error wasn’t even my code, vite just had old cached deps from before i installed the new packages. deleted node_modules/.vite, restarted, fixed instantly, didn’t touch a single line of actual code (thank god because it would have been terrible if i had to manually fix everything
Ships:
I made a personal portfolio for me. I've always wanted to make a website, so i finally decided to start this project. Its a full-stack React web app that shows off my skills as a developer. It covers my projects, tech stack, education, and some fun non-tech hobbies like tennis and hiking. The toughest part was making it feel unique and what I wanted from my dream website. I added things like a word wheel, a really cool typewriter animations (my favorite part of everything" and tons of other animations and other effects. I'm really super proud of the projects section. It shows some of the projects I'm most proud of like my LSTM models for analyzing stocks to an FRC robotics chatbot powered by RAG and Ollama, to my latest Hackathon Project for healthcare. To check it out, just clone the repo and run `npm install` followed by `npm run dev`. It will load locally on your computer. Since everything is static, there's no backend to fuss over. You won't need any API keys or configurations either – it works right away out of the box.
MY PERSONAL PORTFOLIO REDESIGN WHAT I MADE: - Completely redesigned my portfolio to a much more geometric design (tons of boxes and a really cool triangle background) - made a 3d hero with three.js webgl icosahedron instead of the old word wheel - Cleaned up all the vibecoded slop into larger, consolidated files - rewrote the entire project to sound like me instead of whatever AI slop it was before - added leadership section to add my leadership roles, teaching, and mentoring experiences - rebuilt some sections to make them easier to read (the awards section is an example) - made sure all the images load properly WHAT WAS HARD: - three.js threw invalid hook errors (turned out to be vite caching old deps, deleted node_modules/.vite and it worked) - almost created a circular import that would've broke everything (thank god i caught it) WHAT IM PROUD OF: - everything looks clean and like meant to be (idk how to describe that sorry) - geometric design fits my vibe of being really boxy without making it feel wrong (again idk how to explain that) - made everything feel like i built it, instead of making it feel like a template that i filled out HOW TO SEE IT: press the linkssss and check it out please...
|
1792882067.0874293
|
1793746067.0874293
|
|
6854
|
My first slack bot! by @TeeDie | Stardance
|
TeeDie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @TeeDie | Stardance
|
1793144846.9920526
|
1793749646.9920526
|
|
6855
|
My awesome macropad! by @Luna_B | Stardance
|
Luna_B
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Luna_B | Stardance
|
1793155710.4235702
|
1793760510.4235702
|
|
6856
|
Logical Fallacy Detector by @goober | Stardance
|
goober
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Logical Fallacy Detector by @goober | Stard Title: Logical Fallacy Detector by @goober | Stardance...
|
1793321727.6650531
|
1793926527.6650531
|
|
6857
|
CITY-41 by @BirotTheBrave | Stardance
|
BirotTheBrave
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T04:03:57Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement", "repo": "https://github.com/birot-the-brave/CITY-41-GODOT", "demo": "https://github.com/birot-the-brave/CITY-41-GODOT/releases/tag/V0.001"}]...
|
[{"post_id": 45098, "ts": "202 [{"post_id": 45098, "ts": "2026-08-11T11:21:59Z", "hours": 7.7197, "text": "hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all"}, {"post_id": 27062, "ts": "2026-07-12T08:36:36Z", "hours": 8.0361, "text": "big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring."}, {"post_id": 21443, "ts": "2026-07-03T12:16:28Z", "hours": 7.3194, "text": "first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera."}]...
|
Title: CITY-41 by @BirotTheBrave | Stardance
Devl Title: CITY-41 by @BirotTheBrave | Stardance
Devlogs:
first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera.
big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring.
hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all
Ships:
I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement...
|
1793350702.7581697
|
1793437102.7581697
|
|
6858
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792928976.5561001
|
1793792976.5561001
|
|
6859
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
|
[]
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|
1792921884.5796652
|
1793785884.5796652
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|
6860
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NULL
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NULL
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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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1792939845.9513538
|
1793803845.9513538
|
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6861
|
Evolution Simulator by @charr2028 | Stardance
|
charr2028
|
1
|
11.0
|
66
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T16:39:39Z", "hours": 11.0, "multiplier": 5.97, "payout": 66, "blessing": "neutral", "text": "I have finally finished my evolution simulator! It is browser based and hosted on GitHub pages. I made it using Vanilla JavaScript, HTML, and CSS. The main issue I encountered was major population spikes that I could not for the life of me figure out, but in the end it turned out I was just seriously overcomplicating things lol! I thought it was some kind of bug, but all I needed to do was increase the breeding cooldown. I am very proud of this project, because the making of this was so smooth for one of my bigger projects! Sure there were bugs, but I was fairly easily able to fix most of them with some console logs and elbow grease. There were only a few that I needed some external help identifying, but ChatGPT quickly pointed out the faulty code. Once I knew where the problems were at I could fix them no problem. I’m also proud of how quickly I could whip up my HTML layout and CSS styling, and the movement animation and grid generation too. I thought they would be super hard to do, but then they worked, like, first try lol. I feel like everything is pretty obvious, but just in case… The slider adjusts the speed of the simulation. To regenerate the environment and reset the simulation, refresh the page. There are 5 important colors in the simulator: Red. This is for food sources. Light Blue. This is for water sources. Dark Blue. This is for male pixel creatures. Pink. This is for female pixel creatures. Green. This is for disease cells. (my beautiful plague children <3)", "repo": "https://github.com/P1x3l-W0lf/evolution_simulator", "demo": "https://p1x3l-w0lf.github.io/evolution_simulator/"}]...
|
[{"post_id": 6250, "ts": "2026 [{"post_id": 6250, "ts": "2026-06-10T14:38:36Z", "hours": 0.6667, "text": "I added the speed adjustment slider! Now you don’t have to be bored to tears watching the little pixels crawl around the grid lol! It was harder than I thought it would be. Apparently setInterval does not update the timeout without a bunch of intervention. Also, I got a picture with the disease pixels that I mentioned in my last devlog. Behold my green little plague children!"}, {"post_id": 6003, "ts": "2026-06-10T02:08:53Z", "hours": 4.5697, "text": "I made a lot of changes and forgot to post devlogs…. I also realized that I have been forgetting to update the github repo as I work… oopsies! 😅 ======= This one’s gonna be a long one! I tried making it so only the males could look for mates or produce offspring (Fun Fact: I made it so the males were the one’s who had the babies, just like seahorses!), I added a large breed timeout so that they couldn’t just breed again and again right away, and lots and lots of other ways to reduce the population spikes, but none of them really worked. So instead I introduced a way to quickly kill of large groups so that they wouldn’t fill the whole grid. Disease! ======= To kinda replicate what happens irl when populations of a species get too dense, I added a sickness that targets and kills any of the creatures it comes into contact with. I did not think to get a picture of them for some reason 🤦♀️ but they work very similar to the pixel creatures, except that there is no hunger or thirst factors, they are lime green, and I actually put the effort into giving them a function to assess the surrounding pixels and determine if there is something of interest in that area. If they find something they want to get closer to, namely creatures they want to contaminate, then they will start heading in that direction. ======= The disease helped keep the population lower, but it still let the creatures reproduce too quickly so I also put a cap on how high the population will get before going temporarily infertile. They were still hitting the threshold for infertility very quickly and the population rarely if ever got low enough to fully eliminate the disease. ======= I was kinda tired of wrestling with the crazy overbreeding bugs by now, so I moved on to some other bugs and fine tuning. I gave the creatures the ability to assess their surroundings, just like the disease cells, and get up close to food, water, and eligible mates instead of just completing their respective interactions from a long distance. In doing so I ended up scrapping my initial attempt at a “search” function so that I could optimize my code a bit. I screwed it up so bad that the creatures didn’t even spawn anymore! I tried fixing a few things, but could not for the life of me figure out how to fix the glaring frontend issues. I had ChatGPT take a look at my code, and it pointed out about a gazillion different errors it found. After fixing those up, I got the creatures back and my code working again. The population spikes were a bit better too because one of the errors it pointed out was that I was only checking whether the males’ breed timeout was finished, not the females’, so they could immediately breed with the next male they came across. Adding a cool down to the females helped a ton, plus I made the cooldown drop by 0.5 per second instead of 1 per second. I also added a visual representation of the stats into the HTML page so that users can see the population evolve instead of just taking my word for it lol. All I think it needs now is an option to speed up the simulation since it is pretty slow and can get very boring very quickly."}, {"post_id": 5002, "ts": "2026-06-08T17:29:15Z", "hours": 2.8483, "text": "Added a lot of features, discovered so many bugs ToT I made food and water sources, represented by the big red and blue squares, which the creatures will search for if their hunger or thirst levels get too low. If either of those levels hit zero, the creature dies and gets removed from the board. This introduced some errors because I had to remove the creature from the dictionary holding it, leaving a gap in my numerically organized keys. I tried solving this by adding the deleted key to a list of open keys that will be reused when creating new creatures instead of just randomly generating a new one. I’m still not sure if it worked though, because… The mating feature is so broken. I made it so that the creatures are either AFAB or AMAB, and they are color coded accordingly (pink for female, blue for male). I’m thinking about adding a third gender that can reproduce asexually, but that’s a task for future me lol. Right now they will immediately reproduce with any creature of the opposite gender within range if they’re above critical hunger and thirst levels. This is a problem because now they are making so many babies that they are freezing the window! I need to fix it so that I can properly debug the code and see if my fix for the death errors is actually working. Plus there is a whole wall of error messages in the console before it freezes up, so I need to decipher and fix those too. I’ve got my work cut out for me!"}, {"post_id": 2391, "ts": "2026-06-04T20:56:30Z", "hours": 1.9311, "text": "Added basic pixel creatures! I made them bright pink now instead of just plain white, but also might change that in the future. I created a JS creature class (OOP is so much easier in JS than Python!) so that I could make lots of creatures with less code and I added movement logic. Right now they pick a random direction to go in, and I have them looped so that they will keep going in that direction for a few steps before picking a new one. This prevents them from just moving back and forth and it also makes it look better to have them make a little progress before turning around. I added edge and object detection logic so that they don’t go off the grid and they won’t walk on each other. Now I need to add hunger, thirst, and death detection along with sources of water and food."}, {"post_id": 1849, "ts": "2026-06-04T01:59:11Z", "hours": 1.01, "text": "Started the project, already made a good amount of progress! I haven’t coded in a while so it took me a bit to remember some of the basic things, like using src in the HTML script tag instead of link or href lol (that one always trips me up if it’s been a while!). Other than small setbacks like that, it’s been almost concerningly bug free. I got my CSS settings to make a permanently dark mode grid layout, and I used JS to add 1600 div elements to a container div, creating a 40x40 grid of cells. The white cell is the beginnings of one of the pixel creatures. Right now it doesn’t do anything, but I’m about to start on the movement function to make it walk around the grid so it can eventually look for food, water, and other creature pixels. Wish me luck!"}]...
|
Title: Evolution Simulator by @charr2028 | Stardan Title: Evolution Simulator by @charr2028 | Stardance
Devlogs:
Started the project, already made a good amount of progress! I haven’t coded in a while so it took me a bit to remember some of the basic things, like using src in the HTML script tag instead of link or href lol (that one always trips me up if it’s been a while!). Other than small setbacks like that, it’s been almost concerningly bug free. I got my CSS settings to make a permanently dark mode grid layout, and I used JS to add 1600 div elements to a container div, creating a 40x40 grid of cells. The white cell is the beginnings of one of the pixel creatures. Right now it doesn’t do anything, but I’m about to start on the movement function to make it walk around the grid so it can eventually look for food, water, and other creature pixels. Wish me luck!
Added basic pixel creatures! I made them bright pink now instead of just plain white, but also might change that in the future. I created a JS creature class (OOP is so much easier in JS than Python!) so that I could make lots of creatures with less code and I added movement logic. Right now they pick a random direction to go in, and I have them looped so that they will keep going in that direction for a few steps before picking a new one. This prevents them from just moving back and forth and it also makes it look better to have them make a little progress before turning around. I added edge and object detection logic so that they don’t go off the grid and they won’t walk on each other. Now I need to add hunger, thirst, and death detection along with sources of water and food.
Added a lot of features, discovered so many bugs ToT I made food and water sources, represented by the big red and blue squares, which the creatures will search for if their hunger or thirst levels get too low. If either of those levels hit zero, the creature dies and gets removed from the board. This introduced some errors because I had to remove the creature from the dictionary holding it, leaving a gap in my numerically organized keys. I tried solving this by adding the deleted key to a list of open keys that will be reused when creating new creatures instead of just randomly generating a new one. I’m still not sure if it worked though, because… The mating feature is so broken. I made it so that the creatures are either AFAB or AMAB, and they are color coded accordingly (pink for female, blue for male). I’m thinking about adding a third gender that can reproduce asexually, but that’s a task for future me lol. Right now they will immediately reproduce with any creature of the opposite gender within range if they’re above critical hunger and thirst levels. This is a problem because now they are making so many babies that they are freezing the window! I need to fix it so that I can properly debug the code and see if my fix for the death errors is actually working. Plus there is a whole wall of error messages in the console before it freezes up, so I need to decipher and fix those too. I’ve got my work cut out for me!
I made a lot of changes and forgot to post devlogs…. I also realized that I have been forgetting to update the github repo as I work… oopsies! 😅 ======= This one’s gonna be a long one! I tried making it so only the males could look for mates or produce offspring (Fun Fact: I made it so the males were the one’s who had the babies, just like seahorses!), I added a large breed timeout so that they couldn’t just breed again and again right away, and lots and lots of other ways to reduce the population spikes, but none of them really worked. So instead I introduced a way to quickly kill of large groups so that they wouldn’t fill the whole grid. Disease! ======= To kinda replicate what happens irl when populations of a species get too dense, I added a sickness that targets and kills any of the creatures it comes into contact with. I did not think to get a picture of them for some reason 🤦♀️ but they work very similar to the pixel creatures, except that there is no hunger or thirst factors, they are lime green, and I actually put the effort into giving them a function to assess the surrounding pixels and determine if there is something of interest in that area. If they find something they want to get closer to, namely creatures they want to contaminate, then they will start heading in that direction. ======= The disease helped keep the population lower, but it still let the creatures reproduce too quickly so I also put a cap on how high the population will get before going temporarily infertile. They were still hitting the threshold for infertility very quickly and the population rarely if ever got low enough to fully eliminate the disease. ======= I was kinda tired of wrestling with the crazy overbreeding bugs by now, so I moved on to some other bugs and fine tuning. I gave the creatures the ability to assess their surroundings, just like the disease cells, and get up close to food, water, and eligible mates instead of just completing their respective interactions from a long distance. In doing so I ended up scrapping my initial attempt at a “search” function so that I could optimize my code a bit. I screwed it up so bad that the creatures didn’t even spawn anymore! I tried fixing a few things, but could not for the life of me figure out how to fix the glaring frontend issues. I had ChatGPT take a look at my code, and it pointed out about a gazillion different errors it found. After fixing those up, I got the creatures back and my code working again. The population spikes were a bit better too because one of the errors it pointed out was that I was only checking whether the males’ breed timeout was finished, not the females’, so they could immediately breed with the next male they came across. Adding a cool down to the females helped a ton, plus I made the cooldown drop by 0.5 per second instead of 1 per second. I also added a visual representation of the stats into the HTML page so that users can see the population evolve instead of just taking my word for it lol. All I think it needs now is an option to speed up the simulation since it is pretty slow and can get very boring very quickly.
I added the speed adjustment slider! Now you don’t have to be bored to tears watching the little pixels crawl around the grid lol! It was harder than I thought it would be. Apparently setInterval does not update the timeout without a bunch of intervention. Also, I got a picture with the disease pixels that I mentioned in my last devlog. Behold my green little plague children!
Ships:
I have finally finished my evolution simulator! It is browser based and hosted on GitHub pages. I made it using Vanilla JavaScript, HTML, and CSS. The main issue I encountered was major population spikes that I could not for the life of me figure out, but in the end it turned out I was just seriously overcomplicating things lol! I thought it was some kind of bug, but all I needed to do was increase the breeding cooldown. I am very proud of this project, because the making of this was so smooth for one of my bigger projects! Sure there were bugs, but I was fairly easily able to fix most of them with some console logs and elbow grease. There were only a few that I needed some external help identifying, but ChatGPT quickly pointed out the faulty code. Once I knew where the problems were at I could fix them no problem. I’m also proud of how quickly I could whip up my HTML layout and CSS styling, and the movement animation and grid generation too. I thought they would be super hard to do, but then they worked, like, first try lol. I feel like everything is pretty obvious, but just in case… The slider adjusts the speed of the simulation. To regenerate the environment and reset the simulation, refresh the page. There are 5 important colors in the simulator: Red. This is for food sources. Light Blue. This is for water sources. Dark Blue. This is for male pixel creatures. Pink. This is for female pixel creatures. Green. This is for disease cells. (my beautiful plague children <3)...
|
1793227844.1679864
|
1793314244.1679864
|
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6862
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NULL
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NULL
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0
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0.0
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[]
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[]
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1792950592.6272194
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1793814592.6272194
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6863
|
My awesome macropad! by @Fatima1 | Stardance
|
Fatima1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Fatima1 | Stardanc Title: My awesome macropad! by @Fatima1 | Stardance...
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1793350234.1890664
|
1793955034.1890664
|
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6864
|
tetoris (name not final) by @Preloading | Stardanc tetoris (name not final) by @Preloading | Stardance...
|
Preloading
|
0
|
4.96
|
0
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[]
|
[{"post_id": 6656, "ts": "2026 [{"post_id": 6656, "ts": "2026-06-11T04:51:39Z", "hours": 4.1836, "text": "So I actually patched to to a new custom server, which should have both footer & a very basic homepage, but for some reason it’s quite mad at what i’m sending it, and I am yet to find out why."}, {"post_id": 1844, "ts": "2026-06-04T01:50:25Z", "hours": 0.4844, "text": "homepage from apple now loads. however, since most of these are like brand new apps, i’m just not gonna use what apple gave me :)"}, {"post_id": 1787, "ts": "2026-06-04T00:02:48Z", "hours": 0.2961, "text": "gotta start somewhere, setup building stuff and patched the SSDebugLog thing, so now i get logs"}]...
|
Title: tetoris (name not final) by @Preloading | S Title: tetoris (name not final) by @Preloading | Stardance
Devlogs:
gotta start somewhere, setup building stuff and patched the SSDebugLog thing, so now i get logs
homepage from apple now loads. however, since most of these are like brand new apps, i’m just not gonna use what apple gave me :)
So I actually patched to to a new custom server, which should have both footer & a very basic homepage, but for some reason it’s quite mad at what i’m sending it, and I am yet to find out why....
|
1792781316.7451258
|
1793386116.7451258
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6865
|
Untitled by @LordGrim | Stardance
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LordGrim
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0
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0.0
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0
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[]
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[]
|
Title: Untitled by @LordGrim | Stardance
|
1792803046.7897568
|
1793407846.7897568
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6866
|
My first slack bot! by @eggychouchou | Stardance
|
eggychouchou
|
0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @eggychouchou | Star Title: My first slack bot! by @eggychouchou | Stardance...
|
1792716579.0450308
|
1793321379.0450308
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6867
|
3D Printable Prosthetic Hand Design by @gutierrez2 3D Printable Prosthetic Hand Design by @gutierrez2008 | Stardance...
|
gutierrez2008
|
0
|
0.0
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0
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[]
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[]
|
Title: 3D Printable Prosthetic Hand Design by @gut Title: 3D Printable Prosthetic Hand Design by @gutierrez2008 | Stardance...
|
1792676887.9742312
|
1793281687.9742312
|
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6868
|
SON OBWAW by @nose_1842 | Stardance
|
nose_1842
|
0
|
8.91
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0
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[]
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[{"post_id": 23925, "ts": "202 [{"post_id": 23925, "ts": "2026-07-07T04:05:31Z", "hours": 1.6797, "text": "Devlog 3 - Added a dash and a roll to OBWAW’s movement and cleaned up some redundant code. The dash allows for a gravity-defying horizontal movement while the roll is the same but happens when grounded, applies gravity, and shrinks the player collision."}, {"post_id": 21987, "ts": "2026-07-04T06:34:32Z", "hours": 5.7314, "text": "Devlog 2 - After a long break for other stuff, I’m continuing work on SON OBWAW. I decided to redo most of my code from my first few days of work, and I instead added a state machine to make future additions more streamlined. Not much has changed in the look of the project, but I did implement a force crouching system to prevent any possible clips in the future. Planning on implementing a dash in the next devlog."}, {"post_id": 1886, "ts": "2026-06-04T03:19:37Z", "hours": 1.495, "text": "Devlog 1 This is not only my first ever game, but my first ever independant project, so perhaps I bit off a bit more than I could chew. I’m creating a run-and-gun platformer called SON OBWAW following a young alien dreaming of a promotion. I spent the majority of this first session familiarizing myself with Godot, so for now, I have some extremely rough movements done: crouching and walking. Over the next few days, I’m planning on adding a roll and dash, a test stage to tweak with the gravity and walk speed, and creating some acceptable sprites and animations."}]...
|
Title: SON OBWAW by @nose_1842 | Stardance
Devlog Title: SON OBWAW by @nose_1842 | Stardance
Devlogs:
Devlog 1 This is not only my first ever game, but my first ever independant project, so perhaps I bit off a bit more than I could chew. I’m creating a run-and-gun platformer called SON OBWAW following a young alien dreaming of a promotion. I spent the majority of this first session familiarizing myself with Godot, so for now, I have some extremely rough movements done: crouching and walking. Over the next few days, I’m planning on adding a roll and dash, a test stage to tweak with the gravity and walk speed, and creating some acceptable sprites and animations.
Devlog 2 - After a long break for other stuff, I’m continuing work on SON OBWAW. I decided to redo most of my code from my first few days of work, and I instead added a state machine to make future additions more streamlined. Not much has changed in the look of the project, but I did implement a force crouching system to prevent any possible clips in the future. Planning on implementing a dash in the next devlog.
Devlog 3 - Added a dash and a roll to OBWAW’s movement and cleaned up some redundant code. The dash allows for a gravity-defying horizontal movement while the roll is the same but happens when grounded, applies gravity, and shrinks the player collision....
|
1792734507.4988844
|
1793339307.4988844
|
|
6869
|
StarWeave by @weewoo14 | Stardance
|
weewoo14
|
0
|
0.0
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0
|
[]
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[]
|
Title: StarWeave by @weewoo14 | Stardance
|
1793180857.1333668
|
1793785657.1333668
|
|
6870
|
My first slack bot! by @aarushc | Stardance
|
aarushc
|
0
|
0.0
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0
|
[]
|
[]
|
Title: My first slack bot! by @aarushc | Stardance
|
1793339240.2590065
|
1793944040.2590065
|
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6871
|
Artemis Mission Control by @blockchain | Stardance
|
blockchain
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Artemis Mission Control by @blockchain | St Title: Artemis Mission Control by @blockchain | Stardance...
|
1792796053.3693793
|
1793400853.3693793
|
|
6872
|
The Fishboard by @RandomDroid | Stardance
|
RandomDroid
|
0
|
9.49
|
0
|
[]
|
[{"post_id": 20346, "ts": "202 [{"post_id": 20346, "ts": "2026-07-01T22:25:42Z", "hours": 3.3869, "text": "Fishboard Log 6 I spent most of the time working on the companion app. Originally, I was going to use python to make the app, but after messing around with it for a bit and some googling I decided to change that. I then spent a bit looking between ways to make apps before landing on node.js I got the starting page to open successfully, which is good, but have not been able to make it go to a different ejs/html page. I honestly might have to bite the bullet and properly read the documentation (which I should have done from the start) since I am deeply confused, but since I want to use node.js more in the future, this is the perfect place to learn."}, {"post_id": 9511, "ts": "2026-06-15T21:32:19Z", "hours": 1.5906, "text": "Fishboard Log 5 Most of this log was spent on the firmware. I am thoroughly out of my depth, but I am learning and having fun so it’s a success. My current tasks are to get the rotary encoder to swap the layers, and make the layers do different things. After that, I plan to tackle making the LEDs and OLED do things. I might make a companion productivity Tamagotchi where the creature lives in the keyboard, that’d be cute. Most of the time spent in this Dev log was spent figuring out QMK, and getting the base stuff set up. It is truthfully a program I find very confusing, but I am looking forward to improving and making some complex & cool stuff"}, {"post_id": 8520, "ts": "2026-06-14T05:18:23Z", "hours": 1.2633, "text": "Hello! I finished the PCB (removed the right angles and fixed a few other things). |I then worked on the case, which presented a few challenges in spacing and where the components properly sat, but it worked out. I also added a little drawer section that you can snap on with magnets, and will probably make the bottom of it lego compatible just because."}, {"post_id": 6422, "ts": "2026-06-10T20:01:26Z", "hours": 1.1472, "text": "Alright, we might have ended up adding a dial, Screen, and 2 more LEDs. My new goal is to see just how many features one can theoretically get inside a single mini-keyboard. I’m going to ask for some confirmation that I’ve not messed anything up in the hackpad channel and then should be able to move onto CAD & firmware. (also might add a mounting hole or two before moving on)"}, {"post_id": 4610, "ts": "2026-06-07T23:55:40Z", "hours": 1.6272, "text": "We made some progress!!! I got all the pieces in the place I want them after a lot of back and forth and figuring out what works and what doesn’t Routing had me messed up for a very long time & I lost an LED that I’m going to need to put back because I figured out routing. I didn’t know about vias which made it incredibly difficult to route the copper without it being impossible, it was like an impossible version of one of those colorful pipe puzzles I have some errors to deal with and I am not sure precisely what they mean so I will be yapping in the hackpad chat later, but once I am on to the case, I plan to make it look like a fish (as one does). For the LEDs, I plan to have them signal what mode of 4 the fishboard is in, with different keybinds for each mode."}, {"post_id": 2472, "ts": "2026-06-04T23:51:33Z", "hours": 0.4758, "text": "I spent a while messing around with the tutorial trying to make a basic PCB that somewhat resembles what I want to have as the final product. I intend to go back and add a few more switches (and maybe a dial?), but wanted to get familiar-ish with the program. I am still very confused but doing better than when I started"}]...
|
Title: The Fishboard by @RandomDroid | Stardance
Title: The Fishboard by @RandomDroid | Stardance
Devlogs:
I spent a while messing around with the tutorial trying to make a basic PCB that somewhat resembles what I want to have as the final product. I intend to go back and add a few more switches (and maybe a dial?), but wanted to get familiar-ish with the program. I am still very confused but doing better than when I started
We made some progress!!! I got all the pieces in the place I want them after a lot of back and forth and figuring out what works and what doesn’t Routing had me messed up for a very long time & I lost an LED that I’m going to need to put back because I figured out routing. I didn’t know about vias which made it incredibly difficult to route the copper without it being impossible, it was like an impossible version of one of those colorful pipe puzzles I have some errors to deal with and I am not sure precisely what they mean so I will be yapping in the hackpad chat later, but once I am on to the case, I plan to make it look like a fish (as one does). For the LEDs, I plan to have them signal what mode of 4 the fishboard is in, with different keybinds for each mode.
Alright, we might have ended up adding a dial, Screen, and 2 more LEDs. My new goal is to see just how many features one can theoretically get inside a single mini-keyboard. I’m going to ask for some confirmation that I’ve not messed anything up in the hackpad channel and then should be able to move onto CAD & firmware. (also might add a mounting hole or two before moving on)
Hello! I finished the PCB (removed the right angles and fixed a few other things). |I then worked on the case, which presented a few challenges in spacing and where the components properly sat, but it worked out. I also added a little drawer section that you can snap on with magnets, and will probably make the bottom of it lego compatible just because.
Fishboard Log 5 Most of this log was spent on the firmware. I am thoroughly out of my depth, but I am learning and having fun so it’s a success. My current tasks are to get the rotary encoder to swap the layers, and make the layers do different things. After that, I plan to tackle making the LEDs and OLED do things. I might make a companion productivity Tamagotchi where the creature lives in the keyboard, that’d be cute. Most of the time spent in this Dev log was spent figuring out QMK, and getting the base stuff set up. It is truthfully a program I find very confusing, but I am looking forward to improving and making some complex & cool stuff
Fishboard Log 6 I spent most of the time working on the companion app. Originally, I was going to use python to make the app, but after messing around with it for a bit and some googling I decided to change that. I then spent a bit looking between ways to make apps before landing on node.js I got the starting page to open successfully, which is good, but have not been able to make it go to a different ejs/html page. I honestly might have to bite the bullet and properly read the documentation (which I should have done from the start) since I am deeply confused, but since I want to use node.js more in the future, this is the perfect place to learn....
|
1793375320.2333107
|
1793980120.2333107
|
|
6873
|
A game by @Shreezill | Stardance
|
Shreezill
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A game by @Shreezill | Stardance
|
1793141600.718376
|
1793746400.718376
|
|
6874
|
Untitled by @Fatima1 | Stardance
|
Fatima1
|
0
|
0.0
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0
|
[]
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[]
|
Title: Untitled by @Fatima1 | Stardance
|
1793346541.6951814
|
1793951341.6951814
|
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6875
|
Untitled by @Fatima1 | Stardance
|
Fatima1
|
0
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0.0
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0
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[]
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[]
|
Title: Untitled by @Fatima1 | Stardance
|
1793372081.8099174
|
1793976881.8099174
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6876
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NULL
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NULL
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1792925650.7357037
|
1793789650.7357037
|
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6877
|
Calpy by @ap1054 | Stardance
|
ap1054
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Calpy by @ap1054 | Stardance
|
1792666193.457517
|
1793270993.457517
|
|
6878
|
online journal by @andraguoso | Stardance
|
andraguoso
|
0
|
0.0
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0
|
[]
|
[]
|
Title: online journal by @andraguoso | Stardance
|
1792695026.9507456
|
1793299826.9507456
|
|
6879
|
Untitled project by @Turtin | Stardance
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Turtin
|
0
|
0.0
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0
|
[]
|
[]
|
Title: Untitled project by @Turtin | Stardance
|
1793227895.4544976
|
1793832695.4544976
|
|
6880
|
IL2LLVM by @Azureian | Stardance
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Azureian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: IL2LLVM by @Azureian | Stardance
|
1793159573.5571198
|
1793764373.5571198
|
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6881
|
WristBand by @EEDAC | Stardance
|
EEDAC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WristBand by @EEDAC | Stardance
|
1793134463.7985358
|
1793739263.7985358
|
|
6882
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My awesome macropad! by @alexmcnally740 | Stardanc My awesome macropad! by @alexmcnally740 | Stardance...
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alexmcnally740
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @alexmcnally740 | S Title: My awesome macropad! by @alexmcnally740 | Stardance...
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1793227776.1526892
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1793832576.1526892
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6883
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My awesome macropad! by @elidahlquist427 | Stardan My awesome macropad! by @elidahlquist427 | Stardance...
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elidahlquist427
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @elidahlquist427 | Title: My awesome macropad! by @elidahlquist427 | Stardance...
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1792666328.9435549
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1793271128.9435549
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6884
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My first slack bot! by @Xynal | Stardance
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Xynal
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Xynal | Stardance
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1793145203.9717371
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1793750003.9717371
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6885
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Spiderman Lamp by @ABYLOVESCATS | Stardance
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ABYLOVESCATS
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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: Spiderman Lamp by @ABYLOVESCATS | Stardance
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1793231609.2883236
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1793836409.2883236
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6886
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Idk yet by @Lavender | Stardance
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Lavender
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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: Idk yet by @Lavender | Stardance
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1792767149.7598736
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1793371949.7598736
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6887
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yswsagain by @cloudglides | Stardance
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cloudglides
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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: yswsagain by @cloudglides | Stardance
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1792756569.047382
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1793361369.047382
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6888
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My Slack Bot!!! by @Quickmando | Stardance
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Quickmando
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0
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0.0
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0
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[]
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[]
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Title: My Slack Bot!!! by @Quickmando | Stardance
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1793371999.1479027
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1793976799.1479027
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6889
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Stranger by @melon | Stardance
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melon
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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: Stranger by @melon | Stardance
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1793173810.0379932
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1793778610.0379932
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6890
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Personal Website by @saanvi4800 | Stardance
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saanvi4800
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0
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14.45
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0
|
[]
|
[{"post_id": 30011, "ts": "202 [{"post_id": 30011, "ts": "2026-07-17T08:00:48Z", "hours": 2.0206, "text": "I started and finished the photography page!"}, {"post_id": 23862, "ts": "2026-07-07T01:34:39Z", "hours": 1.4492, "text": "figured out how to deploy FINALYY AND PICTURES STILL ARE THERE"}, {"post_id": 16592, "ts": "2026-06-27T00:00:32Z", "hours": 1.9364, "text": "Added another project with links, changed image size grid stuff to look good on smaller screens and adjusted font"}, {"post_id": 16521, "ts": "2026-06-26T21:39:10Z", "hours": 1.6814, "text": "I created the dropbox component and added it to my projects page! I also added a couple projects to the list"}, {"post_id": 7246, "ts": "2026-06-12T02:48:06Z", "hours": 5.1794, "text": "added icon (contact links), the page ring thing from a couple yswss ago, and reformatting because I forgot phones exist."}, {"post_id": 6962, "ts": "2026-06-11T17:52:25Z", "hours": 1.7233, "text": "added picture that changes when clicked and other little frills like link hover squiggles. also fixed up formatting errors."}, {"post_id": 6477, "ts": "2026-06-10T21:52:00Z", "hours": 0.4594, "text": "Creating the navbar!"}]...
|
Title: Personal Website by @saanvi4800 | Stardance Title: Personal Website by @saanvi4800 | Stardance
Devlogs:
Creating the navbar!
added picture that changes when clicked and other little frills like link hover squiggles. also fixed up formatting errors.
added icon (contact links), the page ring thing from a couple yswss ago, and reformatting because I forgot phones exist.
I created the dropbox component and added it to my projects page! I also added a couple projects to the list
Added another project with links, changed image size grid stuff to look good on smaller screens and adjusted font
figured out how to deploy FINALYY AND PICTURES STILL ARE THERE
I started and finished the photography page!...
|
1792767076.4563887
|
1793371876.4563887
|
|
6891
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792889338.4487507
|
1793753338.4487507
|
|
6892
|
Stock Options Decay Simulator by @pg_pixel | Stard Stock Options Decay Simulator by @pg_pixel | Stardance...
|
pg_pixel
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0
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0.0
|
0
|
[]
|
[]
|
Title: Stock Options Decay Simulator by @pg_pixel Title: Stock Options Decay Simulator by @pg_pixel | Stardance...
|
1793325300.81188
|
1793930100.81188
|
|
6893
|
Untitled by @Brianna | Stardance
|
Brianna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Brianna | Stardance
|
1793328584.7607753
|
1793933384.7607753
|
|
6894
|
Robot Arm by @ja_heath | Stardance
|
ja_heath
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Robot Arm by @ja_heath | Stardance
|
1792770848.3202257
|
1793375648.3202257
|
|
6895
|
Doohickeyboard by @Omelette | Stardance
|
Omelette
|
0
|
44.65
|
0
|
[]
|
[{"post_id": 27280, "ts": "202 [{"post_id": 27280, "ts": "2026-07-12T18:35:43Z", "hours": 4.7303, "text": "waka waka ehh ehh. i learned how to use open scad, and designed the building blocks to make the cases, this consisted of making different base and top files, and for different grid lens i can just change up the cad a bit! really cool beans. these screenshots are stl files i made which demonstrate this working for the core, i did have to make a usbee port."}, {"post_id": 23156, "ts": "2026-07-05T23:00:00Z", "hours": 6.2389, "text": "so i finished my cad and also made a stardew valley hut in magica voxel, i am never gonna touch magica voxel again with a 10 foot pole. mainly making the hut, not much to say."}, {"post_id": 19646, "ts": "2026-07-01T00:54:40Z", "hours": 5.7558, "text": "so well i went to my friends office one day and kinda locked in there, and well i did a ton of stuff, including half a cad, this was mainly me iterating through my pcb, spending far too long on trying to get the 3d model working, but to no avail. i then tried to do the cad without that, and it looks alright. i need to add in magnets and top tho. hour of lapse inflation"}, {"post_id": 16598, "ts": "2026-06-27T00:24:06Z", "hours": 2.7344, "text": "wahoo another hour of lookout inflation, well i mean i already have 13 hours and i dmed fruad squad like 20 thousand times. ok but i made the rotary encoder thingy. the schematic was really simple, but well uh the pcb was tiny with two ffs and it gave me ptsd, this hurts my eyes to look at, schematic was free tho. it was really just me wiring up gpio stuff and then doing other stuff but this was NOT FUN AT ALL and well im almost done with pcb stuff."}, {"post_id": 15405, "ts": "2026-06-25T01:19:50Z", "hours": 3.3489, "text": "I finished some of the schematic, and had to work on footprint palcement. I think i have gotten more effecient at them, hopefully i can do the nxt two soon. i finished the footpring and it required a lot more stuff cause of how many heyboard switches there were. either way i locked in. I think theres a bit of inflation tho. meow"}, {"post_id": 11350, "ts": "2026-06-18T15:45:45Z", "hours": 1.6814, "text": "Ok so after fixing a lookout bug, i get why its better then lapse. anyway i learnt how keyboard grids worked and almost finished the schematic of my numpad."}, {"post_id": 10778, "ts": "2026-06-17T18:08:14Z", "hours": 2.2708, "text": "Wsg girly pops i finished the macropad. twas really just alligning the connectors, making a bus that they all connect on and wiring it up. literally free ngl. wait i forgor screw holes one sec chat."}, {"post_id": 10062, "ts": "2026-06-16T17:14:00Z", "hours": 2.6839, "text": "Argh probably lapse inslaytion but i did work for 2 hours on first of all adding in screw holes to the board and had to redo some of the wiring. After finishing that, I started working on the macropad. I used a chip that converts GPIO to I2C, and did all the wiring. I also figured out all the footprints and imported them. I also started on the design, lots of stuff so lots of screenshots."}, {"post_id": 6895, "ts": "2026-06-11T15:42:45Z", "hours": 3.7711, "text": "Ok so the first 2 and a half hours r lapse inflation(go figure), but i basically finished the pcb by wiring everything and adding in pcb padding. twas very annoying"}, {"post_id": 5672, "ts": "2026-06-09T15:29:41Z", "hours": 9.8439, "text": "i think there may be a bit of lapse time inflation, but I worked on positioning the footprints. my inner perfectionist came out and i am trying to make these things precise as two ffs"}, {"post_id": 4985, "ts": "2026-06-08T17:09:52Z", "hours": 1.0381, "text": "Hi Cat My kicad crashed and I had to redo the schematic and update it with correct battery wiring. I started working on the footprint and just getting general meaasurements for how it will work. I also had to import in the pogo pins and figure out which ones to use. Pogo pins are so good and really cool and r perfect for this project. Bye Dog"}, {"post_id": 4564, "ts": "2026-06-07T22:09:27Z", "hours": 0.5533, "text": "So I started making the core module, i didnt have any pins, but i set up the project directory and added in le xiao after doing a bit of looking into which one to use. I also did an hour of asking people what connectors i should use and i decided on using 4 pin pogos. cant log research tho :("}]...
|
Title: Doohickeyboard by @Omelette | Stardance
De Title: Doohickeyboard by @Omelette | Stardance
Devlogs:
So I started making the core module, i didnt have any pins, but i set up the project directory and added in le xiao after doing a bit of looking into which one to use. I also did an hour of asking people what connectors i should use and i decided on using 4 pin pogos. cant log research tho :(
Hi Cat My kicad crashed and I had to redo the schematic and update it with correct battery wiring. I started working on the footprint and just getting general meaasurements for how it will work. I also had to import in the pogo pins and figure out which ones to use. Pogo pins are so good and really cool and r perfect for this project. Bye Dog
i think there may be a bit of lapse time inflation, but I worked on positioning the footprints. my inner perfectionist came out and i am trying to make these things precise as two ffs
Ok so the first 2 and a half hours r lapse inflation(go figure), but i basically finished the pcb by wiring everything and adding in pcb padding. twas very annoying
Argh probably lapse inslaytion but i did work for 2 hours on first of all adding in screw holes to the board and had to redo some of the wiring. After finishing that, I started working on the macropad. I used a chip that converts GPIO to I2C, and did all the wiring. I also figured out all the footprints and imported them. I also started on the design, lots of stuff so lots of screenshots.
Wsg girly pops i finished the macropad. twas really just alligning the connectors, making a bus that they all connect on and wiring it up. literally free ngl. wait i forgor screw holes one sec chat.
Ok so after fixing a lookout bug, i get why its better then lapse. anyway i learnt how keyboard grids worked and almost finished the schematic of my numpad.
I finished some of the schematic, and had to work on footprint palcement. I think i have gotten more effecient at them, hopefully i can do the nxt two soon. i finished the footpring and it required a lot more stuff cause of how many heyboard switches there were. either way i locked in. I think theres a bit of inflation tho. meow
wahoo another hour of lookout inflation, well i mean i already have 13 hours and i dmed fruad squad like 20 thousand times. ok but i made the rotary encoder thingy. the schematic was really simple, but well uh the pcb was tiny with two ffs and it gave me ptsd, this hurts my eyes to look at, schematic was free tho. it was really just me wiring up gpio stuff and then doing other stuff but this was NOT FUN AT ALL and well im almost done with pcb stuff.
so well i went to my friends office one day and kinda locked in there, and well i did a ton of stuff, including half a cad, this was mainly me iterating through my pcb, spending far too long on trying to get the 3d model working, but to no avail. i then tried to do the cad without that, and it looks alright. i need to add in magnets and top tho. hour of lapse inflation
so i finished my cad and also made a stardew valley hut in magica voxel, i am never gonna touch magica voxel again with a 10 foot pole. mainly making the hut, not much to say.
waka waka ehh ehh. i learned how to use open scad, and designed the building blocks to make the cases, this consisted of making different base and top files, and for different grid lens i can just change up the cad a bit! really cool beans. these screenshots are stl files i made which demonstrate this working for the core, i did have to make a usbee port....
|
1793199285.448625
|
1793804085.448625
|
|
6896
|
Plant life support by @sidthetrue | Stardance
|
sidthetrue
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 16068, "ts": "202 [{"post_id": 16068, "ts": "2026-06-26T03:41:04Z", "hours": 0.335, "text": "Hey everyone This is the start of my project. Right now, I’m working on a virtual environment on Wokwi using an ESP32 microcontroller to simulate a very rough outline of the automated plant life support before I touch any real hardware.The Setup: I’ve got an ESP32 wired up to a DHT22 Sensor along with three LED indicators: a purple Grow Light, a blue Water Pump, and a yellow Mister.The Climate : The code automatically starts going off in daytime mode, which keeps the Grow Light glowing. By clicking the weather sensor, I can manually drag the humidity sliders up and down. If the humidity drops below 65%, the ESP32 instantly triggers the Mister to bring the moisture back up. Once it hits 75%, it shuts it off safely.Water system: To test the Water Pump without an actual soil sensor plugged in yet, I wrote code that simulates the code as really dry. The second the simulation boots, the ESP32 detects the dry soil it gives a quick 3 second micro burst from the Water Pump to water the plant, and then turns off automatically to prevent flooding.This helps me understand all the core fundamental logic. Next up is taking these ideas out of wowki and sketching out the physical layout and component design for the actual enclosure"}]...
|
Title: Plant life support by @sidthetrue | Stardan Title: Plant life support by @sidthetrue | Stardance
Devlogs:
Hey everyone This is the start of my project. Right now, I’m working on a virtual environment on Wokwi using an ESP32 microcontroller to simulate a very rough outline of the automated plant life support before I touch any real hardware.The Setup: I’ve got an ESP32 wired up to a DHT22 Sensor along with three LED indicators: a purple Grow Light, a blue Water Pump, and a yellow Mister.The Climate : The code automatically starts going off in daytime mode, which keeps the Grow Light glowing. By clicking the weather sensor, I can manually drag the humidity sliders up and down. If the humidity drops below 65%, the ESP32 instantly triggers the Mister to bring the moisture back up. Once it hits 75%, it shuts it off safely.Water system: To test the Water Pump without an actual soil sensor plugged in yet, I wrote code that simulates the code as really dry. The second the simulation boots, the ESP32 detects the dry soil it gives a quick 3 second micro burst from the Water Pump to water the plant, and then turns off automatically to prevent flooding.This helps me understand all the core fundamental logic. Next up is taking these ideas out of wowki and sketching out the physical layout and component design for the actual enclosure...
|
1793368480.6854093
|
1793973280.6854093
|
|
6897
|
Cardboard meachine gun by @sujay | Stardance
|
sujay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cardboard meachine gun by @sujay | Stardanc Title: Cardboard meachine gun by @sujay | Stardance...
|
1792687939.1027977
|
1793292739.1027977
|
|
6898
|
My awesome macropad! by @yeatical | Stardance
|
yeatical
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @yeatical | Stardan Title: My awesome macropad! by @yeatical | Stardance...
|
1792756645.9896543
|
1793361445.9896543
|
|
6899
|
My awesome macropad! by @Neo_Calix | Stardance
|
Neo_Calix
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Neo_Calix | Starda Title: My awesome macropad! by @Neo_Calix | Stardance...
|
1793350420.6997602
|
1793955220.6997602
|
|
6900
|
Untitled by @Zebrak | Stardance
|
Zebrak
|
0
|
0.0
|
0
|
[]
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[]
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Title: Untitled by @Zebrak | Stardance
|
1792767086.7935762
|
1793371886.7935762
|