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7651
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Don't Press the Button! by @Jadon | Stardance
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Jadon
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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: Don't Press the Button! by @Jadon | Sta Title: Don't Press the Button! by @Jadon | Stardance...
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1793278208.09305
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1793883008.09305
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|
7652
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Untitled by @Gustavo | Stardance
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Gustavo
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Gustavo | Stardance
|
1793195309.0653281
|
1793800109.0653281
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|
7653
|
My awesome macropad! by @liudarren09 | Stardance
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liudarren09
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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 @liudarren09 | Star Title: My awesome macropad! by @liudarren09 | Stardance...
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1793335701.9955063
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1793940501.9955063
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7654
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Air cleaner by @Diegoo | Stardance
|
Diegoo
|
0
|
7.97
|
0
|
[]
|
[{"post_id": 51401, "ts": "202 [{"post_id": 51401, "ts": "2026-08-21T02:30:58Z", "hours": 0.6742, "text": "Software: I worked on ironing out the code. I fixed the % sign being printed on the wrong line on the fan control screen. I also made it so that you were unable to control the fan speed in auto mode. Right now I’m able to mirror the purifier using an old CPU fan(4 pin) and a 7.4V LiPo. In the actual purifier, the fan will be 140 mm, so it’s going to be around double the size and also running on 12v"}, {"post_id": 50770, "ts": "2026-08-20T04:24:27Z", "hours": 1.4, "text": "CAD: I worked on improving the design. I made it so that some sections would be screwed on with inserts, while others would use magnets. I also fitted the OLED display and the buttons."}, {"post_id": 46622, "ts": "2026-08-14T00:27:34Z", "hours": 0.5714, "text": "I connected the fan to a outside power source and made the fan speed changed through the code. So instead of the UI just saying 50% it makes the fan move 50%."}, {"post_id": 43579, "ts": "2026-08-08T22:12:54Z", "hours": 0.9481, "text": "I worked on using the air quality sensor to determine the fan speed on auto mode. I also used the data to display the air quality status ( I don’t have any buttons, so I used a workaround I also don’t have the air quality sensor, so I just manually change the value. I put it on pm2.5 = 45)"}, {"post_id": 43514, "ts": "2026-08-08T20:36:36Z", "hours": 3.4931, "text": "I was working on the code for the purifier, mainly the UI design and navigation. For now, I manually set data for the air quality, but later I will make it display the actual data from the air sensor. I was able to make the UI have 3 different screens and have the ability to cycle through them using the buttons. Also, using the buttons, you’re able to manually change the fan speed or put it in auto. I still need to work on the auto mode, which will look at the air quality and, based on it, adjust the fan speed. I still need to tighten up the code as It’s a bit glitched, but I think I’ll do it tomorrow"}, {"post_id": 33879, "ts": "2026-07-24T04:43:07Z", "hours": 0.8856, "text": "I worked on the basic housing for components such as the Fan and Filter. I made the different sections connect via magnets. I also made it so you can change the filter from the bottom. I have still yet to decide whether to automate the fan strength or make it manual"}]...
|
Title: Air cleaner by @Diegoo | Stardance
Devlogs Title: Air cleaner by @Diegoo | Stardance
Devlogs:
I worked on the basic housing for components such as the Fan and Filter. I made the different sections connect via magnets. I also made it so you can change the filter from the bottom. I have still yet to decide whether to automate the fan strength or make it manual
I was working on the code for the purifier, mainly the UI design and navigation. For now, I manually set data for the air quality, but later I will make it display the actual data from the air sensor. I was able to make the UI have 3 different screens and have the ability to cycle through them using the buttons. Also, using the buttons, you’re able to manually change the fan speed or put it in auto. I still need to work on the auto mode, which will look at the air quality and, based on it, adjust the fan speed. I still need to tighten up the code as It’s a bit glitched, but I think I’ll do it tomorrow
I worked on using the air quality sensor to determine the fan speed on auto mode. I also used the data to display the air quality status ( I don’t have any buttons, so I used a workaround I also don’t have the air quality sensor, so I just manually change the value. I put it on pm2.5 = 45)
I connected the fan to a outside power source and made the fan speed changed through the code. So instead of the UI just saying 50% it makes the fan move 50%.
CAD: I worked on improving the design. I made it so that some sections would be screwed on with inserts, while others would use magnets. I also fitted the OLED display and the buttons.
Software: I worked on ironing out the code. I fixed the % sign being printed on the wrong line on the fan control screen. I also made it so that you were unable to control the fan speed in auto mode. Right now I’m able to mirror the purifier using an old CPU fan(4 pin) and a 7.4V LiPo. In the actual purifier, the fan will be 140 mm, so it’s going to be around double the size and also running on 12v...
|
1793166763.6214223
|
1793771563.6214223
|
|
7655
|
Multiplayer game by @FreezinIce | Stardance
|
FreezinIce
|
0
|
24.78
|
0
|
[]
|
[{"post_id": 39778, "ts": "202 [{"post_id": 39778, "ts": "2026-08-02T23:34:43Z", "hours": 1.5283, "text": "Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword."}, {"post_id": 37156, "ts": "2026-07-29T17:31:32Z", "hours": 0.8672, "text": "Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack."}, {"post_id": 35420, "ts": "2026-07-26T20:19:18Z", "hours": 3.2861, "text": "Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups."}, {"post_id": 28709, "ts": "2026-07-15T04:07:45Z", "hours": 1.6794, "text": "Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour."}, {"post_id": 27473, "ts": "2026-07-13T02:12:01Z", "hours": 1.3897, "text": "Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add."}, {"post_id": 26098, "ts": "2026-07-10T18:01:33Z", "hours": 1.4811, "text": "Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now."}, {"post_id": 23072, "ts": "2026-07-05T20:13:39Z", "hours": 0.6781, "text": "Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work."}, {"post_id": 20912, "ts": "2026-07-02T17:09:45Z", "hours": 1.7092, "text": "Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations."}, {"post_id": 13313, "ts": "2026-06-21T19:57:51Z", "hours": 3.045, "text": "Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool"}, {"post_id": 11663, "ts": "2026-06-19T00:22:11Z", "hours": 1.8339, "text": "Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…"}, {"post_id": 10692, "ts": "2026-06-17T15:39:32Z", "hours": 2.6222, "text": "Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed."}, {"post_id": 8328, "ts": "2026-06-13T20:55:29Z", "hours": 0.8169, "text": "Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it."}, {"post_id": 6051, "ts": "2026-06-10T05:09:20Z", "hours": 0.7394, "text": "Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo."}, {"post_id": 4538, "ts": "2026-06-07T21:40:22Z", "hours": 0.5431, "text": "Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well."}, {"post_id": 4429, "ts": "2026-06-07T19:04:52Z", "hours": 0.5592, "text": "Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive."}, {"post_id": 4380, "ts": "2026-06-07T18:13:04Z", "hours": 0.7886, "text": "Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump."}, {"post_id": 3720, "ts": "2026-06-06T19:26:12Z", "hours": 0.5483, "text": "Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)"}, {"post_id": 3674, "ts": "2026-06-06T18:41:33Z", "hours": 0.3864, "text": "Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling."}, {"post_id": 3083, "ts": "2026-06-05T23:48:23Z", "hours": 0.2814, "text": "Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly."}]...
|
Title: Multiplayer game by @FreezinIce | Stardance Title: Multiplayer game by @FreezinIce | Stardance
Devlogs:
Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly.
Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling.
Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)
Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump.
Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive.
Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well.
Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo.
Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it.
Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed.
Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…
Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool
Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations.
Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work.
Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now.
Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add.
Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour.
Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups.
Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack.
Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword....
|
1792796069.8824244
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1793400869.8824244
|
|
7656
|
NULL
|
NULL
|
0
|
0.0
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0
|
[]
|
[]
|
|
1792936112.132255
|
1793800112.132255
|
|
7657
|
Quizbowl Buzzer System by @phantom3142 | Stardance
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phantom3142
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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: Quizbowl Buzzer System by @phantom3142 | St Title: Quizbowl Buzzer System by @phantom3142 | Stardance...
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1793174046.5347397
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1793778846.5347397
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7658
|
My first slack bot by @tinshirai | Stardance
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tinshirai
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0
|
0.0
|
0
|
[]
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[]
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Title: My first slack bot by @tinshirai | Stardanc Title: My first slack bot by @tinshirai | Stardance...
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1793206200.1836267
|
1793811000.1836267
|
|
7659
|
Kindness Garden by @Meringue | Stardance
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Meringue
|
0
|
0.0
|
0
|
[]
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[]
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Title: Kindness Garden by @Meringue | Stardance
|
1793285765.0429437
|
1793890565.0429437
|
|
7660
|
My first slack bot! by @SriramKCh | Stardance
|
SriramKCh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SriramKCh | Stardan Title: My first slack bot! by @SriramKCh | Stardance...
|
1793382851.69311
|
1793987651.69311
|
|
7661
|
NULL
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NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792885683.4958563
|
1793749683.4958563
|
|
7662
|
My awesome macropad! by @course-free_canyon042 | S My awesome macropad! by @course-free_canyon042 | Stardance...
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course-free_canyon042
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0
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0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @course-free_canyon Title: My awesome macropad! by @course-free_canyon042 | Stardance...
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1793299736.0078585
|
1793904536.0078585
|
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7663
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Geometry Dash Extreme Demon Recommendation by @Eth Geometry Dash Extreme Demon Recommendation by @EthanCubes | Stardance...
|
EthanCubes
|
0
|
0.0
|
0
|
[]
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[]
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Title: Geometry Dash Extreme Demon Recommendation Title: Geometry Dash Extreme Demon Recommendation by @EthanCubes | Stardance...
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1793393237.1091983
|
1793998037.1091983
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|
7664
|
Untitled by @J_U_ilakkiyan | Stardance
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J_U_ilakkiyan
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0
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0.0
|
0
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[]
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[]
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Title: Untitled by @J_U_ilakkiyan | Stardance
|
1792734557.4703088
|
1793339357.4703088
|
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7665
|
Spacemaxxing #1 by @sai-fi | Stardance
|
sai-fi
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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: Spacemaxxing #1 by @sai-fi | Stardance
|
1793198992.7844858
|
1793803792.7844858
|
|
7666
|
My WebOS by @DKD | Stardance
|
DKD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My WebOS by @DKD | Stardance
|
1793292477.9222538
|
1793897277.9222538
|
|
7667
|
3D-Printed Hybrid Piano by @dovetail | Stardance
|
dovetail
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3D-Printed Hybrid Piano by @dovetail | Star Title: 3D-Printed Hybrid Piano by @dovetail | Stardance...
|
1793414911.0622416
|
1794019711.0622416
|
|
7668
|
My awesome macropad! by @sahasra09 | Stardance
|
sahasra09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sahasra09 | Starda Title: My awesome macropad! by @sahasra09 | Stardance...
|
1792749094.6902354
|
1793353894.6902354
|
|
7669
|
My first slack bot! by @Enoch_ | Stardance
|
Enoch_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Enoch_ | Stardance
|
1792781529.0143194
|
1793386329.0143194
|
|
7670
|
My awesome macropad! by @Anindya | Stardance
|
Anindya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Anindya | Stardanc Title: My awesome macropad! by @Anindya | Stardance...
|
1793390001.3609269
|
1793994801.3609269
|
|
7671
|
Personal website by @killcalico | Stardance
|
killcalico
|
0
|
5.46
|
0
|
[]
|
[{"post_id": 6490, "ts": "2026 [{"post_id": 6490, "ts": "2026-06-10T22:09:52Z", "hours": 1.1858, "text": "Illustrated my header image and changed up the theme a little, making it a little more .. cutesy."}, {"post_id": 4531, "ts": "2026-06-07T21:29:39Z", "hours": 4.2728, "text": "11ty + Obsidian combo for markdown blogging on a static personal website :) I will be hosting it on Nekoweb because of the creative community there"}]...
|
Title: Personal website by @killcalico | Stardance Title: Personal website by @killcalico | Stardance
Devlogs:
11ty + Obsidian combo for markdown blogging on a static personal website :) I will be hosting it on Nekoweb because of the creative community there
Illustrated my header image and changed up the theme a little, making it a little more .. cutesy....
|
1793372008.6323938
|
1793976808.6323938
|
|
7672
|
Untitled project by @PeterW | Stardance
|
PeterW
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @PeterW | Stardance
|
1792770746.389201
|
1793375546.389201
|
|
7673
|
My first slack bot! by @TheBigW | Stardance
|
TheBigW
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @TheBigW | Stardance
|
1792738354.2458034
|
1793343154.2458034
|
|
7674
|
Nexus Hackpad by @Sridavatsler | Stardance
|
Sridavatsler
|
0
|
5.65
|
0
|
[]
|
[{"post_id": 17331, "ts": "202 [{"post_id": 17331, "ts": "2026-06-28T02:21:31Z", "hours": 1.4925, "text": "I started learning how to mate parts and draw sketches to create a case for my custom PCB in Onshape. I decided to go with Onshape instead of Fusion 360 because I’m going to have to get some experience with it for my school robotics team, which I will join next year. Other than learning and applying the features, I spent a good chunk of time measuring my PCB so my case actually fits it. Although at the end, when I imported the PCB along with all my components, it still didn’t fit, even though I measured everything carefully, the OLED cutout and rotary encoder cutout were still misaligned by a hair :( So next time I want to fix that, and mainly add decoration to my case. I’m thinking of adding curves to the edges, and mainly filling up the space at the top to compensate for the extra space, maybe with an engraved logo. Until then, I will think of more ideas to make my case stand out!"}, {"post_id": 10981, "ts": "2026-06-18T00:24:08Z", "hours": 2.4631, "text": "This is my second devlog! During these 2 hours, I completely finished my PCB, including decorations, and added some 3D components onto the footprint in KiCAD. First, I debated whether or not to put the microcontroller on the PCB so it intersects my OLED screen; I routed everything and asked in Slack whether it was OK. In the end, I decided to go with my initial and safe setup so I can add decorations to my PCB. I also took inspiration from the orpheuspad and wanted to add a Hack Club flag on top of my text. This took me way too long to figure out, and I made a lot of mistakes 😔, but in the end I figured it out. Then I added a rocket to represent “Nexus,” the closest representation I could think of. Finally, I wanted to know how to add 3D models of some of my components so I wouldn’t have to add them later on in my CAD software. In the end, it turned out pretty cool and was rather easy.😁 The next time, I have to design my case, which I have been nervous about. Until then, I need to watch some tutorials and familiarize myself with Onshape."}, {"post_id": 7101, "ts": "2026-06-11T21:31:06Z", "hours": 1.69, "text": "This is my first devlog for the Nexus Pad! During this chunk of time, I managed to complete the schematic and almost all of my PCB work for my macro pad! It will contain 9 switches in a 3x3 layout, all backlit by LEDs, a rotary encoder, and a screen. One issue I faced with the schematic was that I didn’t know where to connect S1 and S2 on the rotary encoder. I initially connected it to my matrix, but then realized most of the other schematics used a separate GPIO pin for it, which I sadly didn’t have the space for. :( After placing everything and realizing my diodes were wrong, I started to route my parts, but as I got to connecting the power wires to everything, it was annoying to have to route around the already placed cables, even with vias. So as I would expect, the routing doesn’t look the greatest in the world, but I did do it all myself. At the end, when I ran the DRC, it said the holes were too close to the pads on the LEDs, but I asked in the Slack, and so many people helped me identify the issue and suggest things that I am missing. I look forward to actually making everything look neat and a bit of a personal touch to it; until then, I will dread making my case and learning Fusion 360. :("}]...
|
Title: Nexus Hackpad by @Sridavatsler | Stardance
Title: Nexus Hackpad by @Sridavatsler | Stardance
Devlogs:
This is my first devlog for the Nexus Pad! During this chunk of time, I managed to complete the schematic and almost all of my PCB work for my macro pad! It will contain 9 switches in a 3x3 layout, all backlit by LEDs, a rotary encoder, and a screen. One issue I faced with the schematic was that I didn’t know where to connect S1 and S2 on the rotary encoder. I initially connected it to my matrix, but then realized most of the other schematics used a separate GPIO pin for it, which I sadly didn’t have the space for. :( After placing everything and realizing my diodes were wrong, I started to route my parts, but as I got to connecting the power wires to everything, it was annoying to have to route around the already placed cables, even with vias. So as I would expect, the routing doesn’t look the greatest in the world, but I did do it all myself. At the end, when I ran the DRC, it said the holes were too close to the pads on the LEDs, but I asked in the Slack, and so many people helped me identify the issue and suggest things that I am missing. I look forward to actually making everything look neat and a bit of a personal touch to it; until then, I will dread making my case and learning Fusion 360. :(
This is my second devlog! During these 2 hours, I completely finished my PCB, including decorations, and added some 3D components onto the footprint in KiCAD. First, I debated whether or not to put the microcontroller on the PCB so it intersects my OLED screen; I routed everything and asked in Slack whether it was OK. In the end, I decided to go with my initial and safe setup so I can add decorations to my PCB. I also took inspiration from the orpheuspad and wanted to add a Hack Club flag on top of my text. This took me way too long to figure out, and I made a lot of mistakes 😔, but in the end I figured it out. Then I added a rocket to represent “Nexus,” the closest representation I could think of. Finally, I wanted to know how to add 3D models of some of my components so I wouldn’t have to add them later on in my CAD software. In the end, it turned out pretty cool and was rather easy.😁 The next time, I have to design my case, which I have been nervous about. Until then, I need to watch some tutorials and familiarize myself with Onshape.
I started learning how to mate parts and draw sketches to create a case for my custom PCB in Onshape. I decided to go with Onshape instead of Fusion 360 because I’m going to have to get some experience with it for my school robotics team, which I will join next year. Other than learning and applying the features, I spent a good chunk of time measuring my PCB so my case actually fits it. Although at the end, when I imported the PCB along with all my components, it still didn’t fit, even though I measured everything carefully, the OLED cutout and rotary encoder cutout were still misaligned by a hair :( So next time I want to fix that, and mainly add decoration to my case. I’m thinking of adding curves to the edges, and mainly filling up the space at the top to compensate for the extra space, maybe with an engraved logo. Until then, I will think of more ideas to make my case stand out!...
|
1793317724.080807
|
1793922524.080807
|
|
7675
|
SyncX by @DevomB | Stardance
|
DevomB
|
1
|
4.0
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T20:23:44Z", "hours": 4.0, "multiplier": 13.5, "payout": 48, "blessing": "neutral", "text": "SyncX is a Chrome extension that captures Google search query text, keeps a local queue, and replays those searches on Bing with pacing and daily limits you control. The hardest part that I had to research a lot of was just trying to figure out how to create a script that would set up AWS for everyone who used it.", "repo": "https://github.com/DevomB/SyncX", "demo": "https://chromewebstore.google.com/detail/syncx/aoemdhkojjipbafpdehcfgfldjogfkka"}]...
|
[{"post_id": 5123, "ts": "2026 [{"post_id": 5123, "ts": "2026-06-08T20:14:05Z", "hours": 0.9044, "text": "Wrapped up and finalized the project. It is done and posted up now. Added some final touches and removed some bloatware. I also added some other code to fix up an auth error. Here is the link to the download: https://chromewebstore.google.com/detail/syncx/aoemdhkojjipbafpdehcfgfldjogfkka"}, {"post_id": 4069, "ts": "2026-06-07T08:15:51Z", "hours": 1.3653, "text": "Recent work removed an obsolete dot UI feature to simplify the interface and reduce visual clutter. The flowTrack and flowNode styles were updated to improve layout consistency and animation smoothness. An unnecessary coconut addition was removed to clean up experimental or unused code paths. ( probably my stupid friend when we were working together lol ) Legal documentation and user agreements were updated and strengthened as part of routine maintenance. The header component was refactored for a leaner implementation and improved accessibility. https://syncx.devomb.com is the site and its all up there."}, {"post_id": 3891, "ts": "2026-06-06T23:59:08Z", "hours": 1.4494, "text": "Since the majority of this project was done before I was verified and could make this project. This Devlog is going to cover everything in this project since I’ve wrapped it up and I’m finished with it. SyncX is a private pnpm/Turbo monorepo for a Chrome Manifest V3 extension that captures Google search queries and replays them on Bing in the user’s browser, with enforced pacing, daily caps, and active-hour windows to mirror searches without manual effort. The repo includes apps/extension (capture, local queue, scheduler, Bing replay, Cognito PKCE auth, and settings UI), apps/web (a Next.js marketing site with docs, privacy, risks, and legal pages), packages/shared (shared types and constants), services/api (a Lambda handler for queue, stats, settings, and user-deletion endpoints), and infra (AWS CDK for API Gateway, DynamoDB, Cognito, optional budget alerts, and a syncx-prod resource group). It supports two modes: Phase A runs entirely in Chrome with local storage and no cloud account, while Phase B lets users self-host on AWS (~$0–5/month) by deploying the stack and pasting API URL, Cognito domain, and client ID into the extension settings."}]...
|
Title: SyncX by @DevomB | Stardance
Devlogs:
Sinc Title: SyncX by @DevomB | Stardance
Devlogs:
Since the majority of this project was done before I was verified and could make this project. This Devlog is going to cover everything in this project since I’ve wrapped it up and I’m finished with it. SyncX is a private pnpm/Turbo monorepo for a Chrome Manifest V3 extension that captures Google search queries and replays them on Bing in the user’s browser, with enforced pacing, daily caps, and active-hour windows to mirror searches without manual effort. The repo includes apps/extension (capture, local queue, scheduler, Bing replay, Cognito PKCE auth, and settings UI), apps/web (a Next.js marketing site with docs, privacy, risks, and legal pages), packages/shared (shared types and constants), services/api (a Lambda handler for queue, stats, settings, and user-deletion endpoints), and infra (AWS CDK for API Gateway, DynamoDB, Cognito, optional budget alerts, and a syncx-prod resource group). It supports two modes: Phase A runs entirely in Chrome with local storage and no cloud account, while Phase B lets users self-host on AWS (~$0–5/month) by deploying the stack and pasting API URL, Cognito domain, and client ID into the extension settings.
Recent work removed an obsolete dot UI feature to simplify the interface and reduce visual clutter. The flowTrack and flowNode styles were updated to improve layout consistency and animation smoothness. An unnecessary coconut addition was removed to clean up experimental or unused code paths. ( probably my stupid friend when we were working together lol ) Legal documentation and user agreements were updated and strengthened as part of routine maintenance. The header component was refactored for a leaner implementation and improved accessibility. https://syncx.devomb.com is the site and its all up there.
Wrapped up and finalized the project. It is done and posted up now. Added some final touches and removed some bloatware. I also added some other code to fix up an auth error. Here is the link to the download: https://chromewebstore.google.com/detail/syncx/aoemdhkojjipbafpdehcfgfldjogfkka
Ships:
SyncX is a Chrome extension that captures Google search query text, keeps a local queue, and replays those searches on Bing with pacing and daily limits you control. The hardest part that I had to research a lot of was just trying to figure out how to create a script that would set up AWS for everyone who used it....
|
1793281858.007208
|
1793368258.007208
|
|
7676
|
My first slack bot! by @soyabeanz | Stardance
|
soyabeanz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @soyabeanz | Stardan Title: My first slack bot! by @soyabeanz | Stardance...
|
1792802988.1310031
|
1793407788.1310031
|
|
7677
|
Monopoly Simulator by @binarybytes | Stardance
|
binarybytes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Monopoly Simulator by @binarybytes | Starda Title: Monopoly Simulator by @binarybytes | Stardance...
|
1793170425.2126763
|
1793775225.2126763
|
|
7678
|
RC Plane by @jayg | Stardance
|
jayg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RC Plane by @jayg | Stardance
|
1792724095.115651
|
1793328895.115651
|
|
7679
|
My first slack bot! by @charlie1004 | Stardance
|
charlie1004
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @charlie1004 | Stard Title: My first slack bot! by @charlie1004 | Stardance...
|
1793156043.4285033
|
1793760843.4285033
|
|
7680
|
My awesome macropad! by @codemaster | Stardance
|
codemaster
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T11:45:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For this project, I built Hackpad, a custom 3-key media macropad powered by a Seeed Studio XIAO RP2040 microcontroller and running KMK keyboard firmware. The hardware features a custom-routed PCB housed in a compact, 3D-printed enclosure that is securely assembled using durable M3 screws and brass heatset inserts. On the software side, the main challenge was optimizing the code syntax in VS Code and fine-tuning the framework’s Tap Dance module. I am most proud of maximizing efficiency by mapping six full media functions (Volume Up/Down, Mute, Play/Pause, Next, and Previous Track) onto just three physical switches, creating a highly portable, durable device that works automatically on any computer via USB-C.", "repo": "https://github.com/Yourm5m5/Hackpad-for-stardance", "demo": ""}]...
|
[{"post_id": 3437, "ts": "2026 [{"post_id": 3437, "ts": "2026-06-06T11:28:45Z", "hours": 0.3389, "text": "I have finished- been working on this for 3hr"}]...
|
Title: My awesome macropad! by @codemaster | Stard Title: My awesome macropad! by @codemaster | Stardance
Devlogs:
I have finished- been working on this for 3hr
Ships:
For this project, I built Hackpad, a custom 3-key media macropad powered by a Seeed Studio XIAO RP2040 microcontroller and running KMK keyboard firmware. The hardware features a custom-routed PCB housed in a compact, 3D-printed enclosure that is securely assembled using durable M3 screws and brass heatset inserts. On the software side, the main challenge was optimizing the code syntax in VS Code and fine-tuning the framework’s Tap Dance module. I am most proud of maximizing efficiency by mapping six full media functions (Volume Up/Down, Mute, Play/Pause, Next, and Previous Track) onto just three physical switches, creating a highly portable, durable device that works automatically on any computer via USB-C....
|
1793289337.1387932
|
1793375737.1387932
|
|
7681
|
My awesome macropad! by @camryn_johnston | Stardan My awesome macropad! by @camryn_johnston | Stardance...
|
camryn_johnston
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @camryn_johnston | Title: My awesome macropad! by @camryn_johnston | Stardance...
|
1793329012.0877724
|
1793933812.0877724
|
|
7682
|
Daisychain by @Doodle | Stardance
|
Doodle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Daisychain by @Doodle | Stardance
|
1793393464.6679375
|
1793998264.6679375
|
|
7683
|
Focus Card by @xk | Stardance
|
xk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Focus Card by @xk | Stardance
|
1793354089.8128037
|
1793958889.8128037
|
|
7684
|
Plutopad by @Eli_Mendez | Stardance
|
Eli_Mendez
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T08:29:11Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Hackpad, which I named the Plutopad. This was very challenging due to the fact that I have never used KiCAD prior to this mission. I have also never worked with building firmware or even trying a “ysws” program like this, so I am going in headfirst with something I enjoy very much, building “things”. My firmware works and is compiliable but it is baseline it can still be configure and the OLED screen doesn’t have any input yet; however, if this is approved I will definitely be taking a crack at this really cool thing that I built. The screenshot is of my QMK firmware finally working after about 2 hours of troubleshooting. It was a wonderful and joyous end to a project.", "repo": "https://github.com/pluto-227/Plutopad", "demo": ""}]...
|
[{"post_id": 7356, "ts": "2026 [{"post_id": 7356, "ts": "2026-06-12T08:17:01Z", "hours": 9.7436, "text": "I have finished my Plutopad and have gathered all my files and spent a very long time trying to compile my firmware to get it right. I was also doing all this in the midst of a possible tornado around me. Anyways, I was able to settle on my PCB and case and am ready to submit this project. This is my very final PCB."}, {"post_id": 6618, "ts": "2026-06-11T03:17:34Z", "hours": 1.4833, "text": "This is my new and improved PCB. I redid my schematic for safe measures and was able to finish both the PCB and schematic in this time span. Now I will move onto making my firmware and try to code it in QMK firmware to get the most out of my macropad. I am not doing the case yet because I might change my mind on the layout and don’t want to keep remaking a case. This is be my fifth iteration of this design and have learned a lot and am planning to learn more."}, {"post_id": 6578, "ts": "2026-06-11T01:41:12Z", "hours": 4.7956, "text": "I am starting all the way over. I had weighed how my workflow was going and it wasn’t going well; therefore I am starting over. I plan on making this version much better and done more efficiently. I am doing this for 3 main reasons: to be more efficient, properly organized, and better set up. This photo was of my last PCB"}, {"post_id": 3746, "ts": "2026-06-06T19:50:42Z", "hours": 0.3444, "text": "I have worked on the Schematic, PCB, and Case up to this point. A total of 23 hours has been put in due to the fact that I am brand new to making electronics and have had to search up how to do a lot (I did not know how to track my time outside of coding before this). I went through a lot of trial and error with schematics and PCBs. I went through 3 iterations of a schematic trying to see how I can optimize the number of pins I’m using while keeping 10 or 12 switches. I tried LEDs but they were causing many errors in the DRC. The LEDs were more hassle than function so i decided to go with my optimized 12 switches, OLED display, and Rotary Encoder with no switch capabilities. Below is my final interation of my PCB that was able to throw no errors."}]...
|
Title: Plutopad by @Eli_Mendez | Stardance
Devlog Title: Plutopad by @Eli_Mendez | Stardance
Devlogs:
I have worked on the Schematic, PCB, and Case up to this point. A total of 23 hours has been put in due to the fact that I am brand new to making electronics and have had to search up how to do a lot (I did not know how to track my time outside of coding before this). I went through a lot of trial and error with schematics and PCBs. I went through 3 iterations of a schematic trying to see how I can optimize the number of pins I’m using while keeping 10 or 12 switches. I tried LEDs but they were causing many errors in the DRC. The LEDs were more hassle than function so i decided to go with my optimized 12 switches, OLED display, and Rotary Encoder with no switch capabilities. Below is my final interation of my PCB that was able to throw no errors.
I am starting all the way over. I had weighed how my workflow was going and it wasn’t going well; therefore I am starting over. I plan on making this version much better and done more efficiently. I am doing this for 3 main reasons: to be more efficient, properly organized, and better set up. This photo was of my last PCB
This is my new and improved PCB. I redid my schematic for safe measures and was able to finish both the PCB and schematic in this time span. Now I will move onto making my firmware and try to code it in QMK firmware to get the most out of my macropad. I am not doing the case yet because I might change my mind on the layout and don’t want to keep remaking a case. This is be my fifth iteration of this design and have learned a lot and am planning to learn more.
I have finished my Plutopad and have gathered all my files and spent a very long time trying to compile my firmware to get it right. I was also doing all this in the midst of a possible tornado around me. Anyways, I was able to settle on my PCB and case and am ready to submit this project. This is my very final PCB.
Ships:
I made a Hackpad, which I named the Plutopad. This was very challenging due to the fact that I have never used KiCAD prior to this mission. I have also never worked with building firmware or even trying a “ysws” program like this, so I am going in headfirst with something I enjoy very much, building “things”. My firmware works and is compiliable but it is baseline it can still be configure and the OLED screen doesn’t have any input yet; however, if this is approved I will definitely be taking a crack at this really cool thing that I built. The screenshot is of my QMK firmware finally working after about 2 hours of troubleshooting. It was a wonderful and joyous end to a project....
|
1793306859.5155385
|
1793393259.5155385
|
|
7685
|
Portfolio Site by @devle | Stardance
|
devle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Portfolio Site by @devle | Stardance
|
1793271353.8800004
|
1793876153.8800004
|
|
7686
|
PiHome by @noxel43 | Stardance
|
noxel43
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PiHome by @noxel43 | Stardance
|
1793335881.318009
|
1793940681.318009
|
|
7687
|
Find Your Game! by @Tsukuyomi | Stardance
|
Tsukuyomi
|
0
|
3.34
|
0
|
[]
|
[{"post_id": 6517, "ts": "2026 [{"post_id": 6517, "ts": "2026-06-10T23:19:21Z", "hours": 3.3353, "text": "So I finished the HTML file for the home page, took rlly long bc I had to figure out the placement of everything and what I wanted to include, and I am a beginner!"}]...
|
Title: Find Your Game! by @Tsukuyomi | Stardance
Title: Find Your Game! by @Tsukuyomi | Stardance
Devlogs:
So I finished the HTML file for the home page, took rlly long bc I had to figure out the placement of everything and what I wanted to include, and I am a beginner!...
|
1793299906.3422391
|
1793904706.3422391
|
|
7688
|
Doodly by @faheem | Stardance
|
faheem
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Doodly by @faheem | Stardance
|
1792907254.6141179
|
1793771254.6141179
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7689
|
Cheapskate scraper by @justindam | Stardance
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justindam
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0
|
1.15
|
0
|
[]
|
[{"post_id": 4503, "ts": "2026 [{"post_id": 4503, "ts": "2026-06-07T20:50:38Z", "hours": 1.1469, "text": "I built a working Flask web app that has a search page and JSON API. I have sample products right now but plan on adding Ebay’s api and others to get real updated data. Also need to work on the looks."}]...
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Title: Cheapskate scraper by @justindam | Stardanc Title: Cheapskate scraper by @justindam | Stardance
Devlogs:
I built a working Flask web app that has a search page and JSON API. I have sample products right now but plan on adding Ebay’s api and others to get real updated data. Also need to work on the looks....
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1792792066.7748442
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1793396866.7748442
|
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7690
|
My awesome macropad! by @devle | Stardance
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devle
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @devle | Stardance
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1793332192.8827686
|
1793936992.8827686
|
|
7691
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litter cam by @tyler_durden | Stardance
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tyler_durden
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0
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0.0
|
0
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[]
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[]
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Title: litter cam by @tyler_durden | Stardance
|
1792716759.4093847
|
1793321559.4093847
|
|
7692
|
Poker Game by @TheBigW | Stardance
|
TheBigW
|
0
|
6.36
|
0
|
[]
|
[{"post_id": 5117, "ts": "2026 [{"post_id": 5117, "ts": "2026-06-08T20:06:21Z", "hours": 5.3486, "text": "Finished the dealing cards functionality and starting on a way to pass the action to the players"}, {"post_id": 2583, "ts": "2026-06-05T05:20:50Z", "hours": 1.0097, "text": "working on dealing card logic: i overcomplicate everything"}]...
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Title: Poker Game by @TheBigW | Stardance
Devlogs Title: Poker Game by @TheBigW | Stardance
Devlogs:
working on dealing card logic: i overcomplicate everything
Finished the dealing cards functionality and starting on a way to pass the action to the players...
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1792749167.8911996
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1793353967.8911996
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|
7693
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MSAA (ReShade) by @FortuneIIIPick | Stardance
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FortuneIIIPick
|
0
|
1.14
|
0
|
[]
|
[{"post_id": 2990, "ts": "2026 [{"post_id": 2990, "ts": "2026-06-05T22:20:19Z", "hours": 1.1408, "text": "ReShade has its very own language (.fx) that i cant find a toolkit for anywhere."}]...
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Title: MSAA (ReShade) by @FortuneIIIPick | Stardan Title: MSAA (ReShade) by @FortuneIIIPick | Stardance
Devlogs:
ReShade has its very own language (.fx) that i cant find a toolkit for anywhere....
|
1793357587.0313244
|
1793962387.0313244
|
|
7694
|
Artemis Mission Control Simulator by @rohaneldhose Artemis Mission Control Simulator by @rohaneldhose | Stardance...
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rohaneldhose
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0
|
0.0
|
0
|
[]
|
[]
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Title: Artemis Mission Control Simulator by @rohan Title: Artemis Mission Control Simulator by @rohaneldhose | Stardance...
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1792752520.7028663
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1793357320.7028663
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7695
|
Vk Temporal Perception Layer (VTPL) by @sarkardeba Vk Temporal Perception Layer (VTPL) by @sarkardebarshi199 | Stardance...
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sarkardebarshi199
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Vk Temporal Perception Layer (VTPL) by @sar Title: Vk Temporal Perception Layer (VTPL) by @sarkardebarshi199 | Stardance...
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1792727652.9780152
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1793332452.9780152
|
|
7696
|
MarcoDap by @not-willem | Stardance
|
not-willem
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MarcoDap by @not-willem | Stardance
|
1792709595.9998465
|
1793314395.9998465
|
|
7697
|
VHS-OS by @Blokoder | Stardance
|
Blokoder
|
0
|
1.87
|
0
|
[]
|
[{"post_id": 12183, "ts": "202 [{"post_id": 12183, "ts": "2026-06-19T21:57:43Z", "hours": 1.8714, "text": "Devlog #1 Made welcome screen pop-up according to the guide! You can see it centered on the page layout in the png below. What is this? VHS OS , a web-based, interactive operating system environment where users manipulate virtual hardware (NAND gates, assembly, custom simulation games) and immediately see the performance impact via hardware statistics. The Harsh Reality I’ll admit— I started this project with mind blowing ambitions in my head but with very minimal web development experience. After spending a few hours trying to digest everything I can about HTML, web dev, and the technicalities of virtual hardware simulations. I quickly realized how easy it is to get caught in analysis paralysis. I spent hours overthinking features before writing functional code. Staring at a blank file trying to stitch together a full OS when you only know a few basic tags is a fast track to burnout. I only got this far due to my pursuit of complex tasks, keep it simple! Change of Plans I will begin by starting simple. I am going to take away the fluff of cool animations, start up screens, and focus entirely on MVP (Minimum Viable Product) features. For the sake of a clear mind, I will start to use software development principles such as design docs, wireframes, deliverables, and more. Hopefully, this will keep me in track to making a good project. Next DEVLOG: I am shifting my focus toward building the html page of the desktop similar to popular OSs. I will only focus on the UI elements for now and add functionality later."}]...
|
Title: VHS-OS by @Blokoder | Stardance
Devlogs:
D Title: VHS-OS by @Blokoder | Stardance
Devlogs:
Devlog #1 Made welcome screen pop-up according to the guide! You can see it centered on the page layout in the png below. What is this? VHS OS , a web-based, interactive operating system environment where users manipulate virtual hardware (NAND gates, assembly, custom simulation games) and immediately see the performance impact via hardware statistics. The Harsh Reality I’ll admit— I started this project with mind blowing ambitions in my head but with very minimal web development experience. After spending a few hours trying to digest everything I can about HTML, web dev, and the technicalities of virtual hardware simulations. I quickly realized how easy it is to get caught in analysis paralysis. I spent hours overthinking features before writing functional code. Staring at a blank file trying to stitch together a full OS when you only know a few basic tags is a fast track to burnout. I only got this far due to my pursuit of complex tasks, keep it simple! Change of Plans I will begin by starting simple. I am going to take away the fluff of cool animations, start up screens, and focus entirely on MVP (Minimum Viable Product) features. For the sake of a clear mind, I will start to use software development principles such as design docs, wireframes, deliverables, and more. Hopefully, this will keep me in track to making a good project. Next DEVLOG: I am shifting my focus toward building the html page of the desktop similar to popular OSs. I will only focus on the UI elements for now and add functionality later....
|
1792731311.8409104
|
1793336111.8409104
|
|
7698
|
Untitled by @theohusnik | Stardance
|
theohusnik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @theohusnik | Stardance
|
1793425847.8539996
|
1794030647.8539996
|
|
7699
|
official renderlight keyboard by @lazerkat | Stard official renderlight keyboard by @lazerkat | Stardance...
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lazerkat
|
0
|
0.0
|
0
|
[]
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[]
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Title: official renderlight keyboard by @lazerkat Title: official renderlight keyboard by @lazerkat | Stardance...
|
1792741650.0113013
|
1793346450.0113013
|
|
7700
|
AfterLight by @aintsurya | Stardance
|
aintsurya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AfterLight by @aintsurya | Stardance
|
1792749019.5617738
|
1793353819.5617738
|