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7801
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My awesome macropad! by @moeenbhatti | Stardance
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moeenbhatti
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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 @moeenbhatti | Star Title: My awesome macropad! by @moeenbhatti | Stardance...
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1793365019.020158
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1793969819.020158
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7802
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My first slack bot! by @Binayakapudel | Stardance
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Binayakapudel
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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 @Binayakapudel | Sta Title: My first slack bot! by @Binayakapudel | Stardance...
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1793390045.8301687
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1793994845.8301687
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7803
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SolidGame by @noxel43 | Stardance
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noxel43
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0
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8.87
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0
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[{"post_id": 15448, "ts": "202 [{"post_id": 15448, "ts": "2026-06-25T03:21:12Z", "hours": 8.8694, "text": "Cassette NFC work, now I’m working on making the physical deck!"}]...
|
Title: SolidGame by @noxel43 | Stardance
Devlogs: Title: SolidGame by @noxel43 | Stardance
Devlogs:
Cassette NFC work, now I’m working on making the physical deck!...
|
1792738244.8687632
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1793343044.8687632
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7804
|
My awesome macropad! by @SilentFitz | Stardance
|
SilentFitz
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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 @SilentFitz | Stard Title: My awesome macropad! by @SilentFitz | Stardance...
|
1792731110.0859447
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1793335910.0859447
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7805
|
My first slack bot! by @mohamedatefmo19 | Stardanc My first slack bot! by @mohamedatefmo19 | Stardance...
|
mohamedatefmo19
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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 @mohamedatefmo19 | S Title: My first slack bot! by @mohamedatefmo19 | Stardance...
|
1793303346.6830382
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1793908146.6830382
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7806
|
Crooked Rails by @AllInTw0 | Stardance
|
AllInTw0
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2
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141.0
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2681
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T19:22:02Z", "hours": 10.0, "multiplier": 19.4, "payout": 194, "blessing": "neutral", "text": "Shipped (again)! I fully did not think I’d ship again, so for a more detailed description about the project and Stardance, look for the previous ship. The main change is the new upgrade - ElectricGuard. I really love how it came out. Currently might be way too op lol. (I did not rebuild the project since the changes dont impact the game… other than the small invulnerability)", "repo": "https://github.com/AllInTw0/CrookedRailsPrototypeHDRP_Stardance", "demo": "https://github.com/AllInTw0/CrookedRailsPrototypeHDRP_Stardance/releases/tag/v0.2.0-alpha"}, {"ship_num": 2, "ts": "2026-10-25T22:06:54Z", "hours": 131.0, "multiplier": 19.58, "payout": 2487, "blessing": "neutral", "text": "Shipped! I have finally implemented multiplayer (and more)! This is a project I have been working on since 2024, but only seriously picked it up when I learned about Flavortown. Flavortown and Stardance were a big motivator for me. The most challenging thing ofcourse was implementing multiplayer. It took me almost 60h to do so and even more since now a feature has to work on singleplayer and multiplayer. Oh boy… I learned a lot during Stardance. The main thing I have learned is to code for the future. That is making everything expandable and clean so when you go and try to add a new feature its very easy. Since that wasnt a big trend for me before I had to do quite a bit of refactoring. In the end I love how far the project has come and I cant wait for how it might look in the future. Thank you Stardance!", "repo": "https://github.com/AllInTw0/CrookedRailsPrototypeHDRP_Stardance", "demo": "https://github.com/AllInTw0/CrookedRailsPrototypeHDRP_Stardance/releases/tag/v0.2.0-alpha"}]...
|
[{"post_id": 84490, "ts": "202 [{"post_id": 84490, "ts": "2026-10-29T19:04:51Z", "hours": 10.0219, "text": "Fifteenth devlog of the game! Did not think I would be making another devlog for Stardance, but I decided why not. Here is a list of changes: -Added a new upgrade - ElectricGuard! Adds an electric shield on railcars that blasts away and stuns enemies when hit by an enemy. -Improved Item Sync -Added player invulnerability for a few seconds after getting hit. -Refactored display board code -Fixed various bugs found in the multiplayer test Here is a video showcasing the new upgrade!"}, {"post_id": 82809, "ts": "2026-10-25T21:49:38Z", "hours": 11.4231, "text": "Fourteenth devlog of the game! This is the final devlog before release! I was also really motivated because i hosted a 4-player multiplayer playtest! It went about as expected - buggy mess, but it was still a lot of fun to play with my friends. Here is a list of changes: -Added player names -Improved and Synced the Companion i showed in the first devlog -Improved Starting Shop to the initial idea -Improved wave spawning -Improved Station generation -Added a Gamma setting -Changed Caboose model -Difficulty now scales based on player count -Other tiny fixes Here are some screenshots from the 4-player multiplayer playthrough!"}, {"post_id": 80798, "ts": "2026-10-18T20:21:48Z", "hours": 9.9678, "text": "Thirteenth devlog of the game! I added/changed various stuff so here is a list of changes: -Added a new weapon - Flamethrower! -Added a debuff system! Currently only has the fire debuff from the flamethrower addition. -Added Xray vision to enemies that are dealing damage. (This mostly so that the player can quickly locate the cause of damage to the train) -Changed how code handles structure spawning. (doesn’t change anything gameplay wise) -Other small improvements/fixes I was also experimenting with better movement around the train, but dont have anything to show for it currently. Here are two videos showcasing the Flamethrower and the Xray!"}, {"post_id": 76847, "ts": "2026-10-04T20:10:21Z", "hours": 9.9686, "text": "Twelfth devlog of the game! As I am getting closer and closer to the first ship I decided to make a lobby system so that multiple sessions can be going at once rather than the forced one session for playtesting. Before that I also made a new crane railcar model that also visually lifts the payload to be loaded on to the train for the payload minigame. Here are two videos for each major change plus a image of how the crane car looks on the job preview."}, {"post_id": 72727, "ts": "2026-09-23T16:29:21Z", "hours": 9.4689, "text": "Eleventh devlog of the game! I continued work on the payload escort minigame. List of changes: -Added basic structures to the generation. (The goal is a western mining town) -Added the ability for props to spawn on terrain. -Added enemy wave spawning specific to the payload. (enemies use the structures as spawn points) -Added a crane rail car that picks up the payload to be delivered to the station. (Probably a new model for it next devlog) -Added a new station section where you will be able to pick special additional jobs with a starting fee but if successful a returning pay. -Improved how the uppercutter enemy calculates the trajectory. -Improved movement for both player and enemies -Other tiny changes Still have some issues with the terrain where the track sinks into the ground and the surrounding terrain around structures looking odd. Dont know if ill ever fully fix it. Here is a video showcasing the current state of the payload escort and the prototype special job monitor. I didnt fully play through the escort before recording the video and I was pretty surprised how fun it actually felt and its not even finished. Hope others will think its fun to."}, {"post_id": 70635, "ts": "2026-09-19T14:22:16Z", "hours": 9.2675, "text": "Tenth devlog of the game! I decided to start making an idea I had from the beginning of the project. The idea is that you have to escort a minecart payload through a randomly generated town in return for bonus money. Its basically the main game but around a smaller train which allows for a higher number enemies all going for one target and more interesting generation. So far I made the very basics. The track gen (took the most of time) where it can also go over the main train tracks and the payload prototype that moves if a player is nearby. If an enemy attacks it, it gets stunned not being able to move for a second or so. I also improved the new enemy AI around how it handles enemy-enemy targeting so two uppercutters dont go to the same enemy. I also fixed a spline mesh bug that was in the game since the beginning of the project. Here is a video showcasing the payload plus some pictures of interesting bugs."}, {"post_id": 69814, "ts": "2026-09-17T20:36:15Z", "hours": 11.4131, "text": "Ninth devlog of the game! This devlog is mostly three things. Firstly, I finally added new enemies! Their descriptions: Healer: heals nearby enemies by tethering itself to the target. I plan on adding a passive effect that reduces the targets incoming damage. The Uppercuter: punches melee enemies forward to their target. To accommodate this I lowered the melee enemy walk speed. Secondly, I improved the inventory UI to highlight the selected item more by adding a scaling animation and a cyan tint. Finally, I added a display boards on all railcars that show the health of the railcar and the cargo. Other changes: -Fixed some multiplayer bugs Here is a video showcasing the inventory and enemies as well as a picture of the display board."}, {"post_id": 50556, "ts": "2026-08-19T19:22:54Z", "hours": 9.5303, "text": "Eighth devlog of the game! I finally finished syncing all of the games features/mechanics! Of course with the help of my friend we held the first multiplayer playtest of the game! It went about as expected - quite a few bugs… But it was still playable and I had fun. List Of Changes: -Added a starting shop -Fixed the blur that sometimes appeared on papers + improved paper visuals -Implemented Spectating -Synced Game Over -Synced Bucket Item -Synced Teleporter Item -Synced Sentry -Synced Railcar Derailing -Improved enemy health sync. (Had an issue in the playtest where the client thought the enemy was dead, but it was still alive for the host) -Synced explosive tankcar -Other tiny stuff GIF of a funny moment from the playtest. Plus the new starting shop and some bugs from the playtest."}, {"post_id": 42041, "ts": "2026-08-06T16:31:33Z", "hours": 10.925, "text": "Seventh devlog of the game! Continuing heavy work on multiplayer - now touching up the few last things left to sync between host & client. I believe next devlog or two the game will be fully converted to work in multiplayer! List of changes: -Synced health script (Used in various areas beyond player & enemy health. For example: tender’s fuel and water level) -Synced water tower -Synced train upgrades -Synced foliage spawning -Synced items - health kit & backpack expander -Implemented a basic enemy sync Here is a video showcasing the water tower and the train upgrades. Left is client, right is host. Did not notice i went over the 10h mark… how fun."}, {"post_id": 40643, "ts": "2026-08-04T10:08:05Z", "hours": 9.8547, "text": "Sixth devlog of the game! Continued work on multiplayer - this time syncing everything in the station. Showcased changes: -Synced hauling job monitors (the 3 at the entrance) -Synced railcar spawning and despawning -Synced shops -Synced sell station -Synced unlock station Possibly unnoticeable changes: -Improved player movement sync -Improved locomotive control syncing Here is a video showcasing the changes. Right is client, left is host. Next up i plan on syncing enemies."}, {"post_id": 32858, "ts": "2026-07-22T09:06:29Z", "hours": 10.0806, "text": "Fifth devlog of the game! This time i went all over the place working on stuff that doesn’t contain a lot of multiplayer. Why? Because I was waiting for my order of 16GB of RAM to arrive so my laptop doesn’t crash with two games running at once. Now its running smoothly and I can continue working on multiplayer! Here are the showcased changes: -Started work on a new starting location -Added a train ride intro -Added train sounds Not showcased changes: -Started work on syncing the station, hauling jobs and rail-car spawning/despawning for multiplayer"}, {"post_id": 20816, "ts": "2026-07-02T14:59:07Z", "hours": 10.1861, "text": "Fourth devlog of the game! Continuing to work on multiplayer. This time focusing on the world and train by syncing train movement and controls and by syncing the world seed and generated structures. Here is a video showcasing being able to control the train from a client and some screenshots showcasing the host view (top) and the client view (bottom). There are still some things that are not synced fully. Maybe you can spot some differences"}, {"post_id": 7387, "ts": "2026-06-12T09:54:39Z", "hours": 8.6583, "text": "Third devlog of the game! I am finally adding MULTIPLAYER!!! :D I added the ability to host and join sessions across the world. Currently only movement, inventory, item physics and interactions with guns is synced. Still a lot of work needs to be done to convert he whole game. Here is a video showcasing it running locally from the client’s perspective in a testing scene."}, {"post_id": 5647, "ts": "2026-06-09T14:56:26Z", "hours": 10.2222, "text": "Second devlog of the game! Worked on quite different stuff. Showcased changes: -Added a camera shake -Modeled a swamp-like tree -Added tank car explosion + visually damaged model. -Improved scene lighting a bit. (Still need to mess around more) Not showcased: -Improved code behind shops and added support for rerolls."}, {"post_id": 2667, "ts": "2026-06-05T10:41:42Z", "hours": 0.3011, "text": "First (eighteenth) devlog of the game! Since this is a continuation of a project from Flavortown and before hand here are the things I changed since Flavortown: -Added a companion robot. Follows the player and attacks enemies -Added a teleporter. The player can carry it and use it for easier travel between important locations -Experimented with different types of foliage -The rails finally are crooked and not perfect curves! To fit the name -Added a groundwork texture around the rails Changes not showcased: -Improved player and enemy movement -Track that transitions from the station and playable space will avoid going into mountains -Improved navigation mesh generation If you wish to see the gameplay of the game: https://youtu.be/yDcuscI8zDo Flavortown project: https://flavortown.hackclub.com//projects/10071"}]...
|
Title: Crooked Rails by @AllInTw0 | Stardance
Dev Title: Crooked Rails by @AllInTw0 | Stardance
Devlogs:
First (eighteenth) devlog of the game! Since this is a continuation of a project from Flavortown and before hand here are the things I changed since Flavortown: -Added a companion robot. Follows the player and attacks enemies -Added a teleporter. The player can carry it and use it for easier travel between important locations -Experimented with different types of foliage -The rails finally are crooked and not perfect curves! To fit the name -Added a groundwork texture around the rails Changes not showcased: -Improved player and enemy movement -Track that transitions from the station and playable space will avoid going into mountains -Improved navigation mesh generation If you wish to see the gameplay of the game: https://youtu.be/yDcuscI8zDo Flavortown project: https://flavortown.hackclub.com//projects/10071
Second devlog of the game! Worked on quite different stuff. Showcased changes: -Added a camera shake -Modeled a swamp-like tree -Added tank car explosion + visually damaged model. -Improved scene lighting a bit. (Still need to mess around more) Not showcased: -Improved code behind shops and added support for rerolls.
Third devlog of the game! I am finally adding MULTIPLAYER!!! :D I added the ability to host and join sessions across the world. Currently only movement, inventory, item physics and interactions with guns is synced. Still a lot of work needs to be done to convert he whole game. Here is a video showcasing it running locally from the client’s perspective in a testing scene.
Fourth devlog of the game! Continuing to work on multiplayer. This time focusing on the world and train by syncing train movement and controls and by syncing the world seed and generated structures. Here is a video showcasing being able to control the train from a client and some screenshots showcasing the host view (top) and the client view (bottom). There are still some things that are not synced fully. Maybe you can spot some differences
Fifth devlog of the game! This time i went all over the place working on stuff that doesn’t contain a lot of multiplayer. Why? Because I was waiting for my order of 16GB of RAM to arrive so my laptop doesn’t crash with two games running at once. Now its running smoothly and I can continue working on multiplayer! Here are the showcased changes: -Started work on a new starting location -Added a train ride intro -Added train sounds Not showcased changes: -Started work on syncing the station, hauling jobs and rail-car spawning/despawning for multiplayer
Sixth devlog of the game! Continued work on multiplayer - this time syncing everything in the station. Showcased changes: -Synced hauling job monitors (the 3 at the entrance) -Synced railcar spawning and despawning -Synced shops -Synced sell station -Synced unlock station Possibly unnoticeable changes: -Improved player movement sync -Improved locomotive control syncing Here is a video showcasing the changes. Right is client, left is host. Next up i plan on syncing enemies.
Seventh devlog of the game! Continuing heavy work on multiplayer - now touching up the few last things left to sync between host & client. I believe next devlog or two the game will be fully converted to work in multiplayer! List of changes: -Synced health script (Used in various areas beyond player & enemy health. For example: tender’s fuel and water level) -Synced water tower -Synced train upgrades -Synced foliage spawning -Synced items - health kit & backpack expander -Implemented a basic enemy sync Here is a video showcasing the water tower and the train upgrades. Left is client, right is host. Did not notice i went over the 10h mark… how fun.
Eighth devlog of the game! I finally finished syncing all of the games features/mechanics! Of course with the help of my friend we held the first multiplayer playtest of the game! It went about as expected - quite a few bugs… But it was still playable and I had fun. List Of Changes: -Added a starting shop -Fixed the blur that sometimes appeared on papers + improved paper visuals -Implemented Spectating -Synced Game Over -Synced Bucket Item -Synced Teleporter Item -Synced Sentry -Synced Railcar Derailing -Improved enemy health sync. (Had an issue in the playtest where the client thought the enemy was dead, but it was still alive for the host) -Synced explosive tankcar -Other tiny stuff GIF of a funny moment from the playtest. Plus the new starting shop and some bugs from the playtest.
Ninth devlog of the game! This devlog is mostly three things. Firstly, I finally added new enemies! Their descriptions: Healer: heals nearby enemies by tethering itself to the target. I plan on adding a passive effect that reduces the targets incoming damage. The Uppercuter: punches melee enemies forward to their target. To accommodate this I lowered the melee enemy walk speed. Secondly, I improved the inventory UI to highlight the selected item more by adding a scaling animation and a cyan tint. Finally, I added a display boards on all railcars that show the health of the railcar and the cargo. Other changes: -Fixed some multiplayer bugs Here is a video showcasing the inventory and enemies as well as a picture of the display board.
Tenth devlog of the game! I decided to start making an idea I had from the beginning of the project. The idea is that you have to escort a minecart payload through a randomly generated town in return for bonus money. Its basically the main game but around a smaller train which allows for a higher number enemies all going for one target and more interesting generation. So far I made the very basics. The track gen (took the most of time) where it can also go over the main train tracks and the payload prototype that moves if a player is nearby. If an enemy attacks it, it gets stunned not being able to move for a second or so. I also improved the new enemy AI around how it handles enemy-enemy targeting so two uppercutters dont go to the same enemy. I also fixed a spline mesh bug that was in the game since the beginning of the project. Here is a video showcasing the payload plus some pictures of interesting bugs.
Eleventh devlog of the game! I continued work on the payload escort minigame. List of changes: -Added basic structures to the generation. (The goal is a western mining town) -Added the ability for props to spawn on terrain. -Added enemy wave spawning specific to the payload. (enemies use the structures as spawn points) -Added a crane rail car that picks up the payload to be delivered to the station. (Probably a new model for it next devlog) -Added a new station section where you will be able to pick special additional jobs with a starting fee but if successful a returning pay. -Improved how the uppercutter enemy calculates the trajectory. -Improved movement for both player and enemies -Other tiny changes Still have some issues with the terrain where the track sinks into the ground and the surrounding terrain around structures looking odd. Dont know if ill ever fully fix it. Here is a video showcasing the current state of the payload escort and the prototype special job monitor. I didnt fully play through the escort before recording the video and I was pretty surprised how fun it actually felt and its not even finished. Hope others will think its fun to.
Twelfth devlog of the game! As I am getting closer and closer to the first ship I decided to make a lobby system so that multiple sessions can be going at once rather than the forced one session for playtesting. Before that I also made a new crane railcar model that also visually lifts the payload to be loaded on to the train for the payload minigame. Here are two videos for each major change plus a image of how the crane car looks on the job preview.
Thirteenth devlog of the game! I added/changed various stuff so here is a list of changes: -Added a new weapon - Flamethrower! -Added a debuff system! Currently only has the fire debuff from the flamethrower addition. -Added Xray vision to enemies that are dealing damage. (This mostly so that the player can quickly locate the cause of damage to the train) -Changed how code handles structure spawning. (doesn’t change anything gameplay wise) -Other small improvements/fixes I was also experimenting with better movement around the train, but dont have anything to show for it currently. Here are two videos showcasing the Flamethrower and the Xray!
Fourteenth devlog of the game! This is the final devlog before release! I was also really motivated because i hosted a 4-player multiplayer playtest! It went about as expected - buggy mess, but it was still a lot of fun to play with my friends. Here is a list of changes: -Added player names -Improved and Synced the Companion i showed in the first devlog -Improved Starting Shop to the initial idea -Improved wave spawning -Improved Station generation -Added a Gamma setting -Changed Caboose model -Difficulty now scales based on player count -Other tiny fixes Here are some screenshots from the 4-player multiplayer playthrough!
Fifteenth devlog of the game! Did not think I would be making another devlog for Stardance, but I decided why not. Here is a list of changes: -Added a new upgrade - ElectricGuard! Adds an electric shield on railcars that blasts away and stuns enemies when hit by an enemy. -Improved Item Sync -Added player invulnerability for a few seconds after getting hit. -Refactored display board code -Fixed various bugs found in the multiplayer test Here is a video showcasing the new upgrade!
Ships:
Shipped! I have finally implemented multiplayer (and more)! This is a project I have been working on since 2024, but only seriously picked it up when I learned about Flavortown. Flavortown and Stardance were a big motivator for me. The most challenging thing ofcourse was implementing multiplayer. It took me almost 60h to do so and even more since now a feature has to work on singleplayer and multiplayer. Oh boy… I learned a lot during Stardance. The main thing I have learned is to code for the future. That is making everything expandable and clean so when you go and try to add a new feature its very easy. Since that wasnt a big trend for me before I had to do quite a bit of refactoring. In the end I love how far the project has come and I cant wait for how it might look in the future. Thank you Stardance!
Shipped (again)! I fully did not think I’d ship again, so for a more detailed description about the project and Stardance, look for the previous ship. The main change is the new upgrade - ElectricGuard. I really love how it came out. Currently might be way too op lol. (I did not rebuild the project since the changes dont impact the game… other than the small invulnerability)...
|
1793371839.3213167
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1793458239.3213167
|
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7807
|
A game by @yutishkumar1 | Stardance
|
yutishkumar1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A game by @yutishkumar1 | Stardance
|
1793224529.1557634
|
1793829329.1557634
|
|
7808
|
Untitled by @achyutpadaliya | Stardance
|
achyutpadaliya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @achyutpadaliya | Stardance
|
1793231508.042919
|
1793836308.042919
|
|
7809
|
Group Tracker by @Jhony | Stardance
|
Jhony
|
0
|
2.92
|
0
|
[]
|
[{"post_id": 3381, "ts": "2026 [{"post_id": 3381, "ts": "2026-06-06T08:46:00Z", "hours": 2.9203, "text": "Devlog #1: Here is the start to my tracking system. So far, the ESP32 can read and write to the NFC tag and show it on the OLED screen. I think my next steps will be to create a copy of the data and store it on an SD card. This is my first time playing around with NFC tags and such, so it’s gonna be a while! But so far I think I’m making ok progress :)."}]...
|
Title: Group Tracker by @Jhony | Stardance
Devlog Title: Group Tracker by @Jhony | Stardance
Devlogs:
Devlog #1: Here is the start to my tracking system. So far, the ESP32 can read and write to the NFC tag and show it on the OLED screen. I think my next steps will be to create a copy of the data and store it on an SD card. This is my first time playing around with NFC tags and such, so it’s gonna be a while! But so far I think I’m making ok progress :)....
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1793418857.1511695
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1794023657.1511695
|
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7810
|
v8 n-day research by @satvikhardat | Stardance
|
satvikhardat
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0
|
0.0
|
0
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[]
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[]
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Title: v8 n-day research by @satvikhardat | Starda Title: v8 n-day research by @satvikhardat | Stardance...
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1792943447.4026845
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1793807447.4026845
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7811
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Random unkown blog by @satvikhardat | Stardance
|
satvikhardat
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0
|
0.3
|
0
|
[]
|
[{"post_id": 2650, "ts": "2026 [{"post_id": 2650, "ts": "2026-06-05T09:45:10Z", "hours": 0.3017, "text": "Default page for my blog done! Jekyll is confusing but not the hardest"}]...
|
Title: Random unkown blog by @satvikhardat | Stard Title: Random unkown blog by @satvikhardat | Stardance
Devlogs:
Default page for my blog done! Jekyll is confusing but not the hardest...
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1792885961.9344308
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1793749961.9344308
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7812
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My awesome macropad! by @languagequester101 | Star My awesome macropad! by @languagequester101 | Stardance...
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languagequester101
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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 @languagequester101 Title: My awesome macropad! by @languagequester101 | Stardance...
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1792745724.6025493
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1793350524.6025493
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7813
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Untitled by @languagequester101 | Stardance
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languagequester101
|
0
|
0.0
|
0
|
[]
|
[]
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Title: Untitled by @languagequester101 | Stardance
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1793389933.5768335
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1793994733.5768335
|
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7814
|
decoder of all kind by @awais | Stardance
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awais
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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: decoder of all kind by @awais | Stardance
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1793404634.1601586
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1794009434.1601586
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7815
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Untitled project by @sw4gz | Stardance
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sw4gz
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @sw4gz | Stardance
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1793270892.5210407
|
1793875692.5210407
|
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7816
|
HELA Engine: AI-Forge by @Risindu | Stardance
|
Risindu
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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: HELA Engine: AI-Forge by @Risindu | Stardan Title: HELA Engine: AI-Forge by @Risindu | Stardance...
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1793149003.0324726
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1793753803.0324726
|
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7817
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Firmapilot by @Tejas | Stardance
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Tejas
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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: Firmapilot by @Tejas | Stardance
|
1792479066.586897
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1793343066.586897
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7818
|
Untitled by @aaditya064 | Stardance
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aaditya064
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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 @aaditya064 | Stardance
|
1793213269.3030348
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1793818069.3030348
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7819
|
My first slack bot! by @Parth_Gupta | Stardance
|
Parth_Gupta
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0
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0.0
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0
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[]
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[]
|
Title: My first slack bot! by @Parth_Gupta | Stard Title: My first slack bot! by @Parth_Gupta | Stardance...
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1792731262.5806282
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1793336062.5806282
|
|
7820
|
plan ur day by @alinafatima | Stardance
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alinafatima
|
0
|
0.0
|
0
|
[]
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[]
|
Title: plan ur day by @alinafatima | Stardance
|
1792727659.5259511
|
1793332459.5259511
|
|
7821
|
mini timer by @pia-potato | Stardance
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pia-potato
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0
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0.53
|
0
|
[]
|
[{"post_id": 3376, "ts": "2026 [{"post_id": 3376, "ts": "2026-06-06T08:30:26Z", "hours": 0.5347, "text": "Here’s my mini pomodoro timer so far! It works as a small application window and can run on the side while you work. Next, I’m planning to work on graphics and design."}]...
|
Title: mini timer by @pia-potato | Stardance
Devl Title: mini timer by @pia-potato | Stardance
Devlogs:
Here’s my mini pomodoro timer so far! It works as a small application window and can run on the side while you work. Next, I’m planning to work on graphics and design....
|
1792709403.4648023
|
1793314203.4648023
|
|
7822
|
My first slack bot! by @twnarx | Stardance
|
twnarx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @twnarx | Stardance
|
1792950689.2566705
|
1793814689.2566705
|
|
7823
|
Air Quality Tracker by @Arham_Ali | Stardance
|
Arham_Ali
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0
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0.0
|
0
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[]
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[]
|
Title: Air Quality Tracker by @Arham_Ali | Stardan Title: Air Quality Tracker by @Arham_Ali | Stardance...
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1793382914.494665
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1793987714.494665
|
|
7824
|
Sights by @eph | Stardance
|
eph
|
1
|
5.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T14:12:24Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Sights, a real-time hand-tracking VFX application built with MediaPipe and OpenCV. It tracks your hand using your webcam feed and applies visual effects to them. The most challenging part for me wasn’t the hand tracking but rather figuring out how to make vfx with just opencv. Anything graphics design usually isn’t my forte so it was nice to get out of my comfort zone. I’m most proud of how interactive the project feels. Even though I made it it’s still impressing to me how I can move my hands around and in turn affect the program. To demo the project, the user will need a webcam.", "repo": "https://github.com/vanillacrepes/sights", "demo": "https://github.com/vanillacrepes/sights/releases/tag/v1.0.0"}]...
|
[{"post_id": 5541, "ts": "2026 [{"post_id": 5541, "ts": "2026-06-09T10:57:47Z", "hours": 0.4406, "text": "Fixed an issue where your webcam can’t be found. Now you can press space to scroll through all the webcams sights finds on initialization."}, {"post_id": 4209, "ts": "2026-06-07T13:21:00Z", "hours": 1.4861, "text": "Wrapping this project up by modularizing the code, making a simple demo, and writing a readme for the project. It’s been fun!"}, {"post_id": 3390, "ts": "2026-06-06T09:04:45Z", "hours": 3.8108, "text": "Hi! I stopped working on Eulalia for a bit to work on this. Using google mediapipe hand tracking and “filters” made with opencv, it adds vfx to your webcam feed live. Currently I have a working prototype, I’m working on making it more user friendly, making the code less cluttered, and overall polishing it into a better final product."}]...
|
Title: Sights by @eph | Stardance
Devlogs:
Hi! I Title: Sights by @eph | Stardance
Devlogs:
Hi! I stopped working on Eulalia for a bit to work on this. Using google mediapipe hand tracking and “filters” made with opencv, it adds vfx to your webcam feed live. Currently I have a working prototype, I’m working on making it more user friendly, making the code less cluttered, and overall polishing it into a better final product.
Wrapping this project up by modularizing the code, making a simple demo, and writing a readme for the project. It’s been fun!
Fixed an issue where your webcam can’t be found. Now you can press space to scroll through all the webcams sights finds on initialization.
Ships:
I made Sights, a real-time hand-tracking VFX application built with MediaPipe and OpenCV. It tracks your hand using your webcam feed and applies visual effects to them. The most challenging part for me wasn’t the hand tracking but rather figuring out how to make vfx with just opencv. Anything graphics design usually isn’t my forte so it was nice to get out of my comfort zone. I’m most proud of how interactive the project feels. Even though I made it it’s still impressing to me how I can move my hands around and in turn affect the program. To demo the project, the user will need a webcam....
|
1793407753.9638624
|
1793494153.9638624
|
|
7825
|
test by @SparrowTaillet | Stardance
|
SparrowTaillet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SparrowTaillet | Stardance
|
1793408204.5870101
|
1794013004.5870101
|
|
7826
|
My awesome macropad! by @Frederic | Stardance
|
Frederic
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Frederic | Stardan Title: My awesome macropad! by @Frederic | Stardance...
|
1793206314.4369373
|
1793811114.4369373
|
|
7827
|
My awesome macropad! by @amara_chaker4 | Stardance
|
amara_chaker4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @amara_chaker4 | St Title: My awesome macropad! by @amara_chaker4 | Stardance...
|
1792705803.2624223
|
1793310603.2624223
|
|
7828
|
My awesome macropad! by @shivank | Stardance
|
shivank
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shivank | Stardanc Title: My awesome macropad! by @shivank | Stardance...
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1792911215.460007
|
1793775215.460007
|
|
7829
|
My awesome macropad! by @amara_chaker15 | Stardanc My awesome macropad! by @amara_chaker15 | Stardance...
|
amara_chaker15
|
0
|
8.54
|
0
|
[]
|
[{"post_id": 39289, "ts": "202 [{"post_id": 39289, "ts": "2026-08-02T05:13:34Z", "hours": 2.5672, "text": "It’s been a very long time since I wrote my last devlog, and I’ve worked through a lot of my project. I finished the final design for my PCB and Hackpad case, learned how to get the 3d models of components to show up in KiCad, and began to write the code. I made lots of changes to everything and am really happy I’m almost done with the project and can’t wait to see the final result."}, {"post_id": 18269, "ts": "2026-06-29T11:16:21Z", "hours": 2.3678, "text": "I’ve moved on to the hardest part of this project personally. I’ve used CAD for the hackpad earlier, but it was much simpler, especially because there were only 3 switches. I worked to get the placement right, and there’s still a lot for me to finalise. I also need to learn how to render and make it seem like the components are already there. I feel like it’d be easier for me to do that."}, {"post_id": 17531, "ts": "2026-06-28T11:07:50Z", "hours": 0.5336, "text": "I wanted to add in a drawing on my pcb before i started to design the case for it. I decided to draw a rocketship with my last name in the middle. i just need to make it less to the side and i can start doing my case."}, {"post_id": 17416, "ts": "2026-06-28T05:46:11Z", "hours": 0.5836, "text": "Making my PCB design neater and changing up its format."}, {"post_id": 13489, "ts": "2026-06-22T02:41:43Z", "hours": 0.4619, "text": "I decided to restart my project. I struggled with the matrix wiring in the schematic but managed to figure it out by looking at other peoples schematic designs. I decided to add in another switch, a rotary encoder, an oled screen and 2 leds into my macropad. Doing the PCB now and doing the wiring is a struggle."}, {"post_id": 6124, "ts": "2026-06-10T09:29:57Z", "hours": 0.3, "text": "thinking of restarting from scratch because i want the project to be more unique and cool"}, {"post_id": 6074, "ts": "2026-06-10T06:35:27Z", "hours": 0.3333, "text": "working on case design in Fusion 360. struggled with figuring out all the tools and stuff, but got there in the end. Extruding everything and putting the plate on top of the base was a struggle, not gonna lie."}, {"post_id": 6067, "ts": "2026-06-10T06:11:09Z", "hours": 0.6, "text": "posting my pcb design again because i can’t see it on my other devlog."}, {"post_id": 4820, "ts": "2026-06-08T10:12:24Z", "hours": 0.7975, "text": "I’ve been trying to figure out how to use KiCad for my project. So far, I’ve done the schematic and pcb. For my first-ever project, I want it to be simple. So only 3 keys on the macropad and that’s it."}]...
|
Title: My awesome macropad! by @amara_chaker15 | S Title: My awesome macropad! by @amara_chaker15 | Stardance
Devlogs:
I’ve been trying to figure out how to use KiCad for my project. So far, I’ve done the schematic and pcb. For my first-ever project, I want it to be simple. So only 3 keys on the macropad and that’s it.
posting my pcb design again because i can’t see it on my other devlog.
working on case design in Fusion 360. struggled with figuring out all the tools and stuff, but got there in the end. Extruding everything and putting the plate on top of the base was a struggle, not gonna lie.
thinking of restarting from scratch because i want the project to be more unique and cool
I decided to restart my project. I struggled with the matrix wiring in the schematic but managed to figure it out by looking at other peoples schematic designs. I decided to add in another switch, a rotary encoder, an oled screen and 2 leds into my macropad. Doing the PCB now and doing the wiring is a struggle.
Making my PCB design neater and changing up its format.
I wanted to add in a drawing on my pcb before i started to design the case for it. I decided to draw a rocketship with my last name in the middle. i just need to make it less to the side and i can start doing my case.
I’ve moved on to the hardest part of this project personally. I’ve used CAD for the hackpad earlier, but it was much simpler, especially because there were only 3 switches. I worked to get the placement right, and there’s still a lot for me to finalise. I also need to learn how to render and make it seem like the components are already there. I feel like it’d be easier for me to do that.
It’s been a very long time since I wrote my last devlog, and I’ve worked through a lot of my project. I finished the final design for my PCB and Hackpad case, learned how to get the 3d models of components to show up in KiCad, and began to write the code. I made lots of changes to everything and am really happy I’m almost done with the project and can’t wait to see the final result....
|
1793256880.3709376
|
1793861680.3709376
|
|
7830
|
A.S.T.R.A. by @carlitos_miguel0922 | Stardance
|
carlitos_miguel0922
|
0
|
5.25
|
0
|
[]
|
[{"post_id": 39690, "ts": "202 [{"post_id": 39690, "ts": "2026-08-02T20:34:11Z", "hours": 3.8861, "text": "Came back. After a long time away, working on my college application, working, and enjoying my summer vacation, I am back. Today I am posting my progress in the UI. Throughout this frontend development time, I have done a lot and struggled a lot. The main problems were connecting the two ends and starting the FastAPI server due to some code issues. Now I have finally done most of it, including the frontend Mission Control, parameters, telemetry, and live flight updates. The next step is to design the 3D Solar map, the paths, and finally the AI advisor so that it can manipulate the mission, give advice, and basically act like a Jarvis AI. After the first demo is completed, I will then move on to the hardware development, which consists of a vision-based hand-gesture tracker to replace the mouse in a more interactive system. I actually already have such a system, using YOLO-based code. Talking about improvements, I would change the UI into a website-like page with a more intuitive layout so that it will have all the necessary systems on fewer pages. I would really appreciate any suggestions on how you would like the UI to look. Wait for the next devlog for the Demo."}, {"post_id": 5876, "ts": "2026-06-09T20:39:01Z", "hours": 1.36, "text": "Update: In the past days I have been working on the next steps for ASTRA. Today I made the section which will be used to recreate historical missions such as Apollo 11 and 13. Another achievement is the new system which does not follow the same pattern for each destination, but depending on the destination fuel, max payload, radiation exposure, and other mission parameters change accordingly."}]...
|
Title: A.S.T.R.A. by @carlitos_miguel0922 | Starda Title: A.S.T.R.A. by @carlitos_miguel0922 | Stardance
Devlogs:
Update: In the past days I have been working on the next steps for ASTRA. Today I made the section which will be used to recreate historical missions such as Apollo 11 and 13. Another achievement is the new system which does not follow the same pattern for each destination, but depending on the destination fuel, max payload, radiation exposure, and other mission parameters change accordingly.
Came back. After a long time away, working on my college application, working, and enjoying my summer vacation, I am back. Today I am posting my progress in the UI. Throughout this frontend development time, I have done a lot and struggled a lot. The main problems were connecting the two ends and starting the FastAPI server due to some code issues. Now I have finally done most of it, including the frontend Mission Control, parameters, telemetry, and live flight updates. The next step is to design the 3D Solar map, the paths, and finally the AI advisor so that it can manipulate the mission, give advice, and basically act like a Jarvis AI. After the first demo is completed, I will then move on to the hardware development, which consists of a vision-based hand-gesture tracker to replace the mouse in a more interactive system. I actually already have such a system, using YOLO-based code. Talking about improvements, I would change the UI into a website-like page with a more intuitive layout so that it will have all the necessary systems on fewer pages. I would really appreciate any suggestions on how you would like the UI to look. Wait for the next devlog for the Demo....
|
1792727313.3778043
|
1793332113.3778043
|
|
7831
|
Windows SpotLight by @chaitanya57313 | Stardance
|
chaitanya57313
|
1
|
14.0
|
103
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T14:24:53Z", "hours": 14.0, "multiplier": 10.28, "payout": 103, "blessing": "neutral", "text": "Spotlight is a lightweight windows search engine. To use the actual version, you’ll need to download and run the python files from my github. (I am going to make an installer soon!!!). You can also try the front end demo web verison.", "repo": "https://github.com/Chaitanya1956/Windows-Search", "demo": "https://bagesai.me/spotlightdemo/"}]...
|
[{"post_id": 13716, "ts": "202 [{"post_id": 13716, "ts": "2026-06-22T14:13:55Z", "hours": 13.0, "text": "SPOTLIGHT - PHASE 1 SUMMARY Spotlight is a Windows launcher built using Python that allows users to quickly search and launch applications and files using the Alt + Space shortcut. The goal of Phase 1 was to create a fast, reliable and expandable foundation instead of a simple prototype. The project contains 34 files and around 2100 lines of Python code. It follows a modular architecture where each component has a specific responsibility, making the application easier to maintain, test and expand in future phases. The utilities layer stores constants, logging functions and helper functions. Constants such as search limits and window dimensions are stored in one place, while a debouncer reduces unnecessary searches when users type quickly. The models layer contains data structures used throughout the application. These include search results, launch history and application settings. The core engine is the most important part of Spotlight. The Cache Manager handles all database operations using SQLite and prevents the interface from freezing. The File Indexer scans folders, ignores unnecessary directories and monitors file changes automatically. The Search Engine combines SQL filtering with fuzzy matching to provide accurate search results. The Command Runner launches files and applications, while the Settings Manager saves user preferences. The Launcher connects all components together. The services layer discovers installed applications from the Windows Start Menu, extracts their icons and manages global keyboard shortcuts. The user interface consists of a floating, frameless search window inspired by Windows 11. It includes a search bar and a list of results showing icons, titles and categories. Users can navigate entirely with the keyboard using arrow keys, Enter and Escape. The application uses a simple design system with a dark theme, one orange accent colour and subtle animations to create a polished appearance without distractions. During development, an important bug was discovered. The search engine originally filtered results using the entire query, causing spelling mistakes to fail. This was fixed by filtering only the first one or two letters before applying fuzzy matching. As a result, searches with minor mistakes can still find the correct files. Several advanced features were intentionally postponed to future phases. These include file previews, a settings window, clipboard history, plugins, calculators and natural language commands. Performance was also prioritised. The application is designed to launch in under one second, provide search responses in under 50 milliseconds, use minimal CPU power and consume less than 150 MB of RAM. Overall, Phase 1 successfully creates a fast, stable and scalable foundation that can support more advanced features in future versions without requiring major redesigns."}]...
|
Title: Windows SpotLight by @chaitanya57313 | Star Title: Windows SpotLight by @chaitanya57313 | Stardance
Devlogs:
SPOTLIGHT - PHASE 1 SUMMARY Spotlight is a Windows launcher built using Python that allows users to quickly search and launch applications and files using the Alt + Space shortcut. The goal of Phase 1 was to create a fast, reliable and expandable foundation instead of a simple prototype. The project contains 34 files and around 2100 lines of Python code. It follows a modular architecture where each component has a specific responsibility, making the application easier to maintain, test and expand in future phases. The utilities layer stores constants, logging functions and helper functions. Constants such as search limits and window dimensions are stored in one place, while a debouncer reduces unnecessary searches when users type quickly. The models layer contains data structures used throughout the application. These include search results, launch history and application settings. The core engine is the most important part of Spotlight. The Cache Manager handles all database operations using SQLite and prevents the interface from freezing. The File Indexer scans folders, ignores unnecessary directories and monitors file changes automatically. The Search Engine combines SQL filtering with fuzzy matching to provide accurate search results. The Command Runner launches files and applications, while the Settings Manager saves user preferences. The Launcher connects all components together. The services layer discovers installed applications from the Windows Start Menu, extracts their icons and manages global keyboard shortcuts. The user interface consists of a floating, frameless search window inspired by Windows 11. It includes a search bar and a list of results showing icons, titles and categories. Users can navigate entirely with the keyboard using arrow keys, Enter and Escape. The application uses a simple design system with a dark theme, one orange accent colour and subtle animations to create a polished appearance without distractions. During development, an important bug was discovered. The search engine originally filtered results using the entire query, causing spelling mistakes to fail. This was fixed by filtering only the first one or two letters before applying fuzzy matching. As a result, searches with minor mistakes can still find the correct files. Several advanced features were intentionally postponed to future phases. These include file previews, a settings window, clipboard history, plugins, calculators and natural language commands. Performance was also prioritised. The application is designed to launch in under one second, provide search responses in under 50 milliseconds, use minimal CPU power and consume less than 150 MB of RAM. Overall, Phase 1 successfully creates a fast, stable and scalable foundation that can support more advanced features in future versions without requiring major redesigns.
Ships:
Spotlight is a lightweight windows search engine. To use the actual version, you’ll need to download and run the python files from my github. (I am going to make an installer soon!!!). You can also try the front end demo web verison....
|
1792878774.859269
|
1793742774.859269
|
|
7832
|
Control Game by @abigail_L | Stardance
|
abigail_L
|
1
|
8.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T12:16:14Z", "hours": 8.0, "multiplier": 3.46, "payout": 28, "blessing": "neutral", "text": "I made a game where the player controls an astronaut that can control a red robot with visible arrows in the top left corner. The goal is for the red robot to get to the green robot. To move the astronaut the player can use arrow keys or “W”, “A”, “S”,“D”. A challenge I faced was continuing to work on the project, even when I lost motivation. I am very proud that I signed up for the game jam and actually sticked to completing the game. Below is an image of one of the mazes/levels", "repo": "https://github.com/Abbby1007/Control-Evil-Robot", "demo": "https://abbby1007.itch.io/control-not-so-good-robot"}]...
|
[{"post_id": 4110, "ts": "2026 [{"post_id": 4110, "ts": "2026-06-07T09:36:39Z", "hours": 3.4883, "text": "I have completed the game. In this video the robot is close to the goal, to show a sped up version of what the full game looks like. In the actually game I have spaced out the two robots farther from each other. Theme: Control Limitation: You are the enemy"}, {"post_id": 3419, "ts": "2026-06-06T10:55:56Z", "hours": 2.855, "text": "For this game jam game where you can control an evil robot. I have worked on the layout of the tutorial level and level 1. I will work on levels 2 and 3. Then I will make the player, robot, and goal sprite. While also making an end screen For the tiles I am using the “world of Solaria” Free demo Pack by Jamie Brownhill."}, {"post_id": 2685, "ts": "2026-06-05T11:15:32Z", "hours": 1.6531, "text": "This is a game for a mini game jam. Theme is Control with a limitation that “You are the emeny” the concept is that the player will control an evil robot, that will need to navigate through a maze towards a “good” robot. Here I have completed the Basic controls"}]...
|
Title: Control Game by @abigail_L | Stardance
Dev Title: Control Game by @abigail_L | Stardance
Devlogs:
This is a game for a mini game jam. Theme is Control with a limitation that “You are the emeny” the concept is that the player will control an evil robot, that will need to navigate through a maze towards a “good” robot. Here I have completed the Basic controls
For this game jam game where you can control an evil robot. I have worked on the layout of the tutorial level and level 1. I will work on levels 2 and 3. Then I will make the player, robot, and goal sprite. While also making an end screen For the tiles I am using the “world of Solaria” Free demo Pack by Jamie Brownhill.
I have completed the game. In this video the robot is close to the goal, to show a sped up version of what the full game looks like. In the actually game I have spaced out the two robots farther from each other. Theme: Control Limitation: You are the enemy
Ships:
I made a game where the player controls an astronaut that can control a red robot with visible arrows in the top left corner. The goal is for the red robot to get to the green robot. To move the astronaut the player can use arrow keys or “W”, “A”, “S”,“D”. A challenge I faced was continuing to work on the project, even when I lost motivation. I am very proud that I signed up for the game jam and actually sticked to completing the game. Below is an image of one of the mazes/levels...
|
1793314509.7970777
|
1793400909.7970777
|
|
7833
|
Youth and contemporary development (YCD) Cameroon Youth and contemporary development (YCD) Cameroon for GBHS OBALA students. by @Ndiforkangoh-Marouf-Kenyui | Stardance...
|
Ndiforkangoh-Marouf-Kenyui
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Youth and contemporary development (YCD) Ca Title: Youth and contemporary development (YCD) Cameroon for GBHS OBALA students. by @Ndiforkangoh-Marouf-Kenyui | Stardance...
|
1793029666.2907946
|
1793634466.2907946
|
|
7834
|
Vibe Game by @horatiu_budai | Stardance
|
horatiu_budai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Vibe Game by @horatiu_budai | Stardance
|
1793177401.9770248
|
1793782201.9770248
|
|
7835
|
Av-cat by @curlq | Stardance
|
curlq
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Av-cat by @curlq | Stardance
|
1792810102.560603
|
1793414902.560603
|
|
7836
|
LLM (Lua Library Mediocrity) by @Lunairye | Starda LLM (Lua Library Mediocrity) by @Lunairye | Stardance...
|
Lunairye
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: LLM (Lua Library Mediocrity) by @Lunairye | Title: LLM (Lua Library Mediocrity) by @Lunairye | Stardance...
|
1793314210.8335767
|
1793919010.8335767
|
|
7837
|
My awesome macropad! by @maxEbon | Stardance
|
maxEbon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @maxEbon | Stardanc Title: My awesome macropad! by @maxEbon | Stardance...
|
1793184725.4751687
|
1793789525.4751687
|
|
7838
|
Untitled by @KA_777 | Stardance
|
KA_777
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @KA_777 | Stardance
|
1793357615.7143357
|
1793962415.7143357
|
|
7839
|
My awesome macropad! by @abc_saunderz | Stardance
|
abc_saunderz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @abc_saunderz | Sta Title: My awesome macropad! by @abc_saunderz | Stardance...
|
1792723861.6648118
|
1793328661.6648118
|
|
7840
|
CrashLink by @GhOsT_ | Stardance
|
GhOsT_
|
0
|
24.0
|
0
|
[]
|
[{"post_id": 8937, "ts": "2026 [{"post_id": 8937, "ts": "2026-06-14T21:06:44Z", "hours": 2.0, "text": "Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT"}, {"post_id": 8422, "ts": "2026-06-14T00:11:21Z", "hours": 6.0, "text": "Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node"}, {"post_id": 8064, "ts": "2026-06-13T13:56:36Z", "hours": 2.0, "text": "Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics"}, {"post_id": 7747, "ts": "2026-06-12T22:50:16Z", "hours": 4.0, "text": "Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM."}, {"post_id": 4631, "ts": "2026-06-08T00:50:41Z", "hours": 6.0, "text": "PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo."}, {"post_id": 3076, "ts": "2026-06-05T23:37:31Z", "hours": 3.0, "text": "designed schematics and pcb for vehicle node( not a final design..it need some more work)"}, {"post_id": 2694, "ts": "2026-06-05T12:03:55Z", "hours": 1.0, "text": "working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md"}]...
|
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md
designed schematics and pcb for vehicle node( not a final design..it need some more work)
PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo.
Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM.
Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics
Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node
Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT...
|
1792918421.8760757
|
1793782421.8760757
|
|
7841
|
Untitled by @abc_saunderz | Stardance
|
abc_saunderz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @abc_saunderz | Stardance
|
1793238723.2528875
|
1793843523.2528875
|
|
7842
|
My first slack bot! by @insaf | Stardance
|
insaf
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @insaf | Stardance
|
1793141673.1290588
|
1793746473.1290588
|
|
7843
|
EMG Signal Recorder by @yaasshh | Stardance
|
yaasshh
|
0
|
10.16
|
0
|
[]
|
[{"post_id": 23494, "ts": "202 [{"post_id": 23494, "ts": "2026-07-06T14:51:24Z", "hours": 9.0856, "text": "It’s a wonderful day. I feel like I am completely finished with this project—or at least finished to some extent—because I still need to get the PCB, solder everything, and test it properly. However, I’ve done as much as I can to the best of my abilities for now. I am definitely proud of the work that led me here. It has been close to 50 hours of work over a month. It was a long month with a lot of school and personal things going on, but I powered through it. I made a lot of mistakes and had to redo the entire thing twice, which led me to a breaking point at one stage, but I pushed through and I’m proud of that. I have checked everything and gone through all the materials. Regarding the next steps: PCB Manufacturing After the discount, this will be around $20–$30. I am hoping to get funding for that. Individual Parts The rest of the money will be for the components. I’ll get those from AliExpress or somewhere similar where I can buy in bulk for very cheap. I’m not opting for Digi-Key because I was having a lot of trouble going through their system. On AliExpress, I can get most of what I need for around 60–80 AED (approximately $25). Buying in bulk means I can keep extra parts for other projects, which will reduce the funding I need later on. All the PCB files, schematics, and Gerber files have been pushed to GitHub. I’m hoping to get the funding as soon as possible so I can start working on this ASAP. I am really looking forward to the next project, which should include the sensor itself. The faster this gets done, the sooner I can start working on that next project much more efficiently. P.S. Basically, I have put close to or above 50 hours of work into this project over a month of work, averaging almost two hours every day. I’m proud of this, and for those who don’t believe me, everything is documented on Macondo (the Hack Club challenge). You are free to view the journals over there. However, I will also be adding a journal.md to my GitHub in a bit. Not right now, though, as I am severely burned out from this project. I need to start a new project and put my mind to something else for a while. I hope I get the funding for this because I really want to move on to the actual hardware aspect, start soldering, and actually test it out. I will be using this in multiple other projects as well. So yeah, thank you for reading."}, {"post_id": 6147, "ts": "2026-06-10T10:30:11Z", "hours": 1.0794, "text": "So first Dev-Post, I am building a signal recorder for electromyography (EMG) signals, which are essentially the electrical impulses that muscles produce when you contract or relax. I am recording those signals through electrodes on an arm that will be connected to a circuit I am currently working on. My plan is to: Create and test the circuit Convert it into a PCB that I can manufacture to be quite small Integrate it into a bunch of my own projects Make it open source so other people can use it in the future So far, two stages have been completed: Stage Zero: 2.5V bias circuit Stage 1: INA (instrumentation amplifier) circuit and setup Stage 2: 20Hz notch filter"}]...
|
Title: EMG Signal Recorder by @yaasshh | Stardance Title: EMG Signal Recorder by @yaasshh | Stardance
Devlogs:
So first Dev-Post, I am building a signal recorder for electromyography (EMG) signals, which are essentially the electrical impulses that muscles produce when you contract or relax. I am recording those signals through electrodes on an arm that will be connected to a circuit I am currently working on. My plan is to: Create and test the circuit Convert it into a PCB that I can manufacture to be quite small Integrate it into a bunch of my own projects Make it open source so other people can use it in the future So far, two stages have been completed: Stage Zero: 2.5V bias circuit Stage 1: INA (instrumentation amplifier) circuit and setup Stage 2: 20Hz notch filter
It’s a wonderful day. I feel like I am completely finished with this project—or at least finished to some extent—because I still need to get the PCB, solder everything, and test it properly. However, I’ve done as much as I can to the best of my abilities for now. I am definitely proud of the work that led me here. It has been close to 50 hours of work over a month. It was a long month with a lot of school and personal things going on, but I powered through it. I made a lot of mistakes and had to redo the entire thing twice, which led me to a breaking point at one stage, but I pushed through and I’m proud of that. I have checked everything and gone through all the materials. Regarding the next steps: PCB Manufacturing After the discount, this will be around $20–$30. I am hoping to get funding for that. Individual Parts The rest of the money will be for the components. I’ll get those from AliExpress or somewhere similar where I can buy in bulk for very cheap. I’m not opting for Digi-Key because I was having a lot of trouble going through their system. On AliExpress, I can get most of what I need for around 60–80 AED (approximately $25). Buying in bulk means I can keep extra parts for other projects, which will reduce the funding I need later on. All the PCB files, schematics, and Gerber files have been pushed to GitHub. I’m hoping to get the funding as soon as possible so I can start working on this ASAP. I am really looking forward to the next project, which should include the sensor itself. The faster this gets done, the sooner I can start working on that next project much more efficiently. P.S. Basically, I have put close to or above 50 hours of work into this project over a month of work, averaging almost two hours every day. I’m proud of this, and for those who don’t believe me, everything is documented on Macondo (the Hack Club challenge). You are free to view the journals over there. However, I will also be adding a journal.md to my GitHub in a bit. Not right now, though, as I am severely burned out from this project. I need to start a new project and put my mind to something else for a while. I hope I get the funding for this because I really want to move on to the actual hardware aspect, start soldering, and actually test it out. I will be using this in multiple other projects as well. So yeah, thank you for reading....
|
1792947162.9260356
|
1793811162.9260356
|
|
7844
|
My awesome macropad! by @banangler | Stardance
|
banangler
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @banangler | Starda Title: My awesome macropad! by @banangler | Stardance...
|
1793386162.4870758
|
1793990962.4870758
|
|
7845
|
My first slack bot! by @Elina | Stardance
|
Elina
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Elina | Stardance
|
1793155677.1357284
|
1793760477.1357284
|
|
7846
|
My awesome macropad! by @Violet_F | Stardance
|
Violet_F
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Violet_F | Stardan Title: My awesome macropad! by @Violet_F | Stardance...
|
1792774460.6702466
|
1793379260.6702466
|
|
7847
|
Untitled by @Nelstar | Stardance
|
Nelstar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Nelstar | Stardance
|
1793231641.163797
|
1793836441.163797
|
|
7848
|
fixMy-Portfolio by @Cret | Stardance
|
Cret
|
1
|
3.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T04:03:42Z", "hours": 3.0, "multiplier": 7.24, "payout": 20, "blessing": "neutral", "text": "This is the MVP for the ship (maybe nah, I finish it long time ago) However, this series of modifications makes the entire project feel more polished; bugs (such as redirection issues) were fixed, and a 404 page and Markdown compatibility for the blog were added.", "repo": "https://github.com/wenfeng110402/MyPortfolio", "demo": "https://cret.uk"}]...
|
[{"post_id": 3989, "ts": "2026 [{"post_id": 3989, "ts": "2026-06-07T04:00:31Z", "hours": 1.4817, "text": "👍the blogs works I am currently fixing image path errors (404s) and cleaning up redundant files in my Next.js portfolio project, as well as adding a blog page with Markdown support. Additionally, after realizing that translation changes were unnecessary, I reverted the “About” page to its original state to ensure better overall consistency."}, {"post_id": 3529, "ts": "2026-06-06T14:44:24Z", "hours": 1.2569, "text": "removed some photos. and I standardize some code and then create a 404 page terms page and skills page."}]...
|
Title: fixMy-Portfolio by @Cret | Stardance
Devlo Title: fixMy-Portfolio by @Cret | Stardance
Devlogs:
removed some photos. and I standardize some code and then create a 404 page terms page and skills page.
👍the blogs works I am currently fixing image path errors (404s) and cleaning up redundant files in my Next.js portfolio project, as well as adding a blog page with Markdown support. Additionally, after realizing that translation changes were unnecessary, I reverted the “About” page to its original state to ensure better overall consistency.
Ships:
This is the MVP for the ship (maybe nah, I finish it long time ago) However, this series of modifications makes the entire project feel more polished; bugs (such as redirection issues) were fixed, and a 404 page and Markdown compatibility for the blog were added....
|
1793317717.7231581
|
1793404117.7231581
|
|
7849
|
Pencil and Paper by @saventv | Stardance
|
saventv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pencil and Paper by @saventv | Stardance
|
1793234956.3745642
|
1793839756.3745642
|
|
7850
|
Scrolling Window Manager by @saventv | Stardance
|
saventv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Scrolling Window Manager by @saventv | Star Title: Scrolling Window Manager by @saventv | Stardance...
|
1793181339.9295893
|
1793786139.9295893
|