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My first slack bot! by @itsmorethancv | Stardance
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Title: My first slack bot! by @itsmorethancv | Sta Title: My first slack bot! by @itsmorethancv | Stardance...
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Untitled project by @AestheticNorms | Stardance
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Title: Untitled project by @AestheticNorms | Stard Title: Untitled project by @AestheticNorms | Stardance...
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An FPV drone by @Pepe | Stardance
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Title: An FPV drone by @Pepe | Stardance
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Untitled project by @dayoungpyo | Stardance
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Title: Untitled project by @dayoungpyo | Stardance
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My awesome macropad! by @quan655737 | Stardance
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Title: My awesome macropad! by @quan655737 | Stard Title: My awesome macropad! by @quan655737 | Stardance...
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My awesome macropad! by @Daksh9 | Stardance
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Title: My awesome macropad! by @Daksh9 | Stardance
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1792749071.485095
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3D printable robotic hand by @Nathanael | Stardanc 3D printable robotic hand by @Nathanael | Stardance...
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Title: 3D printable robotic hand by @Nathanael | S Title: 3D printable robotic hand by @Nathanael | Stardance...
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1793242431.772647
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My awesome macropad! by @varaprasad_24bev7023 | St My awesome macropad! by @varaprasad_24bev7023 | Stardance...
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Title: My awesome macropad! by @varaprasad_24bev70 Title: My awesome macropad! by @varaprasad_24bev7023 | Stardance...
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My awesome macropad! by @babali | Stardance
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Title: My awesome macropad! by @babali | Stardance
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9310
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NLP random sample by @Kirizakuga | Stardance
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Kirizakuga
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1.91
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[{"post_id": 4248, "ts": "2026 [{"post_id": 4248, "ts": "2026-06-07T14:28:10Z", "hours": 1.0958, "text": "well, i think i got it, a simple feedforward net with guessing the next number in a list of number"}, {"post_id": 3480, "ts": "2026-06-06T13:07:31Z", "hours": 0.8111, "text": "well, this is the first devlog on this project, so im gonna make a quick overview about what im gonna do. Overall, the goals is an program that can turn any source to .md file and make an overview about that. About tech spec, i have something in mind, using MarkItDown by Microsoft to turn raw source into .md and use and nlp module to read and make and quick overview about the source. thats everything about now /.ps: im learning neuron network ( to train a model if i can :>)"}]...
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Title: NLP random sample by @Kirizakuga | Stardanc Title: NLP random sample by @Kirizakuga | Stardance
Devlogs:
well, this is the first devlog on this project, so im gonna make a quick overview about what im gonna do. Overall, the goals is an program that can turn any source to .md file and make an overview about that. About tech spec, i have something in mind, using MarkItDown by Microsoft to turn raw source into .md and use and nlp module to read and make and quick overview about the source. thats everything about now /.ps: im learning neuron network ( to train a model if i can :>)
well, i think i got it, a simple feedforward net with guessing the next number in a list of number...
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1792806803.184062
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9311
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futmap by @faizaaaaaaan | Stardance
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faizaaaaaaan
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Title: futmap by @faizaaaaaaan | Stardance
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1792788678.7088733
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9312
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f1 by @faizaaaaaaan | Stardance
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faizaaaaaaan
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Title: f1 by @faizaaaaaaan | Stardance
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1793148748.7416654
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1793753548.7416654
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9313
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My first slack bot! by @shilpasmi31 | Stardance
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shilpasmi31
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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 @shilpasmi31 | Stard Title: My first slack bot! by @shilpasmi31 | Stardance...
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1793379041.0672593
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1793983841.0672593
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9314
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Untitled project by @s210214 | Stardance
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s210214
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Title: Untitled project by @s210214 | Stardance
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1793364700.5092938
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1793969500.5092938
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9315
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RBWR Web by @I-like-BWRs | Stardance
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I-like-BWRs
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0
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3.32
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0
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[]
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[{"post_id": 7148, "ts": "2026 [{"post_id": 7148, "ts": "2026-06-11T22:45:51Z", "hours": 1.5183, "text": "Basic UI improvements"}, {"post_id": 3305, "ts": "2026-06-06T05:08:57Z", "hours": 1.8008, "text": "First Part of Web Development (Update logs)"}]...
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Title: RBWR Web by @I-like-BWRs | Stardance
Devlo Title: RBWR Web by @I-like-BWRs | Stardance
Devlogs:
First Part of Web Development (Update logs)
Basic UI improvements...
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1792803009.935386
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1793407809.935386
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9316
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OMNI-Chess by @thestarviper | Stardance
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thestarviper
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2
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102.0
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1511
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T01:14:49Z", "hours": 63.0, "multiplier": 17.79, "payout": 873, "blessing": "neutral", "text": "I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}, {"ship_num": 2, "ts": "2026-06-15T03:47:41Z", "hours": 39.0, "multiplier": 16.63, "payout": 638, "blessing": "neutral", "text": "I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that it’s low res cuz it’s not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}]...
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[{"post_id": 20435, "ts": "202 [{"post_id": 20435, "ts": "2026-07-02T00:59:11Z", "hours": 4.7919, "text": "UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win"}, {"post_id": 17944, "ts": "2026-06-28T22:04:11Z", "hours": 17.1667, "text": "UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didn’t work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so we’re clear about that because i am bad at art."}, {"post_id": 15352, "ts": "2026-06-24T23:25:28Z", "hours": 9.0172, "text": "Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didn’t work in puzzles fixed you can select the opponent’s pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)"}, {"post_id": 13961, "ts": "2026-06-22T22:21:46Z", "hours": 16.5194, "text": "UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress."}, {"post_id": 11768, "ts": "2026-06-19T04:42:16Z", "hours": 7.4614, "text": "UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar"}, {"post_id": 10951, "ts": "2026-06-17T23:23:52Z", "hours": 7.9317, "text": "UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog"}, {"post_id": 9054, "ts": "2026-06-15T03:36:13Z", "hours": 8.3464, "text": "UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that it’s playable. I’m currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine"}, {"post_id": 7870, "ts": "2026-06-13T03:53:24Z", "hours": 8.3592, "text": "UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didn’t appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldn’t change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didn’t optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board"}, {"post_id": 6680, "ts": "2026-06-11T05:52:38Z", "hours": 3.0944, "text": "UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) can’t move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red"}, {"post_id": 6058, "ts": "2026-06-10T05:41:11Z", "hours": 5.0128, "text": "UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we don’t render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!"}, {"post_id": 5727, "ts": "2026-06-09T17:02:19Z", "hours": 3.425, "text": "UPDATE #3 things added in this update: added a subtle background added a sidebar added “Game Log” text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using python’s profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes"}, {"post_id": 5349, "ts": "2026-06-09T02:49:21Z", "hours": 2.9911, "text": "UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c"}, {"post_id": 4605, "ts": "2026-06-07T23:34:09Z", "hours": 7.4347, "text": "UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com"}]...
|
Title: OMNI-Chess by @thestarviper | Stardance
De Title: OMNI-Chess by @thestarviper | Stardance
Devlogs:
UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com
UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c
UPDATE #3 things added in this update: added a subtle background added a sidebar added “Game Log” text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using python’s profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes
UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we don’t render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!
UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) can’t move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red
UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didn’t appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldn’t change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didn’t optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board
UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that it’s playable. I’m currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine
UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog
UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar
UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress.
Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didn’t work in puzzles fixed you can select the opponent’s pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)
UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didn’t work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so we’re clear about that because i am bad at art.
UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win
Ships:
I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that it’s low res cuz it’s not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance
I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!...
|
1793285289.6197386
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1793371689.6197386
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9317
|
Apeiron by @iamocean | Stardance
|
iamocean
|
0
|
13.3
|
0
|
[]
|
[{"post_id": 27591, "ts": "202 [{"post_id": 27591, "ts": "2026-07-13T09:41:34Z", "hours": 0.8458, "text": "Completed moving from hosted solution to an electron app so that local storage can be used to store notes and pdfs and for a local-first approach. Ironed out bugs regarding performance issues and system glitches. ig it can be used for research purposes as well rather than a book and movie tracker."}, {"post_id": 27489, "ts": "2026-07-13T02:58:03Z", "hours": 2.1997, "text": "Apiron Converted Apiron to a electron app for local storage of notes. Added support for using obsidian to access backup folders. Export and Import Workspaces support."}, {"post_id": 3970, "ts": "2026-06-07T03:26:21Z", "hours": 10.2539, "text": "Devlog 1 Hi! Have you ever wondered about what kind of tools are available for research and note taking. In recent years, block based linear note taking outliner apps have taken over such as Notion and Obsidian. Many claim due to bidirectional linking through interlinks and a graph diagram of connected notes means that these apps are actually not linear. But, I disagree. I believe that the infinite canvas is the most suitable for research and taking Notes. Not sure why the logger isn’t working very well but I have been working on this for awhile. My project allows for a search of movies and books and allows you to write books and movie reviews. And allows you to link ideas and quotes from these books. Futhermore, my project allows one to upload pdfs and highlight and extract quotes from them and still allows them to bidirectionally link back to the parent pdf. My infinite canvas app differs as usually these infinite canvas apps are digital replacements for whiteboards but my project is for individual users, not much for collaboration. It is intended to be a research platform where users are able to extract quotes and capture important information from research papers or reserach notes. This is because interconnected notes allows users to see a link many weeks or months in the future that can be useful. Without the canvas, the user may have already forgotten that they have previously made the link. Currently, there is handwriting support, lasso, basic drawing tools, extremely robust keyboard shortcuts(as I am a keyboard only kinda person) which speeds up making mind maps incredibly fast. Use Tab+Arrow direction to create note in that direction. Shift+Arrow to navigate between note cards in those directions. Furthermore, there is a mini map to navigate faster. Apiron is space-themed and the UI feels alive and enjoyable and reactive to use. Please feel free to suggest new feature ideas as I want to make the tool as useful as possible and as versatile for different users. The difficulty in a infinite canvas app is performance. Many clever tricks have been used to improve rendering and performance such as pausing pdf and image rendering while dragging pdf and images around to make it lagless. Please comment on whether I should make it a cloud app or standalone desktop app as it would make it easier for me to not have to implement user management system and robust data storage and handling. Because a desktop app, that would create friction of having to download and install an app."}]...
|
Title: Apeiron by @iamocean | Stardance
Devlogs:
Title: Apeiron by @iamocean | Stardance
Devlogs:
Devlog 1 Hi! Have you ever wondered about what kind of tools are available for research and note taking. In recent years, block based linear note taking outliner apps have taken over such as Notion and Obsidian. Many claim due to bidirectional linking through interlinks and a graph diagram of connected notes means that these apps are actually not linear. But, I disagree. I believe that the infinite canvas is the most suitable for research and taking Notes. Not sure why the logger isn’t working very well but I have been working on this for awhile. My project allows for a search of movies and books and allows you to write books and movie reviews. And allows you to link ideas and quotes from these books. Futhermore, my project allows one to upload pdfs and highlight and extract quotes from them and still allows them to bidirectionally link back to the parent pdf. My infinite canvas app differs as usually these infinite canvas apps are digital replacements for whiteboards but my project is for individual users, not much for collaboration. It is intended to be a research platform where users are able to extract quotes and capture important information from research papers or reserach notes. This is because interconnected notes allows users to see a link many weeks or months in the future that can be useful. Without the canvas, the user may have already forgotten that they have previously made the link. Currently, there is handwriting support, lasso, basic drawing tools, extremely robust keyboard shortcuts(as I am a keyboard only kinda person) which speeds up making mind maps incredibly fast. Use Tab+Arrow direction to create note in that direction. Shift+Arrow to navigate between note cards in those directions. Furthermore, there is a mini map to navigate faster. Apiron is space-themed and the UI feels alive and enjoyable and reactive to use. Please feel free to suggest new feature ideas as I want to make the tool as useful as possible and as versatile for different users. The difficulty in a infinite canvas app is performance. Many clever tricks have been used to improve rendering and performance such as pausing pdf and image rendering while dragging pdf and images around to make it lagless. Please comment on whether I should make it a cloud app or standalone desktop app as it would make it easier for me to not have to implement user management system and robust data storage and handling. Because a desktop app, that would create friction of having to download and install an app.
Apiron Converted Apiron to a electron app for local storage of notes. Added support for using obsidian to access backup folders. Export and Import Workspaces support.
Completed moving from hosted solution to an electron app so that local storage can be used to store notes and pdfs and for a local-first approach. Ironed out bugs regarding performance issues and system glitches. ig it can be used for research purposes as well rather than a book and movie tracker....
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1793307308.9539363
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1793912108.9539363
|
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9318
|
My first slack bot! by @darshjain | Stardance
|
darshjain
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T17:15:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Dude Bot is my first Slack bot, built with Node.js + Slack Bolt running in Socket Mode. It has a few slash commands: /dsb-darsh-ping (latency check), /dsb-darsh-help, /dsb-darsh-catfact, and /dsb-darsh-joke (both pull from free APIs). It also has a full trivia game - /dsb-darsh-trivia asks a multiple-choice question, /dsb-darsh-answer checks it, and /dsb-darsh-score shows a leaderboard that persists across restarts. Most challenging: getting it deployed and running 24/7. I got it running on a Nest container with a systemd service, then spent way too long fighting GitHub Actions’ “Permission denied (publickey)” error before figuring out that Nest sits behind a bastion that only accepts account-registered SSH keys, not the local authorized_keys file. That whole process taught me a lot about how SSH authentication actually works. Most proud of: the trivia game with persistent scores, and the fact that I documented everything properly - README, deployment guide, Makefile, and CI config - instead of leaving everything as a bunch of commands I’d forget later. To test: run /dsb-darsh-help to see all commands, then try /dsb-darsh-trivia and answer with /dsb-darsh-answer A. Source code is on GitHub.", "repo": "https://github.com/darshnerd/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8W3HUL92"}]...
|
[{"post_id": 3623, "ts": "2026 [{"post_id": 3623, "ts": "2026-06-06T17:12:36Z", "hours": 0.6781, "text": "Devlog 02 - Added Trivia Picked up dude bot again and added a bunch more commands, help, catfact, joke (pulling from free apis), and a trivia game with score tracking. /dsb-darsh-trivia grabs a question from the open trivia db, you answer A/B/C/D, and it keeps a leaderboard that saves to a json file so scores survive restarts. (Try this out) got it running 24/7 on my nest container with a systemd service instead of just my laptop. also wrote proper docs - readme, deployment guide, makefile. next: actually finish the auto deploy."}, {"post_id": 3481, "ts": "2026-06-06T13:08:23Z", "hours": 0.5386, "text": "Devlog 01: My First Slack Bot 🎉 ok so this is my first time actually making a slack bot and honestly i didnt expect it to work lol built it with slack bolt in socket mode. picked socket mode bc i didnt wanna deal with hosting a public url just to test stuff locally. that made it way less painful tbh started with just one command /dsb-darsh-ping that tells you the latency. seeing it reply in slack the first time was kinda hype so i ended up adding more: /dsb-darsh-ping – latency check /dsb-darsh-help – lists the commands /dsb-darsh-catfact – random cat fact from an api /dsb-darsh-joke – random joke the api ones were the fun part. you basically ack() the command first (you only get like 3 sec, found that out the annoying way), then fetch with axios and throw it in a try/catch so the whole thing doesnt die if the api is down also wasted a solid 10 min confused why /dsb-ping wouldnt register… turns out someone in the workspace already used that name and they have to be unique. so i just slapped dsb-darsh- in front of all of mine. also moved my tokens into a .env so i dont accidentally push them to github anyway small thing but learned a lot."}]...
|
Title: My first slack bot! by @darshjain | Stardan Title: My first slack bot! by @darshjain | Stardance
Devlogs:
Devlog 01: My First Slack Bot 🎉 ok so this is my first time actually making a slack bot and honestly i didnt expect it to work lol built it with slack bolt in socket mode. picked socket mode bc i didnt wanna deal with hosting a public url just to test stuff locally. that made it way less painful tbh started with just one command /dsb-darsh-ping that tells you the latency. seeing it reply in slack the first time was kinda hype so i ended up adding more: /dsb-darsh-ping – latency check /dsb-darsh-help – lists the commands /dsb-darsh-catfact – random cat fact from an api /dsb-darsh-joke – random joke the api ones were the fun part. you basically ack() the command first (you only get like 3 sec, found that out the annoying way), then fetch with axios and throw it in a try/catch so the whole thing doesnt die if the api is down also wasted a solid 10 min confused why /dsb-ping wouldnt register… turns out someone in the workspace already used that name and they have to be unique. so i just slapped dsb-darsh- in front of all of mine. also moved my tokens into a .env so i dont accidentally push them to github anyway small thing but learned a lot.
Devlog 02 - Added Trivia Picked up dude bot again and added a bunch more commands, help, catfact, joke (pulling from free apis), and a trivia game with score tracking. /dsb-darsh-trivia grabs a question from the open trivia db, you answer A/B/C/D, and it keeps a leaderboard that saves to a json file so scores survive restarts. (Try this out) got it running 24/7 on my nest container with a systemd service instead of just my laptop. also wrote proper docs - readme, deployment guide, makefile. next: actually finish the auto deploy.
Ships:
Dude Bot is my first Slack bot, built with Node.js + Slack Bolt running in Socket Mode. It has a few slash commands: /dsb-darsh-ping (latency check), /dsb-darsh-help, /dsb-darsh-catfact, and /dsb-darsh-joke (both pull from free APIs). It also has a full trivia game - /dsb-darsh-trivia asks a multiple-choice question, /dsb-darsh-answer checks it, and /dsb-darsh-score shows a leaderboard that persists across restarts. Most challenging: getting it deployed and running 24/7. I got it running on a Nest container with a systemd service, then spent way too long fighting GitHub Actions’ “Permission denied (publickey)” error before figuring out that Nest sits behind a bastion that only accepts account-registered SSH keys, not the local authorized_keys file. That whole process taught me a lot about how SSH authentication actually works. Most proud of: the trivia game with persistent scores, and the fact that I documented everything properly - README, deployment guide, Makefile, and CI config - instead of leaving everything as a bunch of commands I’d forget later. To test: run /dsb-darsh-help to see all commands, then try /dsb-darsh-trivia and answer with /dsb-darsh-answer A. Source code is on GitHub....
|
1792878692.8101318
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1793742692.8101318
|
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9319
|
Video Game by @MEOW | Stardance
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MEOW
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Video Game by @MEOW | Stardance
|
1792792414.7106822
|
1793397214.7106822
|
|
9320
|
My awesome macropad! by @royg51 | Stardance
|
royg51
|
0
|
4.51
|
0
|
[]
|
[{"post_id": 22548, "ts": "202 [{"post_id": 22548, "ts": "2026-07-05T02:16:24Z", "hours": 4.2378, "text": "Working on the macropad hardware project by designing and iterating on the PCB in KiCad. Currently fixing issues in the schematic editor and refining component layout. Also starting to route the PCB to prepare for a more complete and manufacturable design."}, {"post_id": 3329, "ts": "2026-06-06T06:30:34Z", "hours": 0.275, "text": "Started working on my macropad project!"}]...
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Title: My awesome macropad! by @royg51 | Stardance Title: My awesome macropad! by @royg51 | Stardance
Devlogs:
Started working on my macropad project!
Working on the macropad hardware project by designing and iterating on the PCB in KiCad. Currently fixing issues in the schematic editor and refining component layout. Also starting to route the PCB to prepare for a more complete and manufacturable design....
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1793425796.914565
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1794030596.914565
|
|
9321
|
My awesome macropad! by @rahuls | Stardance
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rahuls
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0
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0.0
|
0
|
[]
|
[]
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Title: My awesome macropad! by @rahuls | Stardance
|
1793317827.5875013
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1793922627.5875013
|
|
9322
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My awesome macropad! by @levin_schmid | Stardance
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levin_schmid
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @levin_schmid | Sta Title: My awesome macropad! by @levin_schmid | Stardance...
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1793156044.7051442
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1793760844.7051442
|
|
9323
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My first slack bot! by @anushasmith2020 | Stardanc My first slack bot! by @anushasmith2020 | Stardance...
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anushasmith2020
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0
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0.0
|
0
|
[]
|
[]
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Title: My first slack bot! by @anushasmith2020 | S Title: My first slack bot! by @anushasmith2020 | Stardance...
|
1793425705.323885
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1794030505.323885
|
|
9324
|
website 67 by @ethan12233tyy | Stardance
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ethan12233tyy
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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: website 67 by @ethan12233tyy | Stardance
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1793451050.5299149
|
1794055850.5299149
|
|
9325
|
My first slack bot! by @suntae6940 | Stardance
|
suntae6940
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0
|
0.0
|
0
|
[]
|
[]
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Title: My first slack bot! by @suntae6940 | Starda Title: My first slack bot! by @suntae6940 | Stardance...
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1793382872.3551323
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1793987672.3551323
|
|
9326
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My awesome macropad! by @qaz | Stardance
|
qaz
|
0
|
0.0
|
0
|
[]
|
[]
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Title: My awesome macropad! by @qaz | Stardance
|
1793411430.7179027
|
1794016230.7179027
|
|
9327
|
Drone ESC and FC by @puffiniac | Stardance
|
puffiniac
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0
|
22.4
|
0
|
[]
|
[{"post_id": 74254, "ts": "202 [{"post_id": 74254, "ts": "2026-09-27T02:29:54Z", "hours": 3.8747, "text": "Devlog 10 wow we are in the double digits! Here is the most important parts! I am back after 2 months of not working on the project, I realized how much of a waste it would be if I don’t finish. However, there are some big changes. I will build the 4 in 1 ESC and a Flight Controller! I will not be able to finish the entire drone, however the 2 most important things will be finished! Anyway, here’s what happened, about 2 months ago I wanted to make the single ESC I had be a 4 in 1. Issue was that I did not know how the module and multi-channel tool worked… This made it so that I would be forced to had make everything. This was something I just could not bring myself to do. This was even worsened by the fact that school was beginning for me. I decided to rest on it for a while. But my friend brought it up with me and I started to properly learn about PCB’s and I think this is a little bit more possible for me now. I hopefully can finish this by the next devlog and then I can work on the flight controller. Here are some photos!"}, {"post_id": 44311, "ts": "2026-08-09T23:52:24Z", "hours": 4.8669, "text": "Devlog 9 This was about 3 days of work, I did not have a lot of motivation to continue keep doing this however i was able to finally finish the ESC PCB. Please do not bully me about my via’s… I know that they are bad. That is one thing that I would like to work on when doing the flight controller. The copper pour that I did was only for GND. although this is very messy i hope to improve how i layout the flight controller because that is the next step. The size that i used was 40mm by 40mm. Although this is pretty big, I hope that it still is ok for the drone. Now its time to work on the flight controller, something that I am both excited about and scared, because now I have a set size that i can use. 40mm by 40mm… i hope that i can do this!"}, {"post_id": 32099, "ts": "2026-07-21T01:00:35Z", "hours": 1.7172, "text": "Devlog 8 Today I started off by completely organizing my project files because things were getting way too messy to actually work efficiently. Once that was cleaned up, I ran the schematic-to-PCB sync in KiCad to pull all my components into the PCB editor, which immediately helped me catch a few footprint issues. I realized I had accidentally mixed up the footprint for my DRV8329 driver chip with my MCU, so I went back and properly assigned the QFN footprint for the AT32 MCU and imported the custom library folder for the Bourns CRE2512 current shunt resistor. I also sorted out the final connector footprints, adding a 3-pin JST-SH vertical connector for the flight controller interface signals like DSHOT and raw power, plus solid through-hole test pads for the three motor phase outputs. After clearing out all the sync errors, every single component from the MCU down to the connectors has a valid physical footprint attached. The schematic is officially completely finished for real this time, and I am finally ready to jump straight into component placement and routing on the PCB."}, {"post_id": 28032, "ts": "2026-07-14T01:34:20Z", "hours": 1.8, "text": "Devlog #7 WE ARE DONE… with the schematic… :( I finally finished wiring up the entire schematic for this block and cleaned up all the remaining loose ends Used an 3V3 rail and renamed a ton of stuff Added a bunch of resistors and capacitors as a backup power just in case I am officially ready to move past the schematic capture phase and start the physical PCB layout"}, {"post_id": 26834, "ts": "2026-07-11T21:06:30Z", "hours": 2.4833, "text": "Devlog #6 Day 7 was all about adding critical passive components to the gate driver schematic so the hardware can actually boot up and run safely. These include capacitors and Resistors. In the Schematic we have: three 1µF 50V X7R ceramic capacitors (C1, C2, C3) separate decoupling capacitors (1µF and 0.1µF) to clean up electrical noise. a 200kΩ resistor to ground to lock in a 20 V/V gain threshold for tracking motor current for the CSAGAIN"}, {"post_id": 25682, "ts": "2026-07-10T03:22:13Z", "hours": 1.8753, "text": "Devlog #5 Day 6 was all about getting off the drawing board and starting the actual schematic wiring for the ESC. my friend started something about the code idrk… in the meantime, i was able to get one esc almost finished. it was getting late so im going to go to sleep however, the goal next time i lock in is to finish schematics and move on. im thinking about doing a copper pour to make my life a lot easier. i think it will also be better for the amount of power that is getting put into this thing. the screenshots show just ONE of the ESC’s. i feel like this was the only way that this would be manageable. (breaking it up into 4 smaller parts.) needed to do a lot a lot of research on what exactly all the pins did. was able to figure out most of them. if anyone sees any errors pleaseeee tell me i lwk dont want to cook my motherboard…"}, {"post_id": 24460, "ts": "2026-07-08T01:14:21Z", "hours": 1.1667, "text": "Devlog #4 Talked about Outpost and talked about how we would code the drone. We need to finalize how we will do the code. + all of the important protocols that we need to use. After that we can both go on our individual ways to CAD/code the drone. We also talked about how we can implement PID into the software side of things. We might talk to a robotics person we know if he can help us. We were talking about how we can design each of the ESC’s. Turns out this might be easier that we expected… Overall productive session because we have not been working for a while."}, {"post_id": 18127, "ts": "2026-06-29T04:24:26Z", "hours": 2.2961, "text": "Devlog #4 to push the drone to 200mph we laid out the architecture for a custom 4-in-1 Electronic Speed Controller (ESC) designed to handle extreme current. the last photo shows our design that we came up with. it was inspired by the design of the SpeedyBee F405 V5 55A. then we worked on creating our shopping list and things that we need to buy to flush out the drone. while doing this we realized how expensive this would get. Realizing this we asked Alfie however he redirected us to Max which i sent another message to, we shall see how this works out… next is to finish the shopping cart, see if we can/should continue then open up KiCAD!"}, {"post_id": 16697, "ts": "2026-06-27T04:07:46Z", "hours": 1.2667, "text": "Devlog #3 Looking for Products wait i didnt realize that i could type here 😭 so i guess ill explain the past 3 days the best that I can! the first day me and my friend figured out the best that we could on how we would but I completely blanked on the fact that i was supposed to be recording a timelapse of the process. because of that, a massive chunk of the mental heavy lifting is already done behind the scenes. if you look back in day 2 (yesterday) we did all the layout needed. however today we flushed out the power part of the schematic. we decided to buy the GPS part of the drone because after doing some research we found that it is basically impossible to do it ourselves. we now need to figure out what we need to buy. so we created the shopping list using google sheets. we found some items however we need to finish it up. after that ill get be using KiCAD until my computer dies 😭"}, {"post_id": 16072, "ts": "2026-06-26T03:50:04Z", "hours": 1.05, "text": "Devlog #2: Schematic Hell"}]...
|
Title: Drone ESC and FC by @puffiniac | Stardance
Title: Drone ESC and FC by @puffiniac | Stardance
Devlogs:
Devlog #2: Schematic Hell
Devlog #3 Looking for Products wait i didnt realize that i could type here 😭 so i guess ill explain the past 3 days the best that I can! the first day me and my friend figured out the best that we could on how we would but I completely blanked on the fact that i was supposed to be recording a timelapse of the process. because of that, a massive chunk of the mental heavy lifting is already done behind the scenes. if you look back in day 2 (yesterday) we did all the layout needed. however today we flushed out the power part of the schematic. we decided to buy the GPS part of the drone because after doing some research we found that it is basically impossible to do it ourselves. we now need to figure out what we need to buy. so we created the shopping list using google sheets. we found some items however we need to finish it up. after that ill get be using KiCAD until my computer dies 😭
Devlog #4 to push the drone to 200mph we laid out the architecture for a custom 4-in-1 Electronic Speed Controller (ESC) designed to handle extreme current. the last photo shows our design that we came up with. it was inspired by the design of the SpeedyBee F405 V5 55A. then we worked on creating our shopping list and things that we need to buy to flush out the drone. while doing this we realized how expensive this would get. Realizing this we asked Alfie however he redirected us to Max which i sent another message to, we shall see how this works out… next is to finish the shopping cart, see if we can/should continue then open up KiCAD!
Devlog #4 Talked about Outpost and talked about how we would code the drone. We need to finalize how we will do the code. + all of the important protocols that we need to use. After that we can both go on our individual ways to CAD/code the drone. We also talked about how we can implement PID into the software side of things. We might talk to a robotics person we know if he can help us. We were talking about how we can design each of the ESC’s. Turns out this might be easier that we expected… Overall productive session because we have not been working for a while.
Devlog #5 Day 6 was all about getting off the drawing board and starting the actual schematic wiring for the ESC. my friend started something about the code idrk… in the meantime, i was able to get one esc almost finished. it was getting late so im going to go to sleep however, the goal next time i lock in is to finish schematics and move on. im thinking about doing a copper pour to make my life a lot easier. i think it will also be better for the amount of power that is getting put into this thing. the screenshots show just ONE of the ESC’s. i feel like this was the only way that this would be manageable. (breaking it up into 4 smaller parts.) needed to do a lot a lot of research on what exactly all the pins did. was able to figure out most of them. if anyone sees any errors pleaseeee tell me i lwk dont want to cook my motherboard…
Devlog #6 Day 7 was all about adding critical passive components to the gate driver schematic so the hardware can actually boot up and run safely. These include capacitors and Resistors. In the Schematic we have: three 1µF 50V X7R ceramic capacitors (C1, C2, C3) separate decoupling capacitors (1µF and 0.1µF) to clean up electrical noise. a 200kΩ resistor to ground to lock in a 20 V/V gain threshold for tracking motor current for the CSAGAIN
Devlog #7 WE ARE DONE… with the schematic… :( I finally finished wiring up the entire schematic for this block and cleaned up all the remaining loose ends Used an 3V3 rail and renamed a ton of stuff Added a bunch of resistors and capacitors as a backup power just in case I am officially ready to move past the schematic capture phase and start the physical PCB layout
Devlog 8 Today I started off by completely organizing my project files because things were getting way too messy to actually work efficiently. Once that was cleaned up, I ran the schematic-to-PCB sync in KiCad to pull all my components into the PCB editor, which immediately helped me catch a few footprint issues. I realized I had accidentally mixed up the footprint for my DRV8329 driver chip with my MCU, so I went back and properly assigned the QFN footprint for the AT32 MCU and imported the custom library folder for the Bourns CRE2512 current shunt resistor. I also sorted out the final connector footprints, adding a 3-pin JST-SH vertical connector for the flight controller interface signals like DSHOT and raw power, plus solid through-hole test pads for the three motor phase outputs. After clearing out all the sync errors, every single component from the MCU down to the connectors has a valid physical footprint attached. The schematic is officially completely finished for real this time, and I am finally ready to jump straight into component placement and routing on the PCB.
Devlog 9 This was about 3 days of work, I did not have a lot of motivation to continue keep doing this however i was able to finally finish the ESC PCB. Please do not bully me about my via’s… I know that they are bad. That is one thing that I would like to work on when doing the flight controller. The copper pour that I did was only for GND. although this is very messy i hope to improve how i layout the flight controller because that is the next step. The size that i used was 40mm by 40mm. Although this is pretty big, I hope that it still is ok for the drone. Now its time to work on the flight controller, something that I am both excited about and scared, because now I have a set size that i can use. 40mm by 40mm… i hope that i can do this!
Devlog 10 wow we are in the double digits! Here is the most important parts! I am back after 2 months of not working on the project, I realized how much of a waste it would be if I don’t finish. However, there are some big changes. I will build the 4 in 1 ESC and a Flight Controller! I will not be able to finish the entire drone, however the 2 most important things will be finished! Anyway, here’s what happened, about 2 months ago I wanted to make the single ESC I had be a 4 in 1. Issue was that I did not know how the module and multi-channel tool worked… This made it so that I would be forced to had make everything. This was something I just could not bring myself to do. This was even worsened by the fact that school was beginning for me. I decided to rest on it for a while. But my friend brought it up with me and I started to properly learn about PCB’s and I think this is a little bit more possible for me now. I hopefully can finish this by the next devlog and then I can work on the flight controller. Here are some photos!...
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Resume Building app by @Eram | Stardance
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Eram
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Title: Resume Building app by @Eram | Stardance
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1793976452.2226903
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9329
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rocky by @deadinside | Stardance
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deadinside
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1
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4.0
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17
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T08:20:29Z", "hours": 4.0, "multiplier": 4.1, "payout": 17, "blessing": "neutral", "text": "rocky is a slack bot that uses NASA’s landsat images and APIs to get cool pictures of the world. you can get your name printed in landsat (like the Your Name in Landsat on NASA’s website), or see the astronomy picture of the day (APOD) Here’s a picture of what happens when you run the /landsat command on Slack try the bot in your channel by inviting rocky to it", "repo": "https://github.com/deadinside911/rocky-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C04RVCWHARJ"}]...
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[{"post_id": 10504, "ts": "202 [{"post_id": 10504, "ts": "2026-06-17T08:04:16Z", "hours": 1.1317, "text": "Just finished the /apod command! It uses NASA’s APOD (astronomy picture of the day) to get cool images"}, {"post_id": 7354, "ts": "2026-06-12T08:14:44Z", "hours": 2.5767, "text": "Just finished the /landsat command!"}, {"post_id": 4842, "ts": "2026-06-08T11:23:10Z", "hours": 0.4061, "text": "currently planning out the rover images bot, using NASA’s open APIs to get cool images, and hooking up NASA’s Your Name in Landsat so Rocky (the bot) can generate it"}]...
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Title: rocky by @deadinside | Stardance
Devlogs:
Title: rocky by @deadinside | Stardance
Devlogs:
currently planning out the rover images bot, using NASA’s open APIs to get cool images, and hooking up NASA’s Your Name in Landsat so Rocky (the bot) can generate it
Just finished the /landsat command!
Just finished the /apod command! It uses NASA’s APOD (astronomy picture of the day) to get cool images
Ships:
rocky is a slack bot that uses NASA’s landsat images and APIs to get cool pictures of the world. you can get your name printed in landsat (like the Your Name in Landsat on NASA’s website), or see the astronomy picture of the day (APOD) Here’s a picture of what happens when you run the /landsat command on Slack try the bot in your channel by inviting rocky to it...
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1793256585.8696783
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1793342985.8696783
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9330
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Crevo by @Rishabh_mewada | Stardance
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Rishabh_mewada
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Title: Crevo by @Rishabh_mewada | Stardance
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My awesome macropad! by @bhavya17 | Stardance
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Title: My awesome macropad! by @bhavya17 | Stardan Title: My awesome macropad! by @bhavya17 | Stardance...
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1793821981.8342977
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My first slack bot! by @yvhany | Stardance
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yvhany
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Title: My first slack bot! by @yvhany | Stardance
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Perseverance by @Rishabh_mewada | Stardance
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Title: Perseverance by @Rishabh_mewada | Stardance
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My awesome macropad! by @ikirev65 | Stardance
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ikirev65
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Title: My awesome macropad! by @ikirev65 | Stardan Title: My awesome macropad! by @ikirev65 | Stardance...
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Untitled project by @agrawalbhavish07 | Stardance
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Title: Untitled project by @agrawalbhavish07 | Sta Title: Untitled project by @agrawalbhavish07 | Stardance...
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Robo buddy by @Rishabh_mewada | Stardance
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Title: Robo buddy by @Rishabh_mewada | Stardance
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CV enabled Gun by @Rehaan | Stardance
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Rehaan
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Title: CV enabled Gun by @Rehaan | Stardance
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Custom Hacking HackPad by @Umang | Stardance
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Umang
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1
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1.5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T13:48:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a custom 7-key macropad called CodePlanet CyberPad using a Seeed XIAO RP2040 and a custom PCB designed in KiCad. The biggest challenge was learning PCB design from scratch. I had to learn how schematics, footprints, routing, ERC, and DRC work, and I spent a lot of time debugging wiring and PCB layout issues before getting a clean design. I’m most proud of designing and routing my own PCB rather than simply using a premade board. This project taught me the complete workflow from schematic design to PCB layout and manufacturing files. The macropad is designed to be used for programming, Linux, and cybersecurity workflows. The 7 keys can be programmed with custom shortcuts, macros, and commands to speed up everyday tasks. To test the project, flash firmware to the XIAO RP2040 and assign actions to each key. The board is intended to be fully programmable and customizable. Future improvements: Rotary encoder OLED display Custom case Additional macro layers Cybersecurity-focused shortcuts and workflows", "repo": "https://github.com/UKASITECH/HackPad", "demo": ""}]...
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[{"post_id": 4826, "ts": "2026 [{"post_id": 4826, "ts": "2026-06-08T10:37:37Z", "hours": 0.2533, "text": "Done!!! Submiting Now…"}, {"post_id": 4046, "ts": "2026-06-07T07:05:59Z", "hours": 0.7844, "text": "So I am done creating the Stuff, i also created the 3D model of the case you can see at https://github.com/UKASITECH/HackPad , Lets see…"}, {"post_id": 3687, "ts": "2026-06-06T18:51:26Z", "hours": 0.4592, "text": "Currently working on the 3D Model of the HackPad….Using FreeCad. Any tips?"}, {"post_id": 3476, "ts": "2026-06-06T12:57:21Z", "hours": 0.3417, "text": "Yayyy! Done Desinging the PCB…"}, {"post_id": 3316, "ts": "2026-06-06T05:39:50Z", "hours": 0.0, "text": "Thanks! Stardance for this opprtunity. I am really exicted to earn a new skill…."}]...
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Title: Custom Hacking HackPad by @Umang | Stardanc Title: Custom Hacking HackPad by @Umang | Stardance
Devlogs:
Thanks! Stardance for this opprtunity. I am really exicted to earn a new skill….
Yayyy! Done Desinging the PCB…
Currently working on the 3D Model of the HackPad….Using FreeCad. Any tips?
So I am done creating the Stuff, i also created the 3D model of the case you can see at https://github.com/UKASITECH/HackPad , Lets see…
Done!!! Submiting Now…
Ships:
I built a custom 7-key macropad called CodePlanet CyberPad using a Seeed XIAO RP2040 and a custom PCB designed in KiCad. The biggest challenge was learning PCB design from scratch. I had to learn how schematics, footprints, routing, ERC, and DRC work, and I spent a lot of time debugging wiring and PCB layout issues before getting a clean design. I’m most proud of designing and routing my own PCB rather than simply using a premade board. This project taught me the complete workflow from schematic design to PCB layout and manufacturing files. The macropad is designed to be used for programming, Linux, and cybersecurity workflows. The 7 keys can be programmed with custom shortcuts, macros, and commands to speed up everyday tasks. To test the project, flash firmware to the XIAO RP2040 and assign actions to each key. The board is intended to be fully programmable and customizable. Future improvements: Rotary encoder OLED display Custom case Additional macro layers Cybersecurity-focused shortcuts and workflows...
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1793314521.6915162
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1793400921.6915162
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9339
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My first slack bot! by @sarvanpenumarti | Stardanc My first slack bot! by @sarvanpenumarti | Stardance...
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sarvanpenumarti
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Title: My first slack bot! by @sarvanpenumarti | S Title: My first slack bot! by @sarvanpenumarti | Stardance...
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1793249428.9708462
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1793854228.9708462
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Untitled project by @raj_raunit005 | Stardance
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raj_raunit005
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Title: Untitled project by @raj_raunit005 | Starda Title: Untitled project by @raj_raunit005 | Stardance...
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1793137999.826373
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1793742799.826373
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9341
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My first slack bot! by @beanbrainzzzz | Stardance
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beanbrainzzzz
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0
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Title: My first slack bot! by @beanbrainzzzz | Sta Title: My first slack bot! by @beanbrainzzzz | Stardance...
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1793299976.52797
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1793904776.52797
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9342
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SonoPad by @ben_leader | Stardance
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ben_leader
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T18:46:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A macropad designed for sound control under the hackpad project. Despite being familiar with Kicad and Fusion, this project still took a while especially in making sure that all the components will fit together properly. Other than that the readme should have every piece of information to build this if you choose to or just want a reference for your own hackpad project. I seriously recommend this project to anyone looking to combine all disciplines involved in the prototyping of a tech product, from pcb design to enclosure and firmware. individually, each part is pretty simple, but together it makes for a fun challenge.", "repo": "https://github.com/B-Leadr/SonoPad", "demo": ""}]...
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[{"post_id": 10989, "ts": "202 [{"post_id": 10989, "ts": "2026-06-18T00:35:31Z", "hours": 1.0, "text": "Devlog #3 Finished modeling the case and customizing the firmware for basic use. For the case I went with 15 degree tilt and simple design to be printed in two parts: base, and plate. Holes inside line up with the PCB’s drilled holes for alignment if needed. The back hole for usb c connection is intentionally left big for this first iteration to allow for better alignment and will be cleaned up later. A knob for the rotary encoder also needs to be made once I have the exact physical measurements I need to ensure there are no collisions. For the firmware I used QMK and customized my own keyboard and keymapings. Right now this is just basic and only accounts for the switches. The oled and rotary encoder will be added in another commit."}, {"post_id": 7208, "ts": "2026-06-12T01:13:34Z", "hours": 0.0, "text": "Devlog #2 First iteration of the PCB layout is done. I went with a 2x4 layout of keys to allow enough pins for the screen and rotary encoder peripherals. The plan is for the screen to display some useful information about the sound or some graphic. The rotary encoder should be useful for volume control of different applications. The rest of the keys will likely just be fore shortcuts or pause/play on music. As for this pcb layout I went with the screen and the xiao overlapping for space with the xiao being mounted on the back of the board. I’m hoping that if I solder headers to raise the xiao and the screen away from the board they wont interfere with one another, but it might be tricky to solder. The copper pour on the back layer makes ground connections really easy and should improve emi but I doubt it would cause much trouble if left out. I’m pretty sure the diodes should fit below the keycaps and not physically interfere but we’ll see The Place Footprints plugin for Kicad makes placing the button matrix so much easier I would recommend checking it out for this project."}, {"post_id": 7169, "ts": "2026-06-11T23:35:58Z", "hours": 0.0, "text": "Devlog #1 Finished the Schematic a few days ago but updated to improve readability and pin assignments on the XIAO"}]...
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Title: SonoPad by @ben_leader | Stardance
Devlogs Title: SonoPad by @ben_leader | Stardance
Devlogs:
Devlog #1 Finished the Schematic a few days ago but updated to improve readability and pin assignments on the XIAO
Devlog #2 First iteration of the PCB layout is done. I went with a 2x4 layout of keys to allow enough pins for the screen and rotary encoder peripherals. The plan is for the screen to display some useful information about the sound or some graphic. The rotary encoder should be useful for volume control of different applications. The rest of the keys will likely just be fore shortcuts or pause/play on music. As for this pcb layout I went with the screen and the xiao overlapping for space with the xiao being mounted on the back of the board. I’m hoping that if I solder headers to raise the xiao and the screen away from the board they wont interfere with one another, but it might be tricky to solder. The copper pour on the back layer makes ground connections really easy and should improve emi but I doubt it would cause much trouble if left out. I’m pretty sure the diodes should fit below the keycaps and not physically interfere but we’ll see The Place Footprints plugin for Kicad makes placing the button matrix so much easier I would recommend checking it out for this project.
Devlog #3 Finished modeling the case and customizing the firmware for basic use. For the case I went with 15 degree tilt and simple design to be printed in two parts: base, and plate. Holes inside line up with the PCB’s drilled holes for alignment if needed. The back hole for usb c connection is intentionally left big for this first iteration to allow for better alignment and will be cleaned up later. A knob for the rotary encoder also needs to be made once I have the exact physical measurements I need to ensure there are no collisions. For the firmware I used QMK and customized my own keyboard and keymapings. Right now this is just basic and only accounts for the switches. The oled and rotary encoder will be added in another commit.
Ships:
A macropad designed for sound control under the hackpad project. Despite being familiar with Kicad and Fusion, this project still took a while especially in making sure that all the components will fit together properly. Other than that the readme should have every piece of information to build this if you choose to or just want a reference for your own hackpad project. I seriously recommend this project to anyone looking to combine all disciplines involved in the prototyping of a tech product, from pcb design to enclosure and firmware. individually, each part is pretty simple, but together it makes for a fun challenge....
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1793454840.1915877
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1793541240.1915877
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9343
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My awesome macropad! by @ABHINAV_19 | Stardance
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ABHINAV_19
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Title: My awesome macropad! by @ABHINAV_19 | Stard Title: My awesome macropad! by @ABHINAV_19 | Stardance...
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My awesome macropad! by @camilleon | Stardance
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camilleon
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Title: My awesome macropad! by @camilleon | Starda Title: My awesome macropad! by @camilleon | Stardance...
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1793879442.8810823
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Minecraft Mod by @aamelis | Stardance
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aamelis
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Title: Minecraft Mod by @aamelis | Stardance
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My awesome macropad! by @harlin | Stardance
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harlin
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Title: My awesome macropad! by @harlin | Stardance
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My awesome macropad! by @mithulvmanu | Stardance
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mithulvmanu
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Title: My awesome macropad! by @mithulvmanu | Star Title: My awesome macropad! by @mithulvmanu | Stardance...
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1792749307.5680761
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1793354107.5680761
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My awesome macropad! by @Angela520 | Stardance
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Angela520
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Title: My awesome macropad! by @Angela520 | Starda Title: My awesome macropad! by @Angela520 | Stardance...
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1793339518.7686768
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1793944318.7686768
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9349
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Configuring my Neovim by @sanji | Stardance
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sanji
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1
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118
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T04:47:47Z", "hours": 7.0, "multiplier": 15.73, "payout": 118, "blessing": "neutral", "text": "I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation.", "repo": "https://github.com/balu401/nvim", "demo": "https://github.com/balu401/nvim/releases/tag/v1.0.0"}]...
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[{"post_id": 14862, "ts": "202 [{"post_id": 14862, "ts": "2026-06-24T04:02:53Z", "hours": 0.5533, "text": "Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme"}, {"post_id": 13627, "ts": "2026-06-22T11:04:23Z", "hours": 0.3925, "text": "Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \\ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \\ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode."}, {"post_id": 13523, "ts": "2026-06-22T04:13:14Z", "hours": 0.6117, "text": "Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…"}, {"post_id": 13509, "ts": "2026-06-22T03:22:33Z", "hours": 0.4181, "text": "Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!"}, {"post_id": 13483, "ts": "2026-06-22T02:32:24Z", "hours": 0.5458, "text": "Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet"}, {"post_id": 13164, "ts": "2026-06-21T15:18:23Z", "hours": 0.4436, "text": "Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts"}, {"post_id": 13118, "ts": "2026-06-21T13:35:10Z", "hours": 0.6119, "text": "Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code."}, {"post_id": 12421, "ts": "2026-06-20T08:25:39Z", "hours": 0.7008, "text": "Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project."}, {"post_id": 12381, "ts": "2026-06-20T06:32:28Z", "hours": 0.3853, "text": "A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this"}, {"post_id": 7346, "ts": "2026-06-12T07:43:42Z", "hours": 0.9264, "text": "Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights"}, {"post_id": 6716, "ts": "2026-06-11T07:51:25Z", "hours": 0.7219, "text": "configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen."}, {"post_id": 6646, "ts": "2026-06-11T04:21:10Z", "hours": 0.3619, "text": "configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE"}, {"post_id": 6104, "ts": "2026-06-10T08:24:16Z", "hours": 0.42, "text": "Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language"}]...
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Title: Configuring my Neovim by @sanji | Stardance Title: Configuring my Neovim by @sanji | Stardance
Devlogs:
Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language
configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE
configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen.
Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights
A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this
Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project.
Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code.
Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts
Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet
Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!
Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…
Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode.
Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme
Ships:
I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation....
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My awesome macropad! by @Nathanael | Stardance
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Nathanael
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Title: My awesome macropad! by @Nathanael | Starda Title: My awesome macropad! by @Nathanael | Stardance...
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