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MIDI Drums by @Mistermanch | Stardance
|
Mistermanch
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0
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6.63
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0
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[]
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[{"post_id": 24737, "ts": "202 [{"post_id": 24737, "ts": "2026-07-08T14:48:25Z", "hours": 0.8169, "text": "Finished all of the pads, in theory if time constraints allow it ill design and make also a foot pedal"}, {"post_id": 17059, "ts": "2026-06-27T18:14:34Z", "hours": 1.0667, "text": "I started making the video Demo for the project"}, {"post_id": 15597, "ts": "2026-06-25T11:16:09Z", "hours": 0.7811, "text": "I made the second drumpad and started making the video for my youtube channel"}, {"post_id": 15010, "ts": "2026-06-24T12:02:18Z", "hours": 1.5189, "text": "I started designing the circuit on a perfoboard to make the cables more elegant"}, {"post_id": 11204, "ts": "2026-06-18T10:29:30Z", "hours": 0.7139, "text": "Soldered the pins to the arduino nano r4 in order to make quick conectinos to the drumpads using dupont wires"}, {"post_id": 10644, "ts": "2026-06-17T14:39:16Z", "hours": 0.2917, "text": "Designed first prototype of Arduino case, I was thinking of learning autocad but taking in account the total complexity needed I though that being lazy and using tinkercad like a chump was a better idea, the design is availble for download at https://makerworld.com/en/models/2944208-arduino-nano-r4-case#profileId-3298922"}, {"post_id": 7396, "ts": "2026-06-12T10:09:34Z", "hours": 0.5644, "text": "Finished first full drumpad, just added the foam in a more permanent way, soldered the small leads from the piezo to thicker hifi wire and tested it with crocodile cables"}, {"post_id": 6887, "ts": "2026-06-11T15:28:40Z", "hours": 0.8756, "text": "Testing First Drumpad, this one is a 12}12 slab of wood with a piezo sensor and some foam on top, I tested the functionality using an arduino uno"}]...
|
Title: MIDI Drums by @Mistermanch | Stardance
Dev Title: MIDI Drums by @Mistermanch | Stardance
Devlogs:
Testing First Drumpad, this one is a 12}12 slab of wood with a piezo sensor and some foam on top, I tested the functionality using an arduino uno
Finished first full drumpad, just added the foam in a more permanent way, soldered the small leads from the piezo to thicker hifi wire and tested it with crocodile cables
Designed first prototype of Arduino case, I was thinking of learning autocad but taking in account the total complexity needed I though that being lazy and using tinkercad like a chump was a better idea, the design is availble for download at https://makerworld.com/en/models/2944208-arduino-nano-r4-case#profileId-3298922
Soldered the pins to the arduino nano r4 in order to make quick conectinos to the drumpads using dupont wires
I started designing the circuit on a perfoboard to make the cables more elegant
I made the second drumpad and started making the video for my youtube channel
I started making the video Demo for the project
Finished all of the pads, in theory if time constraints allow it ill design and make also a foot pedal...
|
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1792925552.940844
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1793789552.940844
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11005
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FishOS Minnow by @Larz | Stardance
|
Larz
|
0
|
19.0
|
0
|
[]
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[{"post_id": 26544, "ts": "202 [{"post_id": 26544, "ts": "2026-07-11T12:55:04Z", "hours": 8.0, "text": "Devlog III Hi guys I have done a lot these past few days including revamping the entire fishing mechanic and the first version of the inventory system. Whats new? Revamped fishing mechanic to be more sustainable for the future rather than what I used to have with the prototype Fishing revamps include: actual list and data of fishes stored in fish.csv FIRST 25 FISHES!!! depth mechanic (more fish the deeper you go) revamped RNG mechanic and rarity of the fishes Depth Mechanic This has to be one of the first unique mechanics I have added in the game and definitely needs its own header just to talk about. This mechanic makes it possible for you to have progression in the game by going deeper to catch newer and exciting fishes! So far there are 3 levels for this mechanic: Shallow , Mid , Deep waters (might change names later idk, mid as a name is buns). You can catch all sorts of fishes depending on which level you are in. Here’s the catch: the depth level accumulate. Meaning if you want to fish in deeper waters you may also catch fishes in levels above it. This makes deeper fishes rarer despite having common fishes below. RNG mechanic is interesting because the rarity increases depending on the depth even if it were common. Meaning there are two things you have to keep in track to be able to catch specific fishes. I also managed to create the first version of the inventory system! (and it saves too after you leave the game). The inventory system includes: your very own inv.json file which is where your items and fishes stored in. a “add to inventory” function that can work for any category of items I will ad in the future a way to insert your catches and items inside the inv.json file. Technically creating the first version of saving in the game. Those are the big chunks and I would like to add the small updates here too with little detail so skip if you’d like. and these include: RNG system uses the random library in python to keep track of which fish to take in rarity and which fish to take from the available scope. creating display.py which has the sole job to start the pygame display. This is then imported from game.py and menu.py . This overall makes the code not repetitive and circular import errors would happen less. removing a lot of the fishing action inside game.py making it cleaner. Moving all of it in fishingState.py where the action does begin. changed pygame’s time mechanics with python’s time library. This choice make’s it easier for development and faster when importing to the ESP32. inv.py and fishingState.py have their own function coordinator turning each python file into a clean puzzle piece that gets connected at the end. (it is also the function that will be called out in game.py and menu.py . fixed multiple bugs but ones I remember was the display, proper quitting in the state machine, setup for the UI in menu.py and cleaning. During development Its honestly just the usual… bugs because you misread something or because your logic turns out to be a fallacy. Conclusion I had so much things to say but it was all gone because of the body cap… I’ll just end it here. Goodnight. P.S watch the vid on mute I had a lot of discord notifs, sorry."}, {"post_id": 23971, "ts": "2026-07-07T06:36:17Z", "hours": 8.0, "text": "Devlog II I’m starting to get how to kind of devlog post… I think? It’s been a while since my last one anyway. What’s new? Fishing Mechanic that includes: x key for fishing RNG mechanic that includes 3 fish: minnow, shark and whatever this ><))*> is random time mechanic for wait time (the most weird one to code) Since my last devlog was just about starting out and executing my idea now we finally have the game loop. Kind of. The game so far has the most bare bones fishing mechanic that runs on the terminal. Most of the 8 hours and 40 minutes logged here is just debugging the entire thing. Pretty much the entire thing was a mess and I tried my best doing professional practices and keeping my code clean as much as possible… During development Like in my statement above when I first even started to add the mechanic I did not know the architecture. Maybe I should’ve asked AI for at least some suggestion but I went in head first and tried my best! The entire thing was messy. I don’t know how to describe how messy it is, its messy. I had to keep rearranging functions, blocks of code from place to place. It’s like a puzzle that can fit anywhere. This is all in attempt to make it clean AND work. I also had problems with using time.sleep() as it actually freezes everything rather than just stopping at one thing. I had to move to a different tactic where I count instead of how much time has passed rather than stop it. The easiest problem I had was just organizing the code better. Especially for the menu script where it felt like HTML but on python so it was naturally bulky and difficult to keep clean. My last problem that will continue to haunt my development is optimizing it for micro python and the esp32. The game as it is will not be able to run on esp32 so I had to ask AI for possible optimization in hopes it can be translated easier and less complicated. The only reason I have this problem is because I don’t have the hardware yet. I really do need to get it soon. Conclusion With all the bug fixes and organization that I did, my code is probably still not the best to look at… I hope to continue redesigning it to hopefully make it look clean. I also need to work on designing the architecture of this program. The plan Going forward this game will take a while to develop because of how actually big it is and my lack of experience in software to hardware. SO WHAT AM I GOING TO DO? I’ll go make this project dedicated to the pygame version first. Afterwards, if possible with the time I will push through with the console. That’s it for today have a great one."}, {"post_id": 11879, "ts": "2026-06-19T10:52:15Z", "hours": 3.0, "text": "Devlog i I am pretty much new to creating projects in tech and this is my first devlog!!! I do not know how to write one and I barely read the guide for devlogs here in Stardance. Anyway, FishOS Minnow is one of the greatest ideas for creation I ever had. The idea of my weird interest and obsession with fishing; this device is a portable hardware console that you can fish passively on! Honestly, this is the idea that balances my cool unreachable imaginations and feasibility. I just started with projects and I’m pretty sure I can’t make an unmanned aerial vehicle for defence that can dive in and out of water that replicates the nature of flying fishes as a first project. Yes, this is a real idea that I spent a really long time consulting ChatGPT, Claude and Gemini. They all said to not make this my summer project because I would probably not enjoy life, not have enough time and get hundreds of Rpi wet while still not making it take off. Maybe next time. With all that Introductory yap done, trying to actually get started on making Minnow was a pain. I didn’t know how and where to start. I pressed play on the timelapse of lookout and spent 2 hours figuring out what to do… I had to first, actually figure out what I wanted to do, which I started with Wokwi, an simulator for ESP32 (The reason for using a simulator is because I don’t have hardware). I tried to start by installing the extension for Wokwi. Since I was on the free plan I had to type out the entire simulator… I had to ask from Gemini and overall it was a bad experience. Therefore, I decided to make the game through pygame first then translate it (AI recommended this because I couldn’t take it anymore). I opened up vscode and installed everything needed then planned everything out in Microsoft Whiteboard (the attachment below). The experience planning things out was amazing. I demonstrated my art and image editing skills as well as my out of this world organized mind through this. I truly hope all of you reading this (if there’s any lol), take that image to heart as that is the beginning. I started learning pygame right after and I admit to using a lot of AI to learn commands and concepts… I READ THE DOCS TOO BTW. The coding took like 2 hour and 20 minutes for the ui and selection cursor and 1 hour for the additional code for actually pressing the buttons and putting it inside a repo. Other than that I made a Main Menu screen! Yay. This is embarrassing to say that I used ai and still took 3+ hours for coding but I learned a lot and victory still felt like victory. I learned a lot of things in python like how to import variables and functions from other files and how to avoid making an error due to using those variables and functions… Either way, it was a fun first day. I hope I can actually complete it. P.S holy yap, cheers to whoever actually read all that. I’m so sorry, I’ll make the next one shorter."}]...
|
Title: FishOS Minnow by @Larz | Stardance
Devlogs Title: FishOS Minnow by @Larz | Stardance
Devlogs:
Devlog i I am pretty much new to creating projects in tech and this is my first devlog!!! I do not know how to write one and I barely read the guide for devlogs here in Stardance. Anyway, FishOS Minnow is one of the greatest ideas for creation I ever had. The idea of my weird interest and obsession with fishing; this device is a portable hardware console that you can fish passively on! Honestly, this is the idea that balances my cool unreachable imaginations and feasibility. I just started with projects and I’m pretty sure I can’t make an unmanned aerial vehicle for defence that can dive in and out of water that replicates the nature of flying fishes as a first project. Yes, this is a real idea that I spent a really long time consulting ChatGPT, Claude and Gemini. They all said to not make this my summer project because I would probably not enjoy life, not have enough time and get hundreds of Rpi wet while still not making it take off. Maybe next time. With all that Introductory yap done, trying to actually get started on making Minnow was a pain. I didn’t know how and where to start. I pressed play on the timelapse of lookout and spent 2 hours figuring out what to do… I had to first, actually figure out what I wanted to do, which I started with Wokwi, an simulator for ESP32 (The reason for using a simulator is because I don’t have hardware). I tried to start by installing the extension for Wokwi. Since I was on the free plan I had to type out the entire simulator… I had to ask from Gemini and overall it was a bad experience. Therefore, I decided to make the game through pygame first then translate it (AI recommended this because I couldn’t take it anymore). I opened up vscode and installed everything needed then planned everything out in Microsoft Whiteboard (the attachment below). The experience planning things out was amazing. I demonstrated my art and image editing skills as well as my out of this world organized mind through this. I truly hope all of you reading this (if there’s any lol), take that image to heart as that is the beginning. I started learning pygame right after and I admit to using a lot of AI to learn commands and concepts… I READ THE DOCS TOO BTW. The coding took like 2 hour and 20 minutes for the ui and selection cursor and 1 hour for the additional code for actually pressing the buttons and putting it inside a repo. Other than that I made a Main Menu screen! Yay. This is embarrassing to say that I used ai and still took 3+ hours for coding but I learned a lot and victory still felt like victory. I learned a lot of things in python like how to import variables and functions from other files and how to avoid making an error due to using those variables and functions… Either way, it was a fun first day. I hope I can actually complete it. P.S holy yap, cheers to whoever actually read all that. I’m so sorry, I’ll make the next one shorter.
Devlog II I’m starting to get how to kind of devlog post… I think? It’s been a while since my last one anyway. What’s new? Fishing Mechanic that includes: x key for fishing RNG mechanic that includes 3 fish: minnow, shark and whatever this ><))*> is random time mechanic for wait time (the most weird one to code) Since my last devlog was just about starting out and executing my idea now we finally have the game loop. Kind of. The game so far has the most bare bones fishing mechanic that runs on the terminal. Most of the 8 hours and 40 minutes logged here is just debugging the entire thing. Pretty much the entire thing was a mess and I tried my best doing professional practices and keeping my code clean as much as possible… During development Like in my statement above when I first even started to add the mechanic I did not know the architecture. Maybe I should’ve asked AI for at least some suggestion but I went in head first and tried my best! The entire thing was messy. I don’t know how to describe how messy it is, its messy. I had to keep rearranging functions, blocks of code from place to place. It’s like a puzzle that can fit anywhere. This is all in attempt to make it clean AND work. I also had problems with using time.sleep() as it actually freezes everything rather than just stopping at one thing. I had to move to a different tactic where I count instead of how much time has passed rather than stop it. The easiest problem I had was just organizing the code better. Especially for the menu script where it felt like HTML but on python so it was naturally bulky and difficult to keep clean. My last problem that will continue to haunt my development is optimizing it for micro python and the esp32. The game as it is will not be able to run on esp32 so I had to ask AI for possible optimization in hopes it can be translated easier and less complicated. The only reason I have this problem is because I don’t have the hardware yet. I really do need to get it soon. Conclusion With all the bug fixes and organization that I did, my code is probably still not the best to look at… I hope to continue redesigning it to hopefully make it look clean. I also need to work on designing the architecture of this program. The plan Going forward this game will take a while to develop because of how actually big it is and my lack of experience in software to hardware. SO WHAT AM I GOING TO DO? I’ll go make this project dedicated to the pygame version first. Afterwards, if possible with the time I will push through with the console. That’s it for today have a great one.
Devlog III Hi guys I have done a lot these past few days including revamping the entire fishing mechanic and the first version of the inventory system. Whats new? Revamped fishing mechanic to be more sustainable for the future rather than what I used to have with the prototype Fishing revamps include: actual list and data of fishes stored in fish.csv FIRST 25 FISHES!!! depth mechanic (more fish the deeper you go) revamped RNG mechanic and rarity of the fishes Depth Mechanic This has to be one of the first unique mechanics I have added in the game and definitely needs its own header just to talk about. This mechanic makes it possible for you to have progression in the game by going deeper to catch newer and exciting fishes! So far there are 3 levels for this mechanic: Shallow , Mid , Deep waters (might change names later idk, mid as a name is buns). You can catch all sorts of fishes depending on which level you are in. Here’s the catch: the depth level accumulate. Meaning if you want to fish in deeper waters you may also catch fishes in levels above it. This makes deeper fishes rarer despite having common fishes below. RNG mechanic is interesting because the rarity increases depending on the depth even if it were common. Meaning there are two things you have to keep in track to be able to catch specific fishes. I also managed to create the first version of the inventory system! (and it saves too after you leave the game). The inventory system includes: your very own inv.json file which is where your items and fishes stored in. a “add to inventory” function that can work for any category of items I will ad in the future a way to insert your catches and items inside the inv.json file. Technically creating the first version of saving in the game. Those are the big chunks and I would like to add the small updates here too with little detail so skip if you’d like. and these include: RNG system uses the random library in python to keep track of which fish to take in rarity and which fish to take from the available scope. creating display.py which has the sole job to start the pygame display. This is then imported from game.py and menu.py . This overall makes the code not repetitive and circular import errors would happen less. removing a lot of the fishing action inside game.py making it cleaner. Moving all of it in fishingState.py where the action does begin. changed pygame’s time mechanics with python’s time library. This choice make’s it easier for development and faster when importing to the ESP32. inv.py and fishingState.py have their own function coordinator turning each python file into a clean puzzle piece that gets connected at the end. (it is also the function that will be called out in game.py and menu.py . fixed multiple bugs but ones I remember was the display, proper quitting in the state machine, setup for the UI in menu.py and cleaning. During development Its honestly just the usual… bugs because you misread something or because your logic turns out to be a fallacy. Conclusion I had so much things to say but it was all gone because of the body cap… I’ll just end it here. Goodnight. P.S watch the vid on mute I had a lot of discord notifs, sorry....
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My awesome macropad! by @vivanotica | Stardance
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Title: My awesome macropad! by @vivanotica | Stard Title: My awesome macropad! by @vivanotica | Stardance...
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Project Vector by @Nader | Stardance
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Title: Project Vector by @Nader | Stardance
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test by @0xvoid | Stardance
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Title: test by @0xvoid | Stardance
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Bear Cards by @bear5545 | Stardance
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bear5545
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Title: Bear Cards by @bear5545 | Stardance
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TRACE by @tim_kopeszky | Stardance
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tim_kopeszky
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[{"post_id": 8879, "ts": "2026 [{"post_id": 8879, "ts": "2026-06-14T19:53:02Z", "hours": 12.5625, "text": "Finished the schematic What’s New Added the functionality of an oscilloscope using the AD9283 ADC clocked at 50 MHz Cancelled the DAC (now only signal generation using the AD9833 for sine, square and triangle) Added the functionality to choose the voltage of the ISP programmer in software (with hardware safety) Next Steps Double check the schematic Start PCB layout"}, {"post_id": 4824, "ts": "2026-06-08T10:32:00Z", "hours": 3.2569, "text": "TRACE Update 1 What’s New Defined architecture: two MCUs RP2350 handles logic analyzer, programmers and function generation ESP32-S3 handles WiFi, web UI and AI agent Selected key components: ADS1115 for voltage measurement, AD9833 for function generator, MCP4922 as DAC Started KiCad schematic — analog power section with split ground plane done Interface WiFi: access from any device (phone, PC) via web UI USB: direct connection to host for PulseView (logic analyzer) AI integration: Claude agent to control the instrument Describe your problem in plain language and Claude automatically measures and diagnoses it Next Steps Complete ESP32-S3 and RP2350 schematics Start PCB layout"}]...
|
Title: TRACE by @tim_kopeszky | Stardance
Devlogs Title: TRACE by @tim_kopeszky | Stardance
Devlogs:
TRACE Update 1 What’s New Defined architecture: two MCUs RP2350 handles logic analyzer, programmers and function generation ESP32-S3 handles WiFi, web UI and AI agent Selected key components: ADS1115 for voltage measurement, AD9833 for function generator, MCP4922 as DAC Started KiCad schematic — analog power section with split ground plane done Interface WiFi: access from any device (phone, PC) via web UI USB: direct connection to host for PulseView (logic analyzer) AI integration: Claude agent to control the instrument Describe your problem in plain language and Claude automatically measures and diagnoses it Next Steps Complete ESP32-S3 and RP2350 schematics Start PCB layout
Finished the schematic What’s New Added the functionality of an oscilloscope using the AD9283 ADC clocked at 50 MHz Cancelled the DAC (now only signal generation using the AD9833 for sine, square and triangle) Added the functionality to choose the voltage of the ISP programmer in software (with hardware safety) Next Steps Double check the schematic Start PCB layout...
|
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11028
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Orbital transfer visualizer by @mm_myts | Stardanc Orbital transfer visualizer by @mm_myts | Stardance...
|
mm_myts
|
0
|
0.37
|
0
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[]
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[{"post_id": 13695, "ts": "202 [{"post_id": 13695, "ts": "2026-06-22T13:32:58Z", "hours": 0.3656, "text": "Just what I did so far. Working visual of a Hohmann transfer in Python. I’m rebuilding it all in JavaScript but if anyone is interested the full functional Hohmann transfer in Python is up on my GitHub. Hear from me soon!"}]...
|
Title: Orbital transfer visualizer by @mm_myts | S Title: Orbital transfer visualizer by @mm_myts | Stardance
Devlogs:
Just what I did so far. Working visual of a Hohmann transfer in Python. I’m rebuilding it all in JavaScript but if anyone is interested the full functional Hohmann transfer in Python is up on my GitHub. Hear from me soon!...
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VarFooty by @sansarkarki | Stardance
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sansarkarki
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1
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14.0
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166
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T00:53:39Z", "hours": 14.0, "multiplier": 16.59, "payout": 166, "blessing": "neutral", "text": "I built VarFoot for myself. I’m an incoming freshman trying to make varsity soccer and I was training hard but had no actual system. Clips on Instagram, random YouTube drills, nothing tied together. I built the thing I needed. You go through a baseline assessment when you sign up and it scores you on a Varsity Readiness scale (0-100, where 40 is freshman level, 70 is JV, 100 means you’re ready). From there it builds a day-by-day plan based on your weakest areas and your tryout date. As you complete sessions, the remaining plan regenerates from where you actually are, so it’s not just a static calendar you make on day one and ignore. There’s also 50+ drills with coaching diagrams, a nutrition tab that pulls from real USDA food data (and uses your actual height/weight/age from onboarding to calculate targets), and an AI coach. The coach was the hardest part. It used to show a spinner and dump a response. I rebuilt it so it streams token by token through SSE, with a blinking cursor. It reads your last 6 messages and knows how long the session has been so it doesn’t repeat itself. Getting that working in Next.js took way longer than I thought. The thing I’m most proud of is the roadmap engine. It’s deterministic: takes your scores, sorts your gaps weakest-first, and builds a real plan toward your tryout date. Every time you finish a session it re-runs from your current scores. It actually moves. To try it: on the login page, hit “Explore demo athlete.” It loads my profile (Sansar Karki, incoming freshman, Varsity Readiness 70, biggest gap Speed and Stamina). TODAY shows what’s up next, PLAN shows the full roadmap, TRAIN lets you open a session and go drill by drill, FUEL is nutrition, COACH you can ask anything like “what should I work on this week.” You can also create an account and do the real onboarding if you want to put in your own info.", "repo": "https://github.com/jccollinsdev/varfoot", "demo": "https://varfoot.vercel.app/"}]...
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[{"post_id": 5524, "ts": "2026 [{"post_id": 5524, "ts": "2026-06-09T10:29:26Z", "hours": 13.9303, "text": "VarFoot is an AI-powered football training PWA. You go through an onboarding assessment, it scores you across skill categories, builds you a personalized training roadmap, and an AI coach responds to you in real time based on your data. I started with a full PWA rebuild, onboarding wizard, 5 tabs, the whole foundation. Since then I have been stacking features on top. The big thing I just shipped is streaming AI coaching. Previously the coach would just spinner and dump a response. Now it uses SSE streaming through a Next.js route and renders the text chunk by chunk with a live blinking cursor, the same way ChatGPT types out responses. The coach also gets context from your last 6 messages and knows your session length so it stops making things up. Nutrition is now personalized. I implemented Mifflin-St Jeor with an activity multiplier so calorie and macro targets are calculated from your actual height, weight, age, and activity level collected during onboarding instead of being hardcoded. Onboarding now ends with an aha moment: a score ring reveals your overall level, your strongest skill, and what to focus on. Before it was just a done screen. I also added sessionStorage draft-saving so if you refresh mid-onboarding your progress is not lost. Drills have a stopwatch mode for sprint work and a fill timer ring that builds toward your varsity benchmark on hold drills. Gap analysis was redesigned as collapsible per-category accordions so you can drill into exactly where you are falling short. The UI is framed as a phone shell on desktop so it always looks like a real mobile app regardless of screen size. Still working on some edge cases in the roadmap logic and refining how the coach uses session context. You can check it out at varfoot.vercel.app Happy coding!"}]...
|
Title: VarFooty by @sansarkarki | Stardance
Devlo Title: VarFooty by @sansarkarki | Stardance
Devlogs:
VarFoot is an AI-powered football training PWA. You go through an onboarding assessment, it scores you across skill categories, builds you a personalized training roadmap, and an AI coach responds to you in real time based on your data. I started with a full PWA rebuild, onboarding wizard, 5 tabs, the whole foundation. Since then I have been stacking features on top. The big thing I just shipped is streaming AI coaching. Previously the coach would just spinner and dump a response. Now it uses SSE streaming through a Next.js route and renders the text chunk by chunk with a live blinking cursor, the same way ChatGPT types out responses. The coach also gets context from your last 6 messages and knows your session length so it stops making things up. Nutrition is now personalized. I implemented Mifflin-St Jeor with an activity multiplier so calorie and macro targets are calculated from your actual height, weight, age, and activity level collected during onboarding instead of being hardcoded. Onboarding now ends with an aha moment: a score ring reveals your overall level, your strongest skill, and what to focus on. Before it was just a done screen. I also added sessionStorage draft-saving so if you refresh mid-onboarding your progress is not lost. Drills have a stopwatch mode for sprint work and a fill timer ring that builds toward your varsity benchmark on hold drills. Gap analysis was redesigned as collapsible per-category accordions so you can drill into exactly where you are falling short. The UI is framed as a phone shell on desktop so it always looks like a real mobile app regardless of screen size. Still working on some edge cases in the roadmap logic and refining how the coach uses session context. You can check it out at varfoot.vercel.app Happy coding!
Ships:
I built VarFoot for myself. I’m an incoming freshman trying to make varsity soccer and I was training hard but had no actual system. Clips on Instagram, random YouTube drills, nothing tied together. I built the thing I needed. You go through a baseline assessment when you sign up and it scores you on a Varsity Readiness scale (0-100, where 40 is freshman level, 70 is JV, 100 means you’re ready). From there it builds a day-by-day plan based on your weakest areas and your tryout date. As you complete sessions, the remaining plan regenerates from where you actually are, so it’s not just a static calendar you make on day one and ignore. There’s also 50+ drills with coaching diagrams, a nutrition tab that pulls from real USDA food data (and uses your actual height/weight/age from onboarding to calculate targets), and an AI coach. The coach was the hardest part. It used to show a spinner and dump a response. I rebuilt it so it streams token by token through SSE, with a blinking cursor. It reads your last 6 messages and knows how long the session has been so it doesn’t repeat itself. Getting that working in Next.js took way longer than I thought. The thing I’m most proud of is the roadmap engine. It’s deterministic: takes your scores, sorts your gaps weakest-first, and builds a real plan toward your tryout date. Every time you finish a session it re-runs from your current scores. It actually moves. To try it: on the login page, hit “Explore demo athlete.” It loads my profile (Sansar Karki, incoming freshman, Varsity Readiness 70, biggest gap Speed and Stamina). TODAY shows what’s up next, PLAN shows the full roadmap, TRAIN lets you open a session and go drill by drill, FUEL is nutrition, COACH you can ask anything like “what should I work on this week.” You can also create an account and do the real onboarding if you want to put in your own info....
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My first slack bot! by @kareem_007 | Stardance
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Title: My first slack bot! by @kareem_007 | Starda Title: My first slack bot! by @kareem_007 | Stardance...
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GhostMesh Node Macropad by @GTXPOFFIC | Stardance
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GTXPOFFIC
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[{"post_id": 47270, "ts": "202 [{"post_id": 47270, "ts": "2026-08-15T02:55:08Z", "hours": 0.4278, "text": "THIS PROJECT IS DISCONTINUED!"}, {"post_id": 40021, "ts": "2026-08-03T11:26:26Z", "hours": 4.8792, "text": "devlog 2: still didnt got my grant or even approved am sad :("}, {"post_id": 37001, "ts": "2026-07-29T13:33:45Z", "hours": 8.3892, "text": "Now working on GPA Hackclub community"}]...
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Title: GhostMesh Node Macropad by @GTXPOFFIC | Sta Title: GhostMesh Node Macropad by @GTXPOFFIC | Stardance
Devlogs:
Now working on GPA Hackclub community
devlog 2: still didnt got my grant or even approved am sad :(
THIS PROJECT IS DISCONTINUED!...
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My first slack bot! by @shrawanthikag7211 | Starda My first slack bot! by @shrawanthikag7211 | Stardance...
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Title: My first slack bot! by @shrawanthikag7211 | Title: My first slack bot! by @shrawanthikag7211 | Stardance...
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1793285268.0044277
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1793890068.0044277
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11043
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My first slack bot! by @Dwiky | Stardance
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Dwiky
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Title: My first slack bot! by @Dwiky | Stardance
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1793973390.1483264
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11044
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My awesome macropad! by @JoonHyuk | Stardance
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JoonHyuk
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0
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7.64
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[{"post_id": 42654, "ts": "202 [{"post_id": 42654, "ts": "2026-08-07T14:28:16Z", "hours": 6.7603, "text": "What is up guys I Finally finished this! I changed the whole design of the hackpad and I made everything from scratch and made the 3d design again! And I am going to ship it TODAY! This means a lot since this is the first every hardware project in hackclub stardance, so I will show you when the HACKPAD is finished! this is the image of the 3d design!"}, {"post_id": 6205, "ts": "2026-06-10T12:46:19Z", "hours": 0.8764, "text": "A awesome HACKPAD!"}]...
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Title: My awesome macropad! by @JoonHyuk | Stardan Title: My awesome macropad! by @JoonHyuk | Stardance
Devlogs:
A awesome HACKPAD!
What is up guys I Finally finished this! I changed the whole design of the hackpad and I made everything from scratch and made the 3d design again! And I am going to ship it TODAY! This means a lot since this is the first every hardware project in hackclub stardance, so I will show you when the HACKPAD is finished! this is the image of the 3d design!...
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1793415132.392833
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My first slack bot! by @gopalratawal41 | Stardance
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gopalratawal41
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Title: My first slack bot! by @gopalratawal41 | St Title: My first slack bot! by @gopalratawal41 | Stardance...
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My first slack bot! by @stevestan004 | Stardance
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Title: My first slack bot! by @stevestan004 | Star Title: My first slack bot! by @stevestan004 | Stardance...
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My first slack bot! by @ItsMagic | Stardance
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ItsMagic
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Title: My first slack bot! by @ItsMagic | Stardanc Title: My first slack bot! by @ItsMagic | Stardance...
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VentiUI by @duckeydev | Stardance
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duckeydev
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Title: VentiUI by @duckeydev | Stardance
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11049
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Stellar Glide by @OpenAeroLab | Stardance
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OpenAeroLab
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Title: Stellar Glide by @OpenAeroLab | Stardance
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11050
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My first slack bot! by @yt320210 | Stardance
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yt320210
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Title: My first slack bot! by @yt320210 | Stardanc Title: My first slack bot! by @yt320210 | Stardance...
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