|
13951
|
Was-Assistant by @S_U_Wasi | Stardance
|
S_U_Wasi
|
0
|
2.79
|
0
|
[]
|
[{"post_id": 30733, "ts": "202 [{"post_id": 30733, "ts": "2026-07-18T15:41:31Z", "hours": 0.3822, "text": "In my previous devlog I told about having a problem with making my AI understand Natural Language. I have combined my possible paths and created a 4th path. Now, I will take a open-source (MIT Licensed ) LLM (name is Phi-2, developed my Microsoft), Then train it to be useful to my AI. Then I will sync/ combine my trained LLM with my AI. By doing this my AI can perform tasks on naturally said command and It will be easy for the user to use."}, {"post_id": 29476, "ts": "2026-07-16T13:30:15Z", "hours": 0.3231, "text": "Today while working on Was-Assistant . I realised that my AI will not able to understand naturally said commands with my pre-trained commands. that’s why I am thinking to take any one of be below paths: Path-1: I will add my AI with a open-source LLM and then develop it. Path-2: I will train it to catch key words. Like it will be trained to turn on Light if it get any command with a line consist of those two words (\"light\" and \"on\"). Path-3: Make to to work exactly on it's given exact command. I came up with the idea in path-2 while thinking about marks schemes. I may take the path-2, because I like it most. My may also take path-1. For path-3, I dislike it. I haven’t decided yet. But it is more likely I will take path-2 or mixed. I want to create an AI, which can think itself (in its specific boundaries), work as my schedule manager, manages my PC better than be up to root level. And an AI where data never leaves from PC."}, {"post_id": 29000, "ts": "2026-07-15T17:26:02Z", "hours": 2.0817, "text": "Was-Assistant. For a while, I am working on a personal assistant which directly works form PC without any external dependencies. My aim on was-assistant is: An personal AI which can think itself, use the resource available on PC and help in real time. An AI which can think itself and work as a personalised assistant. Like setting up alarm, managing schedule, and do task automatically. And also adapting with the flow. [Any more thing can add up as time goes]. Currently it is like a structure and running on pre-trained commands."}]...
|
Title: Was-Assistant by @S_U_Wasi | Stardance
Dev Title: Was-Assistant by @S_U_Wasi | Stardance
Devlogs:
Was-Assistant. For a while, I am working on a personal assistant which directly works form PC without any external dependencies. My aim on was-assistant is: An personal AI which can think itself, use the resource available on PC and help in real time. An AI which can think itself and work as a personalised assistant. Like setting up alarm, managing schedule, and do task automatically. And also adapting with the flow. [Any more thing can add up as time goes]. Currently it is like a structure and running on pre-trained commands.
Today while working on Was-Assistant . I realised that my AI will not able to understand naturally said commands with my pre-trained commands. that’s why I am thinking to take any one of be below paths: Path-1: I will add my AI with a open-source LLM and then develop it. Path-2: I will train it to catch key words. Like it will be trained to turn on Light if it get any command with a line consist of those two words ("light" and "on"). Path-3: Make to to work exactly on it's given exact command. I came up with the idea in path-2 while thinking about marks schemes. I may take the path-2, because I like it most. My may also take path-1. For path-3, I dislike it. I haven’t decided yet. But it is more likely I will take path-2 or mixed. I want to create an AI, which can think itself (in its specific boundaries), work as my schedule manager, manages my PC better than be up to root level. And an AI where data never leaves from PC.
In my previous devlog I told about having a problem with making my AI understand Natural Language. I have combined my possible paths and created a 4th path. Now, I will take a open-source (MIT Licensed ) LLM (name is Phi-2, developed my Microsoft), Then train it to be useful to my AI. Then I will sync/ combine my trained LLM with my AI. By doing this my AI can perform tasks on naturally said command and It will be easy for the user to use....
|
1792914483.042387
|
1793778483.042387
|
|
13952
|
Untitled by @ethandacat | Stardance
|
ethandacat
|
0
|
1.09
|
0
|
[]
|
[{"post_id": 5977, "ts": "2026 [{"post_id": 5977, "ts": "2026-06-10T00:51:00Z", "hours": 0.4539, "text": "Apps!!!"}, {"post_id": 5946, "ts": "2026-06-09T23:04:46Z", "hours": 0.6367, "text": "I got the header and background done!"}]...
|
Title: Untitled by @ethandacat | Stardance
Devlog Title: Untitled by @ethandacat | Stardance
Devlogs:
I got the header and background done!
Apps!!!...
|
1793501533.3690178
|
1794106333.3690178
|
|
13953
|
My very own WebOS by @Silver_777 | Stardance
|
Silver_777
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Silver_777 | Stardanc Title: My very own WebOS by @Silver_777 | Stardance...
|
1793350548.4739468
|
1793955348.4739468
|
|
13954
|
Untitled project by @timenox | Stardance
|
timenox
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @timenox | Stardance
|
1793476651.2116647
|
1794081451.2116647
|
|
13955
|
Untitled project by @shaurya9 | Stardance
|
shaurya9
|
0
|
4.21
|
0
|
[]
|
[{"post_id": 14416, "ts": "202 [{"post_id": 14416, "ts": "2026-06-23T15:20:44Z", "hours": 4.2133, "text": "beatmaker"}]...
|
Title: Untitled project by @shaurya9 | Stardance
Title: Untitled project by @shaurya9 | Stardance
Devlogs:
beatmaker...
|
1793263838.6132796
|
1793868638.6132796
|
|
13956
|
CosmicLens — James Webb Space Telescope Explorer b CosmicLens — James Webb Space Telescope Explorer by @anshitbhattarai | Stardance...
|
anshitbhattarai
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T13:10:04Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CosmicLens is a James Webb Space Telescope (JWST) explorer that can be interactively used to browse 6 actual JWST observations with real-time NASA images pulled from the NASA’s Image Library API, or to view real instrument temperatures and mission statistics on the telescope, or to map every observation by celestial coordinates with a clickable map indicating its details in-line. The most challenging part was getting real NASA images had to go through hotlink blocks to proxy route, and even broken urls until it hit NASA’s API directly through curl to find the correct image IDs. Worst of all was the fact that we rejected all the placeholders, and all of the telemetry data reported here is real as well: running at 1.5 million km away from Earth at L2, with MIRI running at -128°C. To test it, click on any observation card in Explore to view a live NASA image from that card, and click any dot on the Sky Map to see details appear in-line. No login needed.", "repo": "https://github.com/anshitbhattarai/cosmiclens", "demo": "https://cosmiclens-six.vercel.app/"}]...
|
[{"post_id": 6801, "ts": "2026 [{"post_id": 6801, "ts": "2026-06-11T12:23:59Z", "hours": 3.1444, "text": "Day 2 — June 11, 2026 Big day. Built the rest of the app and fought NASA’s APIs for most of it. Built ExploreDetail right panel with empty state, full observation detail view with image loading, data grid showing coordinates and program info, and a direct link to the ESA Webb Portal. Built TelemetryTab showing real JWST instrument temperatures with color-coded bars, telescope status, orbit info, and mission statistics. Built SkyMapTab an interactive celestial coordinate map with all 6 observations plotted by RA/Dec position. Clickable dots with hover tooltips. Clicking a dot shows an inline detail card below the map with coordinates, distance, program info. Color-coded by object type with a legend. What I learned: NASA’s Image Library API item.links array has the direct URL don’t fetch the manifest. Not all Webb images are in NASA’s public library. WASP-96b has no photo, only spectrum data. stsci-opo.org blocks hotlinking. Rotating AI providers when rate limited is a real skill."}, {"post_id": 6185, "ts": "2026-06-10T12:01:05Z", "hours": 1.0, "text": "CosmicLens — Dev Log #2 Date: June 10, 2026 What Got Built Today Completed Animated starfield background Tab navigation Explore tab left panel with: Live search filtering Object type filter pills (Nebula/Galaxy/Exoplanet etc) Instrument filter pills (NIRCam/MIRI/NIRISS) 6 mock JWST observation cards with color-coded type badges Scrollable card list In Progress ExploreDetail right panel (observation detail view) ExploreTab parent component wiring left + right panels Telemetry tab (telescope temperature gauges, mission status)"}, {"post_id": 6105, "ts": "2026-06-10T08:34:02Z", "hours": 0.5739, "text": "CosmicLens — Dev Log Day 1 — June 10, 2026 What I built Initialized Next.js 14 project with App Router and TypeScript Configured Tailwind CSS with custom space theme color Installed Framer Motion for animations Built animated StarField background component Set up base layout.tsx with correct metadata Connected GitHub repo and pushed first commits Tools used OpenCode Zed Next.js 14, TypeScript, Tailwind, Framer Motion What’s next Navbar with live status indicator Tab navigation (Explore / Telemetry / Sky Map) Connect NASA APOD API Build ObservationCard component"}]...
|
Title: CosmicLens — James Webb Space Telescope Exp Title: CosmicLens — James Webb Space Telescope Explorer by @anshitbhattarai | Stardance
Devlogs:
CosmicLens — Dev Log Day 1 — June 10, 2026 What I built Initialized Next.js 14 project with App Router and TypeScript Configured Tailwind CSS with custom space theme color Installed Framer Motion for animations Built animated StarField background component Set up base layout.tsx with correct metadata Connected GitHub repo and pushed first commits Tools used OpenCode Zed Next.js 14, TypeScript, Tailwind, Framer Motion What’s next Navbar with live status indicator Tab navigation (Explore / Telemetry / Sky Map) Connect NASA APOD API Build ObservationCard component
CosmicLens — Dev Log #2 Date: June 10, 2026 What Got Built Today Completed Animated starfield background Tab navigation Explore tab left panel with: Live search filtering Object type filter pills (Nebula/Galaxy/Exoplanet etc) Instrument filter pills (NIRCam/MIRI/NIRISS) 6 mock JWST observation cards with color-coded type badges Scrollable card list In Progress ExploreDetail right panel (observation detail view) ExploreTab parent component wiring left + right panels Telemetry tab (telescope temperature gauges, mission status)
Day 2 — June 11, 2026 Big day. Built the rest of the app and fought NASA’s APIs for most of it. Built ExploreDetail right panel with empty state, full observation detail view with image loading, data grid showing coordinates and program info, and a direct link to the ESA Webb Portal. Built TelemetryTab showing real JWST instrument temperatures with color-coded bars, telescope status, orbit info, and mission statistics. Built SkyMapTab an interactive celestial coordinate map with all 6 observations plotted by RA/Dec position. Clickable dots with hover tooltips. Clicking a dot shows an inline detail card below the map with coordinates, distance, program info. Color-coded by object type with a legend. What I learned: NASA’s Image Library API item.links array has the direct URL don’t fetch the manifest. Not all Webb images are in NASA’s public library. WASP-96b has no photo, only spectrum data. stsci-opo.org blocks hotlinking. Rotating AI providers when rate limited is a real skill.
Ships:
CosmicLens is a James Webb Space Telescope (JWST) explorer that can be interactively used to browse 6 actual JWST observations with real-time NASA images pulled from the NASA’s Image Library API, or to view real instrument temperatures and mission statistics on the telescope, or to map every observation by celestial coordinates with a clickable map indicating its details in-line. The most challenging part was getting real NASA images had to go through hotlink blocks to proxy route, and even broken urls until it hit NASA’s API directly through curl to find the correct image IDs. Worst of all was the fact that we rejected all the placeholders, and all of the telemetry data reported here is real as well: running at 1.5 million km away from Earth at L2, with MIRI running at -128°C. To test it, click on any observation card in Explore to view a live NASA image from that card, and click any dot on the Sky Map to see details appear in-line. No login needed....
|
1793598552.9422803
|
1793684952.9422803
|
|
13957
|
bbnOS by @not-willem | Stardance
|
not-willem
|
2
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:55:06Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an os called bbnOS because i can but it works pretty good and has draggable windows, a web browser and a terminal and you can upload single-file htmls yay", "repo": "https://github.com/not-willem/bbnOS", "demo": "https://not-willem.github.io/bbnOS/"}, {"ship_num": 2, "ts": "2026-06-22T01:08:47Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made bbnOS which is a pretty cool OS. also btw there are NOT draggable windows but I’ve built the UI to work around it and definitely not because I’m lazy lol Anyway I’ve implemented a terminal which SHOULD work but sometimes the curl command doesn’t but the rest is fine. Also you can install single file HTMLs from the personalization app so you can run some cool stuff on there. I’ve added the time and other things to and made it very visually appealing in general. Hope you’ll like it!", "repo": "https://github.com/not-willem/bbnOS", "demo": "https://not-willem.github.io/bbnOS/"}]...
|
[{"post_id": 16690, "ts": "202 [{"post_id": 16690, "ts": "2026-06-27T03:53:21Z", "hours": 0.8775, "text": "added draggable windows! now it is cooler"}, {"post_id": 7878, "ts": "2026-06-13T04:36:51Z", "hours": 2.1714, "text": "ok yay i think i’ve finished. so i added personalization where you can add apps and ive also added a way to change the background. currently theres no way to remove apps but i really cant be bothered to figure it out so you cant save apps either. maybe a little more coding would fix that but im just gonna stop instead of perfecting it too much. anyway you can check it out at https://github.com/not-willem/bbnOS have a good day!"}, {"post_id": 6674, "ts": "2026-06-11T05:40:57Z", "hours": 3.5769, "text": "Added ALOT to bbnOS but heres just a general description of it so far: bbnOS is a HTML based HTML “operating system” with features like a web browser and a terminal and much more to come ive gotten the web browser to work which right now is just https://flipgrid.cf/ and the terminal but im yet to actually make things close and scale around and drag around and fullscreen and minimise etc… hope everyone has a good day today!"}, {"post_id": 6005, "ts": "2026-06-10T02:09:20Z", "hours": 0.5975, "text": "lol bbnOS is looking actually fire"}, {"post_id": 5455, "ts": "2026-06-09T07:45:39Z", "hours": 0.6497, "text": "bbnOS"}]...
|
Title: bbnOS by @not-willem | Stardance
Devlogs:
Title: bbnOS by @not-willem | Stardance
Devlogs:
bbnOS
lol bbnOS is looking actually fire
Added ALOT to bbnOS but heres just a general description of it so far: bbnOS is a HTML based HTML “operating system” with features like a web browser and a terminal and much more to come ive gotten the web browser to work which right now is just https://flipgrid.cf/ and the terminal but im yet to actually make things close and scale around and drag around and fullscreen and minimise etc… hope everyone has a good day today!
ok yay i think i’ve finished. so i added personalization where you can add apps and ive also added a way to change the background. currently theres no way to remove apps but i really cant be bothered to figure it out so you cant save apps either. maybe a little more coding would fix that but im just gonna stop instead of perfecting it too much. anyway you can check it out at https://github.com/not-willem/bbnOS have a good day!
added draggable windows! now it is cooler
Ships:
I made bbnOS which is a pretty cool OS. also btw there are NOT draggable windows but I’ve built the UI to work around it and definitely not because I’m lazy lol Anyway I’ve implemented a terminal which SHOULD work but sometimes the curl command doesn’t but the rest is fine. Also you can install single file HTMLs from the personalization app so you can run some cool stuff on there. I’ve added the time and other things to and made it very visually appealing in general. Hope you’ll like it!
I made an os called bbnOS because i can but it works pretty good and has draggable windows, a web browser and a terminal and you can upload single-file htmls yay...
|
1793559028.337714
|
1793645428.337714
|
|
13958
|
My awesome macropad! by @tarunk | Stardance
|
tarunk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tarunk | Stardance
|
1793242350.028267
|
1793847150.028267
|
|
13959
|
My first WebOS by @Arradhya | Stardance
|
Arradhya
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T17:03:48Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project Name: NoteStarOS Elevator Pitch: A browser-based operating system featuring custom window-dragging physics, a built-in notepad, and a calculator. Live Demo: https://arradhyasharma.github.io/stardance/ Time Spent: ~ 16 hours Tech Stack: Vanilla JavaScript (ES6), HTML5, CSS3 (Glassmorphism, Flexbox, Grid) What I’m proud of: Building the window management logic from scratch without using any heavy external frameworks or libraries.", "repo": "https://github.com/arradhyasharma/stardance", "demo": "https://arradhyasharma.github.io/stardance/"}]...
|
[{"post_id": 20068, "ts": "202 [{"post_id": 20068, "ts": "2026-07-01T16:05:05Z", "hours": 15.0, "text": "I am working on my webOS and I have completed 4 levels and started level 5"}]...
|
Title: My first WebOS by @Arradhya | Stardance
De Title: My first WebOS by @Arradhya | Stardance
Devlogs:
I am working on my webOS and I have completed 4 levels and started level 5
Ships:
Project Name: NoteStarOS Elevator Pitch: A browser-based operating system featuring custom window-dragging physics, a built-in notepad, and a calculator. Live Demo: https://arradhyasharma.github.io/stardance/ Time Spent: ~ 16 hours Tech Stack: Vanilla JavaScript (ES6), HTML5, CSS3 (Glassmorphism, Flexbox, Grid) What I’m proud of: Building the window management logic from scratch without using any heavy external frameworks or libraries....
|
1792882088.3322299
|
1793746088.3322299
|
|
13960
|
My first slack bot! by @adamm_frfr | Stardance
|
adamm_frfr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @adamm_frfr | Starda Title: My first slack bot! by @adamm_frfr | Stardance...
|
1793490653.312727
|
1794095453.312727
|
|
13961
|
The Gamified/Utility Route: GitOrbit by @bpat00747 The Gamified/Utility Route: GitOrbit by @bpat007474 | Stardance...
|
bpat007474
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The Gamified/Utility Route: GitOrbit by @bp Title: The Gamified/Utility Route: GitOrbit by @bpat007474 | Stardance...
|
1793364940.3468642
|
1793969740.3468642
|
|
13962
|
My awesome macropad! by @sarayashubh | Stardance
|
sarayashubh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sarayashubh | Star Title: My awesome macropad! by @sarayashubh | Stardance...
|
1793195657.642564
|
1793800457.642564
|
|
13963
|
My first slack bot! by @Stiltsy | Stardance
|
Stiltsy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Stiltsy | Stardance
|
1793293035.8654113
|
1793897835.8654113
|
|
13964
|
Youmatic.app by @Adrian | Stardance
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Adrian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Youmatic.app by @Adrian | Stardance
|
1793393754.246792
|
1793998554.246792
|
|
13965
|
EduBlox by @Darensensei | Stardance
|
Darensensei
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: EduBlox by @Darensensei | Stardance
|
1793437064.2826512
|
1794041864.2826512
|
|
13966
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792885759.1132102
|
1793749759.1132102
|
|
13967
|
My awesome macropad! by @MarcusT | Stardance
|
MarcusT
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MarcusT | Stardanc Title: My awesome macropad! by @MarcusT | Stardance...
|
1793437046.2101767
|
1794041846.2101767
|
|
13968
|
Tank survivor by @Noni78 | Stardance
|
Noni78
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tank survivor by @Noni78 | Stardance
|
1793393757.0458145
|
1793998557.0458145
|
|
13969
|
swagOS by @devk | Stardance
|
devk
|
0
|
0.52
|
0
|
[]
|
[{"post_id": 5474, "ts": "2026 [{"post_id": 5474, "ts": "2026-06-09T08:27:22Z", "hours": 0.5158, "text": "30 mins in and it is super fun i have learned an entry level amount of stuff about HTML and javascript. Currently i finished the search function where a search box has been coded with java to highlight clothes that fit a specific type or contain the search word."}]...
|
Title: swagOS by @devk | Stardance
Devlogs:
30 mi Title: swagOS by @devk | Stardance
Devlogs:
30 mins in and it is super fun i have learned an entry level amount of stuff about HTML and javascript. Currently i finished the search function where a search box has been coded with java to highlight clothes that fit a specific type or contain the search word....
|
1793195648.004665
|
1793800448.004665
|
|
13970
|
Prototype-001; Ballerina The Ballarina by @ladeeda Prototype-001; Ballerina The Ballarina by @ladeeda | Stardance...
|
ladeeda
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Prototype-001; Ballerina The Ballarina by @ Title: Prototype-001; Ballerina The Ballarina by @ladeeda | Stardance...
|
1793328823.7129264
|
1793933623.7129264
|
|
13971
|
My awesome macropad! by @jackson_huang | Stardance
|
jackson_huang
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jackson_huang | St Title: My awesome macropad! by @jackson_huang | Stardance...
|
1793314351.7534075
|
1793919151.7534075
|
|
13972
|
My very own WebOS by @itzBrolab | Stardance
|
itzBrolab
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @itzBrolab | Stardance
|
1793436869.0489652
|
1794041669.0489652
|
|
13973
|
My first slack bot! by @har8hit | Stardance
|
har8hit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @har8hit | Stardance
|
1793447390.9587226
|
1794052190.9587226
|
|
13974
|
My first slack bot! by @jackson_huang | Stardance
|
jackson_huang
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @jackson_huang | Sta Title: My first slack bot! by @jackson_huang | Stardance...
|
1793415377.2783706
|
1794020177.2783706
|
|
13975
|
My awesome macropad! by @itzBrolab | Stardance
|
itzBrolab
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @itzBrolab | Starda Title: My awesome macropad! by @itzBrolab | Stardance...
|
1793404649.1827154
|
1794009449.1827154
|
|
13976
|
Shoe Brand Website by @Chris_Cheng | Stardance
|
Chris_Cheng
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Shoe Brand Website by @Chris_Cheng | Starda Title: Shoe Brand Website by @Chris_Cheng | Stardance...
|
1793552173.4172702
|
1794156973.4172702
|
|
13977
|
Sachith by @it22579768_5113 | Stardance
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it22579768_5113
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0
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0.0
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Title: Sachith by @it22579768_5113 | Stardance
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1793184596.3497913
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1793789396.3497913
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13978
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Roblox Minigolf by @ThatRandomMaker | Stardance
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ThatRandomMaker
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2
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174.0
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2542
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T12:45:30Z", "hours": 7.0, "multiplier": 18.97, "payout": 126, "blessing": "neutral", "text": "Final ship! (in Stardance) Unfortunately, I haven’t had time to finish the Factory map, so the game is being shipped as-is. Functionally it’s pretty much the same as it was from the 1st ship. The unfinished map itself is available in the GH repo, but it doesn’t even have any minigolf stages built yet. Added a few screenshots from the game for this message :) (2 was the max)", "repo": "https://github.com/ThatRandomMaker/Roblox-Minigolf", "demo": "https://www.roblox.com/games/11200475351/Minigolf"}, {"ship_num": 2, "ts": "2026-09-13T09:33:14Z", "hours": 167.0, "multiplier": 15.65, "payout": 2416, "blessing": "neutral", "text": "I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)", "repo": "https://github.com/ThatRandomMaker/Roblox-Minigolf", "demo": "https://www.roblox.com/games/11200475351/Minigolf"}]...
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[{"post_id": 83690, "ts": "202 [{"post_id": 83690, "ts": "2026-10-28T12:31:46Z", "hours": 2.9439, "text": "To be honest, it’s been a while so I forgot what I’ve exactly done.. From what I can remember, I built hallway doors & was half finished with a new room in the factory map and a small PoC transition when entering maps. Nothing else that much of progress, unfortunately. Anyway, reshipping after this devlog."}, {"post_id": 76096, "ts": "2026-10-02T09:52:34Z", "hours": 2.2314, "text": "Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out."}, {"post_id": 72599, "ts": "2026-09-23T09:50:33Z", "hours": 1.4561, "text": "After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon."}, {"post_id": 67234, "ts": "2026-09-13T09:16:00Z", "hours": 4.0808, "text": "FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke"}, {"post_id": 65465, "ts": "2026-09-10T16:40:51Z", "hours": 1.6436, "text": "Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while"}, {"post_id": 64885, "ts": "2026-09-09T16:18:59Z", "hours": 1.3189, "text": "Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)"}, {"post_id": 64261, "ts": "2026-09-08T15:10:07Z", "hours": 8.0694, "text": "Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting."}, {"post_id": 61466, "ts": "2026-09-04T12:15:21Z", "hours": 10.2056, "text": "Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time."}, {"post_id": 54531, "ts": "2026-08-25T15:39:57Z", "hours": 4.0231, "text": "Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated."}, {"post_id": 51588, "ts": "2026-08-21T11:08:56Z", "hours": 8.1239, "text": "Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)"}, {"post_id": 48935, "ts": "2026-08-17T14:30:42Z", "hours": 4.1728, "text": "New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI."}, {"post_id": 48115, "ts": "2026-08-16T12:28:38Z", "hours": 9.935, "text": "In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great"}, {"post_id": 41247, "ts": "2026-08-05T10:30:05Z", "hours": 9.6728, "text": "UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)"}, {"post_id": 37696, "ts": "2026-07-30T16:22:40Z", "hours": 4.7486, "text": "Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play."}, {"post_id": 35256, "ts": "2026-07-26T15:40:53Z", "hours": 8.5958, "text": "Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!"}, {"post_id": 30623, "ts": "2026-07-18T10:46:31Z", "hours": 6.6422, "text": "Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change."}, {"post_id": 27248, "ts": "2026-07-12T17:13:40Z", "hours": 10.0919, "text": "Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error."}, {"post_id": 25189, "ts": "2026-07-09T08:12:53Z", "hours": 21.9158, "text": "Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!"}, {"post_id": 19276, "ts": "2026-06-30T15:27:41Z", "hours": 4.4606, "text": "Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree."}, {"post_id": 17522, "ts": "2026-06-28T10:34:21Z", "hours": 10.4989, "text": "Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!"}, {"post_id": 15173, "ts": "2026-06-24T17:30:12Z", "hours": 10.3753, "text": "Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!"}, {"post_id": 11863, "ts": "2026-06-19T09:53:37Z", "hours": 8.5456, "text": "Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)"}, {"post_id": 10585, "ts": "2026-06-17T12:07:24Z", "hours": 7.51, "text": "Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu"}, {"post_id": 9284, "ts": "2026-06-15T16:15:08Z", "hours": 6.1644, "text": "Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls"}, {"post_id": 7945, "ts": "2026-06-13T07:59:58Z", "hours": 6.6408, "text": "Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu"}]...
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Title: Roblox Minigolf by @ThatRandomMaker | Stard Title: Roblox Minigolf by @ThatRandomMaker | Stardance
Devlogs:
Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu
Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls
Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu
Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)
Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!
Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!
Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree.
Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!
Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error.
Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change.
Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!
Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play.
UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)
In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great
New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI.
Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)
Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated.
Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time.
Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting.
Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while
FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke
After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon.
Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out.
To be honest, it’s been a while so I forgot what I’ve exactly done.. From what I can remember, I built hallway doors & was half finished with a new room in the factory map and a small PoC transition when entering maps. Nothing else that much of progress, unfortunately. Anyway, reshipping after this devlog.
Ships:
I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)
Final ship! (in Stardance) Unfortunately, I haven’t had time to finish the Factory map, so the game is being shipped as-is. Functionally it’s pretty much the same as it was from the 1st ship. The unfinished map itself is available in the GH repo, but it doesn’t even have any minigolf stages built yet. Added a few screenshots from the game for this message :) (2 was the max)...
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DEX by @akhverm | Stardance
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Title: DEX by @akhverm | Stardance
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My very own WebOS by @samarthsharma | Stardance
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Title: My very own WebOS by @samarthsharma | Stard Title: My very own WebOS by @samarthsharma | Stardance...
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My very own WebOS by @riddhijoshi1529 | Stardance
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Title: My very own WebOS by @riddhijoshi1529 | Sta Title: My very own WebOS by @riddhijoshi1529 | Stardance...
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Flashlight by @jonahearl | Stardance
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Title: Flashlight by @jonahearl | Stardance
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My first slack bot! by @GHung | Stardance
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Title: My first slack bot! by @GHung | Stardance
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Clicky-Deck by @LilNaeNae336 | Stardance
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[{"post_id": 35518, "ts": "202 [{"post_id": 35518, "ts": "2026-07-27T00:23:16Z", "hours": 0.7806, "text": "I am right now working on the 3D model of the macropad case. I will probably be done by the next devlog :)"}, {"post_id": 32214, "ts": "2026-07-21T07:35:21Z", "hours": 2.6653, "text": "I finally finished my pcb design wiring for the macropad! (This took me too much time 😔). I had to restart my wiring cause it was getting too jumbled up, but I’m glad I finally was able to do it (being able to switch between f.cu and b.cu saved me 😭🙏). I will began designing the CAD on my next devlog."}, {"post_id": 31619, "ts": "2026-07-20T05:12:57Z", "hours": 3.0992, "text": "my first devlog of making my own macropad! I first started by downloading Kicad, and starting working on the schematics and pcb design of the board. I decided to put a 3x3 matrix grid, a rotary encoder, the SK6812 mini-e leds, and the Seeeduino Xiao microcontroller. It lowkey took me a long time to try and design this, and I’m still not finished yet :( Looking back at it I made a lot of mistakes, so I will have to go back and fix it the next time I record on Lookout (labels are wrong on microcontroller). I also have to finish wiring :)"}]...
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Title: Clicky-Deck by @LilNaeNae336 | Stardance
D Title: Clicky-Deck by @LilNaeNae336 | Stardance
Devlogs:
my first devlog of making my own macropad! I first started by downloading Kicad, and starting working on the schematics and pcb design of the board. I decided to put a 3x3 matrix grid, a rotary encoder, the SK6812 mini-e leds, and the Seeeduino Xiao microcontroller. It lowkey took me a long time to try and design this, and I’m still not finished yet :( Looking back at it I made a lot of mistakes, so I will have to go back and fix it the next time I record on Lookout (labels are wrong on microcontroller). I also have to finish wiring :)
I finally finished my pcb design wiring for the macropad! (This took me too much time 😔). I had to restart my wiring cause it was getting too jumbled up, but I’m glad I finally was able to do it (being able to switch between f.cu and b.cu saved me 😭🙏). I will began designing the CAD on my next devlog.
I am right now working on the 3D model of the macropad case. I will probably be done by the next devlog :)...
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My very own WebOS by @zeyox | Stardance
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Untitled by @anugamyapanwar | Stardance
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My very own WebOS by @fritfi | Stardance
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Title: StudyGo wordloader by @Djayden | Stardance
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Title: Vpn by @Mr_Frede | Stardance
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My very own WebOS by @chaitanya57313 | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T08:26:14Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a working webos. I face challenges with creating the workflow of the webos which i overcame with the help of google’s gemini. anyways i hope yall like!!", "repo": "https://github.com/Chaitanya1956/WebOS---Chaos-OS", "demo": "https://bagesai.me/WebOS---Chaos-OS/index.html"}]...
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[{"post_id": 6727, "ts": "2026 [{"post_id": 6727, "ts": "2026-06-11T08:24:30Z", "hours": 0.0, "text": "gave final touches and published it on a public site"}, {"post_id": 6715, "ts": "2026-06-11T07:48:44Z", "hours": 2.0, "text": "completed webos."}, {"post_id": 6258, "ts": "2026-06-10T14:51:01Z", "hours": 3.0, "text": "made the css. cool stuff inc 🔥🔥"}]...
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Title: My very own WebOS by @chaitanya57313 | Star Title: My very own WebOS by @chaitanya57313 | Stardance
Devlogs:
made the css. cool stuff inc 🔥🔥
completed webos.
gave final touches and published it on a public site
Ships:
I made a working webos. I face challenges with creating the workflow of the webos which i overcame with the help of google’s gemini. anyways i hope yall like!!...
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My awesome macropad! by @Ez_Rigs | Stardance
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Title: My awesome macropad! by @Ez_Rigs | Stardanc Title: My awesome macropad! by @Ez_Rigs | Stardance...
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1793444165.6380067
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1794048965.6380067
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13994
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ross - rust microkernel by @a1x | Stardance
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a1x
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0
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2.8
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0
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[]
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[{"post_id": 6068, "ts": "2026 [{"post_id": 6068, "ts": "2026-06-10T06:11:33Z", "hours": 2.7989, "text": "first devlog! i wrote a basic microkernel that boots and added basic page management and serial i/o. i’m working on virtual memory management now i don’t have any big goals for this, i’m writing it just to learn rust and osdev. it’s also my first real rust project, so the code is pretty messy :p"}]...
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Title: ross - rust microkernel by @a1x | Stardance Title: ross - rust microkernel by @a1x | Stardance
Devlogs:
first devlog! i wrote a basic microkernel that boots and added basic page management and serial i/o. i’m working on virtual memory management now i don’t have any big goals for this, i’m writing it just to learn rust and osdev. it’s also my first real rust project, so the code is pretty messy :p...
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1793303386.7678778
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1793908186.7678778
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13995
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Game by @Ancient_Dawnlight | Stardance
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Ancient_Dawnlight
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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: Game by @Ancient_Dawnlight | Stardance
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1793404377.5269852
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1794009177.5269852
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13996
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My awesome macropad! by @Q-Shadow | Stardance
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Q-Shadow
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Q-Shadow | Stardan Title: My awesome macropad! by @Q-Shadow | Stardance...
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1793296519.8719
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1793901319.8719
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13997
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Tiny whoop by @Ez_Rigs | Stardance
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Ez_Rigs
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0
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0.0
|
0
|
[]
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[]
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Title: Tiny whoop by @Ez_Rigs | Stardance
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1793425841.210316
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1794030641.210316
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13998
|
My very own WebOS by @amk9809 | Stardance
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amk9809
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @amk9809 | Stardance
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1793465356.0458102
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1794070156.0458102
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|
13999
|
scanner by @co | Stardance
|
co
|
0
|
3.1
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0
|
[]
|
[{"post_id": 5467, "ts": "2026 [{"post_id": 5467, "ts": "2026-06-09T08:15:05Z", "hours": 3.1047, "text": "Made this cool manifest.json for my models I published to my platform."}]...
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Title: scanner by @co | Stardance
Devlogs:
Made t Title: scanner by @co | Stardance
Devlogs:
Made this cool manifest.json for my models I published to my platform....
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1793184872.018792
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1793789672.018792
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|
14000
|
caSTMio by @kitchencel | Stardance
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kitchencel
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0
|
4.23
|
0
|
[]
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[{"post_id": 6865, "ts": "2026 [{"post_id": 6865, "ts": "2026-06-11T14:50:49Z", "hours": 2.1856, "text": "Devlog 2 Hello everyone! Welcome to my project, caSTMio. It’s a Casio W-59, but with an STM32. I’ve been working on the firmware more, and I am getting closer and closer to finishing the first prototype (outputs to console). I’m still working on the timer, but I think it’s almost there. I’ll then make the PCB, order the parts, and build the watch. Pic alt text: The method responsible for updating the display. Right now, it outputs to serial, but I’ll hook it up to my LCD once I get it working."}, {"post_id": 6256, "ts": "2026-06-10T14:48:21Z", "hours": 2.0458, "text": "Devlog 1 This is the start of caSTMio. It’s a Casio W-59, but with an STM32 in there that can do a bunch of cool stuff!! It’s gonna have a few different modes; Clock Self-explanatory. Shows the time, date and the day of the week. Press Button A to turn on the backlight, Button B to switch modes (always), and Button C to toggle between 12 and 24 hour mode. Alarm Also pretty intuitive. Allows you to set an alarm and/or an hourly reminder (ALM and SIG). Press Button A to adjust the time and Button C to cycle between 4 states (no ALM/no SIG, ALM/no SIG, no ALM/SIG, ALM/SIG). Timer I replaced the stopwatch with this, because it’s simply better and move versatile. Also, I sometimes forget that I made tea, and I think this is the perfect way to remind myself :’) Press Button A to select the length (I’ll either have a few presets or a limit) and press Button C to start/pause the timer. When the timer has been paused, press button A to reset it. Water tracker Again, I made it for myself, because I forget to drink water… Press Button A to adjust the goal (up to 10L), or press Button C to increment the goal by 50ml. Adjust Press Button A to cycle through everything you can adjust (seconds, hours, minutes, month, date, day of the week), and press Button C to increment it by one. This is all in progress, and I still don’t have the hardware… But my plan so far is: Reverse engineer the watch’s LCD Write the firmware Make a custom PCB Order it Put it all together So far, I’m starting work on the firmware, and only a basic version that runs in serial. But I’m sure with the next 3 months almost free, I’ll finish it for sure."}]...
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Title: caSTMio by @kitchencel | Stardance
Devlogs Title: caSTMio by @kitchencel | Stardance
Devlogs:
Devlog 1 This is the start of caSTMio. It’s a Casio W-59, but with an STM32 in there that can do a bunch of cool stuff!! It’s gonna have a few different modes; Clock Self-explanatory. Shows the time, date and the day of the week. Press Button A to turn on the backlight, Button B to switch modes (always), and Button C to toggle between 12 and 24 hour mode. Alarm Also pretty intuitive. Allows you to set an alarm and/or an hourly reminder (ALM and SIG). Press Button A to adjust the time and Button C to cycle between 4 states (no ALM/no SIG, ALM/no SIG, no ALM/SIG, ALM/SIG). Timer I replaced the stopwatch with this, because it’s simply better and move versatile. Also, I sometimes forget that I made tea, and I think this is the perfect way to remind myself :’) Press Button A to select the length (I’ll either have a few presets or a limit) and press Button C to start/pause the timer. When the timer has been paused, press button A to reset it. Water tracker Again, I made it for myself, because I forget to drink water… Press Button A to adjust the goal (up to 10L), or press Button C to increment the goal by 50ml. Adjust Press Button A to cycle through everything you can adjust (seconds, hours, minutes, month, date, day of the week), and press Button C to increment it by one. This is all in progress, and I still don’t have the hardware… But my plan so far is: Reverse engineer the watch’s LCD Write the firmware Make a custom PCB Order it Put it all together So far, I’m starting work on the firmware, and only a basic version that runs in serial. But I’m sure with the next 3 months almost free, I’ll finish it for sure.
Devlog 2 Hello everyone! Welcome to my project, caSTMio. It’s a Casio W-59, but with an STM32. I’ve been working on the firmware more, and I am getting closer and closer to finishing the first prototype (outputs to console). I’m still working on the timer, but I think it’s almost there. I’ll then make the PCB, order the parts, and build the watch. Pic alt text: The method responsible for updating the display. Right now, it outputs to serial, but I’ll hook it up to my LCD once I get it working....
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1793433305.2217143
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1794038105.2217143
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