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17751
|
Frictionless by @sravya | Stardance
|
sravya
|
0
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0.0
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0
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[]
|
[]
|
Title: Frictionless by @sravya | Stardance
|
1793357578.02332
|
1793962378.02332
|
|
17752
|
Untitled by @Axolotl_Love1 | Stardance
|
Axolotl_Love1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Axolotl_Love1 | Stardance
|
1793260358.5519855
|
1793865158.5519855
|
|
17753
|
My first slack bot! by @pradyumnmanusani | Stardan My first slack bot! by @pradyumnmanusani | Stardance...
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pradyumnmanusani
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0
|
0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @pradyumnmanusani | Title: My first slack bot! by @pradyumnmanusani | Stardance...
|
1793339257.2206776
|
1793944057.2206776
|
|
17754
|
Spectra by @spj | Stardance
|
spj
|
0
|
3.01
|
0
|
[]
|
[{"post_id": 11854, "ts": "202 [{"post_id": 11854, "ts": "2026-06-19T09:22:59Z", "hours": 1.5094, "text": "So I have changed the project idea from being a vercel clone to a self hosted deployment platform for nest that has an ui to directly put github projects and run them on your nest server with a custom domain. It will also rebuild and redeploy the entire app whenever a new commit is made."}, {"post_id": 8085, "ts": "2026-06-13T14:35:05Z", "hours": 1.5053, "text": "It clones a GitHub repo, runs npm build, and turns it on using pm2.Now, I will use a wildcard DNS amd a Node.js reverse proxy that reads the subdomain, searches up the port from DB, and routes the user to it."}]...
|
Title: Spectra by @spj | Stardance
Devlogs:
It cl Title: Spectra by @spj | Stardance
Devlogs:
It clones a GitHub repo, runs npm build, and turns it on using pm2.Now, I will use a wildcard DNS amd a Node.js reverse proxy that reads the subdomain, searches up the port from DB, and routes the user to it.
So I have changed the project idea from being a vercel clone to a self hosted deployment platform for nest that has an ui to directly put github projects and run them on your nest server with a custom domain. It will also rebuild and redeploy the entire app whenever a new commit is made....
|
1793785971.4845748
|
1794390771.4845748
|
|
17755
|
Money Tracker by @MyNose | Stardance
|
MyNose
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 27941, "ts": "202 [{"post_id": 27941, "ts": "2026-07-13T21:40:19Z", "hours": 1.4014, "text": "Due to timeline constraints, I’ve decided to shift focus on getting the actual functionality to work before improving the UI. Thus, I focused on getting the main structure of the page setup with Deposit, Withdraw and History buttons setup, a backend express server for interacting with a local db, and some components created for working with the forms."}, {"post_id": 12748, "ts": "2026-06-20T20:53:44Z", "hours": 0.3975, "text": "Considering the money idea further, I decided it wasn’t worth the effort to make the animation and decided to go with a simpler idea. Instead of money falling into the jar, representing amount of money currently stored, the jar will be filled by a green liquid representing the money. Next, I plan on adding a money symbol at the center of the jar and then finally move on to implementing the full website :)"}, {"post_id": 7818, "ts": "2026-06-13T01:36:51Z", "hours": 0.9622, "text": "Just created some components for my cash tracker website! Created the Jar and Money components and am ready to move onto the animations :)"}]...
|
Title: Money Tracker by @MyNose | Stardance
Devlo Title: Money Tracker by @MyNose | Stardance
Devlogs:
Just created some components for my cash tracker website! Created the Jar and Money components and am ready to move onto the animations :)
Considering the money idea further, I decided it wasn’t worth the effort to make the animation and decided to go with a simpler idea. Instead of money falling into the jar, representing amount of money currently stored, the jar will be filled by a green liquid representing the money. Next, I plan on adding a money symbol at the center of the jar and then finally move on to implementing the full website :)
Due to timeline constraints, I’ve decided to shift focus on getting the actual functionality to work before improving the UI. Thus, I focused on getting the main structure of the page setup with Deposit, Withdraw and History buttons setup, a backend express server for interacting with a local db, and some components created for working with the forms....
|
1793566315.3095524
|
1794171115.3095524
|
|
17756
|
CLASS RPG by @Spaceccandy | Stardance
|
Spaceccandy
|
0
|
17.78
|
0
|
[]
|
[{"post_id": 40998, "ts": "202 [{"post_id": 40998, "ts": "2026-08-04T21:32:46Z", "hours": 2.6128, "text": "Dev log #6.2 > UI overhaul So I made new custom windows for the Inventory and trade windows in the menu. It’s crazy to see how far the UI has come. I also fixed the crazy lag there was. Turns out, even when you are in the school, clouds, and buildings were generated in the back with the parallax effect. It was really process-intensive. I got rid of that and made it so the foreground stops generating when you are inside the school. Also, I just want to say I created the custom windows myself using Kirta. The image above was like a quick mock-up. Updates New Trade window UI New Inventory window UI Lag was reduced What’s next Rework Code architecture Redo the story progression Fix the battle menu UI Instead of displaying answers to the trivia in the notes, make it actually unlock information that you learn from the story. I want to do a bit of code architecture rework because I made the base game with a lot of AI, and the code is really hard to manually edit, which I need to do a bit of. So I’m going to rework the code and turn a lot of the UI into classes, so it’s easier to implement things that are a bit more specific than the AI could manage. AI is ofc a good learning tool, and good at creating something that “works”, but all that inefficiency is catching up to me."}, {"post_id": 33875, "ts": "2026-07-24T04:35:19Z", "hours": 1.4728, "text": "Dev log #6.1 > UI overhaul So I didn’t like the basic buttons and UI I had. The game didn’t feel personalized, so I did some hand drawing and using a digital art program, I made some new UI to be placed into the game. This is only log #6.1 because there are a lot of assets in this game that I also wanted to rework. I spent a lot of time planning, drawing, and digitizing the Icons and UI, but the time logged is only the time it took to vibecode it into the game. Updates New menu button UI New pulls window UI Currency ICON gumballs(finally) Custom X button icon Rework of card design What’s next New NPC sprites Battle UI update UI interaction upgrades"}, {"post_id": 27232, "ts": "2026-07-12T16:50:15Z", "hours": 4.0039, "text": "Dev log #5 The focus of this log was to make the game more fun. New battle mechanics and features, and well as minor tweaks to either the sound system, or other sub systems. Updates (Sound) Now there is a 10 second background music loop, a battle music when you que into battle, a achievement ding sound when you finish a special battle, and a jump sound for the player. (Settings) The setting menu actually has settings now. You can change the volume of the music and toggle on a new game mode that adds keyboard shortcuts for easier game play. (Trading) Additional tabs called knowledge cards and cheat sheets when you press trade. For the cheat sheets, it’s a rotation where every real life 20 mins it changes what sheets you can buy. (Combine System) I realized, when have enough gumballs, and start pulling for the rarer cards you get a lot of dupes. So now there’s a new special NPC that lets you unlock the merge system. You can combine 4 knowledge cards of a rarity, to get a random card of the rarity above it. (Battle System) Enemy health has been increased for more difficulty, and certain bosses have special attacks that can enhance their damage or reduce yours. These attacks incorporate simple questions; answering correctly results in critical damage. Additionally, players can boost damage through synergies, as having duplicates of a subject increases overall “Mastery” and subsequently damage across all relevant cards. (UI) Text misalignments causing longer phrases to clip have been fixed. Additionally, the amount of gumballs will now be permanently displayed on the screen, not just in the menu. Issues No major issues UI is messy and not uniform What’s next Do a UI rework, and make everything look more uniform. Minor tweaks for the final version if needed. Find a way to create a web or shareable version So close to finishing!!!"}, {"post_id": 11443, "ts": "2026-06-18T18:27:33Z", "hours": 5.1286, "text": "Dev Log #4 The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them. Update (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC. (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now. (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect. Issues There’s no music, it’s very boring. The UI could use a bit more tweaking, there are windows overlapping each other. The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking. There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story. What’s next Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight. Update the UI, make it look more clean and uniformed. Add music and sound effect when you interact with a NPC, jump, ect. Rework the trading menu/ system. The image attached below shows some of the character NPCs, and some other menus you might see in the game right now."}, {"post_id": 8535, "ts": "2026-06-14T06:07:43Z", "hours": 1.9622, "text": "Dev log #3 This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now. Update (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone. (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.) (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing. Issues The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI. The current sprites are bit inconsistent in style. What’s next Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite (Introduce storyline) Add special NPCs that progress the story and gives you new dialog A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!"}, {"post_id": 8132, "ts": "2026-06-13T16:03:50Z", "hours": 1.8519, "text": "Dev log #2 update: New jumping sprite/animation Introduction of subjects to battle system(3 different type of enemies, and each weak to a certain subject) New map generation, added buildings, trees, and fences Elevated platforms that you can jump on are introduced. Changes that need to be made: The map generation definitely needs more work. I need to fix the clipping problem, and readjust the size variation limits of the assets. Sometimes the trees or buildings also generate WAY too close. There also need to add a way to get onto the platforms or increase the jumping height."}, {"post_id": 7824, "ts": "2026-06-13T01:56:44Z", "hours": 0.7478, "text": "Working on my silly computer science class inspired short RPG, how will one survive class? This is just a rough system test."}]...
|
Title: CLASS RPG by @Spaceccandy | Stardance
Devl Title: CLASS RPG by @Spaceccandy | Stardance
Devlogs:
Working on my silly computer science class inspired short RPG, how will one survive class? This is just a rough system test.
Dev log #2 update: New jumping sprite/animation Introduction of subjects to battle system(3 different type of enemies, and each weak to a certain subject) New map generation, added buildings, trees, and fences Elevated platforms that you can jump on are introduced. Changes that need to be made: The map generation definitely needs more work. I need to fix the clipping problem, and readjust the size variation limits of the assets. Sometimes the trees or buildings also generate WAY too close. There also need to add a way to get onto the platforms or increase the jumping height.
Dev log #3 This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now. Update (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone. (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.) (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing. Issues The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI. The current sprites are bit inconsistent in style. What’s next Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite (Introduce storyline) Add special NPCs that progress the story and gives you new dialog A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!
Dev Log #4 The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them. Update (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC. (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now. (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect. Issues There’s no music, it’s very boring. The UI could use a bit more tweaking, there are windows overlapping each other. The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking. There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story. What’s next Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight. Update the UI, make it look more clean and uniformed. Add music and sound effect when you interact with a NPC, jump, ect. Rework the trading menu/ system. The image attached below shows some of the character NPCs, and some other menus you might see in the game right now.
Dev log #5 The focus of this log was to make the game more fun. New battle mechanics and features, and well as minor tweaks to either the sound system, or other sub systems. Updates (Sound) Now there is a 10 second background music loop, a battle music when you que into battle, a achievement ding sound when you finish a special battle, and a jump sound for the player. (Settings) The setting menu actually has settings now. You can change the volume of the music and toggle on a new game mode that adds keyboard shortcuts for easier game play. (Trading) Additional tabs called knowledge cards and cheat sheets when you press trade. For the cheat sheets, it’s a rotation where every real life 20 mins it changes what sheets you can buy. (Combine System) I realized, when have enough gumballs, and start pulling for the rarer cards you get a lot of dupes. So now there’s a new special NPC that lets you unlock the merge system. You can combine 4 knowledge cards of a rarity, to get a random card of the rarity above it. (Battle System) Enemy health has been increased for more difficulty, and certain bosses have special attacks that can enhance their damage or reduce yours. These attacks incorporate simple questions; answering correctly results in critical damage. Additionally, players can boost damage through synergies, as having duplicates of a subject increases overall “Mastery” and subsequently damage across all relevant cards. (UI) Text misalignments causing longer phrases to clip have been fixed. Additionally, the amount of gumballs will now be permanently displayed on the screen, not just in the menu. Issues No major issues UI is messy and not uniform What’s next Do a UI rework, and make everything look more uniform. Minor tweaks for the final version if needed. Find a way to create a web or shareable version So close to finishing!!!
Dev log #6.1 > UI overhaul So I didn’t like the basic buttons and UI I had. The game didn’t feel personalized, so I did some hand drawing and using a digital art program, I made some new UI to be placed into the game. This is only log #6.1 because there are a lot of assets in this game that I also wanted to rework. I spent a lot of time planning, drawing, and digitizing the Icons and UI, but the time logged is only the time it took to vibecode it into the game. Updates New menu button UI New pulls window UI Currency ICON gumballs(finally) Custom X button icon Rework of card design What’s next New NPC sprites Battle UI update UI interaction upgrades
Dev log #6.2 > UI overhaul So I made new custom windows for the Inventory and trade windows in the menu. It’s crazy to see how far the UI has come. I also fixed the crazy lag there was. Turns out, even when you are in the school, clouds, and buildings were generated in the back with the parallax effect. It was really process-intensive. I got rid of that and made it so the foreground stops generating when you are inside the school. Also, I just want to say I created the custom windows myself using Kirta. The image above was like a quick mock-up. Updates New Trade window UI New Inventory window UI Lag was reduced What’s next Rework Code architecture Redo the story progression Fix the battle menu UI Instead of displaying answers to the trivia in the notes, make it actually unlock information that you learn from the story. I want to do a bit of code architecture rework because I made the base game with a lot of AI, and the code is really hard to manually edit, which I need to do a bit of. So I’m going to rework the code and turn a lot of the UI into classes, so it’s easier to implement things that are a bit more specific than the AI could manage. AI is ofc a good learning tool, and good at creating something that “works”, but all that inefficiency is catching up to me....
|
1793267450.48857
|
1793872250.48857
|
|
17757
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950596.6972227
|
1793814596.6972227
|
|
17758
|
Frictionless by @balaji_kundapuras | Stardance
|
balaji_kundapuras
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @balaji_kundapuras | Starda Title: Frictionless by @balaji_kundapuras | Stardance...
|
1793296376.7479117
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1793901176.7479117
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17759
|
Planet Growing Simulator by @Ash | Stardance
|
Ash
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Planet Growing Simulator by @Ash | Stardanc Title: Planet Growing Simulator by @Ash | Stardance...
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1793444183.0982852
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1794048983.0982852
|
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17760
|
Launch Horizon by @Arna_Srinivas | Stardance
|
Arna_Srinivas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Launch Horizon by @Arna_Srinivas | Stardanc Title: Launch Horizon by @Arna_Srinivas | Stardance...
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1793476560.0638673
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1794081360.0638673
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17761
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gamer by @chardabestant | Stardance
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chardabestant
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: gamer by @chardabestant | Stardance
|
1793357598.1719427
|
1793962398.1719427
|
|
17762
|
My awesome macropad! by @Amo | Stardance
|
Amo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Amo | Stardance
|
1793433131.3607473
|
1794037931.3607473
|
|
17763
|
My very own WebOS by @Potatoosoup | Stardance
|
Potatoosoup
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0
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0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Potatoosoup | Stardan Title: My very own WebOS by @Potatoosoup | Stardance...
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1793191952.2995312
|
1793796752.2995312
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17764
|
My very own WebOS by @balaji_kundapuras | Stardanc My very own WebOS by @balaji_kundapuras | Stardance...
|
balaji_kundapuras
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My very own WebOS by @balaji_kundapuras | S Title: My very own WebOS by @balaji_kundapuras | Stardance...
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1793325186.0305324
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1793929986.0305324
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17765
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personal-site by @aaaaamed | Stardance
|
aaaaamed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: personal-site by @aaaaamed | Stardance
|
1792929186.198832
|
1793793186.198832
|
|
17766
|
Mobile Alias Deck by @Oren | Stardance
|
Oren
|
0
|
8.18
|
0
|
[]
|
[{"post_id": 9615, "ts": "2026 [{"post_id": 9615, "ts": "2026-06-16T00:43:00Z", "hours": 8.1803, "text": "So I first started by scanning all of the cards so when the full app is eventually done it will have data to work with. I know most people would usually make the app and then get the data, and I agree that it is more logical but I wanted to challenge myself with this first. Initially I tried using the Gemini API to scan the cards of the physical deck and put the data into a file/database, which worked fine and gave good results but I struggled with the rate limits it offers. I also tried using both Qwen and Gemma as a local LLMs to avoid said rate limits but they gave not so good results while also being quite slow on their outputs at least using LM Studio, and for 400 cards speed is really important. I tried promting in both English and Hebrew but both gave non perfect results and were equally as slow (the video is at 4x speed):"}]...
|
Title: Mobile Alias Deck by @Oren | Stardance
Dev Title: Mobile Alias Deck by @Oren | Stardance
Devlogs:
So I first started by scanning all of the cards so when the full app is eventually done it will have data to work with. I know most people would usually make the app and then get the data, and I agree that it is more logical but I wanted to challenge myself with this first. Initially I tried using the Gemini API to scan the cards of the physical deck and put the data into a file/database, which worked fine and gave good results but I struggled with the rate limits it offers. I also tried using both Qwen and Gemma as a local LLMs to avoid said rate limits but they gave not so good results while also being quite slow on their outputs at least using LM Studio, and for 400 cards speed is really important. I tried promting in both English and Hebrew but both gave non perfect results and were equally as slow (the video is at 4x speed):...
|
1793491035.6611626
|
1794095835.6611626
|
|
17767
|
Laptop by @chasehannon12 | Stardance
|
chasehannon12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Laptop by @chasehannon12 | Stardance
|
1793274929.552735
|
1793879729.552735
|
|
17768
|
school timetable builder by @lf | Stardance
|
lf
|
0
|
11.54
|
0
|
[]
|
[{"post_id": 11667, "ts": "202 [{"post_id": 11667, "ts": "2026-06-19T00:36:47Z", "hours": 1.9775, "text": "added new constraints to more accurately reflect a real school timetable, and solved room conflicts issue through data clean up, created boosted metrics to hotfix an issue with band/pe blocking"}, {"post_id": 7827, "ts": "2026-06-13T02:02:04Z", "hours": 9.5622, "text": "built timetable builder to follow various constraints, worked on reducing room conflicts and improving metrics"}]...
|
Title: school timetable builder by @lf | Stardance Title: school timetable builder by @lf | Stardance
Devlogs:
built timetable builder to follow various constraints, worked on reducing room conflicts and improving metrics
added new constraints to more accurately reflect a real school timetable, and solved room conflicts issue through data clean up, created boosted metrics to hotfix an issue with band/pe blocking...
|
1793206586.4008725
|
1793811386.4008725
|
|
17769
|
N/A by @azure5640 | Stardance
|
azure5640
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: N/A by @azure5640 | Stardance
|
1793184602.1439543
|
1793789402.1439543
|
|
17770
|
Untitled by @pradyumnmanusani | Stardance
|
pradyumnmanusani
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @pradyumnmanusani | Stardance
|
1793512159.6988657
|
1794116959.6988657
|
|
17771
|
Adjustable Fin Design (Software) by @aerospacethin Adjustable Fin Design (Software) by @aerospacething | Stardance...
|
aerospacething
|
0
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0.0
|
0
|
[]
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[]
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Title: Adjustable Fin Design (Software) by @aerosp Title: Adjustable Fin Design (Software) by @aerospacething | Stardance...
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1793515828.4620805
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1794120628.4620805
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17772
|
Robot Desk Assistant by @Yasser | Stardance
|
Yasser
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Robot Desk Assistant by @Yasser | Stardance
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1793411839.612973
|
1794016639.612973
|
|
17773
|
My awesome macropad! by @Swamy | Stardance
|
Swamy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Swamy | Stardance
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1793314426.31191
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1793919226.31191
|
|
17774
|
My first slack bot! by @littlefire | Stardance
|
littlefire
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0
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0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @littlefire | Starda Title: My first slack bot! by @littlefire | Stardance...
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1793314334.2482374
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1793919134.2482374
|
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17775
|
Cosmic Adventure Game by @VIP_Winz | Stardance
|
VIP_Winz
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0
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0.0
|
0
|
[]
|
[]
|
Title: Cosmic Adventure Game by @VIP_Winz | Starda Title: Cosmic Adventure Game by @VIP_Winz | Stardance...
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1793184878.6569114
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1793789678.6569114
|
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17776
|
archived by @archived | Stardance
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archived
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0
|
0.0
|
0
|
[]
|
[]
|
Title: archived by @archived | Stardance
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1793296467.1878743
|
1793901267.1878743
|
|
17777
|
archived by @archived | Stardance
|
archived
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: archived by @archived | Stardance
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1793865149.0317445
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1794469949.0317445
|
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17778
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Untitled project by @mikeblackbelt | Stardance
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mikeblackbelt
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @mikeblackbelt | Starda Title: Untitled project by @mikeblackbelt | Stardance...
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1793785911.023702
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1794390711.023702
|
|
17779
|
My awesome macropad! by @maanyad17 | Stardance
|
maanyad17
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @maanyad17 | Starda Title: My awesome macropad! by @maanyad17 | Stardance...
|
1793234999.575254
|
1793839799.575254
|
|
17780
|
My very own WebOS by @spurthi_isikella | Stardance
|
spurthi_isikella
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @spurthi_isikella | St Title: My very own WebOS by @spurthi_isikella | Stardance...
|
1793191789.9798117
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1793796589.9798117
|
|
17781
|
archived by @archived | Stardance
|
archived
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: archived by @archived | Stardance
|
1793404248.2772064
|
1794009048.2772064
|
|
17782
|
Untitled project by @Sree | Stardance
|
Sree
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Sree | Stardance
|
1793537262.485698
|
1794142062.485698
|
|
17783
|
PepperPeople by @ThatFairyFijia | Stardance
|
ThatFairyFijia
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T00:39:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first blog– PepperPeople! I’m really proud of this being my first fully fleshed out ship, and while it may not look the prettiest sometimes, it’s something I’ve poured heart, soul, and interest into and finished until the end. Maybe I’ll even keep up the project later on. Though please note, the gardening tips sections are still works in progress for later on. This ship is primarily for the work I’ve done on the home page and pepper species.", "repo": "https://github.com/ZoomingLightningbugGirl/PepperBlog", "demo": "https://zoominglightningbuggirl.github.io/PepperBlog/"}]...
|
[{"post_id": 75410, "ts": "202 [{"post_id": 75410, "ts": "2026-09-30T00:35:41Z", "hours": 0.9111, "text": "Primarily quality of life fixes, as I’ve been working on improving my home page and landing page"}, {"post_id": 22573, "ts": "2026-07-05T03:05:09Z", "hours": 3.3794, "text": "Essentially, this is a website I made while I was still fresh as a developer. I’ve primarily been going through this old site and debugging it and replacing it with more sophisticated coding practices. I also intend to make it more robust and styled better (my color palette picking was NOT the best, back then). I anticipate I will also apply some JavaScript into this project. So far, I’ve replaced non-semantic elements like with more semantic elements like to help with screen readers and SEO. I also have been deleting all the elements I put in while I didn’t know what the margin attribute was… yikes O.O I also coded an image carousel that I’ll be implementing on some of the variety pages soon, and I’m looking to code a new feature that creates a drop-down on the maintenance page for each topic. This would be mainly organizational."}]...
|
Title: PepperPeople by @ThatFairyFijia | Stardance Title: PepperPeople by @ThatFairyFijia | Stardance
Devlogs:
Essentially, this is a website I made while I was still fresh as a developer. I’ve primarily been going through this old site and debugging it and replacing it with more sophisticated coding practices. I also intend to make it more robust and styled better (my color palette picking was NOT the best, back then). I anticipate I will also apply some JavaScript into this project. So far, I’ve replaced non-semantic elements like with more semantic elements like to help with screen readers and SEO. I also have been deleting all the elements I put in while I didn’t know what the margin attribute was… yikes O.O I also coded an image carousel that I’ll be implementing on some of the variety pages soon, and I’m looking to code a new feature that creates a drop-down on the maintenance page for each topic. This would be mainly organizational.
Primarily quality of life fixes, as I’ve been working on improving my home page and landing page
Ships:
I made my first blog– PepperPeople! I’m really proud of this being my first fully fleshed out ship, and while it may not look the prettiest sometimes, it’s something I’ve poured heart, soul, and interest into and finished until the end. Maybe I’ll even keep up the project later on. Though please note, the gardening tips sections are still works in progress for later on. This ship is primarily for the work I’ve done on the home page and pepper species....
|
1793796599.4223378
|
1793882999.4223378
|
|
17784
|
Boardstorm X3 by @shashwat | Stardance
|
shashwat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Boardstorm X3 by @shashwat | Stardance
|
1793789456.636462
|
1794394256.636462
|
|
17785
|
My awesome macropad! by @shashwat | Stardance
|
shashwat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shashwat | Stardan Title: My awesome macropad! by @shashwat | Stardance...
|
1793220577.4535346
|
1793825377.4535346
|
|
17786
|
ROV Designs by @amirarellis | Stardance
|
amirarellis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ROV Designs by @amirarellis | Stardance
|
1793559281.3839803
|
1794164081.3839803
|
|
17787
|
Personal website by @Kilometers | Stardance
|
Kilometers
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal website by @Kilometers | Stardance
|
1793418757.0318875
|
1794023557.0318875
|
|
17788
|
My awesome macropad! by @kulsumf193 | Stardance
|
kulsumf193
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kulsumf193 | Stard Title: My awesome macropad! by @kulsumf193 | Stardance...
|
1793235214.9848819
|
1793840014.9848819
|
|
17789
|
Frictionless by @Cora | Stardance
|
Cora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Cora | Stardance
|
1793397371.9502175
|
1794002171.9502175
|
|
17790
|
My first slack bot! by @lyricMel | Stardance
|
lyricMel
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 8840, "ts": "2026 [{"post_id": 8840, "ts": "2026-06-14T18:17:34Z", "hours": 0.5286, "text": "Devlog #1 Just working on a Slack bot as my first project as a beginner (still making the commands, this is just to make sure it works!) :)"}]...
|
Title: My first slack bot! by @lyricMel | Stardanc Title: My first slack bot! by @lyricMel | Stardance
Devlogs:
Devlog #1 Just working on a Slack bot as my first project as a beginner (still making the commands, this is just to make sure it works!) :)...
|
1793372100.6328738
|
1793976900.6328738
|
|
17791
|
School garden by @Charlotte_T1 | Stardance
|
Charlotte_T1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: School garden by @Charlotte_T1 | Stardance
|
1793843562.009324
|
1794448362.009324
|
|
17792
|
My first slack bot! by @kulsumf193 | Stardance
|
kulsumf193
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @kulsumf193 | Starda Title: My first slack bot! by @kulsumf193 | Stardance...
|
1793364996.699938
|
1793969796.699938
|
|
17793
|
My first slack bot! by @arav-sharma | Stardance
|
arav-sharma
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @arav-sharma | Stard Title: My first slack bot! by @arav-sharma | Stardance...
|
1793782105.9430678
|
1794386905.9430678
|
|
17794
|
arduino display by @dhiloshan | Stardance
|
dhiloshan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: arduino display by @dhiloshan | Stardance
|
1793443746.2840893
|
1794048546.2840893
|
|
17795
|
My very own WebOS by @Arav-29 | Stardance
|
Arav-29
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Arav-29 | Stardance
|
1793537781.6629176
|
1794142581.6629176
|
|
17796
|
My awesome macropad! by @Harami_ | Stardance
|
Harami_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Harami_ | Stardanc Title: My awesome macropad! by @Harami_ | Stardance...
|
1793465277.1325986
|
1794070077.1325986
|
|
17797
|
Untitled project by @103001511b | Stardance
|
103001511b
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @103001511b | Stardance
|
1793432868.2899446
|
1794037668.2899446
|
|
17798
|
Untitled by @WillD | Stardance
|
WillD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @WillD | Stardance
|
1793462076.7126303
|
1794066876.7126303
|
|
17799
|
filament dryer (budget friendly) by @WillD | Stard filament dryer (budget friendly) by @WillD | Stardance...
|
WillD
|
0
|
9.1
|
0
|
[]
|
[{"post_id": 15487, "ts": "202 [{"post_id": 15487, "ts": "2026-06-25T05:35:12Z", "hours": 2.9639, "text": "Finished Github repo Finished design Added github repo and finished it with a BoM and a contributions.md"}, {"post_id": 8571, "ts": "2026-06-14T07:48:58Z", "hours": 1.3444, "text": "worked on circuit drawing for my readme Did research on how to wire the thermostat added items to my BoM added items include: Cartridge Heater 12V 40W 6 x 20mm for heating W1209 Thermostat for controlling and montoring temp 12v DC 4A power supply for controlling the thermostat and cartridge heater."}, {"post_id": 7997, "ts": "2026-06-13T10:42:20Z", "hours": 1.7731, "text": "worked on hinges Hinges now work with clearing Tried to find a clear material with a high temp resistance but couldnt so the top lid (or Top Shell) will be white as well as the bottom (Bottom Shell) The material I will use is 1172 pro nylon. 179 degrees celc resistance good toughness high print quality"}, {"post_id": 7944, "ts": "2026-06-13T07:59:22Z", "hours": 0.9033, "text": "Research and BoM Short: created my BoM (bill of materials) and researched modules to measure humidity+heat. Main boards are Xiao boards and for the heatmat a Reptile heat mat I have laying around from my ant colonies"}, {"post_id": 7923, "ts": "2026-06-13T06:31:37Z", "hours": 2.1158, "text": "The designing process. I worked on a 3d design using onshape, I found a model of a 1:1 scale of the bambu lab resuable spool and used that to design the dryer with. I went for a simple design but added features that the other ones you see online dont. The design on paper is a sketch so I had something to fall back on when I didnt know how I was going to shape the shell of the dryer. The 3d model at the moment is a full 1:1 scale"}]...
|
Title: filament dryer (budget friendly) by @WillD Title: filament dryer (budget friendly) by @WillD | Stardance
Devlogs:
The designing process. I worked on a 3d design using onshape, I found a model of a 1:1 scale of the bambu lab resuable spool and used that to design the dryer with. I went for a simple design but added features that the other ones you see online dont. The design on paper is a sketch so I had something to fall back on when I didnt know how I was going to shape the shell of the dryer. The 3d model at the moment is a full 1:1 scale
Research and BoM Short: created my BoM (bill of materials) and researched modules to measure humidity+heat. Main boards are Xiao boards and for the heatmat a Reptile heat mat I have laying around from my ant colonies
worked on hinges Hinges now work with clearing Tried to find a clear material with a high temp resistance but couldnt so the top lid (or Top Shell) will be white as well as the bottom (Bottom Shell) The material I will use is 1172 pro nylon. 179 degrees celc resistance good toughness high print quality
worked on circuit drawing for my readme Did research on how to wire the thermostat added items to my BoM added items include: Cartridge Heater 12V 40W 6 x 20mm for heating W1209 Thermostat for controlling and montoring temp 12v DC 4A power supply for controlling the thermostat and cartridge heater.
Finished Github repo Finished design Added github repo and finished it with a BoM and a contributions.md...
|
1793364933.012245
|
1793969733.012245
|
|
17800
|
My awesome macropad! by @3r1c1_1u | Stardance
|
3r1c1_1u
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @3r1c1_1u | Stardan Title: My awesome macropad! by @3r1c1_1u | Stardance...
|
1793541309.7412553
|
1794146109.7412553
|