|
19451
|
My first slack bot! by @alebptw | Stardance
|
alebptw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @alebptw | Stardance
|
1793569714.9168575
|
1794174514.9168575
|
|
19452
|
My first slack bot! by @akumartibrewal | Stardance
|
akumartibrewal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @akumartibrewal | St Title: My first slack bot! by @akumartibrewal | Stardance...
|
1793893666.3009028
|
1794498466.3009028
|
|
19453
|
Adaptive Chess BOT by @Shahir | Stardance
|
Shahir
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Adaptive Chess BOT by @Shahir | Stardance
|
1793472823.1687775
|
1794077623.1687775
|
|
19454
|
Untitled project by @siddharthrajesh314 | Stardanc Untitled project by @siddharthrajesh314 | Stardance...
|
siddharthrajesh314
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @siddharthrajesh314 | S Title: Untitled project by @siddharthrajesh314 | Stardance...
|
1793991334.8654656
|
1794596134.8654656
|
|
19455
|
Usely by @sky_yuo | Stardance
|
sky_yuo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Usely by @sky_yuo | Stardance
|
1793483831.0226424
|
1794088631.0226424
|
|
19456
|
My awesome macropad! by @ElizabethEligio | Stardan My awesome macropad! by @ElizabethEligio | Stardance...
|
ElizabethEligio
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ElizabethEligio | Title: My awesome macropad! by @ElizabethEligio | Stardance...
|
1793440561.4562366
|
1794045361.4562366
|
|
19457
|
Side-Channel Analysis Attack on Embedded AES Imple Side-Channel Analysis Attack on Embedded AES Implementation by @ngagnedemba_dia | Stardance...
|
ngagnedemba_dia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Side-Channel Analysis Attack on Embedded AE Title: Side-Channel Analysis Attack on Embedded AES Implementation by @ngagnedemba_dia | Stardance...
|
1793904565.1237378
|
1794509365.1237378
|
|
19458
|
My awesome macropad! by @audrina | Stardance
|
audrina
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @audrina | Stardanc Title: My awesome macropad! by @audrina | Stardance...
|
1793501518.6161706
|
1794106318.6161706
|
|
19459
|
BLarm by @mygulash | Stardance
|
mygulash
|
0
|
7.78
|
0
|
[]
|
[{"post_id": 81537, "ts": "202 [{"post_id": 81537, "ts": "2026-10-21T16:44:43Z", "hours": 7.7839, "text": "Blarm aka Bee alarm đđđ I have built the schematic and the case now my goal is to ship it to receive the parts so i can actually build it irl!"}]...
|
Title: BLarm by @mygulash | Stardance
Devlogs:
Bl Title: BLarm by @mygulash | Stardance
Devlogs:
Blarm aka Bee alarm đđđ I have built the schematic and the case now my goal is to ship it to receive the parts so i can actually build it irl!...
|
1793411818.433652
|
1794016618.433652
|
|
19460
|
Ludo in Python by @akumartibrewal | Stardance
|
akumartibrewal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ludo in Python by @akumartibrewal | Stardan Title: Ludo in Python by @akumartibrewal | Stardance...
|
1793976468.8555095
|
1794581268.8555095
|
|
19461
|
My very own WebOS by @tymon3310 | Stardance
|
tymon3310
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @tymon3310 | Stardance
|
1793450914.9047022
|
1794055714.9047022
|
|
19462
|
Secret guitar safe by @diynotaguy | Stardance
|
diynotaguy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Secret guitar safe by @diynotaguy | Stardan Title: Secret guitar safe by @diynotaguy | Stardance...
|
1793274828.2540588
|
1794138828.2540588
|
|
19463
|
PianoKeys by @carolina_aline_cantu | Stardance
|
carolina_aline_cantu
|
0
|
2.62
|
0
|
[]
|
[{"post_id": 12259, "ts": "202 [{"post_id": 12259, "ts": "2026-06-20T00:55:23Z", "hours": 1.525, "text": "Adding more buttons to my hackpad (using matrixes!). I now understand how diodes work, and managed to add 6 more buttons to my hackpad. I will probably work on it a little later, but Iâm having trouble converting it into a PCBâŚ"}, {"post_id": 10284, "ts": "2026-06-16T22:30:46Z", "hours": 1.0917, "text": "I messed up the lapse for the first few hours so Iâm missing the first half of my keyboard build, but I did get all the way to the 3D design ! Fusion 3D was giving me a hard time though so I opted for a free option. I overall am thoroughly enjoying the process, itâs very easy to follow, if I ever come across a challenge like not understanding how to import the set up .sym or .pretty files, Iâm learning how to figure it out and investigate on my own. I plan on finishing the guide and then adding my own twist to the keyboard tomorrow."}]...
|
Title: PianoKeys by @carolina_aline_cantu | Starda Title: PianoKeys by @carolina_aline_cantu | Stardance
Devlogs:
I messed up the lapse for the first few hours so Iâm missing the first half of my keyboard build, but I did get all the way to the 3D design ! Fusion 3D was giving me a hard time though so I opted for a free option. I overall am thoroughly enjoying the process, itâs very easy to follow, if I ever come across a challenge like not understanding how to import the set up .sym or .pretty files, Iâm learning how to figure it out and investigate on my own. I plan on finishing the guide and then adding my own twist to the keyboard tomorrow.
Adding more buttons to my hackpad (using matrixes!). I now understand how diodes work, and managed to add 6 more buttons to my hackpad. I will probably work on it a little later, but Iâm having trouble converting it into a PCBâŚ...
|
1793955050.6672192
|
1794559850.6672192
|
|
19464
|
Frictionless by @zahran | Stardance
|
zahran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @zahran | Stardance
|
1793782255.1205854
|
1794646255.1205854
|
|
19465
|
Untitled project by @sophiasw | Stardance
|
sophiasw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sophiasw | Stardance
|
1793335639.0824764
|
1793940439.0824764
|
|
19466
|
My first slack bot! by @Manasaa | Stardance
|
Manasaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Manasaa | Stardance
|
1793425826.3436127
|
1794030626.3436127
|
|
19467
|
Frictionless by @Varsh | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Varsh | Stardance
|
1793422077.668913
|
1794026877.668913
|
|
19468
|
My awesome macropad! by @TurboNissan | Stardance
|
TurboNissan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @TurboNissan | Star Title: My awesome macropad! by @TurboNissan | Stardance...
|
1794052377.5293338
|
1794657177.5293338
|
|
19469
|
Resera by @Stepan | Stardance
|
Stepan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Resera by @Stepan | Stardance
|
1793440633.299129
|
1794045433.299129
|
|
19470
|
My first slack bot! by @joezoe | Stardance
|
joezoe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @joezoe | Stardance
|
1793832724.8855774
|
1794437524.8855774
|
|
19471
|
Frictionless-Waifu Focus by @sky_yuo | Stardance
|
sky_yuo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless-Waifu Focus by @sky_yuo | Star Title: Frictionless-Waifu Focus by @sky_yuo | Stardance...
|
1793483699.4141917
|
1794088499.4141917
|
|
19472
|
My awesome macropad! by @Bgonzcode | Stardance
|
Bgonzcode
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Bgonzcode | Starda Title: My awesome macropad! by @Bgonzcode | Stardance...
|
1793782200.2885501
|
1794387000.2885501
|
|
19473
|
Untitled project by @jafaraysha99 | Stardance
|
jafaraysha99
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @jafaraysha99 | Stardan Title: Untitled project by @jafaraysha99 | Stardance...
|
1793540991.2670133
|
1794145791.2670133
|
|
19474
|
Untitled by @gabriel_pedersen09 | Stardance
|
gabriel_pedersen09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @gabriel_pedersen09 | Stardance
|
1793836235.517419
|
1794441035.517419
|
|
19475
|
Hackpad #1 by @NopeNotWyattxD | Stardance
|
NopeNotWyattxD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackpad #1 by @NopeNotWyattxD | Stardance
|
1793915347.214949
|
1794520147.214949
|
|
19476
|
Mouse Mover 6000 by @ro_devnani | Stardance
|
ro_devnani
|
1
|
5.0
|
23
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T20:50:01Z", "hours": 5.0, "multiplier": 5.0, "payout": 23, "blessing": "neutral", "text": "The Mouse Mover 6000An XY plotter based system that can control the movement and clicks of your computer mouse in order to help one play shooter based video games by assisting aim.", "repo": "https://github.com/ro-devnani/Mouse-Mover-6000", "demo": ""}]...
|
[{"post_id": 17427, "ts": "202 [{"post_id": 17427, "ts": "2026-06-28T06:26:39Z", "hours": 0.6833, "text": "Quick Fixes + Parallel Rail Made some quick fixes in positioning of the outlets for the stepper motors. Then began working on the parallel rail for the x axis. I had to delete the previous end piece for the y axis to do so. It had a few problems in alignment of the 2 pulleys, but it should be accurate now. To Do List: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability (New) Remake the edge pieces so it connects to a proper square mount for stability Add a mount for the Arduino Uno Create the wiring diagram Code"}, {"post_id": 16781, "ts": "2026-06-27T07:48:30Z", "hours": 2.7028, "text": "Begin Final Assembly With some of the custom designed parts finished, I began to work on the final assembly for the CAD that combined my parts with some external models of the parts I planned to use. I had lost around an hour and an half of work due to Lookout crashing without me knowing, but most of it was redone in order to create the 300mm rail with only the model of the 100mm rail online after the first one failed. I put the rail on both edge pieces (including remaking one because I realized they were not symmetrical), added the central plate to the x axis block, added the stepper motors, added the G2 pulleys and idler pulleys for both axes, added the y axis rail, and made and added the idler pulley for the y axis. I also added the required screws and nuts. This also includes many smaller changes such as struggling and adjusting the screw positions, changing distances of screw holes on the central plate, changing the mount side of the y axis stepper motor, and many other small size revisions. The remaining steps are: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability Add a mount for the Arduino Uno Create the wiring diagram Code Iâll hopefully update this list through the final logs over the next few days."}, {"post_id": 14243, "ts": "2026-06-23T08:01:31Z", "hours": 0.7456, "text": "Finish Edge and Start Central Plate It took a while to find some proper dimensions for the holes, partially because I was looking at the wrong linear rail, but I added the last part which was the screw hole to the edge which may or may not be adjusted. Then, I began the central plate which the motors for both the x and y axes will be on. This means 2 sets of mounts for each of the stepper motors and another for the the ây axisâ rail, and one more to mount onto the x axis block, all using m3 screws. On top of that, I added m5 screw holes that will be for the idler gears of the x axis. With two of the technically most complex parts finished, the next part should be the y axis block mount alongside the mouse clicker. I also lowk need to add mounts for the limit switches, but i lowk dont want to, maybe ill just glue em on."}, {"post_id": 14215, "ts": "2026-06-23T06:49:08Z", "hours": 0.5667, "text": "Initial Research + Starting CAD The idea starts with creating my own xy plotter of sorts, however I am still deciding on how large I wanted to make it so I only made the edge that the rail slots into so far. While CAD-ing, I was looking at other opensource designs as well as researching the exact model of rail/pulley system I wanted to use and decided on the MGN12H 300mm and GT2 pulleys and belts. Next will most likely be adding the model of the rail and building the âx directionâ pulley system."}]...
|
Title: Mouse Mover 6000 by @ro_devnani | Stardance Title: Mouse Mover 6000 by @ro_devnani | Stardance
Devlogs:
Initial Research + Starting CAD The idea starts with creating my own xy plotter of sorts, however I am still deciding on how large I wanted to make it so I only made the edge that the rail slots into so far. While CAD-ing, I was looking at other opensource designs as well as researching the exact model of rail/pulley system I wanted to use and decided on the MGN12H 300mm and GT2 pulleys and belts. Next will most likely be adding the model of the rail and building the âx directionâ pulley system.
Finish Edge and Start Central Plate It took a while to find some proper dimensions for the holes, partially because I was looking at the wrong linear rail, but I added the last part which was the screw hole to the edge which may or may not be adjusted. Then, I began the central plate which the motors for both the x and y axes will be on. This means 2 sets of mounts for each of the stepper motors and another for the the ây axisâ rail, and one more to mount onto the x axis block, all using m3 screws. On top of that, I added m5 screw holes that will be for the idler gears of the x axis. With two of the technically most complex parts finished, the next part should be the y axis block mount alongside the mouse clicker. I also lowk need to add mounts for the limit switches, but i lowk dont want to, maybe ill just glue em on.
Begin Final Assembly With some of the custom designed parts finished, I began to work on the final assembly for the CAD that combined my parts with some external models of the parts I planned to use. I had lost around an hour and an half of work due to Lookout crashing without me knowing, but most of it was redone in order to create the 300mm rail with only the model of the 100mm rail online after the first one failed. I put the rail on both edge pieces (including remaking one because I realized they were not symmetrical), added the central plate to the x axis block, added the stepper motors, added the G2 pulleys and idler pulleys for both axes, added the y axis rail, and made and added the idler pulley for the y axis. I also added the required screws and nuts. This also includes many smaller changes such as struggling and adjusting the screw positions, changing distances of screw holes on the central plate, changing the mount side of the y axis stepper motor, and many other small size revisions. The remaining steps are: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability Add a mount for the Arduino Uno Create the wiring diagram Code Iâll hopefully update this list through the final logs over the next few days.
Quick Fixes + Parallel Rail Made some quick fixes in positioning of the outlets for the stepper motors. Then began working on the parallel rail for the x axis. I had to delete the previous end piece for the y axis to do so. It had a few problems in alignment of the 2 pulleys, but it should be accurate now. To Do List: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability (New) Remake the edge pieces so it connects to a proper square mount for stability Add a mount for the Arduino Uno Create the wiring diagram Code
Ships:
The Mouse Mover 6000An XY plotter based system that can control the movement and clicks of your computer mouse in order to help one play shooter based video games by assisting aim....
|
1793900979.2825484
|
1793987379.2825484
|
|
19477
|
SwarmDrones by @nitishvankina | Stardance
|
nitishvankina
|
0
|
31.77
|
0
|
[]
|
[{"post_id": 17028, "ts": "202 [{"post_id": 17028, "ts": "2026-06-27T17:11:34Z", "hours": 3.6061, "text": "I am currently working on my natural language drones project. This project will hopefully allow me to control multiple drones at the same time, using natural language. This means that I can say things like: Scan the room for everyone wearing a red shirt. But I am hoping this project can be used for more important things, like search in a 3 mile radius for a missing dog, or scan for wildfires."}, {"post_id": 9584, "ts": "2026-06-15T23:26:30Z", "hours": 28.1681, "text": "I have started creating an app that allows users to connect multiple drones to one interface. The end goal is for the users to be able to talk to these drones through natural language. For example, saying things like hover 4 feet above the ground. I have implemented several python files that allow for a user to simulate this, but I want to move on to working with actual drones soon."}]...
|
Title: SwarmDrones by @nitishvankina | Stardance
Title: SwarmDrones by @nitishvankina | Stardance
Devlogs:
I have started creating an app that allows users to connect multiple drones to one interface. The end goal is for the users to be able to talk to these drones through natural language. For example, saying things like hover 4 feet above the ground. I have implemented several python files that allow for a user to simulate this, but I want to move on to working with actual drones soon.
I am currently working on my natural language drones project. This project will hopefully allow me to control multiple drones at the same time, using natural language. This means that I can say things like: Scan the room for everyone wearing a red shirt. But I am hoping this project can be used for more important things, like search in a 3 mile radius for a missing dog, or scan for wildfires....
|
1793865049.7532678
|
1794729049.7532678
|
|
19478
|
Searchuse 1.4.4 by @ai_zamden | Stardance
|
ai_zamden
|
3
|
135.0
|
1486
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T22:47:37Z", "hours": 33.0, "multiplier": 11.36, "payout": 340, "blessing": "neutral", "text": "Hey guys, this is my third ship for my turn-based strategy game Searchuse. A lot of you guys suggested to add a tutorial, so I made one, and now itâs a lot easier to figure out how to play the game! I hope you enjoy.", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}, {"ship_num": 2, "ts": "2026-07-17T01:35:02Z", "hours": 77.0, "multiplier": 14.75, "payout": 853, "blessing": "neutral", "text": "Iâve listened to the people and have tried to make as many improvements as I could. UI has been improved Art has been pixel-adjusted Controls are specified in the README Main Menu button has been added Searchuse is now available on Linux AND Searchuse is now available on BROWSER (itch.io, the demo link) So now everyone is theoretically able to try it! A large portion of my time was spent creating a neural network for the bot (that can only be experienced in Train Bot, thereâs a hardcoded bot and a neural network bot.) (The neural network bot is still very inexperienced currently.) (Admittedly, Gemini helped me a lot with setting up that portion of the game.) For specific help in downloading the zips, visit the README.", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}, {"ship_num": 3, "ts": "2026-06-25T04:03:09Z", "hours": 25.0, "multiplier": 12.05, "payout": 293, "blessing": "neutral", "text": "I made a turn-based strategy game called Searchuse, where you search for and then use various items with different mechanics. A challenge in the process was getting all of the turn-based logic right. (For cooldowns and lasting effects, the timing can be surprisingly complicated to get down.) Iâm proud that there arenât any glaring bugs in the game right now. To play, move around using arrow keys, and press the buttons search or use. There are deeper mechanics you can learn, but the surface-level controls should be intuitive! Hereâs the trailer: https://youtu.be/wL6j5aslFXA Join the Discord: https://discord.gg/NpBV6vHc7", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}]...
|
[{"post_id": 63898, "ts": "202 [{"post_id": 63898, "ts": "2026-09-07T22:44:08Z", "hours": 3.3097, "text": "Iâm finished with the tutorial, so now you guys can easily learn how to play Searchuse!"}, {"post_id": 63059, "ts": "2026-09-06T17:21:51Z", "hours": 9.2094, "text": "Iâm making a tutorial to teach new users how to play the game, as requested by feedback for my latest ship."}, {"post_id": 36775, "ts": "2026-07-29T01:24:16Z", "hours": 12.9503, "text": "I did a massive overhaul of the inner workings of the inventory system, changing the data tracking from only ints representing the itemIDs to structs which provide a container for data of items. I did this because I had to add individual item durability."}, {"post_id": 34389, "ts": "2026-07-25T02:19:17Z", "hours": 7.4644, "text": "After a long while, some new content is finally added to Searchuse. Introducing: Armor Piercing Rounds: Use with certain weapons to allow damage to be done as if the opponent were wearing no armor! Beretta+: An upgraded version of the Beretta, this weapon allows you to do damage the the enemyâs max health, a groundbreaking new mechanic added in this update. Fixed: Energy Orb edge bug: Now, the Energy Orb and other explosives will explode when hitting the edge of the map instead of not doing anything! Smoke vision bug: A small error in FOV rendering while in a smoked area was fixed. Factory edge bug: A visual glitch that resulted in Factory tiles peeking out from under the greyed out vision area was fixed."}, {"post_id": 29881, "ts": "2026-07-17T01:27:03Z", "hours": 1.3161, "text": "Searchuse is now available on Linux and Browser!"}, {"post_id": 29302, "ts": "2026-07-16T04:03:09Z", "hours": 7.9944, "text": "Iâve made major UI improvements to the game!"}, {"post_id": 26990, "ts": "2026-07-12T03:45:34Z", "hours": 10.4197, "text": "Iâve set up the system so that my hardcoded bot can train the neural network bot. This is gonna be fun!"}, {"post_id": 26063, "ts": "2026-07-10T17:29:06Z", "hours": 8.1575, "text": "I started building a neural network for the bot so that I can train it and it can learn. This is what the data file looks like for all of the weights and nodes."}, {"post_id": 24880, "ts": "2026-07-08T18:45:45Z", "hours": 2.7314, "text": "I coded an algorithm that allows the bot to scan the map, and the resulting data lists are represented here by colors! Red = near mountains & hills Green = near cover (caves & trees) Blue = near loot (buildings)"}, {"post_id": 24522, "ts": "2026-07-08T03:50:22Z", "hours": 15.1186, "text": "I added a world map to Searchuse!"}, {"post_id": 21711, "ts": "2026-07-03T20:06:43Z", "hours": 7.6906, "text": "Iâve upgraded the botâs intelligence. Instead of only being aware of the enemy when they are in its immediate vision, the bot now remembers where it previously saw the enemy, keeps track of how many opportunities to move the enemy had since then, and precisely calculates all the squares the enemy could be on using a flood fill algorithm, based on how many moves the bot thinks the enemy had. (The eye icons represent what the bot thinks are the possible positions of my player based on where it last saw my player. (Sometimes the player can âescapeâ the eyes by having more moves than what the bot thinks the player has.) (Otherwise, if the bot is right about how many moves the player has, the player should not be able to move to a square without an eye icon.))"}, {"post_id": 20077, "ts": "2026-07-01T16:24:44Z", "hours": 23.2564, "text": "I worked on the enemy AI for my turn-based game Searchuse. The enemy can now use tools, such as invisibility potions, binoculars, radars, UAVs, and traps like landmines or C4s, and can also get airdrops."}, {"post_id": 15456, "ts": "2026-06-25T03:54:38Z", "hours": 4.6358, "text": "I added a few final features to match my turn-based strategy on Unity to its Scratch predecessor. Added: Hitmarker: When youâre hit with an unsuppressed weapon or bomb, a red arrow appears, telling you in which direction on your playerâs characterâs body you felt the impact. Cooldown visualiser: When you press c, a visual will show up that will show you all the items you have on cooldown and how many turns it is before you can use them next. 4 turn heavy weapons rule: In the first 4 turns, it is now impossible to find any weapon that totals a damage greater than 25 per turn. 3 weapon limit: You can only carry 3 weapons at a time. (By weapons I mean those that stay in your inventory, so something like Grenade doesnât count.) If you find another weapon while youâre at your limit, you can choose to switch. Turns text: You can now press t to show the turns text, which is below the moves text and shows how many turns itâs been. Turn indicator: On the bottom of your screen, youâll now find a green or blue landscape that indicates whose turn it is. (Green meaning your turn, blue meaning the enemyâs turn.)"}, {"post_id": 14868, "ts": "2026-06-24T04:17:21Z", "hours": 2.3808, "text": "Added: Message in a Floating Bottle: Like a book, it gives you a random powerup, but its rarity is lower than that of a book. However, its upside is that it is granted immediately after searching. Can only be found in water. AK-47: The worldâs most iconic rifle is now in Searchuse! With 2 shots of 20 damage each, this addition provides more mid-tier weapon choices. AK-74: An upgrade of the AK-47, this gun matches the damage done by the M4A1, but it has a lesser cooldown, making it the more desirable option. Meat Stick: This item provides a solid mid-tier healing option, giving you 40 health in one bite. Spikes: This item gives you three more moves, but takes up an armor slot and provides 0 armor. (my beautiful art below)"}, {"post_id": 14567, "ts": "2026-06-23T18:50:46Z", "hours": 10.5353, "text": "I added a bunch of features, a new item, and fixed some bugs for my turn-based strategy game Searchuse. Added: Replay for when Vital Signs run out Replay for when Binoculars runs out Book: when read, gives you a random skill. These skills range from increasing moves to getting 2 searches per turn, so put on your reading glasses and pick up a book! You can also now press b to see your book inventory. Use arrow keys to navigate. Roll Chances Information: press L to open Roll Chances Information, which will tell you the chances of getting each rarity on each tile when you press search. Use arrow keys to navigate. Changed: Sound when picking up Thermal Vision Goggles Fixed: Not being able to start your turn on bot mode glitch Normalized speeds for UAV animation, texts, and movement"}, {"post_id": 11694, "ts": "2026-06-19T01:46:35Z", "hours": 7.0461, "text": "I added an airdrop to my turn-based strategy game Searchuse, which, instead of one, gives you three options to choose from when you press search."}, {"post_id": 9970, "ts": "2026-06-16T14:36:33Z", "hours": 0.32, "text": "I added a UAV to my turn-based strategy game Searchuse, which tracks down the enemy."}]...
|
Title: Searchuse 1.4.4 by @ai_zamden | Stardance
Title: Searchuse 1.4.4 by @ai_zamden | Stardance
Devlogs:
I added a UAV to my turn-based strategy game Searchuse, which tracks down the enemy.
I added an airdrop to my turn-based strategy game Searchuse, which, instead of one, gives you three options to choose from when you press search.
I added a bunch of features, a new item, and fixed some bugs for my turn-based strategy game Searchuse. Added: Replay for when Vital Signs run out Replay for when Binoculars runs out Book: when read, gives you a random skill. These skills range from increasing moves to getting 2 searches per turn, so put on your reading glasses and pick up a book! You can also now press b to see your book inventory. Use arrow keys to navigate. Roll Chances Information: press L to open Roll Chances Information, which will tell you the chances of getting each rarity on each tile when you press search. Use arrow keys to navigate. Changed: Sound when picking up Thermal Vision Goggles Fixed: Not being able to start your turn on bot mode glitch Normalized speeds for UAV animation, texts, and movement
Added: Message in a Floating Bottle: Like a book, it gives you a random powerup, but its rarity is lower than that of a book. However, its upside is that it is granted immediately after searching. Can only be found in water. AK-47: The worldâs most iconic rifle is now in Searchuse! With 2 shots of 20 damage each, this addition provides more mid-tier weapon choices. AK-74: An upgrade of the AK-47, this gun matches the damage done by the M4A1, but it has a lesser cooldown, making it the more desirable option. Meat Stick: This item provides a solid mid-tier healing option, giving you 40 health in one bite. Spikes: This item gives you three more moves, but takes up an armor slot and provides 0 armor. (my beautiful art below)
I added a few final features to match my turn-based strategy on Unity to its Scratch predecessor. Added: Hitmarker: When youâre hit with an unsuppressed weapon or bomb, a red arrow appears, telling you in which direction on your playerâs characterâs body you felt the impact. Cooldown visualiser: When you press c, a visual will show up that will show you all the items you have on cooldown and how many turns it is before you can use them next. 4 turn heavy weapons rule: In the first 4 turns, it is now impossible to find any weapon that totals a damage greater than 25 per turn. 3 weapon limit: You can only carry 3 weapons at a time. (By weapons I mean those that stay in your inventory, so something like Grenade doesnât count.) If you find another weapon while youâre at your limit, you can choose to switch. Turns text: You can now press t to show the turns text, which is below the moves text and shows how many turns itâs been. Turn indicator: On the bottom of your screen, youâll now find a green or blue landscape that indicates whose turn it is. (Green meaning your turn, blue meaning the enemyâs turn.)
I worked on the enemy AI for my turn-based game Searchuse. The enemy can now use tools, such as invisibility potions, binoculars, radars, UAVs, and traps like landmines or C4s, and can also get airdrops.
Iâve upgraded the botâs intelligence. Instead of only being aware of the enemy when they are in its immediate vision, the bot now remembers where it previously saw the enemy, keeps track of how many opportunities to move the enemy had since then, and precisely calculates all the squares the enemy could be on using a flood fill algorithm, based on how many moves the bot thinks the enemy had. (The eye icons represent what the bot thinks are the possible positions of my player based on where it last saw my player. (Sometimes the player can âescapeâ the eyes by having more moves than what the bot thinks the player has.) (Otherwise, if the bot is right about how many moves the player has, the player should not be able to move to a square without an eye icon.))
I added a world map to Searchuse!
I coded an algorithm that allows the bot to scan the map, and the resulting data lists are represented here by colors! Red = near mountains & hills Green = near cover (caves & trees) Blue = near loot (buildings)
I started building a neural network for the bot so that I can train it and it can learn. This is what the data file looks like for all of the weights and nodes.
Iâve set up the system so that my hardcoded bot can train the neural network bot. This is gonna be fun!
Iâve made major UI improvements to the game!
Searchuse is now available on Linux and Browser!
After a long while, some new content is finally added to Searchuse. Introducing: Armor Piercing Rounds: Use with certain weapons to allow damage to be done as if the opponent were wearing no armor! Beretta+: An upgraded version of the Beretta, this weapon allows you to do damage the the enemyâs max health, a groundbreaking new mechanic added in this update. Fixed: Energy Orb edge bug: Now, the Energy Orb and other explosives will explode when hitting the edge of the map instead of not doing anything! Smoke vision bug: A small error in FOV rendering while in a smoked area was fixed. Factory edge bug: A visual glitch that resulted in Factory tiles peeking out from under the greyed out vision area was fixed.
I did a massive overhaul of the inner workings of the inventory system, changing the data tracking from only ints representing the itemIDs to structs which provide a container for data of items. I did this because I had to add individual item durability.
Iâm making a tutorial to teach new users how to play the game, as requested by feedback for my latest ship.
Iâm finished with the tutorial, so now you guys can easily learn how to play Searchuse!
Ships:
I made a turn-based strategy game called Searchuse, where you search for and then use various items with different mechanics. A challenge in the process was getting all of the turn-based logic right. (For cooldowns and lasting effects, the timing can be surprisingly complicated to get down.) Iâm proud that there arenât any glaring bugs in the game right now. To play, move around using arrow keys, and press the buttons search or use. There are deeper mechanics you can learn, but the surface-level controls should be intuitive! Hereâs the trailer: https://youtu.be/wL6j5aslFXA Join the Discord: https://discord.gg/NpBV6vHc7
Iâve listened to the people and have tried to make as many improvements as I could. UI has been improved Art has been pixel-adjusted Controls are specified in the README Main Menu button has been added Searchuse is now available on Linux AND Searchuse is now available on BROWSER (itch.io, the demo link) So now everyone is theoretically able to try it! A large portion of my time was spent creating a neural network for the bot (that can only be experienced in Train Bot, thereâs a hardcoded bot and a neural network bot.) (The neural network bot is still very inexperienced currently.) (Admittedly, Gemini helped me a lot with setting up that portion of the game.) For specific help in downloading the zips, visit the README.
Hey guys, this is my third ship for my turn-based strategy game Searchuse. A lot of you guys suggested to add a tutorial, so I made one, and now itâs a lot easier to figure out how to play the game! I hope you enjoy....
|
1793969718.016786
|
1794056118.016786
|
|
19479
|
Stardeck by @YodaheWondimu | Stardance
|
YodaheWondimu
|
0
|
31.27
|
0
|
[]
|
[{"post_id": 49980, "ts": "202 [{"post_id": 49980, "ts": "2026-08-19T00:17:58Z", "hours": 11.2794, "text": "Devlog #4: Iterating CAD for component assembly and adding necessary detail With the hardware flow open, I received feedback on my hardware project. A reviewer returned my funding request and advised me to work on adding more detail to my CAD model, since itâs important for actually putting the hardware together and makes CAD your best wingman. Detailed Assembly The detailed assembly would be close to the concept from Devlog #2, but: Instead of blocks for every hardware component, Iâll use open-source .step files as 1:1 reference models. If the model accurately represents the real part and tolerances are accounted for, Onshape fits should represent reality. (Attribution is given in docs/ATTRIBUTIONS.md in my GitHub repository.) Fasteners mattered now, so there was no more pairing of generic screws with generic nuts and calling it a day. The clearance holes from before werenât as reliable as threaded bosses for mounting purposes, so I had to make replacements where necessary. Hardware Modeling and Fit Raspberry Pi 4B Importing the model for the Raspberry Pi 4B revealed an incorrect assumption. I assumed its 4 mounting holes sat near the corners of the board, but they were actually positioned differently. I adjusted the gap between the mounting rails to allow the Pi to rest and moved the mounting holes to where the Pi could line up on top of them, resulting in a mounting-aware pair of rails that I fastened shortly after. Elecrow RC070 7-inch Touchscreen Display I took the given file from its product page and merged its individual parts into one composite part. After composing, I added mounting holes matching those of the real component. The screenâs width fit perfectly into the top enclosureâs cutout (same width dimension), and with that, I added 0.5mm clearance to all sides of the top enclosure halfâs screen cutout in case tolerance reality decides to strike my hardware. Anker Portable Charger/Power Bank This was where it got tricky. There was no available CAD model for the battery pack online, so I had to reverse engineer it myself. Our more realistic battery model had a length of ~153mm, while our placeholder had a length of ~115mm. Since our battery tray was initially modeled to fit snugly around the placeholder model (back when we just needed everything to fit together), our actual battery wasnât going to fit. Our much more realistic model won over, and I reworked the battery tray with a looser but not as risky fit, centered closer to the side opposite the mounting rails of the inner enclosureâs bottom half. MicroCenter Flash Drive This part required some more of the same principle - reverse engineering - and having the flash drive with me made it easier to create a reference model. Dimensions that are reasonably close to the real thing in Onshape allow us to achieve the same purpose: testing the spacing and enclosure considerations of Stardeck. Challenges Reverse engineering the battery and flash drive was where I learned the most during this revision. I implemented the dimensions that were most relevant to each partâs size and connectivity (since I didnât need 10/10 looks here) to concoct replicas that came pretty close to the real thing. I also had to design holes that would work with a custom Featurescript for threading. I tried to increase the thickness of certain sides with mounting holes for ThreadCreatorâs sake, but what ended up working was switching to a similar Featurescript called BoazThread. Whatâs complete: Refined key details of the component assembly Related my enclosure hardware to 1:1 hardware models Reverse engineered parts without publicly available CAD models Next up: Refine design further (if required for funding) Receive physical parts Assemble Stardeck IRL Get Stardeck to boot"}, {"post_id": 29786, "ts": "2026-07-16T21:57:29Z", "hours": 8.1269, "text": "Devlog #3 - Printing the Physical Enclosure Good news! This week, I managed to get my 3D printer up and running. Weeks of CAD work finally culminated in a pair of printed enclosure halves. Since I was going for a clamshell design for the first print, I printed both the top and bottom halves to see how they would go together. I knew I was technically doing this to test out tolerances and whatever, but I was secretly excited to be building something outside of Onshape for a change. Settings I mostly used my printerâs default profile, adding tree supports for the floating cantilever sections in the internal mounting rails. They printed cleanly and snapped away easily after fabrication. (Detailed slicer settings are documented separately in docs/printer_settings.md .) The only supports needed were for those mounting rails in the bottom half and the alignment lip on the top half. The results, as youâre about to see, went smoothly. Print Results Fresh off the 3D printer, I had both enclosure halves. The clamshell enclosure worked exactly how Iâd hoped, and it seems like it will make disassembly easy enough to fill the internals with electronics (once I have them) and assembly easy enough to not irritate users. The alignment lips kept both halves aligned, and the lip mounting holes worked as a visual aid that told you whether or not each enclosure half was level or not - a perfect circle meant aligned, sliding semicircles meant you had to nudge it a bit. The other visible features - the display mounting area, port cutout, and battery tray - also turned out great. I was surprised to see the top half fit like a glove onto the bottom half first-try. After all, Iâve heard scary stories around an imaginary campfire where one tolerance requires reprinting everything (spooky). Luckily, no such thing happened here. And the mounting holes? They all came out exactly as modeled. The M3 holes on the alignment lips and the M2.5 holes on the display mounts and Pi rails matched the dimensions I designed. Considering how much Iâd heard about tolerance problems, seeing everything line up on the first print felt like a small victory. When I Thought I Messed Up SoâŚsomething happened. I noticed fringing filament that was sticking out of certain surfaces. I thought this would compromise the designâs integrity, and so I searched up the problem. After looking online, I found that this event was known as stringing, where melted filament can ooze from the nozzle during travel and solidify on top of whatever it lands on. I was relieved to figure out that this wasnât a structural problem, but rather an aesthetic one, which I solved by clipping off any excess filament similar to the tree supports. Summary Printing the enclosure completely changed how the project felt. Up until this point, Stardeck had only existed inside Onshape. Holding both halves in my hands made it feel less like an idea and more like something I was actually going to finish. I donât have my electronics just yet, but I believe that Hack Clubâs funding process will give me the parts that I need to turn my idea into a reality. Speaking of the funding process, Iâve also spent a great deal of time in consecutive work sessions just documenting. Iâve been preparing my JOURNAL.md to showcase day-to-day summaries of progress, screenshotting my Onshape designs, and sharing my fabrication workflow. Steps like these are what allow a project to be considered for hardware grants later, which I need to receive the electronics thatâll make Stardeck a real cyberdeck. The enclosure may only be plastic for now, but itâs the first physical piece of Stardeck. Next comes the stage Iâve been designing around from the beginning: bringing it to life with actual hardware. Next Up: Finish up documentation/design tweaks Submit design for hardware funding Assemble components into the enclosure Craft a booting prototype?"}, {"post_id": 20417, "ts": "2026-07-02T00:37:00Z", "hours": 10.4044, "text": "Devlog #2 - Component Assembly and Design Tuning This week, I was tuning my Stardeck designs to reach feasibility before submitting my design to Stardance for review. I started to test my initial design decisions using Onshape to model the spacing that each part would need, and I used that to finish up a component assembly that reflected how my parts would fit together in the real world. CAD Assembly Space was a critical factor in my cyberdeck because it was what everything inside of my enclosure lived on. Furthermore, my enclosure design evolved often to account for unanticipated constraints. A few of my enclosure features for Stardeck surprised me as I never even knew that I needed them at first. Clamshell Design: Remember how in the first devlog, I was considering using a rectangular prism with a carved-out back to house all the internal components? I found out very quickly that this would still make for a hard assembly once more than two parts came in. A clamshell design - top half, bottom half - would allow me to make the most of the space given because it would allow me to actually reach many parts of the internals. Alignment Lips: This took me a long time to conceptualize after hearing about these for the first time, but it became easy once I thought of a shoebox. The top of any shoebox fits on the bottom half and rests there - not because itâs screwed in place, but because the top half sort of wraps around the bottom half. These made the clamshell more robust as the âshoebox methodâ promised a safer screwdriver assembly as well. Mounting Rails: Placing the Raspberry Pi, which would be the basis of Stardeckâs computing subsystem, in the exact middle of the enclosure meant that other components - battery, screen, flash drive, etc - could reach it easily. However, it canât just levitate, so it uses mounting rails to keep it up. The rails also come with holes for the Pi to be mounted onto for added security. Port Cutout: I felt so relieved after realizing that I needed this before shipping off all my CAD files to display on GitHub. The reason why was because itâs the hole in the enclosure that allows external cables to access the Piâs USB ports. This makes essential functions such as swapping flash drives and connecting keyboards much easier. Overall, itâs a small design feature that makes assembly and maintenance much easier. System Architecture From the last devlog, we already knew how each component would connect to one another in practice. However, I found that for this iteration, the system could be modeled effectively at the subsystem level without a full PCB design or detailed electrical schematic. To follow, I created a System Architecture diagram to demonstrate how the parts of Stardeck interact with each other. After solving the electrical problem, I managed - with several days of me modeling components to depict and assemble - to solve the mechanical problem instead. Both were closely related to each other, which made for a lot of work when planning port maps, looking at diagrams of the port locations on a Raspberry Pi, finding components for the BOM that I want for my build, and so on. Summary I learned a lot about hardware selection, using Onshape to work around physical constraints, and building prototypes with future me in mind. Iâm confident this design is ready to be submitted at its current state to Stardance. Itâs simple and has just enough functionality without going overboard for a minimal viable product. With funding help from them, Iâll have the parts necessary to go from designing a prototype to fabricating a prototype. Exploded View Part Numbers Top Enclosure Bottom Enclosure Raspberry Pi Battery Pack Screen Flash Drive Alignment Lip Battery Tray Mounting Rails Next up: Print enclosure Assemble real-world components Iterate on the design (if met with an obstacle during fabrication)"}, {"post_id": 10294, "ts": "2026-06-16T22:41:46Z", "hours": 1.4614, "text": "Devlog #1 â Initial Architecture and Packaging Study đWhat I did this week: Defined system architecture for the cyberdeck (power, computer, input, output) Selected Raspberry Pi 4B as the main controller Created an initial system schematic/diagram to model subsystem interactions Performed a first packaging study in Onshape Verified that all core components fit within the proposed enclosure concept đď¸Initial Schematic Note: This is a system-level schematic used to understand how components in the cyberdeck interact with each other, paired with a packaging study to estimate spatial requirements. This is an early-stage design exploration. The goal of this stage was to answer the question: What parts will Stardeck consist of, and how do they interact with one another? System Overview The cyberdeck is composed of four primary subsystems: Power Computer Input Output System Description Power subsystem: Provides energy to all other subsystems. This is the foundation of the system. Computer subsystem: The Raspberry Pi acts as the central controller, managing both input and output operations. Input subsystem: The keyboard is the primary input method. Additional input devices may be added later through USB expansion. Output subsystem: The display serves as the primary output device, showing system activity and user interface. đŞDesign Direction After reviewing publicly available cyberdeck designs, I decided on a compact tablet-like form factor. The current design consists of: A front-mounted display embedded into the case A Raspberry Pi and power bank mounted inside the enclosure behind the screen This configuration is chosen to prioritize reaching a functional MVP quickly. Future iterations may introduce improvements such as a rotating or laptop-style hinged display. đŹPackaging Study Findings All dimensions are approximate and based on early-stage placeholder modeling. Units are in millimeters (length x width x height). Case: 230 x 160 x 40 Includes a cutout on the front face for the embedded display. Screen (initial placeholder): 200 x 120 x 15 Screen (final target, 7 inch): 155 x 87 x 15 Raspberry Pi 4B: 90 x 60 x 25 Slightly oversized in the model to account for cables, connectors, and mounting tolerance. Power bank: 110 x 70 x 20 Based on a typical 10,000 mAh USB battery. Final dimensions may change depending on selected model. Key Finding: The initial screen model was too large. The original estimate produced a diagonal of approximately 233 mm (about 9.2 inches), which did not match the intended 7 inch display size. After correction, the 155 x 87 mm screen model aligns with a 7 inch diagonal and is now used as the baseline for enclosure design. Current Conclusion The current enclosure design appears sufficient to house all core components based on the current placeholder assembly in Onshape. Remaining uncertainties primarily involve final battery selection and cable routing. đŁNext Steps Finalize selection of power bank Choose exact display model Begin KiCad schematic for wiring and power design Refine enclosure geometry in Onshape based on finalized components God bless you, Yodahe"}]...
|
Title: Stardeck by @YodaheWondimu | Stardance
Dev Title: Stardeck by @YodaheWondimu | Stardance
Devlogs:
Devlog #1 â Initial Architecture and Packaging Study đWhat I did this week: Defined system architecture for the cyberdeck (power, computer, input, output) Selected Raspberry Pi 4B as the main controller Created an initial system schematic/diagram to model subsystem interactions Performed a first packaging study in Onshape Verified that all core components fit within the proposed enclosure concept đď¸Initial Schematic Note: This is a system-level schematic used to understand how components in the cyberdeck interact with each other, paired with a packaging study to estimate spatial requirements. This is an early-stage design exploration. The goal of this stage was to answer the question: What parts will Stardeck consist of, and how do they interact with one another? System Overview The cyberdeck is composed of four primary subsystems: Power Computer Input Output System Description Power subsystem: Provides energy to all other subsystems. This is the foundation of the system. Computer subsystem: The Raspberry Pi acts as the central controller, managing both input and output operations. Input subsystem: The keyboard is the primary input method. Additional input devices may be added later through USB expansion. Output subsystem: The display serves as the primary output device, showing system activity and user interface. đŞDesign Direction After reviewing publicly available cyberdeck designs, I decided on a compact tablet-like form factor. The current design consists of: A front-mounted display embedded into the case A Raspberry Pi and power bank mounted inside the enclosure behind the screen This configuration is chosen to prioritize reaching a functional MVP quickly. Future iterations may introduce improvements such as a rotating or laptop-style hinged display. đŹPackaging Study Findings All dimensions are approximate and based on early-stage placeholder modeling. Units are in millimeters (length x width x height). Case: 230 x 160 x 40 Includes a cutout on the front face for the embedded display. Screen (initial placeholder): 200 x 120 x 15 Screen (final target, 7 inch): 155 x 87 x 15 Raspberry Pi 4B: 90 x 60 x 25 Slightly oversized in the model to account for cables, connectors, and mounting tolerance. Power bank: 110 x 70 x 20 Based on a typical 10,000 mAh USB battery. Final dimensions may change depending on selected model. Key Finding: The initial screen model was too large. The original estimate produced a diagonal of approximately 233 mm (about 9.2 inches), which did not match the intended 7 inch display size. After correction, the 155 x 87 mm screen model aligns with a 7 inch diagonal and is now used as the baseline for enclosure design. Current Conclusion The current enclosure design appears sufficient to house all core components based on the current placeholder assembly in Onshape. Remaining uncertainties primarily involve final battery selection and cable routing. đŁNext Steps Finalize selection of power bank Choose exact display model Begin KiCad schematic for wiring and power design Refine enclosure geometry in Onshape based on finalized components God bless you, Yodahe
Devlog #2 - Component Assembly and Design Tuning This week, I was tuning my Stardeck designs to reach feasibility before submitting my design to Stardance for review. I started to test my initial design decisions using Onshape to model the spacing that each part would need, and I used that to finish up a component assembly that reflected how my parts would fit together in the real world. CAD Assembly Space was a critical factor in my cyberdeck because it was what everything inside of my enclosure lived on. Furthermore, my enclosure design evolved often to account for unanticipated constraints. A few of my enclosure features for Stardeck surprised me as I never even knew that I needed them at first. Clamshell Design: Remember how in the first devlog, I was considering using a rectangular prism with a carved-out back to house all the internal components? I found out very quickly that this would still make for a hard assembly once more than two parts came in. A clamshell design - top half, bottom half - would allow me to make the most of the space given because it would allow me to actually reach many parts of the internals. Alignment Lips: This took me a long time to conceptualize after hearing about these for the first time, but it became easy once I thought of a shoebox. The top of any shoebox fits on the bottom half and rests there - not because itâs screwed in place, but because the top half sort of wraps around the bottom half. These made the clamshell more robust as the âshoebox methodâ promised a safer screwdriver assembly as well. Mounting Rails: Placing the Raspberry Pi, which would be the basis of Stardeckâs computing subsystem, in the exact middle of the enclosure meant that other components - battery, screen, flash drive, etc - could reach it easily. However, it canât just levitate, so it uses mounting rails to keep it up. The rails also come with holes for the Pi to be mounted onto for added security. Port Cutout: I felt so relieved after realizing that I needed this before shipping off all my CAD files to display on GitHub. The reason why was because itâs the hole in the enclosure that allows external cables to access the Piâs USB ports. This makes essential functions such as swapping flash drives and connecting keyboards much easier. Overall, itâs a small design feature that makes assembly and maintenance much easier. System Architecture From the last devlog, we already knew how each component would connect to one another in practice. However, I found that for this iteration, the system could be modeled effectively at the subsystem level without a full PCB design or detailed electrical schematic. To follow, I created a System Architecture diagram to demonstrate how the parts of Stardeck interact with each other. After solving the electrical problem, I managed - with several days of me modeling components to depict and assemble - to solve the mechanical problem instead. Both were closely related to each other, which made for a lot of work when planning port maps, looking at diagrams of the port locations on a Raspberry Pi, finding components for the BOM that I want for my build, and so on. Summary I learned a lot about hardware selection, using Onshape to work around physical constraints, and building prototypes with future me in mind. Iâm confident this design is ready to be submitted at its current state to Stardance. Itâs simple and has just enough functionality without going overboard for a minimal viable product. With funding help from them, Iâll have the parts necessary to go from designing a prototype to fabricating a prototype. Exploded View Part Numbers Top Enclosure Bottom Enclosure Raspberry Pi Battery Pack Screen Flash Drive Alignment Lip Battery Tray Mounting Rails Next up: Print enclosure Assemble real-world components Iterate on the design (if met with an obstacle during fabrication)
Devlog #3 - Printing the Physical Enclosure Good news! This week, I managed to get my 3D printer up and running. Weeks of CAD work finally culminated in a pair of printed enclosure halves. Since I was going for a clamshell design for the first print, I printed both the top and bottom halves to see how they would go together. I knew I was technically doing this to test out tolerances and whatever, but I was secretly excited to be building something outside of Onshape for a change. Settings I mostly used my printerâs default profile, adding tree supports for the floating cantilever sections in the internal mounting rails. They printed cleanly and snapped away easily after fabrication. (Detailed slicer settings are documented separately in docs/printer_settings.md .) The only supports needed were for those mounting rails in the bottom half and the alignment lip on the top half. The results, as youâre about to see, went smoothly. Print Results Fresh off the 3D printer, I had both enclosure halves. The clamshell enclosure worked exactly how Iâd hoped, and it seems like it will make disassembly easy enough to fill the internals with electronics (once I have them) and assembly easy enough to not irritate users. The alignment lips kept both halves aligned, and the lip mounting holes worked as a visual aid that told you whether or not each enclosure half was level or not - a perfect circle meant aligned, sliding semicircles meant you had to nudge it a bit. The other visible features - the display mounting area, port cutout, and battery tray - also turned out great. I was surprised to see the top half fit like a glove onto the bottom half first-try. After all, Iâve heard scary stories around an imaginary campfire where one tolerance requires reprinting everything (spooky). Luckily, no such thing happened here. And the mounting holes? They all came out exactly as modeled. The M3 holes on the alignment lips and the M2.5 holes on the display mounts and Pi rails matched the dimensions I designed. Considering how much Iâd heard about tolerance problems, seeing everything line up on the first print felt like a small victory. When I Thought I Messed Up SoâŚsomething happened. I noticed fringing filament that was sticking out of certain surfaces. I thought this would compromise the designâs integrity, and so I searched up the problem. After looking online, I found that this event was known as stringing, where melted filament can ooze from the nozzle during travel and solidify on top of whatever it lands on. I was relieved to figure out that this wasnât a structural problem, but rather an aesthetic one, which I solved by clipping off any excess filament similar to the tree supports. Summary Printing the enclosure completely changed how the project felt. Up until this point, Stardeck had only existed inside Onshape. Holding both halves in my hands made it feel less like an idea and more like something I was actually going to finish. I donât have my electronics just yet, but I believe that Hack Clubâs funding process will give me the parts that I need to turn my idea into a reality. Speaking of the funding process, Iâve also spent a great deal of time in consecutive work sessions just documenting. Iâve been preparing my JOURNAL.md to showcase day-to-day summaries of progress, screenshotting my Onshape designs, and sharing my fabrication workflow. Steps like these are what allow a project to be considered for hardware grants later, which I need to receive the electronics thatâll make Stardeck a real cyberdeck. The enclosure may only be plastic for now, but itâs the first physical piece of Stardeck. Next comes the stage Iâve been designing around from the beginning: bringing it to life with actual hardware. Next Up: Finish up documentation/design tweaks Submit design for hardware funding Assemble components into the enclosure Craft a booting prototype?
Devlog #4: Iterating CAD for component assembly and adding necessary detail With the hardware flow open, I received feedback on my hardware project. A reviewer returned my funding request and advised me to work on adding more detail to my CAD model, since itâs important for actually putting the hardware together and makes CAD your best wingman. Detailed Assembly The detailed assembly would be close to the concept from Devlog #2, but: Instead of blocks for every hardware component, Iâll use open-source .step files as 1:1 reference models. If the model accurately represents the real part and tolerances are accounted for, Onshape fits should represent reality. (Attribution is given in docs/ATTRIBUTIONS.md in my GitHub repository.) Fasteners mattered now, so there was no more pairing of generic screws with generic nuts and calling it a day. The clearance holes from before werenât as reliable as threaded bosses for mounting purposes, so I had to make replacements where necessary. Hardware Modeling and Fit Raspberry Pi 4B Importing the model for the Raspberry Pi 4B revealed an incorrect assumption. I assumed its 4 mounting holes sat near the corners of the board, but they were actually positioned differently. I adjusted the gap between the mounting rails to allow the Pi to rest and moved the mounting holes to where the Pi could line up on top of them, resulting in a mounting-aware pair of rails that I fastened shortly after. Elecrow RC070 7-inch Touchscreen Display I took the given file from its product page and merged its individual parts into one composite part. After composing, I added mounting holes matching those of the real component. The screenâs width fit perfectly into the top enclosureâs cutout (same width dimension), and with that, I added 0.5mm clearance to all sides of the top enclosure halfâs screen cutout in case tolerance reality decides to strike my hardware. Anker Portable Charger/Power Bank This was where it got tricky. There was no available CAD model for the battery pack online, so I had to reverse engineer it myself. Our more realistic battery model had a length of ~153mm, while our placeholder had a length of ~115mm. Since our battery tray was initially modeled to fit snugly around the placeholder model (back when we just needed everything to fit together), our actual battery wasnât going to fit. Our much more realistic model won over, and I reworked the battery tray with a looser but not as risky fit, centered closer to the side opposite the mounting rails of the inner enclosureâs bottom half. MicroCenter Flash Drive This part required some more of the same principle - reverse engineering - and having the flash drive with me made it easier to create a reference model. Dimensions that are reasonably close to the real thing in Onshape allow us to achieve the same purpose: testing the spacing and enclosure considerations of Stardeck. Challenges Reverse engineering the battery and flash drive was where I learned the most during this revision. I implemented the dimensions that were most relevant to each partâs size and connectivity (since I didnât need 10/10 looks here) to concoct replicas that came pretty close to the real thing. I also had to design holes that would work with a custom Featurescript for threading. I tried to increase the thickness of certain sides with mounting holes for ThreadCreatorâs sake, but what ended up working was switching to a similar Featurescript called BoazThread. Whatâs complete: Refined key details of the component assembly Related my enclosure hardware to 1:1 hardware models Reverse engineered parts without publicly available CAD models Next up: Refine design further (if required for funding) Receive physical parts Assemble Stardeck IRL Get Stardeck to boot...
|
1793465309.7823908
|
1794070109.7823908
|
|
19480
|
My very own WebOS by @dhrithi | Stardance
|
dhrithi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @dhrithi | Stardance
|
1793526567.9248843
|
1794131367.9248843
|
|
19481
|
SomeOS by @Chakradhar | Stardance
|
Chakradhar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SomeOS by @Chakradhar | Stardance
|
1793519471.9503486
|
1794124271.9503486
|
|
19482
|
My very own WebOS by @Isa1718 | Stardance
|
Isa1718
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Isa1718 | Stardance
|
1794059679.1948757
|
1794664479.1948757
|
|
19483
|
My awesome macropad! by @jaybird | Stardance
|
jaybird
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jaybird | Stardanc Title: My awesome macropad! by @jaybird | Stardance...
|
1793397297.0965366
|
1794002097.0965366
|
|
19484
|
SALSA OS by @vortex9804 | Stardance
|
vortex9804
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SALSA OS by @vortex9804 | Stardance
|
1793469296.8587403
|
1794074096.8587403
|
|
19485
|
Self-Leveling Robot by @chahatesh | Stardance
|
chahatesh
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T13:07:00Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. Iâm most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots Iâve made. To test the project, first connect your phone or computer to the robotâs Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little.", "repo": "https://github.com/chahatesh/Self-Balancing-Robot", "demo": ""}]...
|
[{"post_id": 23444, "ts": "202 [{"post_id": 23444, "ts": "2026-07-06T13:01:07Z", "hours": 0.5344, "text": "DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all"}, {"post_id": 17759, "ts": "2026-06-28T18:01:46Z", "hours": 1.2339, "text": "Dev Log #5 â Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!"}, {"post_id": 17662, "ts": "2026-06-28T15:26:31Z", "hours": 7.1464, "text": "Dev Log #4 â First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didnât actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4â5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10â20 seconds before it eventually tipped over. While itâs not stable enough yet, itâs a huge step forward because the control system is working and now only needs further tuning and refinement."}, {"post_id": 16331, "ts": "2026-06-26T15:57:43Z", "hours": 1.5444, "text": "Dev Log #3 â Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robotâs main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldnât leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robotâs behavior, I now have a solid understanding of how PID works and how Iâll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. Iâm also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time."}, {"post_id": 15854, "ts": "2026-06-25T19:39:26Z", "hours": 3.0317, "text": "Dev Log #2 â Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robotâs electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robotâs behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project."}, {"post_id": 15385, "ts": "2026-06-25T00:41:05Z", "hours": 2.4564, "text": "Dev Log #1 â Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm."}]...
|
Title: Self-Leveling Robot by @chahatesh | Stardan Title: Self-Leveling Robot by @chahatesh | Stardance
Devlogs:
Dev Log #1 â Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm.
Dev Log #2 â Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robotâs electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robotâs behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project.
Dev Log #3 â Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robotâs main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldnât leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robotâs behavior, I now have a solid understanding of how PID works and how Iâll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. Iâm also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time.
Dev Log #4 â First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didnât actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4â5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10â20 seconds before it eventually tipped over. While itâs not stable enough yet, itâs a huge step forward because the control system is working and now only needs further tuning and refinement.
Dev Log #5 â Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!
DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all
Ships:
I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. Iâm most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots Iâve made. To test the project, first connect your phone or computer to the robotâs Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little....
|
1794045082.8416197
|
1794131482.8416197
|
|
19486
|
Frictionless by @Zick0i | Stardance
|
Zick0i
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Zick0i | Stardance
|
1793789669.2994432
|
1794394469.2994432
|
|
19487
|
FRC Java Explained by @Talin | Stardance
|
Talin
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:06:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!", "repo": "https://github.com/Talin-p/FRC-Java-Explained", "demo": "https://talin-p.github.io/FRC-Java-Explained/"}]...
|
[{"post_id": 16668, "ts": "202 [{"post_id": 16668, "ts": "2026-06-27T03:01:46Z", "hours": 0.2792, "text": "Fixed the Quizzes!!!"}, {"post_id": 14515, "ts": "2026-06-23T17:36:43Z", "hours": 0.3114, "text": "Finally got the project uploaded :)"}]...
|
Title: FRC Java Explained by @Talin | Stardance
D Title: FRC Java Explained by @Talin | Stardance
Devlogs:
Finally got the project uploaded :)
Fixed the Quizzes!!!
Ships:
Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!...
|
1794009342.969912
|
1794095742.969912
|
|
19488
|
idk :p by @dhanvitha_ | Stardance
|
dhanvitha_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: idk :p by @dhanvitha_ | Stardance
|
1793764515.9884627
|
1794369315.9884627
|
|
19489
|
My very own WebOS by @MichaelG | Stardance
|
MichaelG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @MichaelG | Stardance
|
1793516011.288648
|
1794120811.288648
|
|
19490
|
Untitled project by @ace_aryan | Stardance
|
ace_aryan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ace_aryan | Stardance
|
1793566600.0413098
|
1794171400.0413098
|
|
19491
|
My very own WebOS by @JaydenK | Stardance
|
JaydenK
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @JaydenK | Stardance
|
1793901055.769686
|
1794505855.769686
|
|
19492
|
MythicOS by @revankotapati | Stardance
|
revankotapati
|
2
|
15.68
|
54
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T19:25:16Z", "hours": 3.0, "multiplier": 17.71, "payout": 54, "blessing": "neutral", "text": "MythicOS is a creative web project that looks and acts just like a real computer desktop, built entirely inside a website using standard web code. Instead of standard, modern names, the entire system uses a fun fantasy theme filled with magical terms, turning regular apps into things like âAncient Scrollsâ (Notes) and the âSigil Forgeâ (Printer). The project features a fully interactive layout where you can open multiple apps at the same time, drag windows around your screen by their header bars, and launch programs from a sleek dock at the bottom of the screen that swells in size when your mouse hovers over it. Behind the scenes, the project packs in a lot of working features: you can type and edit text files inside a mock file manager, use a grid-based calculator to solve math equations, browse incoming fake emails, write and âsendâ out replies, and use a music player that can play tracks, track timestamps, and skip songs. It even includes an interactive settings panel that lets you swap out the background wallpaper, and it automatically saves your favorite background to the browserâs memory so your desktop looks exactly how you left it whenever you return to the website.", "repo": "https://github.com/RevanK10/MythicOS", "demo": "https://revank10.github.io/MythicOS/"}, {"ship_num": 2, "ts": "2026-06-22T12:34:42Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am incredibly excited to launch MythicOS, a myth-inspired web operating system simulation that merges the sleek user experience of modern desktop design with the rich, transcendent imagery of ancient Vedic cosmology. Operating out of the symbolic nodes of Mount Kailash, MythicOS serves as a conceptual workspace environment designed to monitor data planes, manage cosmic records, and explore dynamic realms across coordinates. Building an entire windowing environment inside a flat web browser came with unique architectural hurdles, specifically managing multi-state window configurations, prioritizing global display z-index depth stacking, and converting standard hardware APIsâlike webcam video streamsâinto thematic native modules like the Sanjaya Drishti Lens without disrupting pure CSS layouts. I am incredibly proud of achieving a highly responsive, vanilla frontend architecture that delivers heavy glassmorphism, fluid drag mechanics, and real-time state data persistence in the Akashic Records without a single external library dependency. To fully test the environment, I highly recommend launching the application nodes from the bottom tray dock, opening The Divya Sight to enter dynamic search keyphrases like ganita or drishti, and altering the plane tapestry via the Dharma Laws configuration layer to watch the workspace interface fluidly adapt in real-time.", "repo": "https://github.com/RevanK10/MythicOS", "demo": "https://revank10.github.io/MythicOS/"}]...
|
[{"post_id": 48957, "ts": "202 [{"post_id": 48957, "ts": "2026-08-17T15:14:47Z", "hours": 5.6833, "text": "After reading the reviews left during my last ship, I fixed the music app and added an IDLE and improved the file system. The music app stops when you close, but continues to play when you minimize it. For the files app, you can now edit and save your edits to the files. For the IDLE, you can now create scripts and edit them. My main task now is to improve both of these by: Allowing these scripts to run and show output. Allow people to add files to the system. All this time, I spent way too much time on the music app where it seems to glitch and have improper display and the music would not seem to play at times. At this point, I am open to any suggestions."}, {"post_id": 20208, "ts": "2026-07-01T19:13:06Z", "hours": 0.9608, "text": "I fixed up the structure of the code, but made no major functionality changes. The email connection did not seem to work due to security reasons, so I removed it."}, {"post_id": 18396, "ts": "2026-06-29T15:15:06Z", "hours": 2.0856, "text": "I added a few extra features, including a music player and a printer app. Moreover, I changed the files and mail apps, where the user can actually edit and use the files. The user can also send mail and receive mail. However, the app is not connected to any real mail platforms, which I have been trying to fix."}, {"post_id": 13653, "ts": "2026-06-22T12:32:47Z", "hours": 0.3242, "text": "I added a few comments to the code and published my site on Github Pages. This project will be further developed in WebOS 2."}, {"post_id": 13643, "ts": "2026-06-22T11:52:50Z", "hours": 1.5803, "text": "I was able to finish the functionality of the apps. Majority of my time making this OS was spent on choosing the background colors, wallpapers, and design. I tried a few different ideas, and ended up using an Apple inspired design with the button. However, I was not able to find proper images for the apps that were suitable to design, so I kept the emojis temporarily. My plan is to add more apps and change the app icons. However, this will be the final devlog before I ship it for WebOS 1."}, {"post_id": 10992, "ts": "2026-06-18T00:45:24Z", "hours": 1.8733, "text": "I changed the theme from the initial OS design. I also added the search engine at the bottom, the purple app. I added an email app that will let you connect to your Gmail account, and changed the wallpaper in the background. My next step is to add the settings app, camera, calculator, file explorer, and more. I will also add the functionality for the two apps. Most of my time has been spent on trying to find icons for my app, most of which are currently emojis, but will soon change."}, {"post_id": 10566, "ts": "2026-06-17T11:23:45Z", "hours": 3.1783, "text": "I just finished the guide for WebOS 1. Interesting to follow through. I was able to create the background and my first app, a Notes app, with maximize, minimize, and closing functions. The app is also able to store the notes, so when the app is closed and reopened, the writing is still there. The OS also displays the time and date at the top. My next step is to create a few more apps, create a task bar, and add the setting function."}]...
|
Title: MythicOS by @revankotapati | Stardance
Dev Title: MythicOS by @revankotapati | Stardance
Devlogs:
I just finished the guide for WebOS 1. Interesting to follow through. I was able to create the background and my first app, a Notes app, with maximize, minimize, and closing functions. The app is also able to store the notes, so when the app is closed and reopened, the writing is still there. The OS also displays the time and date at the top. My next step is to create a few more apps, create a task bar, and add the setting function.
I changed the theme from the initial OS design. I also added the search engine at the bottom, the purple app. I added an email app that will let you connect to your Gmail account, and changed the wallpaper in the background. My next step is to add the settings app, camera, calculator, file explorer, and more. I will also add the functionality for the two apps. Most of my time has been spent on trying to find icons for my app, most of which are currently emojis, but will soon change.
I was able to finish the functionality of the apps. Majority of my time making this OS was spent on choosing the background colors, wallpapers, and design. I tried a few different ideas, and ended up using an Apple inspired design with the button. However, I was not able to find proper images for the apps that were suitable to design, so I kept the emojis temporarily. My plan is to add more apps and change the app icons. However, this will be the final devlog before I ship it for WebOS 1.
I added a few comments to the code and published my site on Github Pages. This project will be further developed in WebOS 2.
I added a few extra features, including a music player and a printer app. Moreover, I changed the files and mail apps, where the user can actually edit and use the files. The user can also send mail and receive mail. However, the app is not connected to any real mail platforms, which I have been trying to fix.
I fixed up the structure of the code, but made no major functionality changes. The email connection did not seem to work due to security reasons, so I removed it.
After reading the reviews left during my last ship, I fixed the music app and added an IDLE and improved the file system. The music app stops when you close, but continues to play when you minimize it. For the files app, you can now edit and save your edits to the files. For the IDLE, you can now create scripts and edit them. My main task now is to improve both of these by: Allowing these scripts to run and show output. Allow people to add files to the system. All this time, I spent way too much time on the music app where it seems to glitch and have improper display and the music would not seem to play at times. At this point, I am open to any suggestions.
Ships:
I am incredibly excited to launch MythicOS, a myth-inspired web operating system simulation that merges the sleek user experience of modern desktop design with the rich, transcendent imagery of ancient Vedic cosmology. Operating out of the symbolic nodes of Mount Kailash, MythicOS serves as a conceptual workspace environment designed to monitor data planes, manage cosmic records, and explore dynamic realms across coordinates. Building an entire windowing environment inside a flat web browser came with unique architectural hurdles, specifically managing multi-state window configurations, prioritizing global display z-index depth stacking, and converting standard hardware APIsâlike webcam video streamsâinto thematic native modules like the Sanjaya Drishti Lens without disrupting pure CSS layouts. I am incredibly proud of achieving a highly responsive, vanilla frontend architecture that delivers heavy glassmorphism, fluid drag mechanics, and real-time state data persistence in the Akashic Records without a single external library dependency. To fully test the environment, I highly recommend launching the application nodes from the bottom tray dock, opening The Divya Sight to enter dynamic search keyphrases like ganita or drishti, and altering the plane tapestry via the Dharma Laws configuration layer to watch the workspace interface fluidly adapt in real-time.
MythicOS is a creative web project that looks and acts just like a real computer desktop, built entirely inside a website using standard web code. Instead of standard, modern names, the entire system uses a fun fantasy theme filled with magical terms, turning regular apps into things like âAncient Scrollsâ (Notes) and the âSigil Forgeâ (Printer). The project features a fully interactive layout where you can open multiple apps at the same time, drag windows around your screen by their header bars, and launch programs from a sleek dock at the bottom of the screen that swells in size when your mouse hovers over it. Behind the scenes, the project packs in a lot of working features: you can type and edit text files inside a mock file manager, use a grid-based calculator to solve math equations, browse incoming fake emails, write and âsendâ out replies, and use a music player that can play tracks, track timestamps, and skip songs. It even includes an interactive settings panel that lets you swap out the background wallpaper, and it automatically saves your favorite background to the browserâs memory so your desktop looks exactly how you left it whenever you return to the website....
|
1793958677.2790427
|
1794045077.2790427
|
|
19493
|
TAD Coin by @Lawrence | Stardance
|
Lawrence
|
0
|
1.45
|
0
|
[]
|
[{"post_id": 10886, "ts": "202 [{"post_id": 10886, "ts": "2026-06-17T20:54:23Z", "hours": 1.4464, "text": "Security Update I had AI do a review of all of TAD Coinâs code to look for vulnerabilities. It found a few pretty high severity issues which I patched in the latest commit. Fixes: There was no password strength requirements on signup. I fixed this by requiring 8 characters, uppercase character, number, and special character. Added blockchain sanitization to prevent malicious data from being injected. Replaced console.error calls with a custom logger utility to prevent errors from leaking system info."}]...
|
Title: TAD Coin by @Lawrence | Stardance
Devlogs: Title: TAD Coin by @Lawrence | Stardance
Devlogs:
Security Update I had AI do a review of all of TAD Coinâs code to look for vulnerabilities. It found a few pretty high severity issues which I patched in the latest commit. Fixes: There was no password strength requirements on signup. I fixed this by requiring 8 characters, uppercase character, number, and special character. Added blockchain sanitization to prevent malicious data from being injected. Replaced console.error calls with a custom logger utility to prevent errors from leaking system info....
|
1793530408.2929242
|
1794135208.2929242
|
|
19494
|
Lyrics Player by @gzl | Stardance
|
gzl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Lyrics Player by @gzl | Stardance
|
1793505202.0771542
|
1794110002.0771542
|
|
19495
|
Frictionless by @linah | Stardance
|
linah
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @linah | Stardance
|
1793814478.5724525
|
1794419278.5724525
|
|
19496
|
My awesome macropad! by @shreyas_paladi | Stardanc My awesome macropad! by @shreyas_paladi | Stardance...
|
shreyas_paladi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @shreyas_paladi | S Title: My awesome macropad! by @shreyas_paladi | Stardance...
|
1793397341.6649547
|
1794002141.6649547
|
|
19497
|
Dev Board by @aaravdhawan25 | Stardance
|
aaravdhawan25
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T15:15:05Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macro pad for developers with keys for git commands and IDE hot keys. They run a series of key combinations with a sleek case design. There are also leds which are aesthetic and for real functions.", "repo": "https://github.com/aaravdhawan25/Stardance-Dev-Board", "demo": ""}]...
|
[{"post_id": 84088, "ts": "202 [{"post_id": 84088, "ts": "2026-10-29T03:18:18Z", "hours": 12.0917, "text": "Spent a long time redesigning. I had almost given up on this as it kept glitching but I was able to figure out how to get the board to work. As my first project where I made a custom PCB I had a lot of learning to do. It was really a big learning curve. I had to re program everything and figure out how to nuke the RP2040 which took a while. I also spent time cadding the new case for the board which fits the same pcb and I just take out the middle housing and pop it in to the new one. The new one is much more sleek."}, {"post_id": 13215, "ts": "2026-06-21T17:22:43Z", "hours": 1.755, "text": "Finished Cad Design Of Keyboard Case I used onshape and just finished the dev board cas design with a sleek look and accurate dimensions. Tolerences have been put in place."}, {"post_id": 12547, "ts": "2026-06-20T14:31:46Z", "hours": 0.4072, "text": "Tweaked code to add custom macros and shortcuts. Added a quick commit macro which I mapped out with my keyboard short cuts which goes into the commit message box and then selects the write message with copilot and then it commits."}, {"post_id": 11953, "ts": "2026-06-19T14:43:18Z", "hours": 0.6219, "text": "Finished Code and PCB Design"}]...
|
Title: Dev Board by @aaravdhawan25 | Stardance
De Title: Dev Board by @aaravdhawan25 | Stardance
Devlogs:
Finished Code and PCB Design
Tweaked code to add custom macros and shortcuts. Added a quick commit macro which I mapped out with my keyboard short cuts which goes into the commit message box and then selects the write message with copilot and then it commits.
Finished Cad Design Of Keyboard Case I used onshape and just finished the dev board cas design with a sleek look and accurate dimensions. Tolerences have been put in place.
Spent a long time redesigning. I had almost given up on this as it kept glitching but I was able to figure out how to get the board to work. As my first project where I made a custom PCB I had a lot of learning to do. It was really a big learning curve. I had to re program everything and figure out how to nuke the RP2040 which took a while. I also spent time cadding the new case for the board which fits the same pcb and I just take out the middle housing and pop it in to the new one. The new one is much more sleek.
Ships:
I made a macro pad for developers with keys for git commands and IDE hot keys. They run a series of key combinations with a sleek case design. There are also leds which are aesthetic and for real functions....
|
1793847006.6125095
|
1793933406.6125095
|
|
19498
|
My first slack bot! by @Bgonzcode | Stardance
|
Bgonzcode
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Bgonzcode | Stardan Title: My first slack bot! by @Bgonzcode | Stardance...
|
1793937056.8351598
|
1794541856.8351598
|
|
19499
|
InSave by @Osmosis | Stardance
|
Osmosis
|
0
|
15.21
|
0
|
[]
|
[{"post_id": 21946, "ts": "202 [{"post_id": 21946, "ts": "2026-07-04T04:27:03Z", "hours": 4.1242, "text": "The problem thatâs haunted this project for weeks, on iPhone, the app and the browser are treated as DIFFERENT sandboxes, so a reel you saved in one never showed up in the other. Same underlying issue everywhere, InSave never knew who you were. Every new device created a new account which is annoying to say the least Fixed it properly: optional sign-in. Donât want an account? Everything still works, save, get reminded, no login wall. Want your stuff in one place across your phone and laptop? Sign in once, and everything you saved, no matter which device or browser, merges into one library. Signed in on my iPhone and my Android and watched them become the same library. That merge, taking piles of saved reels from three different accounts and combining them into one without losing or duplicating a single thing, was the hardest thing Iâve built on this whole project. Then it went live and immediately broke, which was its own lesson. Sign-in did nothing on every phone. Chased it down: the button silently failed because the server was erroring, because a piece of setup I was supposed to do by hand on the Google AUTH client got skipped when the code auto-shipped itself. The code deployed fine. Fixed the setup, and sign-in flipped from broken to working on both iPhone and Android. Two bonus things shipped while I was in there: reminders are now a one reel at a time revisit queue (see the reel, rewatch it, keep it in rotation, or let it go) instead of a flat list. And import got way better, turns out Instagramâs export quietly includes your actual collections, so now importing recreates them faithfully instead of dumping everything into one pile. 258 tests green. Live on real servers. Verified on real iPhone and real Android. The wall thatâs blocked iPhone for weeks is down. Still honest about whatâs left, There is a timezone issue, reminders still fire on the wrong clock for anyone outside my timezone. Tired, but it works."}, {"post_id": 16312, "ts": "2026-06-26T15:27:46Z", "hours": 7.0067, "text": "Well thereâs good news and bad news. Good news: I set a reminder, walked away, and my Android phone buzzed at exactly the right time, app fully closed. The whole point of InSave, working on real hardware, not in a test. After weeks of âit passes 198 tests,â watching it actually go off in my hand hit different. iPhones refuse to cooperate tho, I built the iPhone capture so you share a reel, tap a shortcut, it saves. It did save. Reel captured and everything looked fine. Except it wasnt. Turns out on iPhone, the website you open from a link and the app you installed to your home screen are treated as two completely separate things with separate memories. The shortcut saved my reel into one; my reminders live in the other. Looks like I have to do the hard part now InSave never had logins. Every phone, every browser, quietly invented its own anonymous identity, and they never talked. It worked fine when I only tested on one device. The moment I used two, like in the case for Iphone where 1 device shows 2 (curse you apple). My own database is sitting here with three different âmeâs in it. The main bug So the next build is the one I kept putting off because it felt boring: actual accounts. One login, one library, everything in one place no matter which phone or app you opened. Itâs the thing that makes iPhone actually work, and the thing that means you never lose your reels switching phones. Where it stands: 198 tests green, live on real servers, Android reminders confirmed firing on a real phone. iPhone capture works mechanically but needs accounts to be useful."}, {"post_id": 15089, "ts": "2026-06-24T14:55:43Z", "hours": 2.375, "text": "Devlog 4: InSave now remembers for you, even when itâs closed The whole point of InSave in one line: the reel you saved and forgot comes back to you. Built it in 3 slices. The brain: wakes on a timer, picks whatâs worth nudging you about. Important reels come back sooner and push harder. Junk you keep ignoring quietly backs off, so it never becomes the app you mute. The push: that nudge lands as a real notification with InSave fully closed. The action: done / snooze / open the reel, straight from the notification. Proudest bit is invisible: the phone and the server write to totally separate parts of each reel, so they can never fight. Thatâs why deleting the app or switching phones brings your reels back instead of losing them. The scariest problem in the project. Honest bug I wrote down instead of hiding: snooze a reel and it can still pop up early. On the fix list. 117 tests, all green. Full loop closed: save â tag â remind â act. Next: living with it on my own phone for a few weeks. Tests work but they canât tell me if my app is too annoying and if every couple days feels right. Only real use can. Also the frontend, eesh it pains me gotta get to work on that"}, {"post_id": 10457, "ts": "2026-06-17T05:56:48Z", "hours": 0.7958, "text": "This is the part I think actually makes InSave different, so I wanted it to feel good. The problem: everyoneâs got a graveyard of saved reels theyâll never see again. InSave lets you dig it up. You hand it the data file Instagram gives you when you ask for your stuff, and it lays out every reel you ever saved so you can grab the few that mattered and let the rest stay buried. The thing I cared most about: your entire saved history never leaves your phone. It gets read right there on the device, and only the handful you actually choose to keep ever get sent anywhere. The graveyard is yours and it stays yours. Two bugs nearly slipped through, The syncing code was telling itself âyep, saved thatâ for reels it had not actually saved, so on a bad day reels could just quietly disappear with no error to tell you. Thatâs the worst kind of bug, the silent one. Fixed it so it only ticks a reel off once it can actually see it stored. The second was smaller, hit âkeep all from this personâ twice and youâd get duplicates. Made it so keeping something twice does nothing the second time. Where it landed: 46 tests passing, up from 20, and a clean build. The whole import-and-triage flow holds together end to end. Still to do on the real phone, feed it an actual Instagram export and confirm it really does make zero calls out to Instagram while you browse, which is the promise the whole privacy story rests on. One lesson Iâm taking, bugs are a pain in the a** when you dont even know where theyre coming from, bugs that lose your data while smiling at you is worse than one that crashes. More to come!"}, {"post_id": 10095, "ts": "2026-06-16T18:00:11Z", "hours": 0.9133, "text": "First piece, and the most important one, because if saving a reel is even slightly annoying nobody will do it, me included. The goal was brutal: tap share, tap InSave, and youâre already back to scrolling. No screen, no typing, no âtag this now.â Under a second. The part Iâm quietly proud of, it does zero network on the way in. When you share a reel, everything happens right there on your phone (clean up the link, check you havenât already saved it, write it down) and only later does it quietly sync in the background. Which means it works with no signal at all. Save a reel in a lift with no bars, it just works, and catches up when youâre back online. The wall was a dumb one that I almost shipped past. The little âsaved!â confirmation popup broke when offline, the one moment it most needed to work, because the page it lived on tried to load fresh and couldnât. Fix was to bake that popup into the part of the app thatâs always cached, so it shows up even with no connection. Annoying to find, satisfying to kill. Where it stands 20 tests, all green, and a clean build. The save-while-offline-then-sync loop holds together. Real on-phone testing (does it actually show up in Instagramâs share menu, does it really feel under a second) is the next thing I have to check on the actual device, not just in tests. But hey thats not the only thing, thereâs a lot more work to be doneâŚ"}]...
|
Title: InSave by @Osmosis | Stardance
Devlogs:
Fi Title: InSave by @Osmosis | Stardance
Devlogs:
First piece, and the most important one, because if saving a reel is even slightly annoying nobody will do it, me included. The goal was brutal: tap share, tap InSave, and youâre already back to scrolling. No screen, no typing, no âtag this now.â Under a second. The part Iâm quietly proud of, it does zero network on the way in. When you share a reel, everything happens right there on your phone (clean up the link, check you havenât already saved it, write it down) and only later does it quietly sync in the background. Which means it works with no signal at all. Save a reel in a lift with no bars, it just works, and catches up when youâre back online. The wall was a dumb one that I almost shipped past. The little âsaved!â confirmation popup broke when offline, the one moment it most needed to work, because the page it lived on tried to load fresh and couldnât. Fix was to bake that popup into the part of the app thatâs always cached, so it shows up even with no connection. Annoying to find, satisfying to kill. Where it stands 20 tests, all green, and a clean build. The save-while-offline-then-sync loop holds together. Real on-phone testing (does it actually show up in Instagramâs share menu, does it really feel under a second) is the next thing I have to check on the actual device, not just in tests. But hey thats not the only thing, thereâs a lot more work to be doneâŚ
This is the part I think actually makes InSave different, so I wanted it to feel good. The problem: everyoneâs got a graveyard of saved reels theyâll never see again. InSave lets you dig it up. You hand it the data file Instagram gives you when you ask for your stuff, and it lays out every reel you ever saved so you can grab the few that mattered and let the rest stay buried. The thing I cared most about: your entire saved history never leaves your phone. It gets read right there on the device, and only the handful you actually choose to keep ever get sent anywhere. The graveyard is yours and it stays yours. Two bugs nearly slipped through, The syncing code was telling itself âyep, saved thatâ for reels it had not actually saved, so on a bad day reels could just quietly disappear with no error to tell you. Thatâs the worst kind of bug, the silent one. Fixed it so it only ticks a reel off once it can actually see it stored. The second was smaller, hit âkeep all from this personâ twice and youâd get duplicates. Made it so keeping something twice does nothing the second time. Where it landed: 46 tests passing, up from 20, and a clean build. The whole import-and-triage flow holds together end to end. Still to do on the real phone, feed it an actual Instagram export and confirm it really does make zero calls out to Instagram while you browse, which is the promise the whole privacy story rests on. One lesson Iâm taking, bugs are a pain in the a** when you dont even know where theyre coming from, bugs that lose your data while smiling at you is worse than one that crashes. More to come!
Devlog 4: InSave now remembers for you, even when itâs closed The whole point of InSave in one line: the reel you saved and forgot comes back to you. Built it in 3 slices. The brain: wakes on a timer, picks whatâs worth nudging you about. Important reels come back sooner and push harder. Junk you keep ignoring quietly backs off, so it never becomes the app you mute. The push: that nudge lands as a real notification with InSave fully closed. The action: done / snooze / open the reel, straight from the notification. Proudest bit is invisible: the phone and the server write to totally separate parts of each reel, so they can never fight. Thatâs why deleting the app or switching phones brings your reels back instead of losing them. The scariest problem in the project. Honest bug I wrote down instead of hiding: snooze a reel and it can still pop up early. On the fix list. 117 tests, all green. Full loop closed: save â tag â remind â act. Next: living with it on my own phone for a few weeks. Tests work but they canât tell me if my app is too annoying and if every couple days feels right. Only real use can. Also the frontend, eesh it pains me gotta get to work on that
Well thereâs good news and bad news. Good news: I set a reminder, walked away, and my Android phone buzzed at exactly the right time, app fully closed. The whole point of InSave, working on real hardware, not in a test. After weeks of âit passes 198 tests,â watching it actually go off in my hand hit different. iPhones refuse to cooperate tho, I built the iPhone capture so you share a reel, tap a shortcut, it saves. It did save. Reel captured and everything looked fine. Except it wasnt. Turns out on iPhone, the website you open from a link and the app you installed to your home screen are treated as two completely separate things with separate memories. The shortcut saved my reel into one; my reminders live in the other. Looks like I have to do the hard part now InSave never had logins. Every phone, every browser, quietly invented its own anonymous identity, and they never talked. It worked fine when I only tested on one device. The moment I used two, like in the case for Iphone where 1 device shows 2 (curse you apple). My own database is sitting here with three different âmeâs in it. The main bug So the next build is the one I kept putting off because it felt boring: actual accounts. One login, one library, everything in one place no matter which phone or app you opened. Itâs the thing that makes iPhone actually work, and the thing that means you never lose your reels switching phones. Where it stands: 198 tests green, live on real servers, Android reminders confirmed firing on a real phone. iPhone capture works mechanically but needs accounts to be useful.
The problem thatâs haunted this project for weeks, on iPhone, the app and the browser are treated as DIFFERENT sandboxes, so a reel you saved in one never showed up in the other. Same underlying issue everywhere, InSave never knew who you were. Every new device created a new account which is annoying to say the least Fixed it properly: optional sign-in. Donât want an account? Everything still works, save, get reminded, no login wall. Want your stuff in one place across your phone and laptop? Sign in once, and everything you saved, no matter which device or browser, merges into one library. Signed in on my iPhone and my Android and watched them become the same library. That merge, taking piles of saved reels from three different accounts and combining them into one without losing or duplicating a single thing, was the hardest thing Iâve built on this whole project. Then it went live and immediately broke, which was its own lesson. Sign-in did nothing on every phone. Chased it down: the button silently failed because the server was erroring, because a piece of setup I was supposed to do by hand on the Google AUTH client got skipped when the code auto-shipped itself. The code deployed fine. Fixed the setup, and sign-in flipped from broken to working on both iPhone and Android. Two bonus things shipped while I was in there: reminders are now a one reel at a time revisit queue (see the reel, rewatch it, keep it in rotation, or let it go) instead of a flat list. And import got way better, turns out Instagramâs export quietly includes your actual collections, so now importing recreates them faithfully instead of dumping everything into one pile. 258 tests green. Live on real servers. Verified on real iPhone and real Android. The wall thatâs blocked iPhone for weeks is down. Still honest about whatâs left, There is a timezone issue, reminders still fire on the wrong clock for anyone outside my timezone. Tired, but it works....
|
1793487089.2185605
|
1794091889.2185605
|
|
19500
|
3DS Splash Screen and Badge Maker by @edda | Stard 3DS Splash Screen and Badge Maker by @edda | Stardance...
|
edda
|
1
|
6.0
|
79
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T21:38:06Z", "hours": 6.0, "multiplier": 13.37, "payout": 79, "blessing": "neutral", "text": "This is a splash screen and badge creator for 3DS! While the outputted files are intended for use on, well, the 3DS, this app runs on Windows. Now, what is a âsplash screenâ or a âbadgeâ? Well, a splash screen is a pair of two imagesâone for each screenâ that shows up briefly before or after your 3DS boots. Usually, they are for aesthetic purposes, or just informing that the said console has been modified and listing executable payloads (such as ones to launch the Luma3DS Menu). These images are required to be in a specific format, with BGR color encoding, rotated 90 degrees, and as a .bin file. This program will convert them for you, and export them to a folder within the âOutputâ and then within a folder of your naming (as defined in the âexport nameâ option). Then, you can go to the website linked in the app, and create an info.smdh, put it in the folder with your .bins, zip it, put it into âSplashesâ in your SD card, and voila! You can then load it in Anenome as a splash screen. A badge is a 64x64 PNG image that can be placed on the home menu screen of the 3DS for decoration. This program allows you to import an image, and it will automatically split it into smaller, properly sized images, and export it into the âOutputâ folder and then to a folder you defined in the âexport nameâ option, as with the splash screens. Then you just zip the folder and put it into âBadgesâ in your SD Card, and are able to install them with Anenome and use them to your heartâs content as you would any other badges. I made this project because when I was trying to create a splash screen a few months ago, I was struggling a bit with resources and finding info that wasnât from 13-ish years ago, and I find this kind of thing really fun to mess around with! This isnât my main project on here, I just really wanted to make a small thing. As for AI use, there was hardly any on this project, mainly just for debugging or asking information or help on things I couldnât find. And to double check if the .bin files looked okay, as I have hardly ever worked with them before. And as a heads up, this project can lag a little with button inputs at times. It does register it, but every now and then you may need to press a couple times.", "repo": "https://github.com/rosierosierosebud/3DS-Badge-N-Splash", "demo": "https://github.com/rosierosierosebud/3DS-Badge-N-Splash/releases/tag/v1"}]...
|
[{"post_id": 10896, "ts": "202 [{"post_id": 10896, "ts": "2026-06-17T21:10:32Z", "hours": 0.9672, "text": "Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I canât really like get it in action without showing literally aLL of my files, though, because itâs mainly for converting them."}, {"post_id": 10700, "ts": "2026-06-17T15:50:37Z", "hours": 3.8178, "text": "Got the badge maker fully working! Itâs a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker⌠which i am more nervous about lol"}, {"post_id": 9663, "ts": "2026-06-16T02:14:29Z", "hours": 1.1525, "text": "Got the window done and drew a few buttons (not pictured), and coded the .bin converter :) it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow"}]...
|
Title: 3DS Splash Screen and Badge Maker by @edda Title: 3DS Splash Screen and Badge Maker by @edda | Stardance
Devlogs:
Got the window done and drew a few buttons (not pictured), and coded the .bin converter :) it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow
Got the badge maker fully working! Itâs a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker⌠which i am more nervous about lol
Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I canât really like get it in action without showing literally aLL of my files, though, because itâs mainly for converting them.
Ships:
This is a splash screen and badge creator for 3DS! While the outputted files are intended for use on, well, the 3DS, this app runs on Windows. Now, what is a âsplash screenâ or a âbadgeâ? Well, a splash screen is a pair of two imagesâone for each screenâ that shows up briefly before or after your 3DS boots. Usually, they are for aesthetic purposes, or just informing that the said console has been modified and listing executable payloads (such as ones to launch the Luma3DS Menu). These images are required to be in a specific format, with BGR color encoding, rotated 90 degrees, and as a .bin file. This program will convert them for you, and export them to a folder within the âOutputâ and then within a folder of your naming (as defined in the âexport nameâ option). Then, you can go to the website linked in the app, and create an info.smdh, put it in the folder with your .bins, zip it, put it into âSplashesâ in your SD card, and voila! You can then load it in Anenome as a splash screen. A badge is a 64x64 PNG image that can be placed on the home menu screen of the 3DS for decoration. This program allows you to import an image, and it will automatically split it into smaller, properly sized images, and export it into the âOutputâ folder and then to a folder you defined in the âexport nameâ option, as with the splash screens. Then you just zip the folder and put it into âBadgesâ in your SD Card, and are able to install them with Anenome and use them to your heartâs content as you would any other badges. I made this project because when I was trying to create a splash screen a few months ago, I was struggling a bit with resources and finding info that wasnât from 13-ish years ago, and I find this kind of thing really fun to mess around with! This isnât my main project on here, I just really wanted to make a small thing. As for AI use, there was hardly any on this project, mainly just for debugging or asking information or help on things I couldnât find. And to double check if the .bin files looked okay, as I have hardly ever worked with them before. And as a heads up, this project can lag a little with button inputs at times. It does register it, but every now and then you may need to press a couple times....
|
1794009109.2384443
|
1794095509.2384443
|