|
20101
|
Frictionless by @Iskoo | Stardance
|
Iskoo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Iskoo | Stardance
|
1793908182.5086775
|
1794512982.5086775
|
|
20102
|
Quell Backend by @squid2010 | Stardance
|
squid2010
|
0
|
1.31
|
0
|
[]
|
[{"post_id": 11693, "ts": "202 [{"post_id": 11693, "ts": "2026-06-19T01:42:30Z", "hours": 1.31, "text": "First Devlog I’ve started work on Quell again! Technically this isn’t the first version of the project, but the previous codebase had accumulated enough interesting choices that rewriting would be easier than fixing it (beautiful spaghetti code). The goal this time is to keep the soul of quell while remaking the project. What is Quell? Quell is a functional programming language designed to combine classical and quantum computing in a single language. Rather than using an existing quantum backend, I’m also building my own execution backend (fun :D). The plan is for it to contain both a quantum simulator and a classical virtual machine, which is either a great idea or a something that will cost me a lot of time. Programs will eventually compile from .ql source files into a low-level .q intermediate representation, which can then be executed by the backend. What got done? Most of this week was spent laying foundations: Set up the repository Created the CMake configuration Designed the initial backend instruction set Drafted the formal grammar for Quell The backend is currently my main focus. Before writing much of the compiler, I want the VM and quantum execution layer capable of executing .q programs directly. Qubit Implementation One decision I’ve been thinking about is how qubits should be represented. Internally, qubits will live inside registers. If a single qubit gets defined on its own, it’ll just be a register containing one qubit. Therefore: let q0: qubit = new qubit(); creates a new single-qubit register. Meanwhile: let q0: qubit = qreg[0]; doesn’t allocate anything. Instead, q0 becomes a reference to an existing qubit inside another register. This keeps allocation based around registers while still making individual qubits easy to work with if people want to. Backend Instruction Set The backend currently supports a small native gate set: I H, X, Y, Z S, SDG T, TDG RX, RY, RZ PHASE CX More complex gates such as CZ and SWAP will be lowered into simpler operations during compilation. The backend also includes measurement, reset operations, classical arithmetic, comparisons, branching, and a call stack capable of supporting recursive functions. What’s Next? The next major milestone is getting the backend to execute .q files correctly. After that, I want to: Finish dynamic qubit allocation Implement parsing and AST generation Begin lowering Quell source code into .q Start building out the type system and semantic analysis (much difficult) I’ve also linked the current grammar below, for those of you who like stuff like that. It’s still in progress, but it’s in a better place where I can start implementing it later (now is backend time). quell_formal_grammar.txt"}]...
|
Title: Quell Backend by @squid2010 | Stardance
De Title: Quell Backend by @squid2010 | Stardance
Devlogs:
First Devlog I’ve started work on Quell again! Technically this isn’t the first version of the project, but the previous codebase had accumulated enough interesting choices that rewriting would be easier than fixing it (beautiful spaghetti code). The goal this time is to keep the soul of quell while remaking the project. What is Quell? Quell is a functional programming language designed to combine classical and quantum computing in a single language. Rather than using an existing quantum backend, I’m also building my own execution backend (fun :D). The plan is for it to contain both a quantum simulator and a classical virtual machine, which is either a great idea or a something that will cost me a lot of time. Programs will eventually compile from .ql source files into a low-level .q intermediate representation, which can then be executed by the backend. What got done? Most of this week was spent laying foundations: Set up the repository Created the CMake configuration Designed the initial backend instruction set Drafted the formal grammar for Quell The backend is currently my main focus. Before writing much of the compiler, I want the VM and quantum execution layer capable of executing .q programs directly. Qubit Implementation One decision I’ve been thinking about is how qubits should be represented. Internally, qubits will live inside registers. If a single qubit gets defined on its own, it’ll just be a register containing one qubit. Therefore: let q0: qubit = new qubit(); creates a new single-qubit register. Meanwhile: let q0: qubit = qreg[0]; doesn’t allocate anything. Instead, q0 becomes a reference to an existing qubit inside another register. This keeps allocation based around registers while still making individual qubits easy to work with if people want to. Backend Instruction Set The backend currently supports a small native gate set: I H, X, Y, Z S, SDG T, TDG RX, RY, RZ PHASE CX More complex gates such as CZ and SWAP will be lowered into simpler operations during compilation. The backend also includes measurement, reset operations, classical arithmetic, comparisons, branching, and a call stack capable of supporting recursive functions. What’s Next? The next major milestone is getting the backend to execute .q files correctly. After that, I want to: Finish dynamic qubit allocation Implement parsing and AST generation Begin lowering Quell source code into .q Start building out the type system and semantic analysis (much difficult) I’ve also linked the current grammar below, for those of you who like stuff like that. It’s still in progress, but it’s in a better place where I can start implementing it later (now is backend time). quell_formal_grammar.txt...
|
1793552024.5787597
|
1794156824.5787597
|
|
20103
|
My very own WebOS by @helzinki | Stardance
|
helzinki
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @helzinki | Stardance
|
1793483710.8327568
|
1794088510.8327568
|
|
20104
|
My very own WebOS by @0xXenon | Stardance
|
0xXenon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @0xXenon | Stardance
|
1793397167.6585798
|
1794001967.6585798
|
|
20105
|
Untitled by @Rea | Stardance
|
Rea
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Rea | Stardance
|
1793505053.765867
|
1794109853.765867
|
|
20106
|
My awesome macropad! by @meerkat | Stardance
|
meerkat
|
0
|
1.45
|
0
|
[]
|
[{"post_id": 21060, "ts": "202 [{"post_id": 21060, "ts": "2026-07-02T20:48:35Z", "hours": 1.45, "text": "Just started my macropad! I finished creating my pcb based off of the guide and will be adding my own edits soon!"}]...
|
Title: My awesome macropad! by @meerkat | Stardanc Title: My awesome macropad! by @meerkat | Stardance
Devlogs:
Just started my macropad! I finished creating my pcb based off of the guide and will be adding my own edits soon!...
|
1793476103.6576161
|
1794080903.6576161
|
|
20107
|
My first slack bot! by @satyahasinidatla | Stardan My first slack bot! by @satyahasinidatla | Stardance...
|
satyahasinidatla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @satyahasinidatla | Title: My first slack bot! by @satyahasinidatla | Stardance...
|
1794055777.8351114
|
1794660577.8351114
|
|
20108
|
Wondersight by @Willwill | Stardance
|
Willwill
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Wondersight by @Willwill | Stardance
|
1793447488.4824007
|
1794052288.4824007
|
|
20109
|
Frictionless by @gurshh | Stardance
|
gurshh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @gurshh | Stardance
|
1793461970.104568
|
1794066770.104568
|
|
20110
|
Untitled by @Piepie_16 | Stardance
|
Piepie_16
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Piepie_16 | Stardance
|
1793987433.8067589
|
1794592233.8067589
|
|
20111
|
Hardware-In-the-Loop (HIL) by @sathyndhira | Stard Hardware-In-the-Loop (HIL) by @sathyndhira | Stardance...
|
sathyndhira
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T20:37:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simulator that treats an Arduino like a flight computer that displays the status of a satellite. I was hard to connect the Arduino’s language to the python script, but I learned how to do that with the help of AI. I felt proud of it because this is my first public independent project with no guide to help me on the way.", "repo": "https://github.com/Sathyndhira/HIL-Satellite-Simulator", "demo": ""}]...
|
[{"post_id": 10121, "ts": "202 [{"post_id": 10121, "ts": "2026-06-16T18:41:49Z", "hours": 0.5667, "text": "Hardware-In-the-Loop Satellite Simluation This projects connects a testing bridge between two things: an Arduino UNO (Physical Microcontroller) which acts like a Flight Computer, and a Python Script in VS Code which acts as Ground Control. As the orbital physics are simulated in Python and sent live over a serial data highway to the Arduino, the Arduino must process this information to execute decision-making logic, and showcase the simulation’s state based on hardware constraints."}]...
|
Title: Hardware-In-the-Loop (HIL) by @sathyndhira Title: Hardware-In-the-Loop (HIL) by @sathyndhira | Stardance
Devlogs:
Hardware-In-the-Loop Satellite Simluation This projects connects a testing bridge between two things: an Arduino UNO (Physical Microcontroller) which acts like a Flight Computer, and a Python Script in VS Code which acts as Ground Control. As the orbital physics are simulated in Python and sent live over a serial data highway to the Arduino, the Arduino must process this information to execute decision-making logic, and showcase the simulation’s state based on hardware constraints.
Ships:
I made a simulator that treats an Arduino like a flight computer that displays the status of a satellite. I was hard to connect the Arduino’s language to the python script, but I learned how to do that with the help of AI. I felt proud of it because this is my first public independent project with no guide to help me on the way....
|
1793936879.512775
|
1794023279.512775
|
|
20112
|
Starwise by @cxsmxnaut | Stardance
|
cxsmxnaut
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Starwise by @cxsmxnaut | Stardance
|
1794081269.6479213
|
1794686069.6479213
|
|
20113
|
My awesome macropad! by @Roean_Porter | Stardance
|
Roean_Porter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Roean_Porter | Sta Title: My awesome macropad! by @Roean_Porter | Stardance...
|
1793375313.8857968
|
1793980113.8857968
|
|
20114
|
Synthesizer by @amk9809 | Stardance
|
amk9809
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:28:57Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple python and pygame GUI of a synthesizer. What is special about this is that it only uses of note, that is C major, to create all the other notes for the synthesizer. It uses librosas pitch_shift function to create all the other notes needed. All of this came from a single project of creating a code for transforming one note into another. I liked it a lot so I decided to build a GUI for it and here we are. Throughout the project, there weren’t many problems, since it isn’t that complicted, but there still were a few. When I first tried to make the notes change colour when you clicked them, it was really challenging to create a system so they would do it in a set amount of time. Then I came to the idea of using some kind of memory for the notes and empty it in a set amount of time. So I made it like this: -once you click a note it changes colour; -its position and time when it was clicked is added to the memory; -with every frame, the game checks if the time that was recoreded in the memory was 3 or more seconds ago; -after it sees that it was, it changes back the colour of the note, and empties the note from the memory. I am really proud of how I made a solution for that problem, because I really like using matrices and arrays for such solutions. Except that, I tried making the sound change pitch different instead of with librosas pitch_shift funtion. I wanted to create a funtion which will utilise the FFT and change the frequency that way. That was really hard. Most of the time spent in the last devpost were me trying to do it. I just didn’t realise how it should me done, but then I tested it on a random sine signal I created using numpy and once I did it with that simple signal I tried it with mine signal. Some key problems I had to solve was that: -I had to change my audio array froma multidimensional to a onedimensional array, since the fft worked with those; -I had to move items to a fractional place, which used some special python and mathematical function. Other than those, there weren’t any significant problems I found. But I am really proud of myself on this project for doing more than just creating a GUI. I am proud I used signal proccesiong and mathematical functions to manipulate the audio waves inputted. What’s fun is that you can input any wave file into the program and it will use it, so you can basically input anything you want to use for your synth.", "repo": "https://github.com/amk9809/Python_Synthesizer", "demo": "https://amk9809.itch.io/pygame-synthesizer"}]...
|
[{"post_id": 38355, "ts": "202 [{"post_id": 38355, "ts": "2026-07-31T18:12:30Z", "hours": 2.0006, "text": "So, in the last week I’ve been trying to make this synth into and executable binary, but python being python made problems with the libraries such as librosa, which I can’t replace because there aren’t any other suitable libraries like that that work for me in this case. I’ve been breaking my back with libraries like nuitka and pyinstaller which had problems of their own (pyinstaller not wanting to work because of flexiblas and nuitk because of librosa). But I finally think I did the job and It’s available on the itch.io page of the game."}, {"post_id": 27767, "ts": "2026-07-13T16:42:01Z", "hours": 4.9431, "text": "I’m finally done with the idea of this synthesizer. From the last update I have tried to implement a different approach to the pitch change. I have tried, instead of the librosa pitch_shift, to use the sound made using a FFT. That ended up not sounding better, even though I though it would. I basically just turned my audio info into a complex array using a FFT, where I mover the frequency bins higher or lower depending on if the sound should be lower or higher. There I also calculate how much the sound should be moved based on how many semitones you want. In the end, the full project consists of a notebook (where you can see the FFT) where there are some tests with the audio. There are also the input audio: C_Major_Piano and the output audio(Only used in testing): Output_Note. Other than that, there are two GUIs, where on one you play with the C Major note and change it’s pitch and on the other you just play the frequency of the wanted note."}, {"post_id": 11948, "ts": "2026-06-19T14:25:00Z", "hours": 3.5386, "text": "From the last devlog, I have been working on the GUI of the synthesizer. For now it looks pretty promising and I lile how it is going. I have made the synthesizer work and now you click on the notes and the sound lasts two seconds. The high pitched sounds don’t sound like the piano though…but I’m not sure how to work that out yet. What was the hard part from the last update wasd making the buttons change colour once clicked. Since they are not part of any class or struct, I have to draw them again in different colour once they are clicked and again in the original colour two seconds later. For that I use a matrix which serves as a memory, which works fine for now, which holds the time when the button was clicked and its position so it can be drawn again."}, {"post_id": 10082, "ts": "2026-06-16T17:40:09Z", "hours": 1.2558, "text": "Currently I have imported the .mp3 file of the C major note onto python and have read it’s contents. And here is the plot of the sound itself. One part of the code currently reads from your terminal which note you want to play, for example “A4”, and it scales the C major note to that pitch and plays it. After that there is a low-pass filter to clear the frequencies over 4500Hz, mainly to make the notes of higher octaves sound cleaner and like piano notes and not banjo. I have started to copy the final products from a jupyter notebook to a python file because I want to create a GUI so the user can actually click the note to play, like a little piano."}]...
|
Title: Synthesizer by @amk9809 | Stardance
Devlog Title: Synthesizer by @amk9809 | Stardance
Devlogs:
Currently I have imported the .mp3 file of the C major note onto python and have read it’s contents. And here is the plot of the sound itself. One part of the code currently reads from your terminal which note you want to play, for example “A4”, and it scales the C major note to that pitch and plays it. After that there is a low-pass filter to clear the frequencies over 4500Hz, mainly to make the notes of higher octaves sound cleaner and like piano notes and not banjo. I have started to copy the final products from a jupyter notebook to a python file because I want to create a GUI so the user can actually click the note to play, like a little piano.
From the last devlog, I have been working on the GUI of the synthesizer. For now it looks pretty promising and I lile how it is going. I have made the synthesizer work and now you click on the notes and the sound lasts two seconds. The high pitched sounds don’t sound like the piano though…but I’m not sure how to work that out yet. What was the hard part from the last update wasd making the buttons change colour once clicked. Since they are not part of any class or struct, I have to draw them again in different colour once they are clicked and again in the original colour two seconds later. For that I use a matrix which serves as a memory, which works fine for now, which holds the time when the button was clicked and its position so it can be drawn again.
I’m finally done with the idea of this synthesizer. From the last update I have tried to implement a different approach to the pitch change. I have tried, instead of the librosa pitch_shift, to use the sound made using a FFT. That ended up not sounding better, even though I though it would. I basically just turned my audio info into a complex array using a FFT, where I mover the frequency bins higher or lower depending on if the sound should be lower or higher. There I also calculate how much the sound should be moved based on how many semitones you want. In the end, the full project consists of a notebook (where you can see the FFT) where there are some tests with the audio. There are also the input audio: C_Major_Piano and the output audio(Only used in testing): Output_Note. Other than that, there are two GUIs, where on one you play with the C Major note and change it’s pitch and on the other you just play the frequency of the wanted note.
So, in the last week I’ve been trying to make this synth into and executable binary, but python being python made problems with the libraries such as librosa, which I can’t replace because there aren’t any other suitable libraries like that that work for me in this case. I’ve been breaking my back with libraries like nuitka and pyinstaller which had problems of their own (pyinstaller not wanting to work because of flexiblas and nuitk because of librosa). But I finally think I did the job and It’s available on the itch.io page of the game.
Ships:
I made a simple python and pygame GUI of a synthesizer. What is special about this is that it only uses of note, that is C major, to create all the other notes for the synthesizer. It uses librosas pitch_shift function to create all the other notes needed. All of this came from a single project of creating a code for transforming one note into another. I liked it a lot so I decided to build a GUI for it and here we are. Throughout the project, there weren’t many problems, since it isn’t that complicted, but there still were a few. When I first tried to make the notes change colour when you clicked them, it was really challenging to create a system so they would do it in a set amount of time. Then I came to the idea of using some kind of memory for the notes and empty it in a set amount of time. So I made it like this: -once you click a note it changes colour; -its position and time when it was clicked is added to the memory; -with every frame, the game checks if the time that was recoreded in the memory was 3 or more seconds ago; -after it sees that it was, it changes back the colour of the note, and empties the note from the memory. I am really proud of how I made a solution for that problem, because I really like using matrices and arrays for such solutions. Except that, I tried making the sound change pitch different instead of with librosas pitch_shift funtion. I wanted to create a funtion which will utilise the FFT and change the frequency that way. That was really hard. Most of the time spent in the last devpost were me trying to do it. I just didn’t realise how it should me done, but then I tested it on a random sine signal I created using numpy and once I did it with that simple signal I tried it with mine signal. Some key problems I had to solve was that: -I had to change my audio array froma multidimensional to a onedimensional array, since the fft worked with those; -I had to move items to a fractional place, which used some special python and mathematical function. Other than those, there weren’t any significant problems I found. But I am really proud of myself on this project for doing more than just creating a GUI. I am proud I used signal proccesiong and mathematical functions to manipulate the audio waves inputted. What’s fun is that you can input any wave file into the program and it will use it, so you can basically input anything you want to use for your synth....
|
1793998512.8207595
|
1794084912.8207595
|
|
20115
|
My awesome macropad! by @Uber_Potato_123 | Stardan My awesome macropad! by @Uber_Potato_123 | Stardance...
|
Uber_Potato_123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Uber_Potato_123 | Title: My awesome macropad! by @Uber_Potato_123 | Stardance...
|
1794023750.3156698
|
1794628550.3156698
|
|
20116
|
Pad[6k2R] by @YashKash | Stardance
|
YashKash
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pad[6k2R] by @YashKash | Stardance
|
1793552109.410969
|
1794156909.410969
|
|
20117
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793933487.853374
|
1794797487.853374
|
|
20118
|
Untitled by @CrimsonChallenger | Stardance
|
CrimsonChallenger
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @CrimsonChallenger | Stardance
|
1794088092.2408645
|
1794692892.2408645
|
|
20119
|
Untitled by @CrimsonChallenger | Stardance
|
CrimsonChallenger
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @CrimsonChallenger | Stardance
|
1793458067.5173566
|
1794062867.5173566
|
|
20120
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793793304.5354373
|
1794657304.5354373
|
|
20121
|
Untitled by @AtharvaMoves | Stardance
|
AtharvaMoves
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @AtharvaMoves | Stardance
|
1794030667.319856
|
1794635467.319856
|
|
20122
|
Untitled project by @neetify | Stardance
|
neetify
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @neetify | Stardance
|
1793876036.9458344
|
1794740036.9458344
|
|
20123
|
Athena by @astrallion | Stardance
|
astrallion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Athena by @astrallion | Stardance
|
1793494113.0657997
|
1794098913.0657997
|
|
20124
|
Untitled project by @logan-ul | Stardance
|
logan-ul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @logan-ul | Stardance
|
1793933636.162852
|
1794538436.162852
|
|
20125
|
Space Research Agent by @Aditya-Patel | Stardance
|
Aditya-Patel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Space Research Agent by @Aditya-Patel | Sta Title: Space Research Agent by @Aditya-Patel | Stardance...
|
1793523259.1147537
|
1794128059.1147537
|
|
20126
|
WikiTok by @ameenfr | Stardance
|
ameenfr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WikiTok by @ameenfr | Stardance
|
1793965816.1519327
|
1794570616.1519327
|
|
20127
|
My awesome macropad! by @UZB | Stardance
|
UZB
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @UZB | Stardance
|
1793882836.5109174
|
1794746836.5109174
|
|
20128
|
My awesome macropad! by @Rayaan-Ali | Stardance
|
Rayaan-Ali
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Rayaan-Ali | Stard Title: My awesome macropad! by @Rayaan-Ali | Stardance...
|
1793533913.783498
|
1794138713.783498
|
|
20129
|
Untitled by @neetify | Stardance
|
neetify
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @neetify | Stardance
|
1793796684.5304542
|
1794660684.5304542
|
|
20130
|
Untitled by @Saghira | Stardance
|
Saghira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Saghira | Stardance
|
1793533735.2274933
|
1794138535.2274933
|
|
20131
|
My first slack bot! by @Aarush_Tandon | Stardance
|
Aarush_Tandon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aarush_Tandon | Sta Title: My first slack bot! by @Aarush_Tandon | Stardance...
|
1793951428.9667013
|
1794556228.9667013
|
|
20132
|
My first slack bot! by @sjpark01 | Stardance
|
sjpark01
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sjpark01 | Stardanc Title: My first slack bot! by @sjpark01 | Stardance...
|
1793868486.489035
|
1794732486.489035
|
|
20133
|
My first slack bot! by @nindroid | Stardance
|
nindroid
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @nindroid | Stardanc Title: My first slack bot! by @nindroid | Stardance...
|
1793811199.0004423
|
1794415999.0004423
|
|
20134
|
Untitled by @Saghira | Stardance
|
Saghira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Saghira | Stardance
|
1793386051.765506
|
1793990851.765506
|
|
20135
|
My awesome macropad! by @Rithvik12 | Stardance
|
Rithvik12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Rithvik12 | Starda Title: My awesome macropad! by @Rithvik12 | Stardance...
|
1793962531.7291446
|
1794567331.7291446
|
|
20136
|
Untitled by @Rayaan-Ali | Stardance
|
Rayaan-Ali
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Rayaan-Ali | Stardance
|
1793948166.3430116
|
1794812166.3430116
|
|
20137
|
My very own WebOS by @ammosnipe | Stardance
|
ammosnipe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @ammosnipe | Stardance
|
1793404399.09043
|
1794009199.09043
|
|
20138
|
Frictionless by @rihaanjain2601 | Stardance
|
rihaanjain2601
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @rihaanjain2601 | Stardance
|
1793375281.7534094
|
1793980081.7534094
|
|
20139
|
Doto by @hasini1807 | Stardance
|
hasini1807
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Doto by @hasini1807 | Stardance
|
1793558926.5787585
|
1794163726.5787585
|
|
20140
|
Frictionless by @mehribansamadzada | Stardance
|
mehribansamadzada
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @mehribansamadzada | Starda Title: Frictionless by @mehribansamadzada | Stardance...
|
1793451173.6780574
|
1794055973.6780574
|
|
20141
|
My very own WebOS by @trainerneel | Stardance
|
trainerneel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @trainerneel | Stardan Title: My very own WebOS by @trainerneel | Stardance...
|
1793494089.615634
|
1794098889.615634
|
|
20142
|
HandWare by @radsi | Stardance
|
radsi
|
2
|
17.0
|
53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:07:33Z", "hours": 3.0, "multiplier": 16.4, "payout": 53, "blessing": "neutral", "text": "I made wario ware like game, with 18 minigames, a lot of hand made assets and steam integration", "repo": "https://github.com/radsi/hand-ware", "demo": "https://r4ds1.itch.io/handware"}, {"ship_num": 2, "ts": "2026-07-25T15:27:35Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a WarioWare-type game where you control two characters, each with a mouse click. This is actually a refactored version of the game, as I released it in November 2025.", "repo": "https://github.com/radsi/hand-ware", "demo": "https://r4ds1.itch.io/handware"}]...
|
[{"post_id": 42721, "ts": "202 [{"post_id": 42721, "ts": "2026-08-07T16:05:46Z", "hours": 3.2467, "text": "I’ve implemented steam integration (only in desktop build)"}, {"post_id": 34647, "ts": "2026-07-25T15:24:31Z", "hours": 1.4606, "text": "I’ve fixed most of the errors and removed some borken features. So now the game is at least playable x)"}, {"post_id": 33626, "ts": "2026-07-23T18:17:06Z", "hours": 6.0614, "text": "I’ve already refactored most of the minigames, then I’ll have to optimize a lot of code and fix a lot of things. 😭"}, {"post_id": 32876, "ts": "2026-07-22T10:05:29Z", "hours": 3.6956, "text": "The refactoring is going well. I’ve started by merging the player scripts into one (previously there was one script per minigame) and adapting the minigames. I had considered remaking the game from scratch, but in the end, I decided to fix what I have."}, {"post_id": 32298, "ts": "2026-07-21T11:48:51Z", "hours": 2.8728, "text": "I’ve started a refactorization for a game that I made like a year ago. It’s named “HandWare” and its a wario ware type game where you only use your mouse to move two separated hands"}]...
|
Title: HandWare by @radsi | Stardance
Devlogs:
I’ Title: HandWare by @radsi | Stardance
Devlogs:
I’ve started a refactorization for a game that I made like a year ago. It’s named “HandWare” and its a wario ware type game where you only use your mouse to move two separated hands
The refactoring is going well. I’ve started by merging the player scripts into one (previously there was one script per minigame) and adapting the minigames. I had considered remaking the game from scratch, but in the end, I decided to fix what I have.
I’ve already refactored most of the minigames, then I’ll have to optimize a lot of code and fix a lot of things. 😭
I’ve fixed most of the errors and removed some borken features. So now the game is at least playable x)
I’ve implemented steam integration (only in desktop build)
Ships:
I’ve made a WarioWare-type game where you control two characters, each with a mouse click. This is actually a refactored version of the game, as I released it in November 2025.
I made wario ware like game, with 18 minigames, a lot of hand made assets and steam integration...
|
1793936962.7817383
|
1794023362.7817383
|
|
20143
|
Blackout Netrunner by @DAZ | Stardance
|
DAZ
|
0
|
3.5
|
0
|
[]
|
[{"post_id": 11215, "ts": "202 [{"post_id": 11215, "ts": "2026-06-18T11:09:41Z", "hours": 1.9667, "text": "PCB VOl3!! Now on volume 3 we have worked on the last nets, colors, ratsnests, ERC problems and more so now its all about the pcb now. Now I had an idea on just dividng the board in two one for the peripherals and the other one for logic, sd card, buzzer, etc. Not only is this choice going to make it easier to machine on my side, with my cnc project from a previous hackclub blueprint project, but also it will help make iterations faster, cheaper and easier to make at home!"}, {"post_id": 11180, "ts": "2026-06-18T08:57:52Z", "hours": 1.5333, "text": "Worked on the PCB VOL2!!!! This is my official first devlog since the first log I cannot use because of lookout and linux conflicts, sadly, so there goes 3 hours of work, but I will see what I can do later. On VOl1 we were able to plan out the ideas of what components we will use, what passive components we need including capacitors, resistors and diodes. In addition we were able to add the components and a bit of simple wiring in addition to that. I am going to be honest I was struggling to find symbols for every component since some are breakout boards for ease of use(and you know they are easier to find), so I resorted to making my symbols was my first time to be honest but it worked!! On VOL2 we started to assign some of the blueprints to footprints, added nets. Fought the nets for like 30 minutes lol(3rd pcb ever made), ran the ERC, fixed some flags and before I hit record again I will research more on making the pcb."}]...
|
Title: Blackout Netrunner by @DAZ | Stardance
Dev Title: Blackout Netrunner by @DAZ | Stardance
Devlogs:
Worked on the PCB VOL2!!!! This is my official first devlog since the first log I cannot use because of lookout and linux conflicts, sadly, so there goes 3 hours of work, but I will see what I can do later. On VOl1 we were able to plan out the ideas of what components we will use, what passive components we need including capacitors, resistors and diodes. In addition we were able to add the components and a bit of simple wiring in addition to that. I am going to be honest I was struggling to find symbols for every component since some are breakout boards for ease of use(and you know they are easier to find), so I resorted to making my symbols was my first time to be honest but it worked!! On VOL2 we started to assign some of the blueprints to footprints, added nets. Fought the nets for like 30 minutes lol(3rd pcb ever made), ran the ERC, fixed some flags and before I hit record again I will research more on making the pcb.
PCB VOl3!! Now on volume 3 we have worked on the last nets, colors, ratsnests, ERC problems and more so now its all about the pcb now. Now I had an idea on just dividng the board in two one for the peripherals and the other one for logic, sd card, buzzer, etc. Not only is this choice going to make it easier to machine on my side, with my cnc project from a previous hackclub blueprint project, but also it will help make iterations faster, cheaper and easier to make at home!...
|
1793480023.7754395
|
1794084823.7754395
|
|
20144
|
ModClock by @itsJustDando | Stardance
|
itsJustDando
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ModClock by @itsJustDando | Stardance
|
1793382529.997001
|
1793987329.997001
|
|
20145
|
Fractal voxel game by @MrKrot | Stardance
|
MrKrot
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fractal voxel game by @MrKrot | Stardance
|
1793926463.0212543
|
1794531263.0212543
|
|
20146
|
Untitled by @orangetreefrog4 | Stardance
|
orangetreefrog4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @orangetreefrog4 | Stardance
|
1793390054.859041
|
1793994854.859041
|
|
20147
|
thoughts. by @Imtiaz | Stardance
|
Imtiaz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: thoughts. by @Imtiaz | Stardance
|
1793789401.607009
|
1794653401.607009
|
|
20148
|
Space game by @jovana | Stardance
|
jovana
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Space game by @jovana | Stardance
|
1793955100.750907
|
1794819100.750907
|
|
20149
|
Frictionless by @javier_estradadrodriguez | Starda Frictionless by @javier_estradadrodriguez | Stardance...
|
javier_estradadrodriguez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @javier_estradadrodriguez | Title: Frictionless by @javier_estradadrodriguez | Stardance...
|
1793447741.0177739
|
1794052541.0177739
|
|
20150
|
Everbite by @moyin_amg | Stardance
|
moyin_amg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Everbite by @moyin_amg | Stardance
|
1793638222.3766968
|
1794243022.3766968
|