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3501
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Untitled project by @MandatorSSD | Stardance
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MandatorSSD
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @MandatorSSD | Stardanc Title: Untitled project by @MandatorSSD | Stardance...
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1792770908.7473128
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1793375708.7473128
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3502
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My awesome macropad! by @allison_c583 | Stardance
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allison_c583
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @allison_c583 | Sta Title: My awesome macropad! by @allison_c583 | Stardance...
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1792601658.3852916
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1793206458.3852916
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3503
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Time Bomb by @tsureshot101 | Stardance
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tsureshot101
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0
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0.0
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0
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[]
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[]
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Title: Time Bomb by @tsureshot101 | Stardance
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1792759833.9270172
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1793364633.9270172
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3504
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My awesome macropad! by @jaco | Stardance
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jaco
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @jaco | Stardance
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1792950729.0467367
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1793814729.0467367
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3505
|
My awesome macropad! by @sophiahou88 | Stardance
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sophiahou88
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sophiahou88 | Star Title: My awesome macropad! by @sophiahou88 | Stardance...
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1792601376.7989082
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1793206176.7989082
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3506
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My very useful hackpad! by @adhyan2810 | Stardance
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adhyan2810
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0
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10.42
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0
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[]
|
[{"post_id": 29002, "ts": "202 [{"post_id": 29002, "ts": "2026-07-15T17:26:45Z", "hours": 0.7272, "text": "I don’t know how to reopen the terminal to show the work I did so i opened the firmware file💀, but I got all of the firmware done, I did have to ask Ai for help with installing the software through terminal and how to use some commands, but it was “fun”😭"}, {"post_id": 28518, "ts": "2026-07-14T20:29:36Z", "hours": 2.6281, "text": "I Finally Got the case done!!! I added some of my favorite things into the case to give it my own touch, like the red rising house mars logo, a black hole because they are so cool, and the hackclub knob as a cherry on top! Now onto coding…."}, {"post_id": 27949, "ts": "2026-07-13T21:52:19Z", "hours": 1.8758, "text": "I finally made the plate fit everything, Now I just have to make the walls, and the top cover and I am done with the case!!"}, {"post_id": 27880, "ts": "2026-07-13T19:50:09Z", "hours": 0.5336, "text": "I figured out how to line up my pcb with the plate😭🙏, I also lined up the xiao🔥🔥"}, {"post_id": 26840, "ts": "2026-07-11T21:17:38Z", "hours": 0.4053, "text": "I Added the Xiao into my 3d model"}, {"post_id": 21720, "ts": "2026-07-03T20:14:18Z", "hours": 0.9558, "text": "I finally found out how to get my pcb on autodesk, and I also added all the switches i need to add, all I have to do now is make the whole case…"}, {"post_id": 19803, "ts": "2026-07-01T06:02:39Z", "hours": 0.6169, "text": "I am so confused… how do you use onshape or use autodesk to make a case that works.😭"}, {"post_id": 19497, "ts": "2026-06-30T20:30:11Z", "hours": 1.3558, "text": "I completed the PCB and started the case but i dont know how to have the pcb and have it all line up with the case mounting"}, {"post_id": 16535, "ts": "2026-06-26T21:56:19Z", "hours": 1.3169, "text": "I made my Schematic for the hackpad!"}]...
|
Title: My very useful hackpad! by @adhyan2810 | St Title: My very useful hackpad! by @adhyan2810 | Stardance
Devlogs:
I made my Schematic for the hackpad!
I completed the PCB and started the case but i dont know how to have the pcb and have it all line up with the case mounting
I am so confused… how do you use onshape or use autodesk to make a case that works.😭
I finally found out how to get my pcb on autodesk, and I also added all the switches i need to add, all I have to do now is make the whole case…
I Added the Xiao into my 3d model
I figured out how to line up my pcb with the plate😭🙏, I also lined up the xiao🔥🔥
I finally made the plate fit everything, Now I just have to make the walls, and the top cover and I am done with the case!!
I Finally Got the case done!!! I added some of my favorite things into the case to give it my own touch, like the red rising house mars logo, a black hole because they are so cool, and the hackclub knob as a cherry on top! Now onto coding….
I don’t know how to reopen the terminal to show the work I did so i opened the firmware file💀, but I got all of the firmware done, I did have to ask Ai for help with installing the software through terminal and how to use some commands, but it was “fun”😭...
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1792565714.9889734
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1793170514.9889734
|
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3507
|
My awesome macropad! by @Nene_astro | Stardance
|
Nene_astro
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0
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0.0
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0
|
[]
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[]
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Title: My awesome macropad! by @Nene_astro | Stard Title: My awesome macropad! by @Nene_astro | Stardance...
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1792759742.0492272
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1793364542.0492272
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3508
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Untitled by @urieloff | Stardance
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urieloff
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0
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0.0
|
0
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[]
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[]
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Title: Untitled by @urieloff | Stardance
|
1792774507.9150627
|
1793379307.9150627
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3509
|
Ultimate cat lover slackbot by @Asuka | Stardance
|
Asuka
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0
|
0.36
|
0
|
[]
|
[{"post_id": 1098, "ts": "2026 [{"post_id": 1098, "ts": "2026-06-02T22:34:06Z", "hours": 0.3572, "text": "Just started working on my slackbot. I got stuck even though i followed the tutorial"}]...
|
Title: Ultimate cat lover slackbot by @Asuka | Sta Title: Ultimate cat lover slackbot by @Asuka | Stardance
Devlogs:
Just started working on my slackbot. I got stuck even though i followed the tutorial...
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1792640987.0855606
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1793245787.0855606
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3510
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Test by @zemonarch | Stardance
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zemonarch
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0
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0.0
|
0
|
[]
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[]
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Title: Test by @zemonarch | Stardance
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1792507685.7945464
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1793112485.7945464
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3511
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TennisTracker by @anshkamkhalia | Stardance
|
anshkamkhalia
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T23:19:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A tennis analysis pipeline Tons of challenges with lighting, conflicting viewpoints, poor model performance, depth ambiguity, lack of publicly available data, optimization, and more Simply upload a tennis video (you can use a youtube to mp4 converter) and watch it in action!", "repo": "https://github.com/anshkamkhalia/tennistracker", "demo": "https://ansh.kamkhalia.com/tennistracker"}]...
|
[{"post_id": 1674, "ts": "2026 [{"post_id": 1674, "ts": "2026-06-03T20:25:24Z", "hours": 1.295, "text": "almost broke my entire project by upgrading mediapipe lmao"}, {"post_id": 1139, "ts": "2026-06-02T23:52:14Z", "hours": 0.8314, "text": "fixed some bugs with contact detection"}, {"post_id": 563, "ts": "2026-06-02T01:48:34Z", "hours": 1.3711, "text": "started modularizing my 1200 line api 😭✌️"}]...
|
Title: TennisTracker by @anshkamkhalia | Stardance Title: TennisTracker by @anshkamkhalia | Stardance
Devlogs:
started modularizing my 1200 line api 😭✌️
fixed some bugs with contact detection
almost broke my entire project by upgrading mediapipe lmao
Ships:
A tennis analysis pipeline Tons of challenges with lighting, conflicting viewpoints, poor model performance, depth ambiguity, lack of publicly available data, optimization, and more Simply upload a tennis video (you can use a youtube to mp4 converter) and watch it in action!...
|
1792986503.818545
|
1793072903.818545
|
|
3512
|
SharedSuccess by @valeriew | Stardance
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valeriew
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0
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0.0
|
0
|
[]
|
[]
|
Title: SharedSuccess by @valeriew | Stardance
|
1792777772.6054654
|
1793382572.6054654
|
|
3513
|
My awesome macropad! by @vivianne_pere12 | Stardan My awesome macropad! by @vivianne_pere12 | Stardance...
|
vivianne_pere12
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vivianne_pere12 | Title: My awesome macropad! by @vivianne_pere12 | Stardance...
|
1792536577.113017
|
1793141377.113017
|
|
3514
|
My first slack bot! by @lance_leary12 | Stardance
|
lance_leary12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @lance_leary12 | Sta Title: My first slack bot! by @lance_leary12 | Stardance...
|
1792608539.8039367
|
1793213339.8039367
|
|
3515
|
Dino Game by @Blackshadow | Stardance
|
Blackshadow
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Dino Game by @Blackshadow | Stardance
|
1792698521.6309857
|
1793303321.6309857
|
|
3516
|
My first slack bot! by @Didi1101 | Stardance
|
Didi1101
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Didi1101 | Stardanc Title: My first slack bot! by @Didi1101 | Stardance...
|
1792702222.8179023
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1793307022.8179023
|
|
3517
|
My first slack bot! by @drew | Stardance
|
drew
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 49309, "ts": "202 [{"post_id": 49309, "ts": "2026-08-18T01:37:58Z", "hours": 0.3042, "text": "Dev Environment setup time!"}]...
|
Title: My first slack bot! by @drew | Stardance
D Title: My first slack bot! by @drew | Stardance
Devlogs:
Dev Environment setup time!...
|
1792572590.025511
|
1793177390.025511
|
|
3518
|
Untitled by @lance_leary12 | Stardance
|
lance_leary12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @lance_leary12 | Stardance
|
1792745473.062783
|
1793350273.062783
|
|
3519
|
Name That Nation by @brlin888 | Stardance
|
brlin888
|
2
|
26.85
|
262
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T21:15:15Z", "hours": 1.0, "multiplier": 7.33, "payout": 6, "blessing": "neutral", "text": "Hi everyone or whoever is reviewing this ship! This is my #2 ship for NameThatNation. To recap, NameThatNation is a game that allows the user to learn more about different countries through answering questions. Overall, for these couple of hours I continued to work on this project. Based on the comments from the people that reviewed on my last ship, I mainly worked on organizing the images in my panels better and adjusting the panels to be more visually appealing. If you want a better experience while playing the game, make sure to check out the settings panel where you can customize your gaming experience. For this ship, I recreated the images in my panels so that they fit the game better, so I am proud so say there was NO AI used in creating any of the images! Just a note that if you want to check out this game, make sure to go to releases or click on the “try project” button which will direct you towards the github releases. Ensure that you have download Java JDK because this entire project is coded entirely in JAVA which is an extremely technical language, so organization wise and how this game works is limited to some extent (harder to organize because need to manually run and check program each time to ensure object is placed where you want it to be and components are have a limited size by Java). Hope you have fun reviewing my ship!", "repo": "https://github.com/brlin888-create/Name-That-Nation", "demo": "https://github.com/brlin888-create/Name-That-Nation/releases/tag/v1.0.0"}, {"ship_num": 2, "ts": "2026-09-27T23:51:25Z", "hours": 18.0, "multiplier": 14.44, "payout": 256, "blessing": "neutral", "text": "Hi all, this is my ship for Name That Nation! Name That Nation is a game I thought of that tests and trains a person’s ability of naming countries based on the shape of the country (all 198 countries). The game is made completely using Java, all coded line by line, with some images being AI generated. The most challenging part of this project was actually making sure the project worked, because Java is a really technical language. One missing semicolon, and you have to go back and manually fix it. Additionally, since there are a lot of JButtons and components I had to add, the formatting depended on individually testing and organizing in order for the project to look visually aesthetic. Lastly, one of the biggest challenges was reading/writing from multiple files, since there was hundreds of country image files I had to organize, as well as ensuring that each country was actually accounted for. Overall, the testing through each individual panel allowed me to slowly build up this project as a whole. One interesting thing I added was incorporating powerups and achievements, that would incentive players to continuously play to achieve a higher score. Players can customize their gaming experience on background color, font size, difficulty, etc. in the settings panel. There are hints present, a timer present, and three lives, but by utilizing the powerups, this will boost the scores an individual can set. After gameplay, players can see what they scored wrong on, save their score to the txt file which includes (and sorts) all names, as well as see what achievements they have accomplished. This pretty much sums up my project as a whole, over 20+ hours (from image downloads to testing which was not accounted for in the Hackatime hours) as well as over 2400 lines of code. Hope whoever is reading this enjoys this project!!!", "repo": "https://github.com/brlin888-create/Name-That-Nation", "demo": "https://github.com/brlin888-create/Name-That-Nation/releases/tag/v1.0.0"}]...
|
[{"post_id": 82836, "ts": "202 [{"post_id": 82836, "ts": "2026-10-25T23:53:38Z", "hours": 6.9822, "text": "Hi all!!! Last week of stardance so I’m really grinding this project and trying to balance this with school work!!! Basically, I made the game look even better and improved functionality because I found some issues with the powerups. Basically, sometimes, they were activated even though the requirements aren’t met such as getting x-amount of questions right in a row. Additionally, I continued with improving the looks of the game such as making the powerups look pixelated too! I will probably do my ship in a day or two so it was fun doing this project (might do a 4th ship if I have time!)"}, {"post_id": 81153, "ts": "2026-10-20T03:59:17Z", "hours": 0.8692, "text": "Hi everyone, i am continuing to build on my project for NameThatNation! Mainly this time focusing on organization for website as well as implementing more features and polishing my readme! also if any of you guys know when a manuel review submission for a ship will get approved, please let me know!"}, {"post_id": 78454, "ts": "2026-10-10T20:37:00Z", "hours": 0.2667, "text": "Hi all, My project got rejected again… for using AI assets. After changing the images on canva and ensuring the game still works, hopefully this time my ship will go through. If you guys want to see the new changes made to my project, feel free to check out the github for Name That Nation. Hopefully @Amu or other shipwrights will consider these new changes made as it took me over 2 hrs+ to find images and individually change the assets that were AI generated. So now I am happy to say my project does not use a single AI generated image!"}, {"post_id": 77989, "ts": "2026-10-09T03:57:33Z", "hours": 0.3039, "text": "Hi all, I have made a few changes for my project in order to fulfill the shipping request so hopefully whoever reviews my ship takes this into consideration @Jack_ . Just some further instructions on how to run my code: since I am using java in my project especially libraries that call for java JFrame and JPanel, java must be INSTALLED on the device for whoever is playing the game. In my github releases, I have updated with more clear instructions on how to download java JDK based on your device, then compiling my code. This is the only way, as converting into an executable still won’t run the code as whoever has the code doesn’t have the java libraries specific for my game pre-loaded. Thank you for reading this and hopefully my ship goes through successfully (I haven’t gotten an update in like 5 days…)!"}, {"post_id": 75771, "ts": "2026-10-01T01:34:52Z", "hours": 0.255, "text": "Hi all, I thought my project would be finished but apparently there were some issues with shipping the project. To whoever is reading this or people that judge ships, I have edited my github to have a releases zip file which can be downloaded to test out my game. You may still see the youtube video still attached for my game demo, but you can now try out the game yourself in github by retrieving the required assets. Additionally, I added more clear instructions and descriptions on NameThatNation and its properties. Hopefully you guys go check it out and take into consideration when evaluating my ship!"}, {"post_id": 74676, "ts": "2026-09-27T23:41:08Z", "hours": 0.3425, "text": "Hi all, This will be the last devlog for Name That Nation. I am so excited for you guys to see what I have been able to accomplish throughout the summer. Since NameThatNation is coded in Java completely, it CANNOT be converted into a website. I have attached a video (took 2 hours to edit) to demonstrate how the game can be played, as well as attached the source code in github. The reason that it cannot be made into a website is that it reads and writes through specific files that is not possible on a website. Additionally, Java JPanel and JFrame is not compatible with websites, meaning that I would have to code the entire game again in another programming language in order for the game to function. Today I placed my finishing touches such as incorporating the achievements panel and added final touches/testings for the entire game. This game took over 20+ hours (not shown through Hackatime) because there was more time spent on individually downloading all 198 country images and organizing files to include all countries but maintain functionality. I hope this project finds you well and thanks for those that have been following along the journey!!! Hope you guys like my project!!!"}, {"post_id": 74328, "ts": "2026-09-27T05:36:03Z", "hours": 2.78, "text": "NameThatNation!!! Hi all, for those that have been following along, there has been significant progress throughout the game. I have finally been able to get the gamepanel to work. I added powerups and different features such as lives count, hints, and changing colors on JButtons which utilizes a button listener to detect if the button clicked is correct. Although this may look simple, this project has taken me over several hours to what you see today. Java is an easy language to learn, but to implement it to this level is extremely hard, as image reading, file reading, JButtons, JCheckboxes, etc. are extremely technical and one wrong step will cause the entire program to not function. Tomorrow, I will finish the last panels which are the Achievements panel, and leaderboard panels. After that I will, post a demo of the project (as java is not compatible with online user websites and I am using read/write from files), and do my final commit before I ship my project!!! Thank you for those that have been following along!"}, {"post_id": 68387, "ts": "2026-09-15T01:24:48Z", "hours": 0.5231, "text": "What is up everyone! If you haven’t checked my last devlog, my main issue is still converting my code to a website or mainly a way for you guys to play the game without downloading the source code. I add some improvements to the game, fixing a JButton error because all of the buttons kept on lighting up when I didn’t click any of them. I also added more countries to the country info panel, so I’m pretty sure I have all 198 countries for now in the game. Next up is still fixing the website issue and adding to the game! Stay tuned for more!!!!!!!!!!!!!!"}, {"post_id": 66733, "ts": "2026-09-12T16:56:45Z", "hours": 6.6714, "text": "I know I haven’t posted a dev log for a long time… but here is it after 2 months and what I have been working on!!! After completely the country info and instructions panel, I started to work on the game panel which was definitely one of the hardest panels to complete. This is because working in Java JFrame/JPanel requires a lot of technical code to allow buttons to be clicked and change color when an answer choice is correct. Other than this, I had to download EVERY SINGLE COUNTRY’s image and add it to a folder which took over 2 hours to do (not included in the 6 hours) because I couldn’t find a website that had all of them. Other than that, the project is going extremely smoothly and I am currently working on adding different powerups that can aid the person playing the game. My only concern is converting this JFrame/JPanel game onto a demo website because the game is currently reading files from on my computer such as the images and files for instructions etc. If you guys have any suggestions, please feel free to leave it in the chat!"}, {"post_id": 25118, "ts": "2026-07-09T03:48:31Z", "hours": 0.6564, "text": "Continued to work on the project! Short Dev Log Today! finished settings and still working on instructions panel started working on game panel game hard to implement need to locate specific coordinates follow for more!"}, {"post_id": 23809, "ts": "2026-07-06T23:37:24Z", "hours": 2.2889, "text": "Hey everyone! It’s been a massive day of coding on NameThatNation. If you’ve been following along, you know the goal: a game where you look at maps/images and guess the country before the timer runs out. Today, I wired up the core skeleton for the Settings Panel, Country Info Panel, and initialized the beast that is the Game Panel. Here is exactly what went down today: The Settings Panel: I wanted players to be able to customize their UI, but things got a little chaotic in the grid layouts. The RGB Sliders: Added JSlider controls for Red, Green, and Blue. Players can dynamically alter the theme color (info.setColor). The Continents Customization: Implemented checkboxes for all 7 continents. But I had to add a hard rule in the ButtonListener: You must choose at least 3 continents before you can leave. Why? Because guessing between just the USA and Canada is too easy everyone is going to get it right… Image Size Scrollbar: Added a JScrollBar allowing players to scale the image sizes. Scroll down or up. Difficulty JMenu: A nice dropdown menu (Font.BOLD, 30) to swap between Easy, Medium, and Hard. Current Visual Bug: The continent checkboxes currently text-render in a terrifying new Color(183, 9, 9) (deep blood red) alongside a red warning label. The Country Info Panel: Players need a place to study up, so I built the CountryInfoPanel. It utilizes a try-catch block inside a custom fileIn() method to read a massive text file: countriesContinentHard.txt. It dumps all that text into a non-editable, word-wrapping JTextArea wrapped in a JScrollPane so you can scroll through hundreds of countries. The Aesthetic: On the left side, it renders a nice big sprite of planet Earth (Earth.png), while the data scrolls smoothly on the right. The Game Panel (The Brain of the Operation) Finally, I started prototyping the actual gameplay panel. It’s not fully rendered yet, but the logic infrastructure is going to be a lot! I will continue to work on this panel this week and make sure to follow along the game making!!!"}, {"post_id": 21667, "ts": "2026-07-03T19:03:46Z", "hours": 1.4492, "text": "Dev Log: Name That Nation Implementation of Core UI Panels (Start, Instructions, & Settings) Overview: Successfully built and structured the primary navigational and configuration panels for NameThatNation. Implemented Java Swing components across three core areas: the StartPanel (handling user onboarding and core navigation), the InstructionsPanel (displaying gameplay mechanics in a scrollable format), and the SettingsPanel (giving users control over gameplay parameters like difficulty, map sizes, background colors, and continent selection). Key Implementations: StartPanelUser Onboarding: Added a JTextField for name entry along with strict data validation. If the field is empty or left as default, a warning message (noName JLabel) triggers in red text, blocking gameplay progression. Animated Background: Integrated a javax.swing.Timer alongside a modified paintComponent method to alternate every 0.5 seconds between three unique world images (World1.png to World3.png), creating a smooth looping animation of a rotating Earth.CardLayout Navigation: Configured centralized action listeners (buttons and exitListener) to pass state data to the parent container, cleanly swapping panels or closing the application altogether. InstructionsPanelLayout & Scrolling: Used a BorderLayout to organize an informative overview of rules, score tallies, powerups, and level details. Scroll Mechanics: Embedded a heavy block of instruction text into a non-editable JTextArea wrapped in a JScrollPane, forcing explicit vertical navigation while keeping horizontal scrolling locked. Visual Assets: Overlaid a game preview snapshot (Game.png) on top of a custom backdrop image to give players context before starting. SettingsPanelRGB Customization: Implemented three distinct JSlider inputs (Red, Green, Blue) bound to a ColorHandler listener. This updates the player’s canvas background dynamically via the shared Information state object. Game Parameters: Combined a JScrollBar to control image scale thresholds, a JMenuBar with JMenuItem nodes for changing the match difficulty (Easy, Medium, Hard), and an array of JCheckBox fields representing all seven continents. Challenges: Absolute Layout Positioning: Managing explicit component bounds (setBounds) in the null-layout StartPanel requires highly specific coordinates that can scale poorly if window sizes are dramatically altered later. Validation Multi-threading: Syncing state requirements—such as throwing warnings when fewer than 3 continents are selected or managing name checks—requires seamless communication between panel instances and the core Information holder class. Next Steps: Enforce Continent Validation: Active counters ensuring the validation warning dynamically locks or unlocks the “Back” button if the 3-continent minimum isn’t met. Integrate Game Logic: Establish properties inside the GamePanel constructor that ingest the finalized values set by the sliders, checkboxes, and scrollbars from the configuration stage."}, {"post_id": 20985, "ts": "2026-07-02T18:41:17Z", "hours": 3.0508, "text": "Working on a game to allow people to get better at identifying countries based on the shape (will have powerups, customized settings, etc.). This project will be done in java through vscode! Feel free to give any feedback or advice on what I should add to the game. I currently only have the JPanels working for the settings panel as well as the start panel with buttons. Stay tuned for more updates!!! Issues encountered and fixed: panel switching setting JButtons in settings panel layouts -> placing components in the right location"}]...
|
Title: Name That Nation by @brlin888 | Stardance
Title: Name That Nation by @brlin888 | Stardance
Devlogs:
Working on a game to allow people to get better at identifying countries based on the shape (will have powerups, customized settings, etc.). This project will be done in java through vscode! Feel free to give any feedback or advice on what I should add to the game. I currently only have the JPanels working for the settings panel as well as the start panel with buttons. Stay tuned for more updates!!! Issues encountered and fixed: panel switching setting JButtons in settings panel layouts -> placing components in the right location
Dev Log: Name That Nation Implementation of Core UI Panels (Start, Instructions, & Settings) Overview: Successfully built and structured the primary navigational and configuration panels for NameThatNation. Implemented Java Swing components across three core areas: the StartPanel (handling user onboarding and core navigation), the InstructionsPanel (displaying gameplay mechanics in a scrollable format), and the SettingsPanel (giving users control over gameplay parameters like difficulty, map sizes, background colors, and continent selection). Key Implementations: StartPanelUser Onboarding: Added a JTextField for name entry along with strict data validation. If the field is empty or left as default, a warning message (noName JLabel) triggers in red text, blocking gameplay progression. Animated Background: Integrated a javax.swing.Timer alongside a modified paintComponent method to alternate every 0.5 seconds between three unique world images (World1.png to World3.png), creating a smooth looping animation of a rotating Earth.CardLayout Navigation: Configured centralized action listeners (buttons and exitListener) to pass state data to the parent container, cleanly swapping panels or closing the application altogether. InstructionsPanelLayout & Scrolling: Used a BorderLayout to organize an informative overview of rules, score tallies, powerups, and level details. Scroll Mechanics: Embedded a heavy block of instruction text into a non-editable JTextArea wrapped in a JScrollPane, forcing explicit vertical navigation while keeping horizontal scrolling locked. Visual Assets: Overlaid a game preview snapshot (Game.png) on top of a custom backdrop image to give players context before starting. SettingsPanelRGB Customization: Implemented three distinct JSlider inputs (Red, Green, Blue) bound to a ColorHandler listener. This updates the player’s canvas background dynamically via the shared Information state object. Game Parameters: Combined a JScrollBar to control image scale thresholds, a JMenuBar with JMenuItem nodes for changing the match difficulty (Easy, Medium, Hard), and an array of JCheckBox fields representing all seven continents. Challenges: Absolute Layout Positioning: Managing explicit component bounds (setBounds) in the null-layout StartPanel requires highly specific coordinates that can scale poorly if window sizes are dramatically altered later. Validation Multi-threading: Syncing state requirements—such as throwing warnings when fewer than 3 continents are selected or managing name checks—requires seamless communication between panel instances and the core Information holder class. Next Steps: Enforce Continent Validation: Active counters ensuring the validation warning dynamically locks or unlocks the “Back” button if the 3-continent minimum isn’t met. Integrate Game Logic: Establish properties inside the GamePanel constructor that ingest the finalized values set by the sliders, checkboxes, and scrollbars from the configuration stage.
Hey everyone! It’s been a massive day of coding on NameThatNation. If you’ve been following along, you know the goal: a game where you look at maps/images and guess the country before the timer runs out. Today, I wired up the core skeleton for the Settings Panel, Country Info Panel, and initialized the beast that is the Game Panel. Here is exactly what went down today: The Settings Panel: I wanted players to be able to customize their UI, but things got a little chaotic in the grid layouts. The RGB Sliders: Added JSlider controls for Red, Green, and Blue. Players can dynamically alter the theme color (info.setColor). The Continents Customization: Implemented checkboxes for all 7 continents. But I had to add a hard rule in the ButtonListener: You must choose at least 3 continents before you can leave. Why? Because guessing between just the USA and Canada is too easy everyone is going to get it right… Image Size Scrollbar: Added a JScrollBar allowing players to scale the image sizes. Scroll down or up. Difficulty JMenu: A nice dropdown menu (Font.BOLD, 30) to swap between Easy, Medium, and Hard. Current Visual Bug: The continent checkboxes currently text-render in a terrifying new Color(183, 9, 9) (deep blood red) alongside a red warning label. The Country Info Panel: Players need a place to study up, so I built the CountryInfoPanel. It utilizes a try-catch block inside a custom fileIn() method to read a massive text file: countriesContinentHard.txt. It dumps all that text into a non-editable, word-wrapping JTextArea wrapped in a JScrollPane so you can scroll through hundreds of countries. The Aesthetic: On the left side, it renders a nice big sprite of planet Earth (Earth.png), while the data scrolls smoothly on the right. The Game Panel (The Brain of the Operation) Finally, I started prototyping the actual gameplay panel. It’s not fully rendered yet, but the logic infrastructure is going to be a lot! I will continue to work on this panel this week and make sure to follow along the game making!!!
Continued to work on the project! Short Dev Log Today! finished settings and still working on instructions panel started working on game panel game hard to implement need to locate specific coordinates follow for more!
I know I haven’t posted a dev log for a long time… but here is it after 2 months and what I have been working on!!! After completely the country info and instructions panel, I started to work on the game panel which was definitely one of the hardest panels to complete. This is because working in Java JFrame/JPanel requires a lot of technical code to allow buttons to be clicked and change color when an answer choice is correct. Other than this, I had to download EVERY SINGLE COUNTRY’s image and add it to a folder which took over 2 hours to do (not included in the 6 hours) because I couldn’t find a website that had all of them. Other than that, the project is going extremely smoothly and I am currently working on adding different powerups that can aid the person playing the game. My only concern is converting this JFrame/JPanel game onto a demo website because the game is currently reading files from on my computer such as the images and files for instructions etc. If you guys have any suggestions, please feel free to leave it in the chat!
What is up everyone! If you haven’t checked my last devlog, my main issue is still converting my code to a website or mainly a way for you guys to play the game without downloading the source code. I add some improvements to the game, fixing a JButton error because all of the buttons kept on lighting up when I didn’t click any of them. I also added more countries to the country info panel, so I’m pretty sure I have all 198 countries for now in the game. Next up is still fixing the website issue and adding to the game! Stay tuned for more!!!!!!!!!!!!!!
NameThatNation!!! Hi all, for those that have been following along, there has been significant progress throughout the game. I have finally been able to get the gamepanel to work. I added powerups and different features such as lives count, hints, and changing colors on JButtons which utilizes a button listener to detect if the button clicked is correct. Although this may look simple, this project has taken me over several hours to what you see today. Java is an easy language to learn, but to implement it to this level is extremely hard, as image reading, file reading, JButtons, JCheckboxes, etc. are extremely technical and one wrong step will cause the entire program to not function. Tomorrow, I will finish the last panels which are the Achievements panel, and leaderboard panels. After that I will, post a demo of the project (as java is not compatible with online user websites and I am using read/write from files), and do my final commit before I ship my project!!! Thank you for those that have been following along!
Hi all, This will be the last devlog for Name That Nation. I am so excited for you guys to see what I have been able to accomplish throughout the summer. Since NameThatNation is coded in Java completely, it CANNOT be converted into a website. I have attached a video (took 2 hours to edit) to demonstrate how the game can be played, as well as attached the source code in github. The reason that it cannot be made into a website is that it reads and writes through specific files that is not possible on a website. Additionally, Java JPanel and JFrame is not compatible with websites, meaning that I would have to code the entire game again in another programming language in order for the game to function. Today I placed my finishing touches such as incorporating the achievements panel and added final touches/testings for the entire game. This game took over 20+ hours (not shown through Hackatime) because there was more time spent on individually downloading all 198 country images and organizing files to include all countries but maintain functionality. I hope this project finds you well and thanks for those that have been following along the journey!!! Hope you guys like my project!!!
Hi all, I thought my project would be finished but apparently there were some issues with shipping the project. To whoever is reading this or people that judge ships, I have edited my github to have a releases zip file which can be downloaded to test out my game. You may still see the youtube video still attached for my game demo, but you can now try out the game yourself in github by retrieving the required assets. Additionally, I added more clear instructions and descriptions on NameThatNation and its properties. Hopefully you guys go check it out and take into consideration when evaluating my ship!
Hi all, I have made a few changes for my project in order to fulfill the shipping request so hopefully whoever reviews my ship takes this into consideration @Jack_ . Just some further instructions on how to run my code: since I am using java in my project especially libraries that call for java JFrame and JPanel, java must be INSTALLED on the device for whoever is playing the game. In my github releases, I have updated with more clear instructions on how to download java JDK based on your device, then compiling my code. This is the only way, as converting into an executable still won’t run the code as whoever has the code doesn’t have the java libraries specific for my game pre-loaded. Thank you for reading this and hopefully my ship goes through successfully (I haven’t gotten an update in like 5 days…)!
Hi all, My project got rejected again… for using AI assets. After changing the images on canva and ensuring the game still works, hopefully this time my ship will go through. If you guys want to see the new changes made to my project, feel free to check out the github for Name That Nation. Hopefully @Amu or other shipwrights will consider these new changes made as it took me over 2 hrs+ to find images and individually change the assets that were AI generated. So now I am happy to say my project does not use a single AI generated image!
Hi everyone, i am continuing to build on my project for NameThatNation! Mainly this time focusing on organization for website as well as implementing more features and polishing my readme! also if any of you guys know when a manuel review submission for a ship will get approved, please let me know!
Hi all!!! Last week of stardance so I’m really grinding this project and trying to balance this with school work!!! Basically, I made the game look even better and improved functionality because I found some issues with the powerups. Basically, sometimes, they were activated even though the requirements aren’t met such as getting x-amount of questions right in a row. Additionally, I continued with improving the looks of the game such as making the powerups look pixelated too! I will probably do my ship in a day or two so it was fun doing this project (might do a 4th ship if I have time!)
Ships:
Hi all, this is my ship for Name That Nation! Name That Nation is a game I thought of that tests and trains a person’s ability of naming countries based on the shape of the country (all 198 countries). The game is made completely using Java, all coded line by line, with some images being AI generated. The most challenging part of this project was actually making sure the project worked, because Java is a really technical language. One missing semicolon, and you have to go back and manually fix it. Additionally, since there are a lot of JButtons and components I had to add, the formatting depended on individually testing and organizing in order for the project to look visually aesthetic. Lastly, one of the biggest challenges was reading/writing from multiple files, since there was hundreds of country image files I had to organize, as well as ensuring that each country was actually accounted for. Overall, the testing through each individual panel allowed me to slowly build up this project as a whole. One interesting thing I added was incorporating powerups and achievements, that would incentive players to continuously play to achieve a higher score. Players can customize their gaming experience on background color, font size, difficulty, etc. in the settings panel. There are hints present, a timer present, and three lives, but by utilizing the powerups, this will boost the scores an individual can set. After gameplay, players can see what they scored wrong on, save their score to the txt file which includes (and sorts) all names, as well as see what achievements they have accomplished. This pretty much sums up my project as a whole, over 20+ hours (from image downloads to testing which was not accounted for in the Hackatime hours) as well as over 2400 lines of code. Hope whoever is reading this enjoys this project!!!
Hi everyone or whoever is reviewing this ship! This is my #2 ship for NameThatNation. To recap, NameThatNation is a game that allows the user to learn more about different countries through answering questions. Overall, for these couple of hours I continued to work on this project. Based on the comments from the people that reviewed on my last ship, I mainly worked on organizing the images in my panels better and adjusting the panels to be more visually appealing. If you want a better experience while playing the game, make sure to check out the settings panel where you can customize your gaming experience. For this ship, I recreated the images in my panels so that they fit the game better, so I am proud so say there was NO AI used in creating any of the images! Just a note that if you want to check out this game, make sure to go to releases or click on the “try project” button which will direct you towards the github releases. Ensure that you have download Java JDK because this entire project is coded entirely in JAVA which is an extremely technical language, so organization wise and how this game works is limited to some extent (harder to organize because need to manually run and check program each time to ensure object is placed where you want it to be and components are have a limited size by Java). Hope you have fun reviewing my ship!...
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My awesome macropad! by @aryanitin | Stardance
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Title: My awesome macropad! by @aryanitin | Starda Title: My awesome macropad! by @aryanitin | Stardance...
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Untitled project by @ethanqueen | Stardance
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Title: Untitled project by @ethanqueen | Stardance
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Inscryption Multiplayer Online by @MouthlessStoat Inscryption Multiplayer Online by @MouthlessStoat | Stardance...
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[{"post_id": 57409, "ts": "202 [{"post_id": 57409, "ts": "2026-08-29T15:36:57Z", "hours": 9.0444, "text": "Devlog 14: Implemented a deck library feature to browse and edit all the deck. It was surprising hard to implement a way for deck from different format and ruleset to be converted to another ruleset. It almost look like a game, now only have to implement some small feature like variable attacks and missing sigils as well as custom sigils and card portraits."}, {"post_id": 55016, "ts": "2026-08-26T13:20:22Z", "hours": 18.4028, "text": "Devlog 13: Finishing and touching up the deck editor, now with actual filtering, saving decoration to distinguish different rarity. Along with this actually parse the side deck option and now they can be selected in the deck editor. Now working on a deck library function to display all the deck and allow them to be edit. Sigil progress is still going steadily"}, {"post_id": 47239, "ts": "2026-08-15T01:01:56Z", "hours": 10.8786, "text": "Devlog 12: Been spending the past few days implementing and fixing the card renderer, now everything should be final with no large major changes. All of this is for the first rudimentary version of the deck editor, None of the filtering or side deck works or even saving but I need to post a devlog and so this is it. After this deck editor tangent is done more sigil need to be implemented, luckily I do have a friend to help with implementing sigils."}, {"post_id": 44970, "ts": "2026-08-11T02:36:26Z", "hours": 7.2186, "text": "Devlog 11: Working on and perfecting active as well as stat buff sigil"}, {"post_id": 42038, "ts": "2026-08-06T16:23:29Z", "hours": 3.7253, "text": "Devlog 10: Finally something to show instead of just boring technical code. This is a new card renderer to get ready for the deck editor. Art are done by a friend of mine or ripped from vanilla."}, {"post_id": 40919, "ts": "2026-08-04T19:07:01Z", "hours": 7.09, "text": "Devlog 9: Implement rudimentary ruleset parsing so now custom card can be loaded externally instead of just hard coding it into the game. Still have much to do but this lay the foundation for the game."}, {"post_id": 37711, "ts": "2026-07-30T16:48:12Z", "hours": 8.6803, "text": "Devlog 8: Huge refactoring to clarify the shape of a bunch of type that have been just passed around as Dictionary until now. This should hopefully make further development easier as it make stuff more clear and concrete"}, {"post_id": 33276, "ts": "2026-07-23T02:05:40Z", "hours": 9.2731, "text": "Devlog 7: Another small batch of sigil. Various sigils that I can implement without large modification to the code base. Along with these implementation are small bug fixes here and there through out the codebase. Roughly 1/4 or 27 sigils out of the total 106 from vanilla base game have been implemented."}, {"post_id": 29969, "ts": "2026-07-17T05:50:52Z", "hours": 1.8678, "text": "Devlog 6: Spent way too long trying to solve lil bugs, this one have to do with a new AddCardAction specification. New instead of constructing and adding the card and expecting it to always be public, it now support private card, but need the user to make a new token if they want new card."}, {"post_id": 29888, "ts": "2026-07-17T01:36:21Z", "hours": 8.9164, "text": "Devlog 5: First small batch of sigil now that the stack system is mature, more to come over the next few devlog until most if not all sigils are implemented, then other features can be work upon."}, {"post_id": 28481, "ts": "2026-07-14T18:59:46Z", "hours": 33.1594, "text": "Devlog 4: Oops i went a long time without devlog, ourely because most of the work now are backend stuff that don’t really have anything to show for a devlog. Just boring design of the code base so that adding more feature in the future would be much much easier. Currently the action and stack system are being finalize, i am pretty confident this is the final revision with not much other changes. Sigil are still slowly being added with the increasing power of the stack system. No new major feature can be develop until the stack is perfect and capable. Cost and sigil that interact with them are finish, the custom cost system need to come later as I don’t want to spend even more time working on backend stuff and never releasing an alpha version."}, {"post_id": 9074, "ts": "2026-06-15T04:55:02Z", "hours": 14.1511, "text": "Devlog 3: Absolute countless night of head banging, finally implemented combat although a bit janky for now. But it work super well for Inscryption. . When the turn end, combat action is issues, which resolve into some amount of card attack action. There is a strike override for sigil like Bifurcated Strike or Trifurcated Strike, and a replacement ability hook now so stuff like air borne can be implemented. . Next devlog might be like a very very long time because there are so many sigil in base game Inscryption to implement but that need to be done. Ill check back in when most of the sigil category are implemented into the game and make sure they work well with each other. . After that are active sigil, proper fight handling, like the rest of the game (deck builder, ui polish, etc.). Then after some QA and Alpha testing it can go into public Beta as version 0.0.1 (We use pride versioning around these part and also cus pride month <3)"}, {"post_id": 6989, "ts": "2026-06-11T18:48:18Z", "hours": 7.3147, "text": "Devlog 2?: This is mainly a backend devlog as a bunch of stuff are tweak and slightly modify so the DX can be better. Action are now a new base clas that new action can inherit this streamline the process of making new action and resolver instead of moving between like 3 different file to make a new action you only need to look and modify 2. . A new total rework of the stack system to be more clean and easy to work with. The game now pause correctly and resolve them in sequence activating more sigil as they go along. Along with this new stack and a bunch of design document and deliberation for the combat system that should be implemented in the next devlog. Because it is all backend stuff there are nothing to show for this devlog </3"}, {"post_id": 4698, "ts": "2026-06-08T03:51:38Z", "hours": 1.8117, "text": "Multiplayer Working After literally hours of playing around with syncing and networking and trying to make sure the 2 client can talk to each other, finally made a working small demo of playing card and resolving the stack correctly. Instead of the playing fast and loose nature of Inscryption I opted instead to use a stack like Magic the Gathering to handle sigil resolution and ability trigger. This causes like a lot more issue than originally expected. I wanted both client to work independently when resolving sigil but they still need private information like hand and deck for card like Corpse Maggot and Pelt Lice. So now we have a very janky system where after every stack action the game sit there and wait for the other client to boardcast any private trigger they have so both client can continue the work. The system now is quite robust and can take alot of funky stack stuff. Next is working on the combat and programming in a bunch of sigils."}, {"post_id": 4627, "ts": "2026-06-08T00:30:06Z", "hours": 13.2789, "text": "Getting all the basic boilerplate down like handing a fight and resolving the stack and some cool lil UI"}]...
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Title: Inscryption Multiplayer Online by @Mouthles Title: Inscryption Multiplayer Online by @MouthlessStoat | Stardance
Devlogs:
Getting all the basic boilerplate down like handing a fight and resolving the stack and some cool lil UI
Multiplayer Working After literally hours of playing around with syncing and networking and trying to make sure the 2 client can talk to each other, finally made a working small demo of playing card and resolving the stack correctly. Instead of the playing fast and loose nature of Inscryption I opted instead to use a stack like Magic the Gathering to handle sigil resolution and ability trigger. This causes like a lot more issue than originally expected. I wanted both client to work independently when resolving sigil but they still need private information like hand and deck for card like Corpse Maggot and Pelt Lice. So now we have a very janky system where after every stack action the game sit there and wait for the other client to boardcast any private trigger they have so both client can continue the work. The system now is quite robust and can take alot of funky stack stuff. Next is working on the combat and programming in a bunch of sigils.
Devlog 2?: This is mainly a backend devlog as a bunch of stuff are tweak and slightly modify so the DX can be better. Action are now a new base clas that new action can inherit this streamline the process of making new action and resolver instead of moving between like 3 different file to make a new action you only need to look and modify 2. . A new total rework of the stack system to be more clean and easy to work with. The game now pause correctly and resolve them in sequence activating more sigil as they go along. Along with this new stack and a bunch of design document and deliberation for the combat system that should be implemented in the next devlog. Because it is all backend stuff there are nothing to show for this devlog </3
Devlog 3: Absolute countless night of head banging, finally implemented combat although a bit janky for now. But it work super well for Inscryption. . When the turn end, combat action is issues, which resolve into some amount of card attack action. There is a strike override for sigil like Bifurcated Strike or Trifurcated Strike, and a replacement ability hook now so stuff like air borne can be implemented. . Next devlog might be like a very very long time because there are so many sigil in base game Inscryption to implement but that need to be done. Ill check back in when most of the sigil category are implemented into the game and make sure they work well with each other. . After that are active sigil, proper fight handling, like the rest of the game (deck builder, ui polish, etc.). Then after some QA and Alpha testing it can go into public Beta as version 0.0.1 (We use pride versioning around these part and also cus pride month <3)
Devlog 4: Oops i went a long time without devlog, ourely because most of the work now are backend stuff that don’t really have anything to show for a devlog. Just boring design of the code base so that adding more feature in the future would be much much easier. Currently the action and stack system are being finalize, i am pretty confident this is the final revision with not much other changes. Sigil are still slowly being added with the increasing power of the stack system. No new major feature can be develop until the stack is perfect and capable. Cost and sigil that interact with them are finish, the custom cost system need to come later as I don’t want to spend even more time working on backend stuff and never releasing an alpha version.
Devlog 5: First small batch of sigil now that the stack system is mature, more to come over the next few devlog until most if not all sigils are implemented, then other features can be work upon.
Devlog 6: Spent way too long trying to solve lil bugs, this one have to do with a new AddCardAction specification. New instead of constructing and adding the card and expecting it to always be public, it now support private card, but need the user to make a new token if they want new card.
Devlog 7: Another small batch of sigil. Various sigils that I can implement without large modification to the code base. Along with these implementation are small bug fixes here and there through out the codebase. Roughly 1/4 or 27 sigils out of the total 106 from vanilla base game have been implemented.
Devlog 8: Huge refactoring to clarify the shape of a bunch of type that have been just passed around as Dictionary until now. This should hopefully make further development easier as it make stuff more clear and concrete
Devlog 9: Implement rudimentary ruleset parsing so now custom card can be loaded externally instead of just hard coding it into the game. Still have much to do but this lay the foundation for the game.
Devlog 10: Finally something to show instead of just boring technical code. This is a new card renderer to get ready for the deck editor. Art are done by a friend of mine or ripped from vanilla.
Devlog 11: Working on and perfecting active as well as stat buff sigil
Devlog 12: Been spending the past few days implementing and fixing the card renderer, now everything should be final with no large major changes. All of this is for the first rudimentary version of the deck editor, None of the filtering or side deck works or even saving but I need to post a devlog and so this is it. After this deck editor tangent is done more sigil need to be implemented, luckily I do have a friend to help with implementing sigils.
Devlog 13: Finishing and touching up the deck editor, now with actual filtering, saving decoration to distinguish different rarity. Along with this actually parse the side deck option and now they can be selected in the deck editor. Now working on a deck library function to display all the deck and allow them to be edit. Sigil progress is still going steadily
Devlog 14: Implemented a deck library feature to browse and edit all the deck. It was surprising hard to implement a way for deck from different format and ruleset to be converted to another ruleset. It almost look like a game, now only have to implement some small feature like variable attacks and missing sigils as well as custom sigils and card portraits....
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My personal website by @vivianne_pere12 | Stardanc My personal website by @vivianne_pere12 | Stardance...
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Hardcore Minecraft Plugin by @eyerish | Stardance
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My awesome macropad! by @oli | Stardance
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My first slack bot! by @riyashreenavin | Stardance
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Shadow by @xNC | Stardance
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Title: Shadow by @xNC | Stardance
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My first slack bot! by @sapu | Stardance
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Title: My first slack bot! by @sapu | Stardance
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Ripple by @iamjerryhu | Stardance
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RepQuest by @anshkamkhalia | Stardance
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My awesome macropad! by @avikambali007 | Stardance
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[]
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Title: My awesome macropad! by @avikambali007 | St Title: My awesome macropad! by @avikambali007 | Stardance...
|
1792641084.242386
|
1793245884.242386
|
|
3533
|
My awesome macropad! by @MandatorSSD | Stardance
|
MandatorSSD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MandatorSSD | Star Title: My awesome macropad! by @MandatorSSD | Stardance...
|
1792486327.0176256
|
1793091127.0176256
|
|
3534
|
My first slack bot! by @LilyO | Stardance
|
LilyO
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @LilyO | Stardance
|
1792514867.2595856
|
1793119667.2595856
|
|
3535
|
Piano transcriber by @chunhwee | Stardance
|
chunhwee
|
0
|
18.7
|
0
|
[]
|
[{"post_id": 72565, "ts": "202 [{"post_id": 72565, "ts": "2026-09-23T07:21:12Z", "hours": 1.3344, "text": "The transcriber itself is finished. This project took a very long time. From last time, I continued to improve the vibrato fixing algorithm, minimizing the number of micro-short notes that make parts of the sheet sound bad. I also added a music title and composer feature where you can type in the name of the artist and composer, and it will show up on the sheet. Lastly, I improved the rhythm detection algorithm. WIth the song I was testing, I noticed how some sections sounded much faster than others. The issue was that the amount of measures in the sheet music didn’t end up being equal to the duration of the entire song, leading to some parts sounding compressed. I resolved this issue mainly by making the rhythm detection algorithm look for one steady pulse of beat that goes throughout the entire song, and build the sheet off of it. The transcriber’s first version is complete!"}, {"post_id": 41557, "ts": "2026-08-05T20:58:00Z", "hours": 7.7706, "text": "It has definitely been a while. Alot of progress has been made and this project is finalized. After nailing the mapping of the bass clef onto the treble clef, I went on to make the following changes. First I added different variations to the bass clef based on the “liveliness” of a song. Then I also added a seed feature that purposely varies not only the way the bass clef is built but also the rhythm in the treble clef by offsetting it by a miniscule amount. The users have the option to regenerate sheets with random seeds and different variations if they are unsatisfied with their results. Then I added multiple clean-up stages to the introduction and conclusion, and also added clean-up logic to get rid of unnecessary micro-notes, sharps, and ultra high/low notes. I tested this model on 3 different songs, all of them produced satisfactory results."}, {"post_id": 16101, "ts": "2026-06-26T05:31:50Z", "hours": 5.0558, "text": "Made a ton of progress. The chord extractor is perfected and so is the bass clef. It took a while to get the bass clef finally aligned with the treble clef. Now I am trying to clean up the rhythm in the treble clef so that it is accurate to the actual song. I have created numerous different versions with different approaches to test which one would work the best. Currently got the pitch, readability, and alignment nailed down, been spending a lot more time on the rhythm."}, {"post_id": 9497, "ts": "2026-06-15T21:01:15Z", "hours": 3.8194, "text": "Created a mostly functional and working vocal transcription system. It is mostly accurate both pitch and rhythm-wise, and now I will be working on aligning the accompaniments (the bass-clef)."}, {"post_id": 1306, "ts": "2026-06-03T06:53:12Z", "hours": 0.7181, "text": "Working on perfecting the transcription of vocals. Before I tried to transcribe vocals directly from the vocals audio file, but now I am using a different approach, using the drums, bass, and non-vocal sounds as a reference for the vocal transcription."}]...
|
Title: Piano transcriber by @chunhwee | Stardance
Title: Piano transcriber by @chunhwee | Stardance
Devlogs:
Working on perfecting the transcription of vocals. Before I tried to transcribe vocals directly from the vocals audio file, but now I am using a different approach, using the drums, bass, and non-vocal sounds as a reference for the vocal transcription.
Created a mostly functional and working vocal transcription system. It is mostly accurate both pitch and rhythm-wise, and now I will be working on aligning the accompaniments (the bass-clef).
Made a ton of progress. The chord extractor is perfected and so is the bass clef. It took a while to get the bass clef finally aligned with the treble clef. Now I am trying to clean up the rhythm in the treble clef so that it is accurate to the actual song. I have created numerous different versions with different approaches to test which one would work the best. Currently got the pitch, readability, and alignment nailed down, been spending a lot more time on the rhythm.
It has definitely been a while. Alot of progress has been made and this project is finalized. After nailing the mapping of the bass clef onto the treble clef, I went on to make the following changes. First I added different variations to the bass clef based on the “liveliness” of a song. Then I also added a seed feature that purposely varies not only the way the bass clef is built but also the rhythm in the treble clef by offsetting it by a miniscule amount. The users have the option to regenerate sheets with random seeds and different variations if they are unsatisfied with their results. Then I added multiple clean-up stages to the introduction and conclusion, and also added clean-up logic to get rid of unnecessary micro-notes, sharps, and ultra high/low notes. I tested this model on 3 different songs, all of them produced satisfactory results.
The transcriber itself is finished. This project took a very long time. From last time, I continued to improve the vibrato fixing algorithm, minimizing the number of micro-short notes that make parts of the sheet sound bad. I also added a music title and composer feature where you can type in the name of the artist and composer, and it will show up on the sheet. Lastly, I improved the rhythm detection algorithm. WIth the song I was testing, I noticed how some sections sounded much faster than others. The issue was that the amount of measures in the sheet music didn’t end up being equal to the duration of the entire song, leading to some parts sounding compressed. I resolved this issue mainly by making the rhythm detection algorithm look for one steady pulse of beat that goes throughout the entire song, and build the sheet off of it. The transcriber’s first version is complete!...
|
1792756506.6498783
|
1793361306.6498783
|
|
3536
|
ittybitty keypad! by @ratqueeny | Stardance
|
ratqueeny
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ittybitty keypad! by @ratqueeny | Stardance
|
1792659086.2183237
|
1793263886.2183237
|
|
3537
|
My awesome macropad! by @Yonggari | Stardance
|
Yonggari
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yonggari | Stardan Title: My awesome macropad! by @Yonggari | Stardance...
|
1792644732.8012702
|
1793249532.8012702
|
|
3538
|
My first slack bot! by @oli | Stardance
|
oli
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @oli | Stardance
|
1792662701.0350058
|
1793267501.0350058
|
|
3539
|
My awesome macropad! by @Charlie_G | Stardance
|
Charlie_G
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Charlie_G | Starda Title: My awesome macropad! by @Charlie_G | Stardance...
|
1792734433.7347133
|
1793339233.7347133
|
|
3540
|
My awesome macropad! by @Rafael | Stardance
|
Rafael
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Rafael | Stardance
|
1792551208.2232006
|
1793156008.2232006
|
|
3541
|
Mars by @Federico | Stardance
|
Federico
|
1
|
4.65
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T15:22:43Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mars is a text-adventure game where you are the commander of a spacecraft on a mission to the planet Mars. It was made with the help of Copilot on VS Code and the lessons I learned from my Principles of IT class. *Note: when typing commands, type them as shown (ex: type “analyze” to analyze samples). Enjoy the game. Feel free to ask questions or concerns.", "repo": "https://github.com/Federico-VGaspi/-Mars-txt-adventure-game", "demo": "https://studio.code.org/projects/pythonlab/328c2c89-5ec9-472a-9816-b0616b3399b1"}]...
|
[{"post_id": 4262, "ts": "2026 [{"post_id": 4262, "ts": "2026-06-07T14:52:30Z", "hours": 2.3114, "text": "I reformatted the code since each path has the same choices."}, {"post_id": 2438, "ts": "2026-06-04T22:42:17Z", "hours": 0.3347, "text": "Had to make some slight fixes and remove the mining choice in the Amazonis Planitia path."}, {"post_id": 2171, "ts": "2026-06-04T14:54:08Z", "hours": 1.8522, "text": "Here is the “main menu” part of the game, where players can type “start” when they’re ready to go to Mars or “exit”/“quit” to quit the game."}, {"post_id": 523, "ts": "2026-06-02T00:15:35Z", "hours": 0.315, "text": "Currently working on the beginning narrative of “Mars”. Players will choose where they will land on the Martian surface."}]...
|
Title: Mars by @Federico | Stardance
Devlogs:
Cur Title: Mars by @Federico | Stardance
Devlogs:
Currently working on the beginning narrative of “Mars”. Players will choose where they will land on the Martian surface.
Here is the “main menu” part of the game, where players can type “start” when they’re ready to go to Mars or “exit”/“quit” to quit the game.
Had to make some slight fixes and remove the mining choice in the Amazonis Planitia path.
I reformatted the code since each path has the same choices.
Ships:
Mars is a text-adventure game where you are the commander of a spacecraft on a mission to the planet Mars. It was made with the help of Copilot on VS Code and the lessons I learned from my Principles of IT class. *Note: when typing commands, type them as shown (ex: type “analyze” to analyze samples). Enjoy the game. Feel free to ask questions or concerns....
|
1792979810.7483044
|
1793066210.7483044
|
|
3542
|
My first slack bot! by @rkott3 | Stardance
|
rkott3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rkott3 | Stardance
|
1792749014.3822544
|
1793353814.3822544
|
|
3543
|
Breezy by @oli | Stardance
|
oli
|
0
|
5.05
|
0
|
[]
|
[{"post_id": 700, "ts": "2026- [{"post_id": 700, "ts": "2026-06-02T08:22:12Z", "hours": 5.0481, "text": "Worked on a pretty huge Breezy update today. I added support for switching between WeatherKit and Open Meteo as weather API’s, so the app can now use different providers for forcasts and Time Machine history. I also added provider aware widgets, including new Open Meteo only cards like AQI and Marine Outlook, and cleaned up the widget gallery. I spent a lot of time fixing bugs and fixing issues in the app: refresh behaviour, Time Machine date handling, custom theme syncing, watch app source selection, and making more of the in-app widget config panels actually work."}]...
|
Title: Breezy by @oli | Stardance
Devlogs:
Worked Title: Breezy by @oli | Stardance
Devlogs:
Worked on a pretty huge Breezy update today. I added support for switching between WeatherKit and Open Meteo as weather API’s, so the app can now use different providers for forcasts and Time Machine history. I also added provider aware widgets, including new Open Meteo only cards like AQI and Marine Outlook, and cleaned up the widget gallery. I spent a lot of time fixing bugs and fixing issues in the app: refresh behaviour, Time Machine date handling, custom theme syncing, watch app source selection, and making more of the in-app widget config panels actually work....
|
1792731281.0551147
|
1793336081.0551147
|
|
3544
|
macro pad 1.0 by @zxxz999 | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: macro pad 1.0 by @zxxz999 | Stardance
|
1792637658.9526272
|
1793242458.9526272
|
|
3545
|
My awesome macropad! by @asamr | Stardance
|
asamr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @asamr | Stardance
|
1792742108.3847973
|
1793346908.3847973
|
|
3546
|
My first slack bot! by @asamr | Stardance
|
asamr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @asamr | Stardance
|
1792626457.6547487
|
1793231257.6547487
|
|
3547
|
My awesome macropad! by @Shadow | Stardance
|
Shadow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Shadow | Stardance
|
1792493445.518622
|
1793098245.518622
|
|
3548
|
rhythm game but swords by @kosmo1027 | Stardance
|
kosmo1027
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rhythm game but swords by @kosmo1027 | Star Title: rhythm game but swords by @kosmo1027 | Stardance...
|
1792551099.6112304
|
1793155899.6112304
|
|
3549
|
My awesome macropad! by @zhongwendy4 | Stardance
|
zhongwendy4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zhongwendy4 | Star Title: My awesome macropad! by @zhongwendy4 | Stardance...
|
1792792365.1204486
|
1793397165.1204486
|
|
3550
|
Music Control Macropad by @wchia333 | Stardance
|
wchia333
|
0
|
15.85
|
0
|
[]
|
[{"post_id": 79706, "ts": "202 [{"post_id": 79706, "ts": "2026-10-15T04:05:56Z", "hours": 0.3575, "text": "fixed some rotary encoder bugs. gotta admit ai helped me a little 😅"}, {"post_id": 79699, "ts": "2026-10-15T03:34:12Z", "hours": 1.2894, "text": "Flashed firmware onto my xiao!!! But then I realized I soldered one of my diodes the wrong way 💀💀"}, {"post_id": 79464, "ts": "2026-10-14T04:25:17Z", "hours": 0.4461, "text": "“knurled” knob!!! for ec11 rotary encoder!"}, {"post_id": 79460, "ts": "2026-10-14T03:53:58Z", "hours": 0.7022, "text": "Redesigned macropad case! More minimalist with better tolerances"}, {"post_id": 79140, "ts": "2026-10-12T19:58:48Z", "hours": 1.5667, "text": "Finished solderinh! first time so took a long time, made some mistakes, but alas it is almost finished!!! 🥂"}, {"post_id": 54165, "ts": "2026-08-25T00:48:47Z", "hours": 0.5167, "text": "Finished the software! Actually really straight forward once you get the hang of it. Also fixed my GitHub Repo and I’m ready to ship!"}, {"post_id": 52626, "ts": "2026-08-22T20:57:24Z", "hours": 0.3436, "text": "Tried to start the firmware! Its so confusing I moved over to KMK, wish me luck!"}, {"post_id": 52035, "ts": "2026-08-22T02:17:50Z", "hours": 1.9228, "text": "Made some minor improvements to the PCB. Next I’m going to start the software and hopefully get it done by Sunday."}, {"post_id": 51450, "ts": "2026-08-21T05:14:11Z", "hours": 3.4669, "text": "Finishing touches! Some improvements to the case, fixed some problems with the PCB and made my GitHub repo! Can’t wait to start building!"}, {"post_id": 50778, "ts": "2026-08-20T04:44:28Z", "hours": 1.0167, "text": "Finished the case for my hackpad, and added spots for screws and heat set inserts."}, {"post_id": 50738, "ts": "2026-08-20T02:46:16Z", "hours": 1.2833, "text": "Finished Cad Design! Although I hit 10 Fusion projects so now I have to pay to download it😭😭. I will figure out a work around tomorrow."}, {"post_id": 50707, "ts": "2026-08-20T01:14:10Z", "hours": 1.9961, "text": "Finished the PCB! Most noticeable improvements is a switch from direct wiring to matrix. Also added two rotary encoders to control volume or brightness."}, {"post_id": 50658, "ts": "2026-08-19T22:40:53Z", "hours": 0.9428, "text": "Finally Learned how to use KiCad, made my first schematic and pcb. Version 1 of my hackpad is complete, next I want to add some rotary encoders and maybe an OLED Display!"}]...
|
Title: Music Control Macropad by @wchia333 | Stard Title: Music Control Macropad by @wchia333 | Stardance
Devlogs:
Finally Learned how to use KiCad, made my first schematic and pcb. Version 1 of my hackpad is complete, next I want to add some rotary encoders and maybe an OLED Display!
Finished the PCB! Most noticeable improvements is a switch from direct wiring to matrix. Also added two rotary encoders to control volume or brightness.
Finished Cad Design! Although I hit 10 Fusion projects so now I have to pay to download it😭😭. I will figure out a work around tomorrow.
Finished the case for my hackpad, and added spots for screws and heat set inserts.
Finishing touches! Some improvements to the case, fixed some problems with the PCB and made my GitHub repo! Can’t wait to start building!
Made some minor improvements to the PCB. Next I’m going to start the software and hopefully get it done by Sunday.
Tried to start the firmware! Its so confusing I moved over to KMK, wish me luck!
Finished the software! Actually really straight forward once you get the hang of it. Also fixed my GitHub Repo and I’m ready to ship!
Finished solderinh! first time so took a long time, made some mistakes, but alas it is almost finished!!! 🥂
Redesigned macropad case! More minimalist with better tolerances
“knurled” knob!!! for ec11 rotary encoder!
Flashed firmware onto my xiao!!! But then I realized I soldered one of my diodes the wrong way 💀💀
fixed some rotary encoder bugs. gotta admit ai helped me a little 😅...
|
1792756309.8220565
|
1793361109.8220565
|