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TejalK

@TejalK

Joined June 2nd, 2026

  • 8Devlogs
  • 4Projects
  • 3Ships
  • 45Votes
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1h 2m 15s logged

Wired up the actual quiz - question progression, single vs. multi-select handling, and a scoring function that totals weighted points per career and sorts for the top 5 matches. Also added a university lookup table mapped by field, so the results screen can suggest real schools per career.

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1h 8m 14s logged

Before touching any UI, put together the career list - 24 careers across Medicine, Technology, Business, Engineering, Law, Education, and a few others. Each one has salary range, outlook, recommended subjects, degree, and specializations.

Then built a scoring table: every career gets weighted values across all 5 quiz questions, so answers aren’t just matched to one “type” - they add up across multiple signals (subjects, interests, motivation, study length, work style).

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Ship

I built a Digital Carbon Footprint Calculator — a web app where you input your daily digital habits (emails sent, HD/4K streaming hours, cloud storage, calls, web browsing, crypto transactions) and it estimates your CO₂ footprint in real time, breaking it down by activity with charts and translating the number into a relatable equivalent (trees needed per year to offset it). The trickiest part was redesigning the UI to make dense data feel approachable — going from a flat, static layout to a dashboard with collapsible sections (emission factors, charts, tree impact) so it explains the "why" behind the number instead of just spitting it out. I'm proudest of the emissions-factor transparency table, since it turns the tool from a black-box calculator into something that actually teaches people where their digital carbon cost comes from. To test it, just open index.html, plug in some usage numbers on the left panel, hit "Generate Insights," and explore the breakdown pie chart, comparison bar chart, and tree-impact card on the right.

  • 1 devlog
  • 2h
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1h 31m 23s logged

Revamped the Digital Carbon Footprint Calculator from a flat, static two-panel layout into a dark dashboard-style UI: swapped light-blue panels for a navy/cyan theme, replaced plain number inputs with sliders for continuous values, and broke the results into collapsible sections (View Emission Factors, View Charts, See Tree Impact) instead of dumping everything at once. Added a transparent emissions-factor table so users can see exactly how their footprint is calculated, plus a “Tree Impact” card that translates the raw CO₂ figure into a relatable equivalent (trees needed per year to offset it) - turning the tool from a bare calculator into a clearer piece of climate communication.

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59m 12s logged

Started this because I kept noticing how scattered career research actually is — subject requirements in one place, degree info in another, salary data somewhere else, university rankings somewhere else entirely. Wanted something that pulls all of that into one quick interactive tool instead of 10 open tabs.

Plan: a short quiz (5 questions) that scores your answers against a list of careers, then shows your top matches with everything you’d need to know — subjects to focus on now, degree to aim for, and where to study it.

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Ship 💀 Cursed

I made EcoDigital Tracker, a web app that estimates the carbon footprint of everyday digital habits like emails, streaming, cloud storage, calls, and browsing, giving a CO₂ estimate, a Normal/High/Severe rating, and a chart breakdown. The hardest part wasn't the coding but the deployment - I rebuilt it from a Tkinter desktop app into a Streamlit web app, then worked through a string of deployment errors like a missing requirements file and the wrong version accidentally going live. I'm proud that I kept the layout, fields, and output exactly the same through the rebuild, so it still feels like the original app, just accessible from a browser now. To test it, just open the link and enter any numbers for the usage fields, then hit "Generate Insights" and "View Charts" - no setup needed.

  • 1 devlog
  • 1h
  • 11.76x multiplier
  • 5 Stardust
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47m 11s logged

I’d already built the core of EcoDigital Tracker before deciding to bring it into Stardance, so this session was about picking it back up and turning it into something actually shareable. It started as a desktop app built with Tkinter — you could enter your daily digital habits (emails, streaming, cloud storage, calls, browsing) and get back an estimated carbon footprint in grams of CO₂, along with a Normal/High/Severe status and a pie + bar chart breakdown. The problem was that it only ran on my machine — no link, no way for anyone else to try it without installing Python themselves.

So I rebuilt the UI in Streamlit, keeping the exact same layout, input fields, output format, and charts, just swapping the framework underneath so it could run in a browser instead of a native window. I also wrote a short README explaining what the tool does and why I built it: to show people how much carbon their everyday digital activity actually produces, and where it lands on the Normal/High/Severe scale.

From there I moved on to getting a real public link. I tried ngrok first to tunnel my local server, but the download got flagged by my antivirus, so I switched to deploying properly instead. I pushed the project to GitHub and connected it to Streamlit Community Cloud, then worked through a chain of deployment errors — a missing requirements.txt that meant matplotlib wasn’t installed on the server, a main file path pointing at a filename with no .py extension, and the old Tkinter file accidentally being the one that got deployed instead of the Streamlit version. Fixed each one by correcting the filenames and adding requirements.txt directly on GitHub.

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I built an educational web game where players match elements and advanced materials to the correct parts of aerospace vehicles. The goal was to make learning about engineering materials more interactive and fun. The biggest challenge was getting all the game mechanics to work together, especially the drag-and-drop system, hotspots, and level progression. I also spent time making sure the educational content was accurate and easy to understand. I'm proud that the project is both educational and enjoyable to play. Seeing everything come together—from the visuals to the gameplay and learning experience—was really rewarding. To test my project, people should just open index.html in a browser and make sure the project images are in the same folder as the code. Then play through all four levels by matching each material to the correct part and reading the fact cards along the way.

  • 3 devlogs
  • 5h
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1h 44m 39s logged

I have added new levels (Spacecrafts) to my game and I might also introduce new domains to this game like underground, underwater, etc. So, stay tuned!!!

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3h 21m 22s logged

UPDATE!!! After a bump-start, I am glad I have successfully added the realistic image of a rocket and all set to jet-propel through the remaining levels that I introduced in this domain.

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18m 57s logged

I built a game that teaches real space-tech facts through play — drag elements like Xenon and Titanium onto the part of a spacecraft that actually uses them, and you learn why each one matters (xenon = ion thruster fuel, titanium = rocket hull material, etc).
Started simple: tap an element, tap the matching part, get points and a quick fact. Then added real drag-and-drop so you can pull a glowing line from the badge straight to the hotspot — feels more like actually wiring something up. Kept both ways of playing since drag feels great on desktop but tapping is way easier on mobile.
The big visual upgrade was making the spacecraft actually look 3D instead of flat. Swapped solid colors for gradients (light from one side, dark on the other), added rounded end-caps so the body reads as a tube instead of a rectangle, and gave the engine a real glow. The tricky part was doing all of that without moving a single hotspot — the game logic reads exact coordinates, so the art had to change without touching the mechanics underneath.
Next up: maybe a real rocket image as an alternative skin, more elements to match, and a harder mode where positions shuffle so you can’t just memorize the layout. I’m also thinking about expanding beyond spacecraft entirely — submarines, underground drills, and other extreme-engineering domains could make for whole new “chapters” of the game, each with their own set of elements and machines to match.

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