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21024
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mythicalOS by @ele-na | Stardance
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ele-na
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2
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19.0
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61
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T22:04:35Z", "hours": 12.0, "multiplier": 5.11, "payout": 61, "blessing": "neutral", "text": "this is a web-based OS made with html, css and javascript! features: login (password is 1234) notebook (markdown and code accepted) gallery (upload pictures) calculator spotify player calendar terminal to-do list system monitor search bar quick links time and weather tracker (easter egg found here) challenges: ZERO time to work bugs bugs bugs previous versions: elenaOS (june 2026) kpopOS (august 2026) enjoy!", "repo": "https://github.com/ele-na2011/elena.com", "demo": "https://ele-na2011.github.io/elena.com/"}, {"ship_num": 2, "ts": "2026-06-28T17:46:04Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an OS that basically just holds my personal profile. it’s pretty basic for now, just a welcome screen, spotify player, blog, and resume but i will add more in the future note: the spotify is a fixed widget bc yall are obligated to listen to my amazing music taste ty SerenityUX for the amazing guide ty google for the search engine ty claude for saving me from mental collapse during debugging future updates: add more apps (gallery app hopefully), make UI better, add location tracking for real time weather and stuff basically js make it do more things", "repo": "https://github.com/ele-na2011/elena.com", "demo": "https://ele-na2011.github.io/elena.com/"}]...
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[{"post_id": 82464, "ts": "202 [{"post_id": 82464, "ts": "2026-10-24T21:52:20Z", "hours": 2.5528, "text": "well i genuinely have not touched vscode since i went back to school (and i ran out of codespace storage asw) so here we are i just genuinely deleted everything that wasn’t working. last devlog before submission :)))"}, {"post_id": 66292, "ts": "2026-09-12T01:18:36Z", "hours": 0.6428, "text": "school’s started up, and i’ve lowk really been slacking (just doing my sticky streak w this project now ig) and i’ve lowk spent the past couple of days working on fixing a bug and adding a todo app. i’ve also added more features to the terminal, but yeah! next i’ll start working on the password feature and the other uh feature then it should be ready to ship! (except more bugs are showing up endlessly haha)"}, {"post_id": 63531, "ts": "2026-09-07T13:24:07Z", "hours": 1.1717, "text": "hii so i’ve been busy lately (schools starting up and ive also been locking in on snowglobe!!) but i’ve worked some more on this i added 2 more apps: a terminal and a newsfeed. the newsfeed uses an api endpoint to call the news, and i’m planning on adding more features to the terminal! i’ve also fixed the dragging issue thank god….acc no im just looking at it rn and fahh yo im acc done w ts i also changed the font to ceveat, and i think the ui looks a lot more cozy now (i still need to change the font in the terminal tho haha). today i also updated the readme!! later i’ll add all the icons (lowk cant find a newsfeed or terminal one but thats okay), work on the ui (and the FRICKING dragging issue bruhhh) then keep working on the secret feature!! i also want to make the os only accessible via a password, but thats a feature for the future ykk"}, {"post_id": 62284, "ts": "2026-09-05T16:05:46Z", "hours": 0.7583, "text": "yesterday and today i’ve just been working on the ui, which means adding icons, etc etc and also making the window look more like a window (hint at tuff feature trust) the window drag program broke again (idek why) so i’m tryna figure out how to fix that (debugging is not fun) and i wanna figure out how to open mini windows inside the webOS to make it more like an OS"}, {"post_id": 61507, "ts": "2026-09-04T13:39:10Z", "hours": 0.7083, "text": "today i mostly just customized stuff. i added a favicon (just to it looks more polished), icons for all the apps, and im working on changing the cursor inside the site im trying to find a tuff font but imo all the more modern UI ones look vibecoded idk"}, {"post_id": 61212, "ts": "2026-09-04T01:12:04Z", "hours": 2.3611, "text": "today i did a lot of work, mostly on this really tuff new feature im adding (ima call it touching grass for now), i reprogrammed the welcome screen, and got the basic format down the ui rn looks vibecoded (which it lowk is cuz i needed it cleaned up for testing) but i will go through it tmr and redesign everything (cuz as much as it fits the vibe it does look chopped asf)"}, {"post_id": 60684, "ts": "2026-09-03T06:58:40Z", "hours": 0.5658, "text": "okay so today i rebranded again (it was too hard to think up a UI theme for kpop and i’m too lazy to change the wallpaper (feature coming soon tho dw) i cleaned up some formatting so it’s slightly easier to test, and i’m working on a toolbar thats similar to those that run on actual laptops"}, {"post_id": 49900, "ts": "2026-08-18T21:17:55Z", "hours": 0.6858, "text": "today i started the rebrand by firstly, deleting a lot of code, and secondly, deciding some features. i deleted the resume, the notebook (gonna make a better one ofc) and the original welcome screen im pretty much done the intro screen, i’m not gonna make it reopenable it’s just gonna be a separate tab type shi (and its very neutral) i’m still debating whether to have separate themes for each kpop group (i’m gonna start w seventeen and enhypen first just to make sure ik changing it works, and everything would be easier as i would just have the icons like pictures of the group and stuff) or have the user themselves upload a background and stuff i relocated the top bar to the bottom center (still have to work on the formatting and stuff ofc) i’m thinking about what apps to build, definitely need weverse, mnet, spotify (already built, i’ll just keep it), a pomodoro timer, etc etc"}, {"post_id": 42977, "ts": "2026-08-07T23:48:50Z", "hours": 0.8789, "text": "okay so now that i have my very professional site, it’s time for the very exciting rebrand of ElenaOS i’m brainstorming themes rn, but i think i might make a kpopOS (because i really like kpop ofc lol) this is going to be a lot of work lol (essentially starting over again) but let’s see where this goes"}, {"post_id": 29123, "ts": "2026-07-15T19:47:50Z", "hours": 0.7731, "text": "today i was pretty productive and added some apps. i think everything started getting easier once i started getting the hang of things with adding new apps and ensuring that they can open and close normally and stuff i added a grade calculator and embedded a google calendar in there as well i want to be able to sync a lot of things in the OS to my google account so that I don’t have to set up extra time to go update the site"}, {"post_id": 28629, "ts": "2026-07-15T00:19:31Z", "hours": 0.7594, "text": "i haven’t worked on this in a while (since the ship was approving lmao) but today i added a gallery app (as promised from the last ship) im not gonna worry too much about actual OS aesthetics until I have a couple more fully functional apps, then ima see if I can animate the background or smt i also wanna code a OS pet but thats a project for slightly later lmao anyways about the gallery app, its just gonna be a simple carousel to demonstrate my projects and stuff. highkey i regret creating this OS all about myself especially after they dropped the new personal website mission but oh well"}, {"post_id": 17735, "ts": "2026-06-28T17:29:22Z", "hours": 0.6325, "text": "this is prob the last devlog before i ship this project for the first time i added a resume and made that draggable also fixed some bugs… (a lot of bugs) in the top bar i also added a temperature tracking module that tracks the temperature in a random town (its pretty tuff) but someday i will update it to match the location of the user ima add some actual articles to the notebook someday the spotify remains a widget anyways all of this will be completed in elenaOS2.0!!"}, {"post_id": 17334, "ts": "2026-06-28T02:25:15Z", "hours": 2.6892, "text": "its been a long day lmao i got the dragging bug fixed and created the notebook app, still working on some formatting issues but its going well. i decided to make it a blog of some sort that i can update through the html code pretty easily and u can basically access it through a dropdown menu instead of a sidebar i decided to make the spotify permanently fixed on the screen and so i deleted its handle and close button (partly bc i couldnt get the click-> open function to work and i didn’t want to deal with it tdy) im probably js gonna make all the apps collectively located on the left and have them open on the right and thus have some sort of control panel on the left the vision is coming together gng ima go brainstorm the new app now :)"}, {"post_id": 16524, "ts": "2026-06-26T21:45:44Z", "hours": 0.8669, "text": "help gng the bugs r only getting worse i added a spotify player and a notebook thingy but i js need the notebook to be closed when the program starts and open on click the drift problem applies to all 3 of the tiny windows now and claude aint fixing it i like the spotify player tho bc its the only thing that works ToT im acc so done (small thing but ima upload a playlist cover cuz i dont like the blue scheme of the playlist) and if i dont drag the others the notebook wont even drag so that needs to be fixed asw"}, {"post_id": 16382, "ts": "2026-06-26T17:39:59Z", "hours": 1.1119, "text": "its been quite a while of trying to debug the drifting problem, so i decided to just go ahead and add some more stuff im trying to add a spotify player and the app thats described in the guide it looks tuff, js some more problems to fix"}, {"post_id": 16254, "ts": "2026-06-26T12:37:47Z", "hours": 1.0319, "text": "oki so between last night and this morning i js kept going with the guide and added some backgrounds and graphics, as well as the timekeeper im currently working on the dragging function, which is bugging out a bit rn but i will figure it out (trust!) i also want to figure out a way to add boundaries so that i wont be able to js drag the window completely off the screen (as shown below lol)"}, {"post_id": 16039, "ts": "2026-06-26T01:50:05Z", "hours": 0.2667, "text": "hi gng first devlog ever so here goes tdy i finally got hackatime, github and my vscode all connected and set up. i haven’t coded HTML since over 5 yrs ago so i dont rlly remember anything so im starting from scratch again yay!! the guides r rlly helpful and im finally recalling some of my past knowledge and i managed to get a decent looking webos started im tired so ima continue this tmr but hey at least its started ykyk"}]...
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Title: mythicalOS by @ele-na | Stardance
Devlogs: Title: mythicalOS by @ele-na | Stardance
Devlogs:
hi gng first devlog ever so here goes tdy i finally got hackatime, github and my vscode all connected and set up. i haven’t coded HTML since over 5 yrs ago so i dont rlly remember anything so im starting from scratch again yay!! the guides r rlly helpful and im finally recalling some of my past knowledge and i managed to get a decent looking webos started im tired so ima continue this tmr but hey at least its started ykyk
oki so between last night and this morning i js kept going with the guide and added some backgrounds and graphics, as well as the timekeeper im currently working on the dragging function, which is bugging out a bit rn but i will figure it out (trust!) i also want to figure out a way to add boundaries so that i wont be able to js drag the window completely off the screen (as shown below lol)
its been quite a while of trying to debug the drifting problem, so i decided to just go ahead and add some more stuff im trying to add a spotify player and the app thats described in the guide it looks tuff, js some more problems to fix
help gng the bugs r only getting worse i added a spotify player and a notebook thingy but i js need the notebook to be closed when the program starts and open on click the drift problem applies to all 3 of the tiny windows now and claude aint fixing it i like the spotify player tho bc its the only thing that works ToT im acc so done (small thing but ima upload a playlist cover cuz i dont like the blue scheme of the playlist) and if i dont drag the others the notebook wont even drag so that needs to be fixed asw
its been a long day lmao i got the dragging bug fixed and created the notebook app, still working on some formatting issues but its going well. i decided to make it a blog of some sort that i can update through the html code pretty easily and u can basically access it through a dropdown menu instead of a sidebar i decided to make the spotify permanently fixed on the screen and so i deleted its handle and close button (partly bc i couldnt get the click-> open function to work and i didn’t want to deal with it tdy) im probably js gonna make all the apps collectively located on the left and have them open on the right and thus have some sort of control panel on the left the vision is coming together gng ima go brainstorm the new app now :)
this is prob the last devlog before i ship this project for the first time i added a resume and made that draggable also fixed some bugs… (a lot of bugs) in the top bar i also added a temperature tracking module that tracks the temperature in a random town (its pretty tuff) but someday i will update it to match the location of the user ima add some actual articles to the notebook someday the spotify remains a widget anyways all of this will be completed in elenaOS2.0!!
i haven’t worked on this in a while (since the ship was approving lmao) but today i added a gallery app (as promised from the last ship) im not gonna worry too much about actual OS aesthetics until I have a couple more fully functional apps, then ima see if I can animate the background or smt i also wanna code a OS pet but thats a project for slightly later lmao anyways about the gallery app, its just gonna be a simple carousel to demonstrate my projects and stuff. highkey i regret creating this OS all about myself especially after they dropped the new personal website mission but oh well
today i was pretty productive and added some apps. i think everything started getting easier once i started getting the hang of things with adding new apps and ensuring that they can open and close normally and stuff i added a grade calculator and embedded a google calendar in there as well i want to be able to sync a lot of things in the OS to my google account so that I don’t have to set up extra time to go update the site
okay so now that i have my very professional site, it’s time for the very exciting rebrand of ElenaOS i’m brainstorming themes rn, but i think i might make a kpopOS (because i really like kpop ofc lol) this is going to be a lot of work lol (essentially starting over again) but let’s see where this goes
today i started the rebrand by firstly, deleting a lot of code, and secondly, deciding some features. i deleted the resume, the notebook (gonna make a better one ofc) and the original welcome screen im pretty much done the intro screen, i’m not gonna make it reopenable it’s just gonna be a separate tab type shi (and its very neutral) i’m still debating whether to have separate themes for each kpop group (i’m gonna start w seventeen and enhypen first just to make sure ik changing it works, and everything would be easier as i would just have the icons like pictures of the group and stuff) or have the user themselves upload a background and stuff i relocated the top bar to the bottom center (still have to work on the formatting and stuff ofc) i’m thinking about what apps to build, definitely need weverse, mnet, spotify (already built, i’ll just keep it), a pomodoro timer, etc etc
okay so today i rebranded again (it was too hard to think up a UI theme for kpop and i’m too lazy to change the wallpaper (feature coming soon tho dw) i cleaned up some formatting so it’s slightly easier to test, and i’m working on a toolbar thats similar to those that run on actual laptops
today i did a lot of work, mostly on this really tuff new feature im adding (ima call it touching grass for now), i reprogrammed the welcome screen, and got the basic format down the ui rn looks vibecoded (which it lowk is cuz i needed it cleaned up for testing) but i will go through it tmr and redesign everything (cuz as much as it fits the vibe it does look chopped asf)
today i mostly just customized stuff. i added a favicon (just to it looks more polished), icons for all the apps, and im working on changing the cursor inside the site im trying to find a tuff font but imo all the more modern UI ones look vibecoded idk
yesterday and today i’ve just been working on the ui, which means adding icons, etc etc and also making the window look more like a window (hint at tuff feature trust) the window drag program broke again (idek why) so i’m tryna figure out how to fix that (debugging is not fun) and i wanna figure out how to open mini windows inside the webOS to make it more like an OS
hii so i’ve been busy lately (schools starting up and ive also been locking in on snowglobe!!) but i’ve worked some more on this i added 2 more apps: a terminal and a newsfeed. the newsfeed uses an api endpoint to call the news, and i’m planning on adding more features to the terminal! i’ve also fixed the dragging issue thank god….acc no im just looking at it rn and fahh yo im acc done w ts i also changed the font to ceveat, and i think the ui looks a lot more cozy now (i still need to change the font in the terminal tho haha). today i also updated the readme!! later i’ll add all the icons (lowk cant find a newsfeed or terminal one but thats okay), work on the ui (and the FRICKING dragging issue bruhhh) then keep working on the secret feature!! i also want to make the os only accessible via a password, but thats a feature for the future ykk
school’s started up, and i’ve lowk really been slacking (just doing my sticky streak w this project now ig) and i’ve lowk spent the past couple of days working on fixing a bug and adding a todo app. i’ve also added more features to the terminal, but yeah! next i’ll start working on the password feature and the other uh feature then it should be ready to ship! (except more bugs are showing up endlessly haha)
well i genuinely have not touched vscode since i went back to school (and i ran out of codespace storage asw) so here we are i just genuinely deleted everything that wasn’t working. last devlog before submission :)))
Ships:
i made an OS that basically just holds my personal profile. it’s pretty basic for now, just a welcome screen, spotify player, blog, and resume but i will add more in the future note: the spotify is a fixed widget bc yall are obligated to listen to my amazing music taste ty SerenityUX for the amazing guide ty google for the search engine ty claude for saving me from mental collapse during debugging future updates: add more apps (gallery app hopefully), make UI better, add location tracking for real time weather and stuff basically js make it do more things
this is a web-based OS made with html, css and javascript! features: login (password is 1234) notebook (markdown and code accepted) gallery (upload pictures) calculator spotify player calendar terminal to-do list system monitor search bar quick links time and weather tracker (easter egg found here) challenges: ZERO time to work bugs bugs bugs previous versions: elenaOS (june 2026) kpopOS (august 2026) enjoy!...
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1793105631.3082256
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1793192031.3082256
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46752
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RedeeMOD by @DoMax | Stardance
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DoMax
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2
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62.38
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1027
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T12:19:38Z", "hours": 20.0, "multiplier": 9.77, "payout": 203, "blessing": "neutral", "text": "After quite some time, RedeeMOD development is back! What’s new New adapter! : IOQuake 3 is officially supported on RedeeMOD! The adapter is quite complex due to engine’s hardcoded filepaths and external game loading, thus only one type of content can be loaded at a time (either an IOQuake 3 game or Quake 3 mod). API improvements : Each adapter is equipped with a setup() method that runs after adding a game - useful for first-time initialization instead of prompting user for setup steps. Mod adapters can limit the amount of mods they allow selected at once. Game configurations are isolated now, so every game can work on its own requiring no modifications to unrelated files! Tests! : RedeeMOD has automated integration and unit tests implemented. Layout changes : The layout was tweaked a bit to be more usable. Changes mainly made to card positioning, so Add Game and Add Mod cards are always shown first. I hope that many of you will enjoy this project. Even better if you try to script adapters of games that YOU think are important! Remember, that you can always resort to the Contributing Guide on GitHub ! And, of course, leave a nice review if you think RedeeMOD is worth one ;)", "repo": "https://github.com/domasles/redeemod", "demo": "https://github.com/domasles/redeemod/releases/latest"}, {"ship_num": 2, "ts": "2026-08-23T18:42:23Z", "hours": 38.0, "multiplier": 18.45, "payout": 824, "blessing": "neutral", "text": "Modding (some) games has never been easier! I present to you - RedeeMOD , a mod launcher that lets anyone mod games with ease! RedeeMOD was first created for modding Unreal Tournament games, but due to its expandable nature, anyone who knows Python can write a little script and expand RedeeMOD’s game selection for any game imaginable! What are its core features? Glad you asked! Here’s what you get out of the box: Automatic game discovery - RedeeMOD finds your game installations all by itself! A real mod library - every game gets its own mod collection. Add mods once and toggle them whenever you like Custom path overrides - is your game installed somewhere weird? Just point at it and carry on Cross-platform frontend - built with Python and PySide6 (Qt6), so it runs natively on both Windows and Linux! (macOS should also work, but I can’t test that - I own no apple gear) And here’s my favorite part: mods never mess up the vanilla game! Which games are supported? As of today: Unreal Tournament ’99 - mods are loaded through automatic INI patching Unreal Tournament 2004 - mods are stitched together into a package and loaded using the game’s own -mod mechanism Both games are available to download from OldUnreal page, FOR FREE ! What about other games? Can I add them myself? Absolutely! This is where RedeeMOD shines - every game is just an adapter. It knows three things about a game: What’s it called Where it might live How to launch it with mods I even prepared a guide just for that! If a game can be modded without wrecking its installation, an adapter can be written for it. Cool! How do I get it? Head over to the Releases page and grab the app! Or if you want to Redeem the source: git clone https://github.com/domasles/redeemod.git cd redeemod pip install -e . # Omit -e flag if you are not planning to edit the source files later. Leaving it is recommended though redeemod How to use it? Download Unreal Tournament ’99 or Unreal Tournament 2004 from OldUnreal Open the game, configure your settings, and ONLY THEN add the game to RedeeMOD Download any mod you like. My recommendations: Unreal Tournament ’99 HD textures XVehicles for Unreal Tournament ’99 HaloUT for Unreal Tournament 2004 About any skin mod available (be careful, some depend on others!) Add it to your games’ Mod Library Enable the mods you feel like playing today Launch the game and enjoy ! Honesty is the most important thing A few things to know before diving in: Windows’ Smart App Control might block the unsigned executable. You can either disable it or build the app yourself. On Linux, case-sensitive filenames occasionally bite older mods - usually fixable with some renames. Unreal Tournament 2004 was designed to load one mod at a time, so stacking several can lead to conflicts. In practice? It mostly just works. Some mods might not work properly because: a. They require some GUI classes RedeeMOD can’t handle yet b. They are straight up broken Try it, break it, tell me everything I made RedeeMOD out of the frustration that some games don’t have ways of loading mods while leaving the base intact. If it happened to you before, and RedeeMOD helped, I can feel proud. Found a bug, got an idea, or want to see your favorite game in the lineup? Mind you - contributions are very welcome!", "repo": "https://github.com/domasles/redeemod", "demo": "https://github.com/domasles/redeemod/releases/latest"}]...
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[{"post_id": 82459, "ts": "202 [{"post_id": 82459, "ts": "2026-10-24T21:33:36Z", "hours": 4.3781, "text": "Server owner? RedeeMOD is now CLI! Honestly, I wouldn’t even have thought about it if not for my other project, UT99 server container . Turns out, this is quite useful! How does it work? Like any other CLI app would. It lets anyone load mods on any game without opening the GUI. It’s useful for 2 audiences: Server owners, that need a tool that could be automated Terminal tinkerers, most likely Linux users :D After the beginning of UT99 server project one of the things I immediately thought about was modding the server, not only the client. Whether it’s a mutator, map or anything else - tinkering with individual directories can be brittle, especially in a server environment. Having a tool manage mods is much simplier and foolproof, since RedeeMOD even handles mods disposably - they don’t override the main installation, leading to a predictable setup at all times. Did anything internally change? Yes! Qt is no longer a dependency of the backend, allowing CLI app to be much smaller. The application data paths are now handled manually. The repo now also has more tests to account for new CLI features."}, {"post_id": 58008, "ts": "2026-08-30T10:53:42Z", "hours": 7.3058, "text": "Tested and working! How (and why) I implemented tests in RedeeMOD The reason behind “why” My dad is a high profile developer, and many new things I try are influenced by him. While I always liked setting up CI/CD pipelines and other automations, one thing my projects lacked was testing. Turns out, many tech jobs require knowledge about tests, because they guarantee several things: They assure that your application works as it should They document your working concept They let you make refactors that don’t hurt the functionality So, after considering these benefits, I started reading how tests are implemented. How did I implement tests for RedeeMOD? There are 3 main types of tests: Unit (where one small component is tested) Integration (where several combined components and their behaviour is tested) End to End (where full system flow from start to finish is tested) (they take a long time, so I didn’t even consider them for RedeeMOD) First thing any testable software should have is clear dependency injection. Dependency injection is a pattern where you don’t call dependencies directly, but pass them externally. I opted for implementing method argument injection that I could later use in tests. Why is DI required? Well, during testing, the external environments must be mocked and created virtually to test different use cases (things like sys.* calls and more). Luckily, RedeeMOD already had a nice and semi-testable architecture where very few things needed to be changed. Writing tests is a tedious and rather boring process, because all the edge cases must be defined. Don’t hate me for this, but I handed over writing tests to AI. My arguments for why AI is appropriate for this are: You can’t test software that hasn’t been previously written (by people) Repetitive work takes away precious time, and AI just performs checks While one could argue that Test-Driven Development exists, after trying it out I can confidently say that I’m not a fan of TDD. However, giving very broad instructions, like “Make me tests for this project” usually doesn’t go well, because AI can’t retain project philosophy and tests what doesn’t need to be tested (things that don’t contain logic, thus can’t really fail). RedeeMOD currently has a test suite based on pytest with integration and unit tests written. How tests could benefit you? With tests, instead of clicking around (and often forgetting) every edge case manually, you can offload it to a machine that does hundreds of calculations extremely fast. Not only is it a well-regarded pattern within the developer community, but also helps with coding efficiency and guards from failed refactors."}, {"post_id": 55616, "ts": "2026-08-27T16:10:59Z", "hours": 12.4111, "text": "Quake fans - I got you! Thought RedeeMOD would only be available for niche titles? Not exactly! Which Quake? Most people would probably agree with me that Quake 3 Arena was the best entry of the series for multiplayer games. After seeing just how many Quake 3 mods there are (some even being standalone games) I had to implement an adapter for it with support for both standalone games and mods! I resorted to the IOQuake 3 engine support due to its extra capabilities and being the modern choice for most, so original Id Tech 3 might not work. How does it work? IOQuake 3 inherits cvar support (and adds more!) from Id Tech 3 engine. Utilizing com_basegame , i could bypass Quake 3 Arena file presence for standalone games. What about Quake 3 MODS that are not standalone? The new adapter follows an interesting edge-case detection logic: If a mod has default.cfg file somewhere within its .pk3 files, it’s considered standalone. Other games are required to have genuine Quake 3 Arena present, about what RedeeMOD will warn. IOQuake 3 requires Quake 3 Arena or Team Arena files to be in baseq3 and missionpack directories. This adapter handles warning users against such restriction. Quake 3 Arena can’t be launched through RedeeMOD as a mod. Everything else works perfectly fine (based on testing). All mods I tested worked fine. If you find one that does not, kindly report it on GitHub issues 😄 The most challenging adapter of all No doubt, the amount of testing that was required to get this working is absurd, and definitely it was the most challenging adapter of all ."}, {"post_id": 53272, "ts": "2026-08-23T18:39:02Z", "hours": 3.8986, "text": "Pre-ship devlog! Maitenance pre-ship revealed 3 more bugs that I couldn’t live with… Bugs? What bugs? Actually, very counter-intuitive! UT99-specific : Turns out, when Unreal Tournament ’99 reads configuration and finds duplicate filenames in different directories, FIRST ENTRY DEFINED WINS , which, from coding perspective, is very unusual! Usually, if you define a variable, it can be redefined later. UT99 does not work like that, so I made the mods override any system files if they do override any. I noticed this by trying to load one of my favorite mods ever - the HD pack, which overrides system textures. Glad this bug got noticed! UT2004 skins not working : Some skin mods would not work due to the correct files not being imported on game runtime. By adding an extra file extension to the list of import files, I was able to fix this! Label truncation fails : Previously I had implemented an ElidedLabel that truncates a string and replaces the ending with ... if it is too long. In some rare instances however it failed and set a boundary on window size instead of truncating. However, it’s not an issue anymore! Error handling is better now I ran into an issue that got me confused - I couldn’t launch a game. I panicked, thought that my launcher was broken again, and only then did I realise that the game wasn’t installed! Launcher did not notify me and I got frustrated. Since I want the UX to be flawless, the best decision was to make a pop-up in case of a critical error. I gotta say - the ship is finally truly 100% ready !"}, {"post_id": 51848, "ts": "2026-08-21T18:29:00Z", "hours": 10.6333, "text": "Code, break, fix, repeat! Here’s what the final 1.0.0 release of RedeeMOD brings: Fully tested and documented! I built RedeeMOD not only as an app to manage Unreal Tournament games exclusively (though at first, that was the plan), but also as a framework to create more games in the future compatible with RedeeMOD! I recently wrote a Contribution guide that lets anyone create adapters and expand RedeeMOD by following a detailed guide! Also, as a standard practice, GitHub actions were added to help with releases. Both Windows and Linux builds work perfectly, but are unsigned, so Windows might throw Smart Screen or Smart App Control warnings. These are safe to ignore, and if they bother you too much, you can always resort to launching RedeeMOD directly through Python! Changes in code The code is formatted with Black formatter . It’s way easier to format the code using a tool than doing so manually. Also, I found some bugs that weren’t immediately noticeable. Things like: An uninitialized variable being still required in code (produces a TypeError ) Image painting events overriding each other Much more They are now fully fixed. Some inconsistencies between files have also been resolved. This latest build now features logos to feel more professional . User interface has been updated with more detailed card subtitles, so the app is easier to navigate. Overall, RedeeMOD is in its stable form for the first time ever. Now it’s just the matter of whether more adapters will be created for other games by the community! Does RedeeMOD lack something? Well, the mod management is very simple - adding, removing and enabling/disabling a mod probably doesn’t sound like the most sophisticated mod manager on the earth, but I am planning to later add a pop up that lets users customize the mods even further, like adding custom launch options, paths, even image customization, but that will require more time and I feel confident enough that the current feature set is good for the first ship. For more info on RedeeMOD, visit its GitHub repository !"}, {"post_id": 49281, "ts": "2026-08-18T00:07:57Z", "hours": 4.3475, "text": "Finally, it feels complete! What I’ve been through and why do I feel relieved So, after a LOT of trial and error, and MANY wrong paths taken, Unreal Tournament 2004 adapter is functioning! Why it took so much effort for such a simple thing UT2004 differs from UT99 in many different areas, even its modding system: It now has a dedicated -mod flag instead of using an overriden .ini file Every mod has its own mandatory structure, and UT2004 doesn’t like multiple mods loaded Mods can load diffs of system .ini files My plan was to replicate what I was doing with UT99 - building a custom mod at runtime that would bundle every enabled mod together. Since this game is quite old, so are its development sources. I resorted to the best source there is - proven to work mods. My top 3 problems with UT2004, ranked: Using empty files or ones that are with LF line endings instead of CRLF produces either a segfault or a Bad Mod error UT2004 creates a LOT of mod-specific runtime files, and they need to be cleared to be regenerated (I hate caching, as going through them all is difficult) I couldn’t get mods with heavy custom GUI usage to work, unless they’re being launched standalone, using UT2004 Community tab (which defeats the point of my launcher) Since I wanted to use the modern -mod flag, I had to make my own mod, which needs such files to function: ModDir/UT2K4Mod.ini (Name and description) ModDir/System/Default (Diffs of what to add/remove) ModDir/System/DefUser (Can be left empty, but requires at least one \\r\\n line) I’m thankful to whatever or whoever made me as patient as I am, because DefUser being absolutely empty causing a segfault or files requiring CRLF even in Linux was very unexpected, and required hours of investigation. On top of said implementation, backend framework also needed changes to ensure stability and flexibility. New methods returning more data to the game adapters were added, as well as improvements in attribute names and path handling. Bugs are always present… After testing with some edge cases, I found bugs that got resolved shortly after. Windows, as of now, works flawlessly, but I’ll be performing more tests when I distribute a full build. What’s that, some new GUI? Yes! I wanted to implement logos since the day 1 of starting this project. Surprisingly, that was one of the easiest modifications to date. Screen state tracking was also improved to provide no visual bugs after adding, removing, selecting and deselecting added material. Finally shipping, finally stable? Again, yes. All the intended functionality is verified to be working, and you can already try it out for yourself! Running python -m frontend.app from the project’s root will open up this GUI for you to play around! Over the next few days I’ll finish making all the necessary branding, README and ensure licensing is correct. Then I’ll push a final devlog and make a ship. Thank you for everyone following RedeeMOD’s journey. Keep rocking, and make the world truly Unreal !"}, {"post_id": 48536, "ts": "2026-08-16T23:19:20Z", "hours": 8.3097, "text": "UI tweaks! This looks better in my opinion After taking a look at the previous design I thought it looked quite ugly and inconsistent when some cards have center-aligned elements and others don’t. This update fixes these issues! You really spent so many hours on simple UI tweaks? Yes and no. While the primary purpose of this devlog IS to describe subtle interface change, under the hood many quality of development improvements hide as I’m trying to implement and fiddle with Unreal Tournament 2004 game adapter, which required a more streamlined API of adapter creation rather than what was previously developed. So, this devlog has hours logged from both a fully developed interface and half-developed new game adapter implementation. Stardance was warning me about getting close to 10h limit, so I must post this before diving deeper into Unreal Tournament 2004, which has way more twisted stuff within its modding system. Stay tuned and wish me luck!"}, {"post_id": 46034, "ts": "2026-08-12T23:13:59Z", "hours": 4.5775, "text": "A fresh look Expanding on the design I like, I decided to add some improvements. What improvements exactly? All these things: The launcher now supports adding multiple games (even though currently the only game supported is Unreal Tournament ’99 (more to come)) A sidebar was introduced for better UX A more user-friendly card design was expanded to become the main component interface relies on Backend experienced a bit of an overhaul too to support game/mod branching Safeguards were implemented to disallow adding multiple copies of the same mod OR directories that do NOT contain Unreal mod content Config is now stored in local paths for saving/loading added material Library tab disappears if no games are detected Wow! This is really awesome! Is it ready to be shipped? I could ship the current version, but there are exactly 3 things stopping me from doing so. I need to: Verify functionality on Windows (so it doesn’t become another Linux-only project of mine) Add verification for game paths and prompt user to enter location for both executable and config (if applicable/not found) Add Unreal Tournament 2004 functionality to leverage multiple game selection and see if it works (as well as possibly other games of the franchise, like Unreal and maybe even Unreal Tournament 2014)"}, {"post_id": 45747, "ts": "2026-08-12T13:16:35Z", "hours": 4.2758, "text": "Interface update A functional UI demo has just been made! Following a design language similar to Unreal Engine 5, I was able to make a functional UI, that can launch the game with selected mods! The UI is written with PySide6, which allows for Qt6 API to be used on Python, giving a modern development workflow, with customizable stylesheets and cross-platform capabilities. What’s next? I want to rewrite the launcher a bit to support more games in the future and be more architecturally correct , at the same time feeling more premium both from the user-facing app, and the source code too."}, {"post_id": 45266, "ts": "2026-08-11T16:50:22Z", "hours": 1.1736, "text": "Discovery - done! With the installation discovery done, I can finally focus on the real provisioning and frontend. How does it work? Utilizing common installation paths of Unreal Tournament, I could build a simple config.json file that has all this information for Windows and Linux. Then, I wrote a simple json parser, and methods to use as a simple interface for the frontend. What else currently exists? The current source tree has this functionality implemented: Filesystem utils for finding and sanitizing paths (required by Unreal Engine to load paths relative to the executable) .ini file editor (because Unreal Engine operates on .ini files for configuration, one of which allows for custom file discovery. Editing it allows injecting custom mod files) Next plans? I will try and build a user-facing application that does exactly 3 things: It discovers the installation directory (so the frontend can also act as a launcher) It lets you add folders with mod files It lets you load one or more mods (and the base game) by constructing a .ini file on the go Maybe something more will come to my mind as time passes."}, {"post_id": 45205, "ts": "2026-08-11T15:03:58Z", "hours": 0.6744, "text": "Never more excited! What am I building now? As a kid, I used to play Unreal Tournament ’99 with my dad. I always thought that game is genius - how it encompasses the soul of classic arena shooters yet still being fun to play! What is this Unreal Tournament? You’ve most likely heard of Unreal Engine. The reason it got this name is due to Epic Games’ first major game - Unreal ! While at first it acted as a competitor to Quake I and II style games with its campaign against various creatures, in a year turned to compete with upcoming genre of Arena Shooters, specifically Quake 3, focusing entirely on multiplayer. Never heard of it. Why? While the game itself was awesome not only the way it was written (with an interpreted UScript language, which lets pure UScript mods run on every platform, as well as GPU utilization), and Epic even released the last installment’s source code available to read with promises of development based on what the community wants, quickly realized the harsh reality of Arena Shooters losing market share and turned to developing Fortnite , finally shutting down official server support on 24th of January, 2023. So can I still play it anyhow? Despite cancellation of the whole series, community has stepped in and is still keeping up with modern games! Epic Games even allowed the Unreal and Unreal Tournament (original as well as 2004 version) ecosystem be maintained by a group called OldUnreal , while the latest game is available on UT4Ever , a self-hosted group of volunteers, who have rewritten Epic’s servers. And, guess what, all of this is available for free! What RedeeMOD aims to provide I am always looking at ways to modularize the software I use for maximum customization. Currently the mods follow a drag-over logic, which mixes mod files with original game’s files, rendering the original, pure and unmodified version unplayable if you ever want it back. After researching how modding architecture of Unreal Tournament ’99 works, I was able to prepare a plan on how to implement a mod loader, and started to work on it! So stay tuned, and join the Unreal Tournament community!"}]...
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Title: RedeeMOD by @DoMax | Stardance
Devlogs:
Ne Title: RedeeMOD by @DoMax | Stardance
Devlogs:
Never more excited! What am I building now? As a kid, I used to play Unreal Tournament ’99 with my dad. I always thought that game is genius - how it encompasses the soul of classic arena shooters yet still being fun to play! What is this Unreal Tournament? You’ve most likely heard of Unreal Engine. The reason it got this name is due to Epic Games’ first major game - Unreal ! While at first it acted as a competitor to Quake I and II style games with its campaign against various creatures, in a year turned to compete with upcoming genre of Arena Shooters, specifically Quake 3, focusing entirely on multiplayer. Never heard of it. Why? While the game itself was awesome not only the way it was written (with an interpreted UScript language, which lets pure UScript mods run on every platform, as well as GPU utilization), and Epic even released the last installment’s source code available to read with promises of development based on what the community wants, quickly realized the harsh reality of Arena Shooters losing market share and turned to developing Fortnite , finally shutting down official server support on 24th of January, 2023. So can I still play it anyhow? Despite cancellation of the whole series, community has stepped in and is still keeping up with modern games! Epic Games even allowed the Unreal and Unreal Tournament (original as well as 2004 version) ecosystem be maintained by a group called OldUnreal , while the latest game is available on UT4Ever , a self-hosted group of volunteers, who have rewritten Epic’s servers. And, guess what, all of this is available for free! What RedeeMOD aims to provide I am always looking at ways to modularize the software I use for maximum customization. Currently the mods follow a drag-over logic, which mixes mod files with original game’s files, rendering the original, pure and unmodified version unplayable if you ever want it back. After researching how modding architecture of Unreal Tournament ’99 works, I was able to prepare a plan on how to implement a mod loader, and started to work on it! So stay tuned, and join the Unreal Tournament community!
Discovery - done! With the installation discovery done, I can finally focus on the real provisioning and frontend. How does it work? Utilizing common installation paths of Unreal Tournament, I could build a simple config.json file that has all this information for Windows and Linux. Then, I wrote a simple json parser, and methods to use as a simple interface for the frontend. What else currently exists? The current source tree has this functionality implemented: Filesystem utils for finding and sanitizing paths (required by Unreal Engine to load paths relative to the executable) .ini file editor (because Unreal Engine operates on .ini files for configuration, one of which allows for custom file discovery. Editing it allows injecting custom mod files) Next plans? I will try and build a user-facing application that does exactly 3 things: It discovers the installation directory (so the frontend can also act as a launcher) It lets you add folders with mod files It lets you load one or more mods (and the base game) by constructing a .ini file on the go Maybe something more will come to my mind as time passes.
Interface update A functional UI demo has just been made! Following a design language similar to Unreal Engine 5, I was able to make a functional UI, that can launch the game with selected mods! The UI is written with PySide6, which allows for Qt6 API to be used on Python, giving a modern development workflow, with customizable stylesheets and cross-platform capabilities. What’s next? I want to rewrite the launcher a bit to support more games in the future and be more architecturally correct , at the same time feeling more premium both from the user-facing app, and the source code too.
A fresh look Expanding on the design I like, I decided to add some improvements. What improvements exactly? All these things: The launcher now supports adding multiple games (even though currently the only game supported is Unreal Tournament ’99 (more to come)) A sidebar was introduced for better UX A more user-friendly card design was expanded to become the main component interface relies on Backend experienced a bit of an overhaul too to support game/mod branching Safeguards were implemented to disallow adding multiple copies of the same mod OR directories that do NOT contain Unreal mod content Config is now stored in local paths for saving/loading added material Library tab disappears if no games are detected Wow! This is really awesome! Is it ready to be shipped? I could ship the current version, but there are exactly 3 things stopping me from doing so. I need to: Verify functionality on Windows (so it doesn’t become another Linux-only project of mine) Add verification for game paths and prompt user to enter location for both executable and config (if applicable/not found) Add Unreal Tournament 2004 functionality to leverage multiple game selection and see if it works (as well as possibly other games of the franchise, like Unreal and maybe even Unreal Tournament 2014)
UI tweaks! This looks better in my opinion After taking a look at the previous design I thought it looked quite ugly and inconsistent when some cards have center-aligned elements and others don’t. This update fixes these issues! You really spent so many hours on simple UI tweaks? Yes and no. While the primary purpose of this devlog IS to describe subtle interface change, under the hood many quality of development improvements hide as I’m trying to implement and fiddle with Unreal Tournament 2004 game adapter, which required a more streamlined API of adapter creation rather than what was previously developed. So, this devlog has hours logged from both a fully developed interface and half-developed new game adapter implementation. Stardance was warning me about getting close to 10h limit, so I must post this before diving deeper into Unreal Tournament 2004, which has way more twisted stuff within its modding system. Stay tuned and wish me luck!
Finally, it feels complete! What I’ve been through and why do I feel relieved So, after a LOT of trial and error, and MANY wrong paths taken, Unreal Tournament 2004 adapter is functioning! Why it took so much effort for such a simple thing UT2004 differs from UT99 in many different areas, even its modding system: It now has a dedicated -mod flag instead of using an overriden .ini file Every mod has its own mandatory structure, and UT2004 doesn’t like multiple mods loaded Mods can load diffs of system .ini files My plan was to replicate what I was doing with UT99 - building a custom mod at runtime that would bundle every enabled mod together. Since this game is quite old, so are its development sources. I resorted to the best source there is - proven to work mods. My top 3 problems with UT2004, ranked: Using empty files or ones that are with LF line endings instead of CRLF produces either a segfault or a Bad Mod error UT2004 creates a LOT of mod-specific runtime files, and they need to be cleared to be regenerated (I hate caching, as going through them all is difficult) I couldn’t get mods with heavy custom GUI usage to work, unless they’re being launched standalone, using UT2004 Community tab (which defeats the point of my launcher) Since I wanted to use the modern -mod flag, I had to make my own mod, which needs such files to function: ModDir/UT2K4Mod.ini (Name and description) ModDir/System/Default (Diffs of what to add/remove) ModDir/System/DefUser (Can be left empty, but requires at least one \r\n line) I’m thankful to whatever or whoever made me as patient as I am, because DefUser being absolutely empty causing a segfault or files requiring CRLF even in Linux was very unexpected, and required hours of investigation. On top of said implementation, backend framework also needed changes to ensure stability and flexibility. New methods returning more data to the game adapters were added, as well as improvements in attribute names and path handling. Bugs are always present… After testing with some edge cases, I found bugs that got resolved shortly after. Windows, as of now, works flawlessly, but I’ll be performing more tests when I distribute a full build. What’s that, some new GUI? Yes! I wanted to implement logos since the day 1 of starting this project. Surprisingly, that was one of the easiest modifications to date. Screen state tracking was also improved to provide no visual bugs after adding, removing, selecting and deselecting added material. Finally shipping, finally stable? Again, yes. All the intended functionality is verified to be working, and you can already try it out for yourself! Running python -m frontend.app from the project’s root will open up this GUI for you to play around! Over the next few days I’ll finish making all the necessary branding, README and ensure licensing is correct. Then I’ll push a final devlog and make a ship. Thank you for everyone following RedeeMOD’s journey. Keep rocking, and make the world truly Unreal !
Code, break, fix, repeat! Here’s what the final 1.0.0 release of RedeeMOD brings: Fully tested and documented! I built RedeeMOD not only as an app to manage Unreal Tournament games exclusively (though at first, that was the plan), but also as a framework to create more games in the future compatible with RedeeMOD! I recently wrote a Contribution guide that lets anyone create adapters and expand RedeeMOD by following a detailed guide! Also, as a standard practice, GitHub actions were added to help with releases. Both Windows and Linux builds work perfectly, but are unsigned, so Windows might throw Smart Screen or Smart App Control warnings. These are safe to ignore, and if they bother you too much, you can always resort to launching RedeeMOD directly through Python! Changes in code The code is formatted with Black formatter . It’s way easier to format the code using a tool than doing so manually. Also, I found some bugs that weren’t immediately noticeable. Things like: An uninitialized variable being still required in code (produces a TypeError ) Image painting events overriding each other Much more They are now fully fixed. Some inconsistencies between files have also been resolved. This latest build now features logos to feel more professional . User interface has been updated with more detailed card subtitles, so the app is easier to navigate. Overall, RedeeMOD is in its stable form for the first time ever. Now it’s just the matter of whether more adapters will be created for other games by the community! Does RedeeMOD lack something? Well, the mod management is very simple - adding, removing and enabling/disabling a mod probably doesn’t sound like the most sophisticated mod manager on the earth, but I am planning to later add a pop up that lets users customize the mods even further, like adding custom launch options, paths, even image customization, but that will require more time and I feel confident enough that the current feature set is good for the first ship. For more info on RedeeMOD, visit its GitHub repository !
Pre-ship devlog! Maitenance pre-ship revealed 3 more bugs that I couldn’t live with… Bugs? What bugs? Actually, very counter-intuitive! UT99-specific : Turns out, when Unreal Tournament ’99 reads configuration and finds duplicate filenames in different directories, FIRST ENTRY DEFINED WINS , which, from coding perspective, is very unusual! Usually, if you define a variable, it can be redefined later. UT99 does not work like that, so I made the mods override any system files if they do override any. I noticed this by trying to load one of my favorite mods ever - the HD pack, which overrides system textures. Glad this bug got noticed! UT2004 skins not working : Some skin mods would not work due to the correct files not being imported on game runtime. By adding an extra file extension to the list of import files, I was able to fix this! Label truncation fails : Previously I had implemented an ElidedLabel that truncates a string and replaces the ending with ... if it is too long. In some rare instances however it failed and set a boundary on window size instead of truncating. However, it’s not an issue anymore! Error handling is better now I ran into an issue that got me confused - I couldn’t launch a game. I panicked, thought that my launcher was broken again, and only then did I realise that the game wasn’t installed! Launcher did not notify me and I got frustrated. Since I want the UX to be flawless, the best decision was to make a pop-up in case of a critical error. I gotta say - the ship is finally truly 100% ready !
Quake fans - I got you! Thought RedeeMOD would only be available for niche titles? Not exactly! Which Quake? Most people would probably agree with me that Quake 3 Arena was the best entry of the series for multiplayer games. After seeing just how many Quake 3 mods there are (some even being standalone games) I had to implement an adapter for it with support for both standalone games and mods! I resorted to the IOQuake 3 engine support due to its extra capabilities and being the modern choice for most, so original Id Tech 3 might not work. How does it work? IOQuake 3 inherits cvar support (and adds more!) from Id Tech 3 engine. Utilizing com_basegame , i could bypass Quake 3 Arena file presence for standalone games. What about Quake 3 MODS that are not standalone? The new adapter follows an interesting edge-case detection logic: If a mod has default.cfg file somewhere within its .pk3 files, it’s considered standalone. Other games are required to have genuine Quake 3 Arena present, about what RedeeMOD will warn. IOQuake 3 requires Quake 3 Arena or Team Arena files to be in baseq3 and missionpack directories. This adapter handles warning users against such restriction. Quake 3 Arena can’t be launched through RedeeMOD as a mod. Everything else works perfectly fine (based on testing). All mods I tested worked fine. If you find one that does not, kindly report it on GitHub issues 😄 The most challenging adapter of all No doubt, the amount of testing that was required to get this working is absurd, and definitely it was the most challenging adapter of all .
Tested and working! How (and why) I implemented tests in RedeeMOD The reason behind “why” My dad is a high profile developer, and many new things I try are influenced by him. While I always liked setting up CI/CD pipelines and other automations, one thing my projects lacked was testing. Turns out, many tech jobs require knowledge about tests, because they guarantee several things: They assure that your application works as it should They document your working concept They let you make refactors that don’t hurt the functionality So, after considering these benefits, I started reading how tests are implemented. How did I implement tests for RedeeMOD? There are 3 main types of tests: Unit (where one small component is tested) Integration (where several combined components and their behaviour is tested) End to End (where full system flow from start to finish is tested) (they take a long time, so I didn’t even consider them for RedeeMOD) First thing any testable software should have is clear dependency injection. Dependency injection is a pattern where you don’t call dependencies directly, but pass them externally. I opted for implementing method argument injection that I could later use in tests. Why is DI required? Well, during testing, the external environments must be mocked and created virtually to test different use cases (things like sys.* calls and more). Luckily, RedeeMOD already had a nice and semi-testable architecture where very few things needed to be changed. Writing tests is a tedious and rather boring process, because all the edge cases must be defined. Don’t hate me for this, but I handed over writing tests to AI. My arguments for why AI is appropriate for this are: You can’t test software that hasn’t been previously written (by people) Repetitive work takes away precious time, and AI just performs checks While one could argue that Test-Driven Development exists, after trying it out I can confidently say that I’m not a fan of TDD. However, giving very broad instructions, like “Make me tests for this project” usually doesn’t go well, because AI can’t retain project philosophy and tests what doesn’t need to be tested (things that don’t contain logic, thus can’t really fail). RedeeMOD currently has a test suite based on pytest with integration and unit tests written. How tests could benefit you? With tests, instead of clicking around (and often forgetting) every edge case manually, you can offload it to a machine that does hundreds of calculations extremely fast. Not only is it a well-regarded pattern within the developer community, but also helps with coding efficiency and guards from failed refactors.
Server owner? RedeeMOD is now CLI! Honestly, I wouldn’t even have thought about it if not for my other project, UT99 server container . Turns out, this is quite useful! How does it work? Like any other CLI app would. It lets anyone load mods on any game without opening the GUI. It’s useful for 2 audiences: Server owners, that need a tool that could be automated Terminal tinkerers, most likely Linux users :D After the beginning of UT99 server project one of the things I immediately thought about was modding the server, not only the client. Whether it’s a mutator, map or anything else - tinkering with individual directories can be brittle, especially in a server environment. Having a tool manage mods is much simplier and foolproof, since RedeeMOD even handles mods disposably - they don’t override the main installation, leading to a predictable setup at all times. Did anything internally change? Yes! Qt is no longer a dependency of the backend, allowing CLI app to be much smaller. The application data paths are now handled manually. The repo now also has more tests to account for new CLI features.
Ships:
Modding (some) games has never been easier! I present to you - RedeeMOD , a mod launcher that lets anyone mod games with ease! RedeeMOD was first created for modding Unreal Tournament games, but due to its expandable nature, anyone who knows Python can write a little script and expand RedeeMOD’s game selection for any game imaginable! What are its core features? Glad you asked! Here’s what you get out of the box: Automatic game discovery - RedeeMOD finds your game installations all by itself! A real mod library - every game gets its own mod collection. Add mods once and toggle them whenever you like Custom path overrides - is your game installed somewhere weird? Just point at it and carry on Cross-platform frontend - built with Python and PySide6 (Qt6), so it runs natively on both Windows and Linux! (macOS should also work, but I can’t test that - I own no apple gear) And here’s my favorite part: mods never mess up the vanilla game! Which games are supported? As of today: Unreal Tournament ’99 - mods are loaded through automatic INI patching Unreal Tournament 2004 - mods are stitched together into a package and loaded using the game’s own -mod mechanism Both games are available to download from OldUnreal page, FOR FREE ! What about other games? Can I add them myself? Absolutely! This is where RedeeMOD shines - every game is just an adapter. It knows three things about a game: What’s it called Where it might live How to launch it with mods I even prepared a guide just for that! If a game can be modded without wrecking its installation, an adapter can be written for it. Cool! How do I get it? Head over to the Releases page and grab the app! Or if you want to Redeem the source: git clone https://github.com/domasles/redeemod.git cd redeemod pip install -e . # Omit -e flag if you are not planning to edit the source files later. Leaving it is recommended though redeemod How to use it? Download Unreal Tournament ’99 or Unreal Tournament 2004 from OldUnreal Open the game, configure your settings, and ONLY THEN add the game to RedeeMOD Download any mod you like. My recommendations: Unreal Tournament ’99 HD textures XVehicles for Unreal Tournament ’99 HaloUT for Unreal Tournament 2004 About any skin mod available (be careful, some depend on others!) Add it to your games’ Mod Library Enable the mods you feel like playing today Launch the game and enjoy ! Honesty is the most important thing A few things to know before diving in: Windows’ Smart App Control might block the unsigned executable. You can either disable it or build the app yourself. On Linux, case-sensitive filenames occasionally bite older mods - usually fixable with some renames. Unreal Tournament 2004 was designed to load one mod at a time, so stacking several can lead to conflicts. In practice? It mostly just works. Some mods might not work properly because: a. They require some GUI classes RedeeMOD can’t handle yet b. They are straight up broken Try it, break it, tell me everything I made RedeeMOD out of the frustration that some games don’t have ways of loading mods while leaving the base intact. If it happened to you before, and RedeeMOD helped, I can feel proud. Found a bug, got an idea, or want to see your favorite game in the lineup? Mind you - contributions are very welcome!
After quite some time, RedeeMOD development is back! What’s new New adapter! : IOQuake 3 is officially supported on RedeeMOD! The adapter is quite complex due to engine’s hardcoded filepaths and external game loading, thus only one type of content can be loaded at a time (either an IOQuake 3 game or Quake 3 mod). API improvements : Each adapter is equipped with a setup() method that runs after adding a game - useful for first-time initialization instead of prompting user for setup steps. Mod adapters can limit the amount of mods they allow selected at once. Game configurations are isolated now, so every game can work on its own requiring no modifications to unrelated files! Tests! : RedeeMOD has automated integration and unit tests implemented. Layout changes : The layout was tweaked a bit to be more usable. Changes mainly made to card positioning, so Add Game and Add Mod cards are always shown first. I hope that many of you will enjoy this project. Even better if you try to script adapters of games that YOU think are important! Remember, that you can always resort to the Contributing Guide on GitHub ! And, of course, leave a nice review if you think RedeeMOD is worth one ;)...
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1793102068.9683864
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1793188468.9683864
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41617
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My own site! by @styro | Stardance
|
styro
|
0
|
1.18
|
0
|
[]
|
[{"post_id": 82454, "ts": "202 [{"post_id": 82454, "ts": "2026-10-24T21:11:19Z", "hours": 1.1817, "text": "i started learnig how to make a website for the first time a few hours ago. I know it not much but i just wanted to post it and get helpful feed back since i have know clue about what i am doing :)"}]...
|
Title: My own site! by @styro | Stardance
Devlogs Title: My own site! by @styro | Stardance
Devlogs:
i started learnig how to make a website for the first time a few hours ago. I know it not much but i just wanted to post it and get helpful feed back since i have know clue about what i am doing :)...
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1793029825.3623543
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1793634625.3623543
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|
69631
|
Apple site replica by @ejr | Stardance
|
ejr
|
1
|
4.02
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:20:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again.", "repo": "https://github.com/realejr/applesite", "demo": "https://realejr.github.io/applesite/"}]...
|
[{"post_id": 82453, "ts": "202 [{"post_id": 82453, "ts": "2026-10-24T21:07:04Z", "hours": 1.0181, "text": "Hi guys! Fixed the 404 error for the iPad page, I’ve been busy with school so that’s what took to long to log it. I need to start working on the README before monday so I can ship again."}, {"post_id": 80961, "ts": "2026-10-19T12:17:23Z", "hours": 1.75, "text": "Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more."}, {"post_id": 80216, "ts": "2026-10-16T19:29:19Z", "hours": 0.2781, "text": "Sticky streak site!!"}, {"post_id": 79797, "ts": "2026-10-15T13:49:51Z", "hours": 0.8022, "text": "Just a troll site for the sticky streak"}]...
|
Title: Apple site replica by @ejr | Stardance
Dev Title: Apple site replica by @ejr | Stardance
Devlogs:
Just a troll site for the sticky streak
Sticky streak site!!
Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more.
Hi guys! Fixed the 404 error for the iPad page, I’ve been busy with school so that’s what took to long to log it. I need to start working on the README before monday so I can ship again.
Ships:
-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again....
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1793008323.376625
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1793094723.376625
|
|
62319
|
Professor OS by @vyshu | Stardance
|
vyshu
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T08:58:39Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there, this is the Professor OS I made using HTML,CSS& JS. Here you can explore many things like You can paint whatever picture that comes to your mind and download that drawing as a png image! You can maintain your tasks with to-do list You can explore & test out applications like calculator, calendar,file manager, etc. You can have the in-built bella-ciao song’s intrumental music throught your experience, and have fun! These are only possible because I followed the guide and took some of the other resources help! I genuinely struggled for every application very hard!! Every debug got me my pulse rate, and sometimes I even hesitated to code continuously because debugging sessions were so hard to me… I even took a break and studied all the css and javascript tutorials. And then when I almost got relieved from the stress I got back to my track. Now after so much of learning from tutorials and videos, debugging got me easier! Anyhow, I was so impressed by the WEB-OS 1 guide structure! I have not completed a challenge that was given in Part-4. But may be I think I can work in future! I am proud of myself because I learned something throught the process! Please visit at https://vyshalip26.github.io/ProfessorOS/", "repo": "https://github.com/vyshalip26/ProfessorOS", "demo": "https://vyshalip26.github.io/ProfessorOS/"}]...
|
[{"post_id": 82451, "ts": "202 [{"post_id": 82451, "ts": "2026-10-24T20:56:28Z", "hours": 2.3158, "text": "This is the final working project clip📹 after updates that I had done since last devlog. Now I added stopwatch & ToDo List applications functioning and they all are working fine according to me! Every application is now scalable if they are dragged from the right-down corner’s icon in their respective application window! I also added Bella Ciao Instrumental music at the right side bottom of the screen. Its upto the user’s wish to play it or not. <—— AI USAGE –––––> I did some work at the start of the application’s building but later struggled to continue and got strucked, so i then took AI help to properly set the code. I also took help from the # WEB OS Guide page. I made sure to understand the mistakes I had made, learn how the code worked, and understand the suggested changes before integrating them into my project. I didn’t just copy and paste the code blindly; I took the time to understand what I was adding and why. -+-+-+-+-+-+-+-+-+-+-+-+-+"}, {"post_id": 81863, "ts": "2026-10-22T19:58:03Z", "hours": 1.2906, "text": "Made some of the apps working in their respective app windows. I spent some time trying to adapt & code everything on my own following the WebOS 1 guide, but later I ran into soo much trouble. I later took help from Chat-GPT. I ran into errors while trying to make the app icons move/drag functioning. GPT gave me a clear explanation of where the logic was broken and helped me finally achieve the goal. Also I took GPT’s help in making the applications working!"}, {"post_id": 81746, "ts": "2026-10-22T10:17:04Z", "hours": 0.8244, "text": "I added the time and date for the desktop. I also had designed os-theme based icon images for some applications. Comment down any new ideas for this os and let me know!❤️😎"}, {"post_id": 76059, "ts": "2026-10-02T07:06:51Z", "hours": 1.1458, "text": "Hey Guyzz.. [My 1st Devlog] I simply sketched a few things and started working on.. This OS is inspired from MoneyHeist🎭. Since the whole theme revolves around cities and codenames, I decided to give every application a city-name codename instead of using the usual app names. Looking forward to successfully finish it!"}]...
|
Title: Professor OS by @vyshu | Stardance
Devlogs Title: Professor OS by @vyshu | Stardance
Devlogs:
Hey Guyzz.. [My 1st Devlog] I simply sketched a few things and started working on.. This OS is inspired from MoneyHeist🎭. Since the whole theme revolves around cities and codenames, I decided to give every application a city-name codename instead of using the usual app names. Looking forward to successfully finish it!
I added the time and date for the desktop. I also had designed os-theme based icon images for some applications. Comment down any new ideas for this os and let me know!❤️😎
Made some of the apps working in their respective app windows. I spent some time trying to adapt & code everything on my own following the WebOS 1 guide, but later I ran into soo much trouble. I later took help from Chat-GPT. I ran into errors while trying to make the app icons move/drag functioning. GPT gave me a clear explanation of where the logic was broken and helped me finally achieve the goal. Also I took GPT’s help in making the applications working!
This is the final working project clip📹 after updates that I had done since last devlog. Now I added stopwatch & ToDo List applications functioning and they all are working fine according to me! Every application is now scalable if they are dragged from the right-down corner’s icon in their respective application window! I also added Bella Ciao Instrumental music at the right side bottom of the screen. Its upto the user’s wish to play it or not. <—— AI USAGE –––––> I did some work at the start of the application’s building but later struggled to continue and got strucked, so i then took AI help to properly set the code. I also took help from the # WEB OS Guide page. I made sure to understand the mistakes I had made, learn how the code worked, and understand the suggested changes before integrating them into my project. I didn’t just copy and paste the code blindly; I took the time to understand what I was adding and why. -+-+-+-+-+-+-+-+-+-+-+-+-+
Ships:
Hi there, this is the Professor OS I made using HTML,CSS& JS. Here you can explore many things like You can paint whatever picture that comes to your mind and download that drawing as a png image! You can maintain your tasks with to-do list You can explore & test out applications like calculator, calendar,file manager, etc. You can have the in-built bella-ciao song’s intrumental music throught your experience, and have fun! These are only possible because I followed the guide and took some of the other resources help! I genuinely struggled for every application very hard!! Every debug got me my pulse rate, and sometimes I even hesitated to code continuously because debugging sessions were so hard to me… I even took a break and studied all the css and javascript tutorials. And then when I almost got relieved from the stress I got back to my track. Now after so much of learning from tutorials and videos, debugging got me easier! Anyhow, I was so impressed by the WEB-OS 1 guide structure! I have not completed a challenge that was given in Part-4. But may be I think I can work in future! I am proud of myself because I learned something throught the process! Please visit at https://vyshalip26.github.io/ProfessorOS/...
|
1793044348.012678
|
1793130748.012678
|
|
60747
|
capybara-clicker by @222erik | Stardance
|
222erik
|
1
|
15.29
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T16:37:33Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a capybara clicker game where you buy shop items and upgrade your skin. The most challenging thing to code was probably the shop because it has many items. The skins/images took a long time to make because i had to learn GIMP . I’m most proud of the animations.", "repo": "https://github.com/222erik/capybara-clicker/", "demo": "https://222erik.github.io/capybara-clicker/"}]...
|
[{"post_id": 82441, "ts": "202 [{"post_id": 82441, "ts": "2026-10-24T20:14:51Z", "hours": 1.2858, "text": "devlog 3, i finally made some progress on my capybara clicker game. i fixed some bugs and made a spinning sun"}, {"post_id": 75655, "ts": "2026-09-30T17:24:19Z", "hours": 5.8808, "text": "i made some progress on my capybara clicker game"}, {"post_id": 70756, "ts": "2026-09-19T18:21:03Z", "hours": 7.9483, "text": "first devlog, i’ve been working on a capybara clicker clone. I added the shop, some counters and the capybara itself."}]...
|
Title: capybara-clicker by @222erik | Stardance
D Title: capybara-clicker by @222erik | Stardance
Devlogs:
first devlog, i’ve been working on a capybara clicker clone. I added the shop, some counters and the capybara itself.
i made some progress on my capybara clicker game
devlog 3, i finally made some progress on my capybara clicker game. i fixed some bugs and made a spinning sun
Ships:
I made a capybara clicker game where you buy shop items and upgrade your skin. The most challenging thing to code was probably the shop because it has many items. The skins/images took a long time to make because i had to learn GIMP . I’m most proud of the animations....
|
1793008242.3691268
|
1793094642.3691268
|
|
70180
|
Gumi the assistant by @potipek | Stardance
|
potipek
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T20:16:53Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Gumi, an ai desktop pet you’ll love Ever felt bored and didn’t know what to do? Gumi is here to help! He can do a lot of things such as: Help you with homework! Explain some code to you! Make you some code (dont do that pls, use your brains instead) And a lot more! Okay, now backstory (boooring….) Why is the repo called Duckipet? Well, because it was the initial name of the project but now, his name is Gumi! What AI providers can I use? You can use almost every OpenAI compatible endpoint such as openrouter. I used mine with north-mini-code:free with OpenRouter and then gpt-oss:20b via Groq. The project is opensource so anyone can tailor it into their liking. I find the bot cute, my friends too! You can check him on my itch here: https://potipek.itch.io/gumi", "repo": "https://github.com/tomk1440-cmyk/Duckipet", "demo": "https://github.com/tomk1440-cmyk/Duckipet/releases/tag/Gumi"}]...
|
[{"post_id": 82437, "ts": "202 [{"post_id": 82437, "ts": "2026-10-24T20:05:41Z", "hours": 2.5692, "text": "Gumi is finished!"}, {"post_id": 82363, "ts": "2026-10-24T17:01:41Z", "hours": 1.0022, "text": "Gumi replies! So, what changed? Gumi now replies It still needs some work, i want to make it have: code blocks conversation history more chats controls and much more!"}, {"post_id": 82302, "ts": "2026-10-24T14:44:14Z", "hours": 0.9964, "text": "Finally, started working on the chat app"}, {"post_id": 82274, "ts": "2026-10-24T13:19:34Z", "hours": 0.6511, "text": "Still the ai…."}, {"post_id": 82259, "ts": "2026-10-24T12:26:03Z", "hours": 1.7992, "text": "Working on making it an Gumi AI Bot (that can use ollama or other api endpoints)"}, {"post_id": 82073, "ts": "2026-10-23T18:44:43Z", "hours": 1.0622, "text": "Gumi has a power button and text pill now!"}, {"post_id": 82014, "ts": "2026-10-23T13:38:43Z", "hours": 2.0761, "text": "This is gumi"}]...
|
Title: Gumi the assistant by @potipek | Stardance
Title: Gumi the assistant by @potipek | Stardance
Devlogs:
This is gumi
Gumi has a power button and text pill now!
Working on making it an Gumi AI Bot (that can use ollama or other api endpoints)
Still the ai….
Finally, started working on the chat app
Gumi replies! So, what changed? Gumi now replies It still needs some work, i want to make it have: code blocks conversation history more chats controls and much more!
Gumi is finished!
Ships:
Gumi, an ai desktop pet you’ll love Ever felt bored and didn’t know what to do? Gumi is here to help! He can do a lot of things such as: Help you with homework! Explain some code to you! Make you some code (dont do that pls, use your brains instead) And a lot more! Okay, now backstory (boooring….) Why is the repo called Duckipet? Well, because it was the initial name of the project but now, his name is Gumi! What AI providers can I use? You can use almost every OpenAI compatible endpoint such as openrouter. I used mine with north-mini-code:free with OpenRouter and then gpt-oss:20b via Groq. The project is opensource so anyone can tailor it into their liking. I find the bot cute, my friends too! You can check him on my itch here: https://potipek.itch.io/gumi...
|
1793051357.3191237
|
1793137757.3191237
|
|
18497
|
Helyx by @lix | Stardance
|
lix
|
2
|
325.0
|
5556
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:15:11Z", "hours": 16.0, "multiplier": 19.92, "payout": 379, "blessing": "neutral", "text": "NEW THINGS: Hackatime integration Fixed bugs Edited README.md Added GitHub Issues/PRs events rendering more What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. Now it even has new things that were mentioned at the top of this shipping message! How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal (Windows Terminal recommended). Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.", "repo": "https://github.com/lixtheyt/Helyx", "demo": "https://github.com/lixtheyt/Helyx/releases/latest"}, {"ship_num": 2, "ts": "2026-08-22T22:08:55Z", "hours": 309.0, "multiplier": 19.45, "payout": 5177, "blessing": "neutral", "text": "What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal. No administrator rights are needed, and the .NET runtime is bundled inside. Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.", "repo": "https://github.com/lixtheyt/Helyx", "demo": "https://github.com/lixtheyt/Helyx/releases/latest"}]...
|
[{"post_id": 82417, "ts": "202 [{"post_id": 82417, "ts": "2026-10-24T19:10:02Z", "hours": 0.3264, "text": "Mysterious bug I solving some bug with UpdateHandler that my friend has been experiencing. It was that you could only check for updates for Helyx if you authorized your GitHub. Otherwise, you couldn’t! I was taking the update checking through a function that sent a HTTP request with a key that Helyx receives by authorization, in this situation it isn’t needed, but when not given in that function, it returns an error. So now you can freely check for updates for Helyx even without authorizing with GitHub!"}, {"post_id": 68799, "ts": "2026-09-15T19:30:38Z", "hours": 4.4892, "text": "Hackatime integration Hello there! A guy made a feature suggestion on Helyx’s GitHub, that I should add a Hackatime integration into it. So I was thinking… and thinking… and thinking and woah… I ADDED IT! It is not 1:1 like the web interface, that one is better & shows you more things but sadly this was everything that I could request from API (at least I think): Total Seconds Languages Repo URL Total Heartbeats First Heartbeat (DateTime) Last Heartbeat (DateTime) and when combining all of these information, I created a screen where you can see all of this specifically for your project. It works on the principe of authorization. You put in your Hackatime token which authorizes you and then when you go to your project and go on Hackatime Info, it prompts you to select the project from a list of projects that are assigned to your Hackatime account/token."}, {"post_id": 62263, "ts": "2026-09-05T15:31:03Z", "hours": 1.14, "text": "Fixed User Scripts bug So, every path block used Path.GetFullPath(path) instead of Path.GetFullPath(path, script.ProjectPath) . That means it was resolving relative paths against Helyx’s own directory, not your project’s. This is now fixed."}, {"post_id": 60348, "ts": "2026-09-02T17:13:41Z", "hours": 2.7431, "text": "Reviewing my codebase and fixing bugs Since all of the features that Helyx was supposed to be finished with are almost all done (maybe even all are done), I will now change my view to another projects for Stardance such as ThetaNexus . But that does not mean that now I will just forget about Helyx. I will be reviewing the codebase sometimes to find some bugs and fix them. You can help me with this, by making an Issue request on Helyx’s GitHub. So what bugs did I fix since the last devlog? I fixed line breaking in badge/status README editor. When you were inserting your badge/status into your README via Helyx’s README editor, it done… messy stuff to the README, not something like really bad what couldn’t be fixed by manually doing it, but it should now insert the badge/status exactly as you see it in the editor. I also introduced a new ‘Found state’ text instead of ‘Found’ text in IDE settings to avoid confusion. To avoid confusion because if an editor was found and you clicked on it… it wrote this: Found Found Found Not Found Found Set by user Now it writes this: Found state Found Found state Not Found Found state Set by user Most of the time, I was reviewing the codebase via Claude Code to actually check everything precisely."}, {"post_id": 56815, "ts": "2026-08-28T18:55:16Z", "hours": 1.7133, "text": "Replaced hardcoded string colors with Color members for code safety, fixed line breaking while assigning a status/badge Okay so Markup texts (those are the texts with color) were formatted in this format: \"[red]Hello World![/]\" So it was string-based. And if you accidentally added some character to it for instance: \"[redd]Hello World![/]\" <- Exception Helyx would crash. I mainly added this, because it is an open-source project. So if someone tried to edit it, they would only have to edit the string and they might have misspelled it. But now, when he goes into the codebase, he will see Color members and he just can’t misspell that, and if he would, compiler would alert him. Basically, now it is like this: $\"[{Color.Red}]Hello World![/]\" Okay so next I fixed line breaking. What does that mean? Well… In Helyx native README editor, so when you try to assign a status/badge, you’ll get that editor, when you try to add a status/badge to that line, you might have thought that it would be on the same line as the tags above it. But it didn’t… This was happening due to the comment markers for Helyx so Helyx knows where this status/badge is located and which status/badge it is. Now Helyx will put those comment markers in a way that prevents the line from breaking."}, {"post_id": 56645, "ts": "2026-08-28T14:17:12Z", "hours": 2.1092, "text": "Added GitHub Issues/PRs events rendering Originally, when you selected Manage GitHub Issues or PRs and opened some issues/PR. You could have only seen messages posted by users, but not when a label was assigned or when the issue/PR was closed. Well… Now you can! Now it displays the exact action that happened and when it happened! Of course, it is also translated to all languages that Helyx supports. Just making sure you didn’t think it wasn’t! I also cleaned up the code a little bit. Removed some useless usings and some files were in the wrong namespace, so that is fixed too."}, {"post_id": 54407, "ts": "2026-08-25T12:34:33Z", "hours": 1.2639, "text": "Edited README.md, again I was again editing the whole README.md, because reviewers weren’t happy with the current one. Well after spending another hour of editing the whole README.md file, I hope they won’t ask me to rewrite the whole README.md file again, because I don’t even know what else to add/remove/edit."}, {"post_id": 53900, "ts": "2026-08-24T16:30:00Z", "hours": 2.0894, "text": "Edited README.md I rewrote the README.md because of the ship review. I also added a couple of recommendations that are worth knowing when you use Helyx. I also removed the <summary> comments that Claude Code wrote for the documentation, I don’t think that anyone would have used them anyway."}, {"post_id": 52656, "ts": "2026-08-22T22:04:08Z", "hours": 0.4681, "text": "README.md update I replaced the title in README.md with a banner that contains the text Helyx. I tried a few versions I made and, well, I landed on the one you can see in Helyx’s README.md, or below!"}, {"post_id": 52636, "ts": "2026-08-22T21:23:40Z", "hours": 1.4575, "text": "Experimenting with the conflict solver I was thinking about adding a simpler conflict solver, where you wouldn’t have to delete the <<<<<<< , ======= and >>>>>>> markers yourself but would just pick either the first or the second version. But I realized it would be messier than I thought, so in the end I kept it as a basic editor where you remove the version you don’t want by hand."}, {"post_id": 52516, "ts": "2026-08-22T17:40:41Z", "hours": 4.2228, "text": "GitHub done, shipping Helyx today! Today I was messing with the GitHub page for Helyx, fixing the last bugs we found and working on the installer. For the installer I used Inno Setup, because it is the most recognized and the most used one. The point of using an installer is simple: it adds Helyx to PATH. Of course there were other options, but this one seemed like the best fit. We were fighting with the script for a while, because it was doing really weird things, like staying in the background after the installation finished. But those bugs are fixed now! README.md is done, all of those GIFs and screenshots are in it too, and I have to say it looks really good! I was also setting up the GitHub side of things, so the description, the tags, a GitHub Action and so on. With the help of Claude Code, we created the logo and the banner for the installer as well. The installer uses the same logo as Helyx. It’s just a basic H, because nothing else came to mind haha. I also asked Claude Code to review the codebase one last time, and yep, it looks fine! I told it to add the basic documentation comments as well, the <summary> kind. Let’s be real here, nobody does this, and if they do, something else writes it for them, usually an AI, because it understands the function better than the person who wrote it (I know that from my own experience hahaha)."}, {"post_id": 51969, "ts": "2026-08-21T23:29:24Z", "hours": 9.8508, "text": "New features, new languages, new problems. A new feature that I added is GitHub Actions! It is on the same principle as Manage Issues and Manage PRs, so you have a list of GitHub Actions, you pick one and you can control it, check its log, observe information about it. You can even run an action! I also added a refresh keybind to Manage Issues, Manage PRs and GitHub Actions. Before, you had to go back from the details of an issue/PR/action to the list and then return to the details. Now you don’t have to. You just have to press the keybind displayed in the footer that belongs to refresh. Yes! The Helyx Language System is finally complete! Italian & Portuguese are now available in Helyx! Lately I’ve been working on the README.md file. I was mainly making more GIFs & designing screenshots for it so it will look pretty and futuristic (in my opinion)! As I have mentioned in the title, NEW… PROBLEMS! People… you won’t believe what happened to me today… I use Helyx’s Git & GitHub for testing, so there is no official one yet, and I rarely commit changes or push them. Only when I test something. And it looks like it got back at me. Well… I told Claude Code to remove comments all over my codebase, because they were mainly scrapped code and some temporary information that I had there, that wasn’t used anymore. Okay, so I told it to remove them, and for some reason instead of removing comments, it deleted Helyx’s whole codebase. Thank god README.md was untouched haha. We had to decompile the .dll that was left over from testing Helyx’s latest version, and actually check the diff and rewrite it. We still don’t know if everything was brought back since for some reason Claude Code’s memory got wiped instantly when it realized that it deleted my whole codebase. There were no backups, no restore, no nothing. The only possible thing was to use the forgotten stash that I created and use the .dll as a map to restore Helyx’s outdated codebase and rewrite it again. So that’s what we did. Yeah, so I hope everything was brought back. Claude says it was, but after what it has done I don’t know if I trust it. Just kidding, everything should be back, because it compared the .dll with the rewritten code 1:1 and everything matched."}, {"post_id": 51403, "ts": "2026-08-21T02:37:22Z", "hours": 10.1656, "text": "More bugs fixed, new functions, README & Language System updates! Hello guys, once again at 4 AM! Bugs: As the title says, there are more fixed bugs. Diagnostics crashed Helyx if you ran a rebase in a terminal and hit a conflict. Now it doesn’t! Another fixed bug is that when you opened an issue in Helyx, the footer vanished. At first I was shocked, but it was a simple fix so now your footer doesn’t vanish. Another vanishing bug! The Languages row from the header vanished when you entered a tab where Layout class was being used. Now you will see your sweet programming languages used in your selected project. Guess what! Another vanishing bug! This time the whole header vanished when you exited .Live()! Now it is okay! New behaviour: I unified some color codes with some type of info. E.g. SHA is Dark Orange everywhere, Stash is Yellow, Date is Cadet Blue and Issue Number is Aqua. The README.md editor, when inserting badges/status now has a new keybind: backspace! It is different from DEL! DEL deletes the badges/status but backspace deletes the whole line, including the badge/status that was on that line. README The README is almost done! At least I hope! Claude was a big help here, because I wanted to create an insane README and we really did. Guys, you should be excited about the README file haha! Language System Translations for these languages are already done: English French German Russian Slovak Spanish So basically every language translation is already done. BUT I decided to add even more languages! The new languages that Helyx will support are: Italian Portuguese"}, {"post_id": 50335, "ts": "2026-08-19T14:33:20Z", "hours": 8.0847, "text": "Languages almost done, moving onto GitHub & README.md Well guys, Language System is almost done. It is powered by a Resources file that stores all of the translated strings. More bugs were found! But now, all of the bugs should be fixed with also many failsafes! Now, I want to complete the Language System because I am really close to finishing it. I also want to make the README.md for Helyx’s GitHub Repository. Originally I wanted to make it via Obsidian app, but it doesn’t have direct support for Wakatime, so I have to use VS 2026 native Markdown editor with the support of Markdown Editor v2 extension from Mads Kristensen. (not sponsored lol) I also heard that Obsidian app doesn’t use the same Markdown as GitHub does so there would be some things mistyped or not even rendered, but VS 2026 should be fully compatible with GitHub’s Markdown renderer, so we will see!"}, {"post_id": 49506, "ts": "2026-08-18T11:50:08Z", "hours": 6.5236, "text": "Fixing more bugs I fix bugs mainly with use of Claude Code, because hunting for bugs is not easy and this project is not a small one haha. I had to run MANY code review tools for this, because every time it kept finding new bugs. No idea how but it did. So what we fixed? If a GitHub comment had bold text split across two lines, opening that issue crashed Helyx before it drew anything. A file with a square bracket in its name (e.g. data[1].json) crashed Status, Diff, Commit, Stashes and Log. If anything held config.json open for even a moment, Helyx assumed it was corrupt, reset it, then crashed everywhere that looked for a project. If config.json was missing its Badges section, the startup migration quietly deleted every badge from every project. Committing saved a copy of the project taken before the confirmation prompts, so anything changed in between was silently thrown away. If you linked a GitHub repo during Push, the remote was created with an empty name. Syncing a status that had since been deleted crashed in the middle of a push. A commit message containing a square bracket crashed “View Full Message” (those are just bugs that were missing Markup.Escape() function). Applying a stash said “applied successfully” even when it conflicted. One bad path stored in config.json crashed “Add Project”. This is just a snippet of the amount of fixed bugs. I won’t write all of them here since it would take a lot of text and I am pretty sure that this is enough for you to understand that we fixed a lot of bugs haha. Right now I am going to do the Language System. I am not sure if I mentioned in some devlog, the list of languages that Helyx will support. If not… there it is: English Slovak Spanish French German Russian"}, {"post_id": 48471, "ts": "2026-08-16T20:37:52Z", "hours": 9.3269, "text": "Adding new features & fixing bugs I finished making “Analyze Project” which analyzes your whole project and prints stuff such as: Number of files Number of folders Size of the project on disk Number of lines Also you can now see what amount of what programming language makes your project. It also shows you the biggest files in your project directory. And also you can see Git information such as: Branch Number of commits First commit (date) Last commit Working tree .git size So it displays some maybe important and basic information that you may check sometimes or might be interested in. There were like 6 revisions of this because I was testing different styles & designs. I also found a lot of hidden bugs with help of Claude! Before talking about bugs, I will tell you something about new features that I added. Now, when you assign a badge or change a status and you don’t have markers in README.md yet in it, then it will ask you if you want to add them manually or via Helyx. What does that mean? Well, it opens a “text editor” in Helyx which displays README.md and you can insert the badges/statuses where you want instead of opening the file in notepad and inserting the markers manually. Overall it is way quicker to do it now via Helyx. Helyx’s Generic Text Editor is now even better! You can now use all of the arrows, before you could just use Left/Right Arrow to move cursor left or right. Now you can move between lines. Now you can also open your project’s wiki via Helyx. Be aware that it doesn’t check anything, if you have wiki or not. It directly opens the website for the wiki where it should have been for the current linked GitHub Repository. Let’s talk about bugs now! Open an issue called the Markdown handler function and it was accidentally calling GitHub 101 times, when it needed some info. Now it doesn’t. 🆒 Notes have an encryption system, so if you put some sensitive info into it, it couldn’t be directly taken from the file. Only via Helyx. There was a bug, where when you enabled encryption and edit notes of 2 projects, then you turn off encryption globally and open the first project’s notes, it decrypts… but after that you open second project’s notes, it won’t. This was due to having a global bool instead of per project bool when saving if it was encrypted. Fixeddd! Another bug! Sync Status & Sync Badges was deleting staging index. Funny that I was thinking about to restore the staging index whenever using it, but at the end… the logic was wrong 😭 Now it isn’t. Then there was a bug that when you unassigned a badge, it unassigned ALL badges. Fixed! Another bug linked to badges… Unassigning a badge didn’t remove it from GitHub. Yeah… fixed!!"}, {"post_id": 47110, "ts": "2026-08-14T19:16:58Z", "hours": 10.0108, "text": "Manage PRs done! Added few new things… I finally finished making Manage PRs. So now you can: Delete Comment Merge Review Close PR Reopen PR I also had to fix some design flaws and function flaws but now it should be all good. Before doing all of this, there was a bunch of GET requests… now? Now it is also a bunch of PATCH & PUT requests. Also, now when you’ll try to link your GitHub Repository with the local one, you will just select the one that is on your GitHub account. Another thing! When you have conflicts between the local repository and the remote one (GitHub) and you try to sync them, a lot of the time Notepad pops us and tells you to remove the version of the text that you don’t want. Well now Helyx does it too and doesn’t open notepad, but lets you do it directly in TUI interface in my very own notepad. Conflict solver also uses alternate screen for this. (there’s sadly no showoff image for this, because currently I don’t have anything to create a conflict on) I am not sure what to do next in a next devlog, since everything I really wanted to do is already done… well… not everything but everything around the main things is. Maybe I’ll move on another refactoring? Or finishing the language settings? Well, we will see!"}, {"post_id": 46111, "ts": "2026-08-13T03:18:59Z", "hours": 9.2472, "text": "Manage PRs displaying and some logic done After pulling another all-nighter I finished making the Pull Request display functions. List and details about each Pull Request is done and paging also works too (took it from manage issues ;] ). Pull Requests also contain filters such as: Open Drafts Assigned Reviewed and we can’t forget their counterparts either: Closed Ready Unassigned No reviewers Pull Requests now have comment selection and Markdown formatting, but functions to manage Pull Requests are not done yet. The only ones I managed to finish are: Comment Open Browser The biggest problem with PRs is going to be, that their functions and methods for executing those functions are more complex than the ones for Issues. I plan to add these functions for PRs: Delete Comment Merge Review Close PR Reopen PR I am pretty sure that all of this will be done in next devlog, so stay updated! This is going to be very cool, I think. Well, now I am going to sleep so good night everyone!"}, {"post_id": 45830, "ts": "2026-08-12T15:39:18Z", "hours": 8.5531, "text": "Manage Issues, completed! PRs, incoming… Manage Issues is now fully completed. I still had a few issues with paging and rendering but now they are fixed. Now you can select a message and delete it & edit it. But also now you can create a comment, lock an issue, unlock an issue and create an issue. I also added a thing that I hope will be appreciated, Helyx renders Markdown from GitHub Issue comment and when you comment via Helyx, Helyx gives you Markdown options such as: Bold Text Italic Text Code Text List Quote Also, when you don’t provide a text to a comment in GitHub, Helyx will say that “No description was provided.” So the same thing as GitHub already does, but in Helyx you must provide text. Why? Because why would you create a comment with no text? So I banned adding a comment with no text. Okay, that would be everything! It was fun to create this because everything was working so well, except the paging system… that was painful to make even with Claude’s help. As I said in past devlogs, after Issues I am going to move to PRs. So yeah, let’s work on PR. I hope it won’t be harder to make, because a PR is a type of Issue in GitHub, so I hope I will use the same function logic and functions and callbacks to make it."}, {"post_id": 45232, "ts": "2026-08-11T15:56:35Z", "hours": 9.2425, "text": "Paging done, functions almost! I finished making the logic for rendering issues. In the last devlog it was just displaying all of the issues at the same time. No paging system so if there was a lot of issues or long issues, they would simply… not appear. It took me a really long time to work this out. I was mainly switching back and forth the rendering logic all the time and it went so far, that I had to use Claude to help me with it. At the end, I ended up with a rendering logic that I am not really keen on, but it is the best one that can be used in Helyx and TUI environment. Main obstacles were the Spectre.Console rendering functions and classes that were under IRenderable interface. And also the limitations of Panels, Grids… Layout had everything I needed . I wanted to cut the part which couldn’t be rendered and it should have looked like, like an unfinished Panel. Well, this was impossible. Without changing the core code of Spectre.Console or creating own system for making Panels it was impossible. Also, I haven’t seen it as something that WOULD NEED an own system that would render comments. So I just made it when a comment cuts, it creates whole Panel with part of the comment that can be rendered and at the bottom is text saying that it continues on the next page… and on the other page at the top there’s text that, hey, it continues here! Let’s finally talk about the Issue functions! I finished some simple one like: Close Reopen and create an issue… But I still have to create a system that can let you: Comment Edit comments Delete comments Lock issue Unlock issue Those are currently in WIP, but in the next devlog they’ll be most probably finished and after everything is done with issues, I will move to Pull Requests!"}, {"post_id": 44672, "ts": "2026-08-10T16:18:14Z", "hours": 9.8836, "text": "Manage Issues, at your service. After a painful development period I am again here, writing devlog! What changed? Good question! Manage Issues is partly done! I still have to finish making the actual actions but displaying is somewhat finished. When you go to ‘Manage Issues’, you will firstly see a list of issues that are on your GitHub repository. From there you can already see some details about the issues such as: Number State Title Labels Comments (number) Updated (time) Above them are filters, currently those are the available filters: All -> All Commented -> Issues has some comments Assigned -> Issues that have some assignees Labels -> Issues that have some labels But that is not all! There are also their counterparts: No comments Unassigned Unlabeled (there’s no inversion of All because why would you need filter None) Yeah, so you can invert your filters… When you select an issue at the very top you will see its number, then you will have a panel with details about the issue with its title and: State Author Opened (time) Labels Assignees Right under these details are all of the comments in chronological order. When it is done, it will also show the whole timeline of each issue. So when this and this label was added/removed… when was this assignee assigned/unassigned… when was this issue closed/opened…. Of course I am going to add actions so you can add a comment, close issue, open issue, etc… When I’ll finish Manage Issues, I will go to work on Manage Pull Requests. It shouldn’t be that different because Pull Requests are by GitHub a kind of Issue but they are also not the same, so different classes, types, etc… Well, wish me luck people… or should I say… Stardancers?? P.S.: Sorry for the grammar in images in comments. I did it very quick for the preview."}, {"post_id": 44020, "ts": "2026-08-09T14:52:22Z", "hours": 9.7869, "text": "Diagnostics done, other stuff too and some changes! Diagnostics are now fully done! When something messes up, it will give you options to fix it! Some time ago I created GitHub Synchronization settings for managing what to sync with GitHub, so what to retrieve and send with those options: Sync status with GitHub repository Sync badges with GitHub repository Fetch GitHub repository topics Fetch GitHub repository stats Use GitHub’s language detection instead of Helyx’s I created a brand new tab called ‘GitHub Actions’ where this setting is. GitHub Actions is meant to contain all of the actions that are mainly linked with GitHub endpoints. I kept few such as Push, Pull, Sync in Git Actions due to how the layout is already created. Also I added when you are rebasing and it fails, it automatically gives you a prompt to cancel it. So repair it… GitHub Actions will contain a new stuff that will come to Helyx! Managing Issues and Pull Requests!! Maybe also workspaces/actions but I will see how difficult that is and how it is needed/useful in Helyx. Another new function is, that when there’s an update for Helyx and I change the GitHub OAuth scope because of new features… Helyx will warn you and tell you to reauthorize to make sure every function will work correctly. Before this change, Helyx was using its folder name as a name of the project and as a repository name for GitHub. Now, when you add a project to Helyx, Helyx will ask you what’s its name and when you will try to use some GitHub function for the first time on your newly added project on Helyx, it will request a GitHub Repository name from you. ;) There’s still a lot of things to add. Honestly I thought that Helyx was at the very end like 50 hours ago and look! There are many more functions to add haha!"}, {"post_id": 43404, "ts": "2026-08-08T17:00:23Z", "hours": 8.0208, "text": "Doctor Git As you may know, right now I am working on Diagnostics. I am almost done with fully displaying all of the health checks about your Git repository. But I still have to finish all of the fixing actions that it will have. Diagnostics will mainly be for a case where something happens in Helyx and it will need to be fixed. The main idea of it is not aimed at resolving issues with your Git repository outside Helyx. But it may resolve some because you may run into the same issue as you had in Helyx of course. In the last devlog I said that I put GitHub Topics off. Well, that did not happen! I finished displaying GitHub Topics!! I think in some devlogs I said that it was for managing GitHub Topics. Managing meant like adding, removing, editing. Well, that wasn’t actually my main point. I just wanted it to show you your currently assigned topics in GitHub. I also didn’t see a big reason in adding Add, Remove, Edit functions for topics. Topics rarely changed, honestly and the most intuitive way would be doing it via GitHub web interface."}, {"post_id": 42869, "ts": "2026-08-07T20:34:12Z", "hours": 3.6694, "text": "More bugs are appearing, and being fixed!! So since Helyx is already far and has many advanced functions, it also has some bugs. Today when I was experimenting with assigning a project and syncing it with GitHub, I found out, that if you try to sync the projects in a wrong way… it will not work. For that reason I added more fail-safes to make sure that this will be eliminated. I can’t confirm yet if those fail-safes work, because I am also working on a new Diagnostics action in Git Actions so if something goes wrong, you can fix it by the error Helyx gives you. Right now my testing project is in a state of “Git corrupted” (no idea what I should call it) where rebase was aborted. Because of this, I had to put the “GitHub Sync Topics” synchronization off until later, so I can focus on fixing these major bugs. Also another bug came to my mind that I fixed… Helyx works on a principle of directory paths. Each project is saved in config file under its own unique GUID and its path. The bug is that when you try to rename the directory, the project won’t be found and it will be removed from Helyx. Now, you can either let Helyx find it automatically (sadly can easily fail) or you can select project manually in explorer (recommended!!!)."}, {"post_id": 42404, "ts": "2026-08-07T02:57:49Z", "hours": 4.2367, "text": "Sync finally done!! It’s 5 AM and I finished “Sync badges with GitHub Repository” and “Sync the status with GitHub repository” (this was already done, but with the enum version of status). I added also a few fail-safes so when you assign some badge or status and then delete it, it will also delete it from GitHub and project. Now it won’t be a ghost that you cannot get rid of haha. This was a little more difficult than I expected to do, the fail-safes because the local changing mechanism and syncing mechanism were written inline in the same function. The only thing that was dividing them was an if statement. It was interesting to make this. To make sure everything will work fine. Even though it didn’t MANY TIMES. Now I will focus on syncing GitHub topics. Wish me luck! P.S.: Forgot to mention, that I have to add this “On Status/Badge Edit, ASAP sync with GitHub” with Edit. I almost forgot lol, just came into my mind. I hope that COPY+PASTE will be enough and I won’t have to create another syncing system specifically for edits…"}, {"post_id": 42259, "ts": "2026-08-06T21:43:48Z", "hours": 8.6897, "text": "Never expected it to be this hard So the last days I was again changing the structure of my solution and trying to get on with it. It took me a while to create one that Claude agrees with and is good for such open-source projects. Anyways, this was the easy part. In my last devlog I said that I completed Custom Statuses & Custom Badges. Well… I did! But then I found out, that my system was bad… and when I say bad I mean it wasn’t thought out. I found out about all of this when I finished the edit action for both. Originally I used Dictionary<string, TagDefinition>. Key was name of the Status/Badge and TagDefinition was the class of one of them which also has name property. But Helyx was not prepared for this, so for the last days I redid the whole system eight times. Once I used Dictionary, once I used List, then HashSet, then Dictionary, then Dictionary with other types and so on. I just couldn’t settle on the correct type for it. Until now, it took so long even though it is so primitive because it simply didn’t come to my mind and when I was asking Claude for suggestions of how could it be made, it didn’t think of using this type. The final type is simply… Dictionary<Guid, TagDefinition> AND A LOT OF CHANGES. Yeah… don’t worry guys! I am totally devastated by doing this over and over even though it was so simple & primitive to do. Well… maybe not really primitive because the changes were also difficult to do. I mainly didn’t want to use the GUID system because I have Custom Statuses but also Built-in Statuses and I was really worried about Built-in statuses having GUID assigned to them. Those sync options with GitHub are still in work, but I finished the GitHub Repository Stats viewer after a lot of experimenting with layouts and designs/effects/colors. I’m looking forward to the next devlog guys! I hope Helyx will be your good coworker that will actually count for something hah! P.S.: I also made that text of colors is grammatically formatted. At least it should be…"}, {"post_id": 40755, "ts": "2026-08-04T14:24:15Z", "hours": 6.5064, "text": "Adding Custom Statuses, Custom Badges and even more! Here we are again! Today I added: Custom Statuses Custom Badges WIP: Sync badges with GitHub repository Sync topics with GitHub repository My original status system for projects was a hardcoded enum with statuses “Active”, “Inactive”, “Paused” and “Archived”. Then I had a lot of switches which determined color of markup based on which enum it is hah. As you may already know, enums cannot be changed in runtime :) What does that mean? That users cannot add their own statuses in Helyx directly… They would have to hardcode into Helyx their own statuses and that’s just impractical, no? That’s why I spent below mentioned amount of hours redoing so many things to make it actually work and I even learned something from this! That JSON Parsers and Colors are NOT huge friends! (genuinely, I HAD NO IDEA why it wasn’t working until AI told me that JSON parsers cannot translate Color structs). Custom Statuses/Badges currently have Add/Delete functions and right now I am going to add also Edit function, so when you accidentally create a status/badge with wrong color, you don’t have to delete it and create it again :) (just saved 10seconds of your life). I also recategorized my whole codebase with help of Claude Code. I told him to review my whole codebase and suggest what classes, enums, interfaces should be in which files and those files in which folders. It was fun, finally something where I did not have to concentrate much and chill and watch something when doing it. Well, now it is not much fun when functions that I was using are in different files and some classes have different names. But at least my codebase looks more professional! (before this I had like 10 files with a bunch of lines where classes were stacked…) Also, about the WIP stuff above… Sync badges with GitHub repository is going to be something like the Sync status with GitHub repository. It will just pop up in your README.md based on where you put the headers which Helyx will give you for that specific badge. Sync topics on the other hand are classic topics of the repository which you can see in top right corner of your repository page. It will mostly show you which topics are assigned to your repository in Helyx but I’ll make it also so you can assign/unassign topics from your repository. I’m thinking of adding more GitHub Synchronization options, but none are currently coming to my mind. Maybe something with actions, no idea yet, or local AI that will explain to you errors given by Helyx when you will be trying to do something. We will see!"}, {"post_id": 40227, "ts": "2026-08-03T17:05:06Z", "hours": 5.3314, "text": "Settings and Git pages are receiving more stuff! I added for Settings page: Notes Settings Updates and for Git page: Undo Commit Redo Commit as the name says, Notes Settings are for changing properties of global Notes on every project. There is only one setting that came to my mind and that is encryption. Some of you might paste into it something personal or confidential. Well, this makes sure that these info CANNOT be taken from raw file, but from Helyx directly. (thinking about adding password mechanism lol) Updates, yeah, it looks for updates for Helyx . Undo Commit is a special one, when you commit something and for some reason you want to go back you just undo it. On the other hand, if you somehow accidentaly clicked on Undo Commit or now you want to redo the undo, you can with Redo Commit. My plan now is to add again more functions, such as Custom Badges, option to sync the Custom Badges with your GitHub repo (it will pop up in README.md) and also add Tags sync, so you can edit your repository’s Tags via Helyx. Oh yeah, also going to add custom project status because some people may say that having statuses such as “Active”, “Inactive”, “Paused”, “Archived” is limiting (custom ones will yes, also be synced with GitHub). :) I also mustn’t forget to add the translations for other languages. I am going to do this at the end due to new text appearing every time I add something new."}, {"post_id": 39660, "ts": "2026-08-02T19:45:40Z", "hours": 6.2036, "text": "Slowly, but surely We are almost at the end (if no other function to add will come to my mind) and I was messing with access modifiers, accessors, refactoring names of variables, Tasks, voids, properties. I was adding exception handling keywords and many ifs to make sure there will be no bugs and that almost every exception will be caught. I was doing this manually so I might have missed some places where the exception handler is needed but yeah we shall see! I also enabled a search bar, so when you will be looking for your project in Helyx and you have many projects added, you can search for yours! I was also changing styles of my old menus and theirs logic because they weren’t done very well in comparison with style that I am using now… Funny story: while I was messing with the access modifiers and accessors I actually bricked the whole Helyx, because functions that were supposed to resolve configuration file and read/write into it couldn’t. I thought I accidentally removed something important but at the end it was just that, that I was changing the access modifiers and accessors."}, {"post_id": 39059, "ts": "2026-08-01T18:54:21Z", "hours": 9.4842, "text": "Added new setting, finished overwrite languages and still working on show stats I have finished the overwrite languages function which uses GitHub’s programming languages detection system over Helyx’s one. I added a setting where you can choose your identity (Git -> local, GitHub -> remote). Local is based on Git’s settings and remote one is accessible after authorization with GitHub. I am currently working on retrieving and displaying the GitHub repository statistics. I am using charts to display it nicely and simply. Currently it is showing only Stars, Watchers, Forks and chart of used languages. I also added a few informative labels that tell you that something is actually happening and the program did not freeze. If I didn’t add this you would be looking at an empty black screen. One of the last things I added is active GitHub Authorization Token checker and resolver. Before this if you revoked your OAuth with Helyx on GitHub page, Helyx would think that it is still authorized to your GitHub account, now it checks it and if you revoke it online, Helyx will disable functions that are only accessible when you are authorized via GitHub."}, {"post_id": 37815, "ts": "2026-07-30T19:23:03Z", "hours": 4.9556, "text": "User Scripts done? What next?? As written above, I have finished User Scripts. Yeah, they don’t have that many functions as before, but I am going to add some, that will actually be useful and will stay in Helyx. Right after that I’d want to move to add more things to GitHub Synchronization settings that are per project. This is mainly to make the Helyx project dashboard look better with more interesting info about your current repository. Be aware that you have to be authorized in Helyx via GitHub to access those settings. This may sound funny, but I was thinking about adding Add-on manager to Helyx. No idea how I would make it yet or what packages would even Helyx have, but I hope that after some brainstorming I will have an answer. Before that, I will again think for a while if it is a good idea and if it is even needed. But surely it sounds cool to me, to someone who has never made an add-on manager for his program. At the end I want to transfer my view to hardening the code. Many checkings, many dialog boxes what’s wrong, and such things, so your Helyx window just doesn’t close after you mess up with configuration file or you do something that no one would ever do in his lifetime. ;)"}, {"post_id": 37545, "ts": "2026-07-30T10:56:21Z", "hours": 10.0053, "text": "Changing my mind over User Scripts So I have finished all of these User Scripts functions and I found out something interesting, that made me remove some of them after I finished them. In the devlog before, I wrote a list of actions that are in Helyx such as… Wait Until, If, Loop, Set/Get Variable, etc… . Well, I found out that making some that I have mentioned would be useless, because I imagined User Scripts mainly as an automatic actions for testing your project, but how could your program get script’s variable from Helyx or set/change it. The same applies for If, If would be also complex to set. With each If Action there would be x^2 (if my calculations are correct) more node pathways and without making some really good UX in TUI environment, it would be difficult to find your way around."}, {"post_id": 36457, "ts": "2026-07-28T16:14:12Z", "hours": 9.1958, "text": "Making User Scripts I am currently working on the User Scripts as I have mentioned in older devlogs. I must say that this is one of my first interactions with interfaces in C# because there was not a huge reason to use it in my code… until now. I must say that User Scripts is the most difficult thing in all Helyx to make because you have to think on everything… how this will work, how shall we display it, how to make it versatile so other actions work with it too, etc… I made the system for adding Blocks (Actions = Blocks) to Scripts and right now I am implementing dialogs to insert properties for each action, such as Duration for Wait Action. These are current actions that are in Helyx (you can suggest new ones in comments) : Wait Wait Until If Loop (should be something like while(), might change the idea of it) End (ends script, so like return/break) Set Variable Get Variable Compare Random Log (logs text) Execute (executes command) Open (opens directory) Create File Create Folder Delete File Delete Folder Right after that I would want to move to make the UI look overall better and function better. Welp, we will see in my next devlog the progress I will make."}, {"post_id": 35822, "ts": "2026-07-27T14:40:58Z", "hours": 5.6561, "text": "Backup system, done!! I finished the Backup system and also had to fix some major issues I had in helper functions due to the “project looking up system” migration… yeah… awkward name, I know. Now that the Backup system is done, let me continue and begin to work on User Scripts. Just realized that I have to come up with how it will work…"}, {"post_id": 34093, "ts": "2026-07-24T15:52:43Z", "hours": 8.3447, "text": "Losing sanity is not fun I honestly think I’ll go insane soon. I have changed the whole system of how Helyx saves Projects to its config file and how every function… EVERY FUNCTION works with it. I just have to say that I’ll try my best to make the code better than the one I am currently editing because 18h spent on redoing the whole codebase (revamping included from devlog before) is 1. crazy and 2. even more crazy. It’s wild how a tiny thing can ruin your whole codebase, I hope I will finish it quickly, because I want to continue working on the Backup system and after that on the User Scripts."}, {"post_id": 31940, "ts": "2026-07-20T19:06:16Z", "hours": 9.93, "text": "Cleanup time! I have completely revamped my code… I removed a lot of unused code that was either used for experimenting or was scrapped and I forgot to remove it. Before removing some of the code, I actually tried something with it… but then I realized that they were commented for some reason. I refactored parts of my code to look overall simpler with lambda expressions and LINQ. Not sure if it is more readable now, but it works so it’s fine. If anything, I’ll just add a comment so I know what it does instead of looking at it and brainstorming what it could be. I decided to mainly work on the Backup system because I think that User Scripts will be more complicated to make."}, {"post_id": 31333, "ts": "2026-07-19T17:11:07Z", "hours": 6.3575, "text": "Local & Remote Repository status I just finished making the status manager, so now you can change your status locally… but also remotely! Remotely means on GitHub, not like via some controller. Because of this, I created a tab called GitHub Synchronization, where you can enable/disable settings that are linked with GitHub and retrieve/push from/to GitHub. Now, I am planning to work on Backup system and User Scripts."}, {"post_id": 29735, "ts": "2026-07-16T20:33:20Z", "hours": 9.7861, "text": "Git Actions family is getting EVEN bigger! I have finally finished a lot of major stuff and also tried to make some additional things that MAY be added in the future. I finally added Stashes, Pull, Push and Sync to the Git Actions, so now they work! Also, all of Git functions have some automatic repair, so if you do something you shouldn’t, it should be alright… but it is not 100% so don’t try your luck! I still have to finish and a bunch of stuff with it so you can do whatever you want with it without editing the code itself! I was thinking of adding some label for your GitHub repository which you can control via Helyx. Like status… yeah… let’s add a badge that will act as a status info of your project!"}, {"post_id": 26717, "ts": "2026-07-11T17:47:55Z", "hours": 12.8578, "text": "Git Actions family is getting bigger! We’ve made a lot of progress! More of the Git Actions are done such as… Status Stage Commit Diff Create Branch Switch Branch Delete Branch Right now I am working on another: Pull Push Sync Stashes I hope they will be done soon! Stay updated!"}, {"post_id": 21798, "ts": "2026-07-03T22:31:34Z", "hours": 45.9456, "text": "Huge updates!! Since it is my first time working with Spectre.Console library, I was trying a lot of stuff with it. When I was somewhat happy with what I learned, I cleaned up the code due to the amount of useless lines and duplicated/not used variables . 1, Updated UI/UX I have updated the UI/UX so it looks more modern-ish. This new UI/UX design is for now only on the main pages of Helyx… but I plan to add it to every page very soon! 2, More actions! (even more will be available in the future) I have added more Git Actions that are still in WIP. I also created templates in code of what actions I’d want to add later. I’ll tell you more about them when they will be finished (SOON). 3, More stuff in Settings! I have added more settings into Settings :D Now you can select Default IDE, see if your IDE was found in your system, if not you can manually select the .exe of it. You can also manage the configuration file, well, reset it. 4, Projects sorting Projects are now sorted based on its status. 5, You can manage the projects for Helyx You can now delete the projects and change the status. 6, Future bugs & lots of if statements My code was completely unsafe up to this point, so I had to add many of try/catch and if statements to make it safe. I was experimenting with Spectre.Console, because I have never worked with it. I made some cool stuff that I will add in the future to Helyx! I understand it now better! All of this was quite difficult for me to do, since as I said, on such project where I am using C# with its basic types… I was mostly a Unity C# Developer, where Unity had its own classes and functions and callers that were standard."}, {"post_id": 10796, "ts": "2026-06-17T18:25:25Z", "hours": 14.0269, "text": "Helyx, the IDE detective I’ve been working on the IDE detection system. This took me a long time because I was testing many different ways of how to detect it and then sort them from most probable to least. At the end I have selected the one that uses points based on what the Project includes in its path… so files, extensions and directories. I was experimenting with the Language system that I will make in the future. I just want to be sure what I am doing so later, I won’t be in panic what now and what was my original plan. I have also refactored the code to some point but it is still not great after all of these things I have done above … so still need to do this. I redesigned the menus and made it more universal and made the menu easier to navigate in. I think my progress is going kinda good so far and it looks promising for me. I also added some basic Git function like “git status” but I am about to add more. I’d appreciate if you would write into comments some functions that I should add to Helyx. Not sure if I already mentioned this but I am also planning to add a feature so you can create your own shortcuts for your projects like… some testing shortcut. For instance, you have some project you want to test and you need to build it, then tweak some settings and at the end you actually test. With this, you can do all of this just by one click… Well, that’s at least my imagination and I am not sure if it will get to such point where you can do such tasks but we’ll see Wish me luck!"}, {"post_id": 9561, "ts": "2026-06-15T22:44:15Z", "hours": 4.0336, "text": "Project handler, done for now I was thinking of adding a translation system for Helyx. I was experimenting with a lot of systems how to do it… well, I might keep this for the end of Helyx so at the end I translate all of the strings. I added the “Add Project” system and some basic detection systems for it such as… Project Name Path Languages (used programming language in project) Used IDE for the project then it will ask you if you really, but REALLY want to add the project and if you proceed it will be added to your Projects menu. After that you can open your Project and see such basic info as… Status Last modified Languages Used IDE Is a GIT Repo I am thinking about adding more, removing some and making it overall more versatile because versatile applications are just the best ones. For now, I created some basic functions for your Projects such as… Open in VS Code Git Status Remove Project (from Helyx) but these are the ones already working, but I am still trying to make them more versatile :p … but there’s more functions that I am currently working on, that I hope won’t be scrapped and I will mention them in next devlog!"}, {"post_id": 9329, "ts": "2026-06-15T17:24:04Z", "hours": 7.76, "text": "Lots of new ideas, lots of scrapped ideas Lately I’ve been working on a way to search for projects automatically but I had to scrap the idea because I didn’t like it at the end… so now I am making it so you can add your own projects and some IDE integrations. I was also trying multiple libraries for TUI interface integration and GUI support with other libraries and input devices. These hours were full of scrapping & making new ideas, but that’s what programming is about!"}, {"post_id": 8639, "ts": "2026-06-14T11:15:51Z", "hours": 1.3039, "text": "The beginning… So I have finally begun to work on this! I was thinking a lot what to create for Stardance and it looks like this might be something I want to create! Originally I wanted to create this in Python but then I really quickly found out that my Python skills wouldn’t be enough to create something like this and I didn’t want this to be a vibe-coding project… SO HERE WE ARE… using C#! So far so good, I guess… Currently I am working on the configuration handler which will have functions for implementing and retrieving info from the configuration file. After that, I am planning to make the interface somewhat versatile, so it is possible to adjust it for yourself or add some new options and such."}]...
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Title: Helyx by @lix | Stardance
Devlogs:
The beg Title: Helyx by @lix | Stardance
Devlogs:
The beginning… So I have finally begun to work on this! I was thinking a lot what to create for Stardance and it looks like this might be something I want to create! Originally I wanted to create this in Python but then I really quickly found out that my Python skills wouldn’t be enough to create something like this and I didn’t want this to be a vibe-coding project… SO HERE WE ARE… using C#! So far so good, I guess… Currently I am working on the configuration handler which will have functions for implementing and retrieving info from the configuration file. After that, I am planning to make the interface somewhat versatile, so it is possible to adjust it for yourself or add some new options and such.
Lots of new ideas, lots of scrapped ideas Lately I’ve been working on a way to search for projects automatically but I had to scrap the idea because I didn’t like it at the end… so now I am making it so you can add your own projects and some IDE integrations. I was also trying multiple libraries for TUI interface integration and GUI support with other libraries and input devices. These hours were full of scrapping & making new ideas, but that’s what programming is about!
Project handler, done for now I was thinking of adding a translation system for Helyx. I was experimenting with a lot of systems how to do it… well, I might keep this for the end of Helyx so at the end I translate all of the strings. I added the “Add Project” system and some basic detection systems for it such as… Project Name Path Languages (used programming language in project) Used IDE for the project then it will ask you if you really, but REALLY want to add the project and if you proceed it will be added to your Projects menu. After that you can open your Project and see such basic info as… Status Last modified Languages Used IDE Is a GIT Repo I am thinking about adding more, removing some and making it overall more versatile because versatile applications are just the best ones. For now, I created some basic functions for your Projects such as… Open in VS Code Git Status Remove Project (from Helyx) but these are the ones already working, but I am still trying to make them more versatile :p … but there’s more functions that I am currently working on, that I hope won’t be scrapped and I will mention them in next devlog!
Helyx, the IDE detective I’ve been working on the IDE detection system. This took me a long time because I was testing many different ways of how to detect it and then sort them from most probable to least. At the end I have selected the one that uses points based on what the Project includes in its path… so files, extensions and directories. I was experimenting with the Language system that I will make in the future. I just want to be sure what I am doing so later, I won’t be in panic what now and what was my original plan. I have also refactored the code to some point but it is still not great after all of these things I have done above … so still need to do this. I redesigned the menus and made it more universal and made the menu easier to navigate in. I think my progress is going kinda good so far and it looks promising for me. I also added some basic Git function like “git status” but I am about to add more. I’d appreciate if you would write into comments some functions that I should add to Helyx. Not sure if I already mentioned this but I am also planning to add a feature so you can create your own shortcuts for your projects like… some testing shortcut. For instance, you have some project you want to test and you need to build it, then tweak some settings and at the end you actually test. With this, you can do all of this just by one click… Well, that’s at least my imagination and I am not sure if it will get to such point where you can do such tasks but we’ll see Wish me luck!
Huge updates!! Since it is my first time working with Spectre.Console library, I was trying a lot of stuff with it. When I was somewhat happy with what I learned, I cleaned up the code due to the amount of useless lines and duplicated/not used variables . 1, Updated UI/UX I have updated the UI/UX so it looks more modern-ish. This new UI/UX design is for now only on the main pages of Helyx… but I plan to add it to every page very soon! 2, More actions! (even more will be available in the future) I have added more Git Actions that are still in WIP. I also created templates in code of what actions I’d want to add later. I’ll tell you more about them when they will be finished (SOON). 3, More stuff in Settings! I have added more settings into Settings :D Now you can select Default IDE, see if your IDE was found in your system, if not you can manually select the .exe of it. You can also manage the configuration file, well, reset it. 4, Projects sorting Projects are now sorted based on its status. 5, You can manage the projects for Helyx You can now delete the projects and change the status. 6, Future bugs & lots of if statements My code was completely unsafe up to this point, so I had to add many of try/catch and if statements to make it safe. I was experimenting with Spectre.Console, because I have never worked with it. I made some cool stuff that I will add in the future to Helyx! I understand it now better! All of this was quite difficult for me to do, since as I said, on such project where I am using C# with its basic types… I was mostly a Unity C# Developer, where Unity had its own classes and functions and callers that were standard.
Git Actions family is getting bigger! We’ve made a lot of progress! More of the Git Actions are done such as… Status Stage Commit Diff Create Branch Switch Branch Delete Branch Right now I am working on another: Pull Push Sync Stashes I hope they will be done soon! Stay updated!
Git Actions family is getting EVEN bigger! I have finally finished a lot of major stuff and also tried to make some additional things that MAY be added in the future. I finally added Stashes, Pull, Push and Sync to the Git Actions, so now they work! Also, all of Git functions have some automatic repair, so if you do something you shouldn’t, it should be alright… but it is not 100% so don’t try your luck! I still have to finish and a bunch of stuff with it so you can do whatever you want with it without editing the code itself! I was thinking of adding some label for your GitHub repository which you can control via Helyx. Like status… yeah… let’s add a badge that will act as a status info of your project!
Local & Remote Repository status I just finished making the status manager, so now you can change your status locally… but also remotely! Remotely means on GitHub, not like via some controller. Because of this, I created a tab called GitHub Synchronization, where you can enable/disable settings that are linked with GitHub and retrieve/push from/to GitHub. Now, I am planning to work on Backup system and User Scripts.
Cleanup time! I have completely revamped my code… I removed a lot of unused code that was either used for experimenting or was scrapped and I forgot to remove it. Before removing some of the code, I actually tried something with it… but then I realized that they were commented for some reason. I refactored parts of my code to look overall simpler with lambda expressions and LINQ. Not sure if it is more readable now, but it works so it’s fine. If anything, I’ll just add a comment so I know what it does instead of looking at it and brainstorming what it could be. I decided to mainly work on the Backup system because I think that User Scripts will be more complicated to make.
Losing sanity is not fun I honestly think I’ll go insane soon. I have changed the whole system of how Helyx saves Projects to its config file and how every function… EVERY FUNCTION works with it. I just have to say that I’ll try my best to make the code better than the one I am currently editing because 18h spent on redoing the whole codebase (revamping included from devlog before) is 1. crazy and 2. even more crazy. It’s wild how a tiny thing can ruin your whole codebase, I hope I will finish it quickly, because I want to continue working on the Backup system and after that on the User Scripts.
Backup system, done!! I finished the Backup system and also had to fix some major issues I had in helper functions due to the “project looking up system” migration… yeah… awkward name, I know. Now that the Backup system is done, let me continue and begin to work on User Scripts. Just realized that I have to come up with how it will work…
Making User Scripts I am currently working on the User Scripts as I have mentioned in older devlogs. I must say that this is one of my first interactions with interfaces in C# because there was not a huge reason to use it in my code… until now. I must say that User Scripts is the most difficult thing in all Helyx to make because you have to think on everything… how this will work, how shall we display it, how to make it versatile so other actions work with it too, etc… I made the system for adding Blocks (Actions = Blocks) to Scripts and right now I am implementing dialogs to insert properties for each action, such as Duration for Wait Action. These are current actions that are in Helyx (you can suggest new ones in comments) : Wait Wait Until If Loop (should be something like while(), might change the idea of it) End (ends script, so like return/break) Set Variable Get Variable Compare Random Log (logs text) Execute (executes command) Open (opens directory) Create File Create Folder Delete File Delete Folder Right after that I would want to move to make the UI look overall better and function better. Welp, we will see in my next devlog the progress I will make.
Changing my mind over User Scripts So I have finished all of these User Scripts functions and I found out something interesting, that made me remove some of them after I finished them. In the devlog before, I wrote a list of actions that are in Helyx such as… Wait Until, If, Loop, Set/Get Variable, etc… . Well, I found out that making some that I have mentioned would be useless, because I imagined User Scripts mainly as an automatic actions for testing your project, but how could your program get script’s variable from Helyx or set/change it. The same applies for If, If would be also complex to set. With each If Action there would be x^2 (if my calculations are correct) more node pathways and without making some really good UX in TUI environment, it would be difficult to find your way around.
User Scripts done? What next?? As written above, I have finished User Scripts. Yeah, they don’t have that many functions as before, but I am going to add some, that will actually be useful and will stay in Helyx. Right after that I’d want to move to add more things to GitHub Synchronization settings that are per project. This is mainly to make the Helyx project dashboard look better with more interesting info about your current repository. Be aware that you have to be authorized in Helyx via GitHub to access those settings. This may sound funny, but I was thinking about adding Add-on manager to Helyx. No idea how I would make it yet or what packages would even Helyx have, but I hope that after some brainstorming I will have an answer. Before that, I will again think for a while if it is a good idea and if it is even needed. But surely it sounds cool to me, to someone who has never made an add-on manager for his program. At the end I want to transfer my view to hardening the code. Many checkings, many dialog boxes what’s wrong, and such things, so your Helyx window just doesn’t close after you mess up with configuration file or you do something that no one would ever do in his lifetime. ;)
Added new setting, finished overwrite languages and still working on show stats I have finished the overwrite languages function which uses GitHub’s programming languages detection system over Helyx’s one. I added a setting where you can choose your identity (Git -> local, GitHub -> remote). Local is based on Git’s settings and remote one is accessible after authorization with GitHub. I am currently working on retrieving and displaying the GitHub repository statistics. I am using charts to display it nicely and simply. Currently it is showing only Stars, Watchers, Forks and chart of used languages. I also added a few informative labels that tell you that something is actually happening and the program did not freeze. If I didn’t add this you would be looking at an empty black screen. One of the last things I added is active GitHub Authorization Token checker and resolver. Before this if you revoked your OAuth with Helyx on GitHub page, Helyx would think that it is still authorized to your GitHub account, now it checks it and if you revoke it online, Helyx will disable functions that are only accessible when you are authorized via GitHub.
Slowly, but surely We are almost at the end (if no other function to add will come to my mind) and I was messing with access modifiers, accessors, refactoring names of variables, Tasks, voids, properties. I was adding exception handling keywords and many ifs to make sure there will be no bugs and that almost every exception will be caught. I was doing this manually so I might have missed some places where the exception handler is needed but yeah we shall see! I also enabled a search bar, so when you will be looking for your project in Helyx and you have many projects added, you can search for yours! I was also changing styles of my old menus and theirs logic because they weren’t done very well in comparison with style that I am using now… Funny story: while I was messing with the access modifiers and accessors I actually bricked the whole Helyx, because functions that were supposed to resolve configuration file and read/write into it couldn’t. I thought I accidentally removed something important but at the end it was just that, that I was changing the access modifiers and accessors.
Settings and Git pages are receiving more stuff! I added for Settings page: Notes Settings Updates and for Git page: Undo Commit Redo Commit as the name says, Notes Settings are for changing properties of global Notes on every project. There is only one setting that came to my mind and that is encryption. Some of you might paste into it something personal or confidential. Well, this makes sure that these info CANNOT be taken from raw file, but from Helyx directly. (thinking about adding password mechanism lol) Updates, yeah, it looks for updates for Helyx . Undo Commit is a special one, when you commit something and for some reason you want to go back you just undo it. On the other hand, if you somehow accidentaly clicked on Undo Commit or now you want to redo the undo, you can with Redo Commit. My plan now is to add again more functions, such as Custom Badges, option to sync the Custom Badges with your GitHub repo (it will pop up in README.md) and also add Tags sync, so you can edit your repository’s Tags via Helyx. Oh yeah, also going to add custom project status because some people may say that having statuses such as “Active”, “Inactive”, “Paused”, “Archived” is limiting (custom ones will yes, also be synced with GitHub). :) I also mustn’t forget to add the translations for other languages. I am going to do this at the end due to new text appearing every time I add something new.
Adding Custom Statuses, Custom Badges and even more! Here we are again! Today I added: Custom Statuses Custom Badges WIP: Sync badges with GitHub repository Sync topics with GitHub repository My original status system for projects was a hardcoded enum with statuses “Active”, “Inactive”, “Paused” and “Archived”. Then I had a lot of switches which determined color of markup based on which enum it is hah. As you may already know, enums cannot be changed in runtime :) What does that mean? That users cannot add their own statuses in Helyx directly… They would have to hardcode into Helyx their own statuses and that’s just impractical, no? That’s why I spent below mentioned amount of hours redoing so many things to make it actually work and I even learned something from this! That JSON Parsers and Colors are NOT huge friends! (genuinely, I HAD NO IDEA why it wasn’t working until AI told me that JSON parsers cannot translate Color structs). Custom Statuses/Badges currently have Add/Delete functions and right now I am going to add also Edit function, so when you accidentally create a status/badge with wrong color, you don’t have to delete it and create it again :) (just saved 10seconds of your life). I also recategorized my whole codebase with help of Claude Code. I told him to review my whole codebase and suggest what classes, enums, interfaces should be in which files and those files in which folders. It was fun, finally something where I did not have to concentrate much and chill and watch something when doing it. Well, now it is not much fun when functions that I was using are in different files and some classes have different names. But at least my codebase looks more professional! (before this I had like 10 files with a bunch of lines where classes were stacked…) Also, about the WIP stuff above… Sync badges with GitHub repository is going to be something like the Sync status with GitHub repository. It will just pop up in your README.md based on where you put the headers which Helyx will give you for that specific badge. Sync topics on the other hand are classic topics of the repository which you can see in top right corner of your repository page. It will mostly show you which topics are assigned to your repository in Helyx but I’ll make it also so you can assign/unassign topics from your repository. I’m thinking of adding more GitHub Synchronization options, but none are currently coming to my mind. Maybe something with actions, no idea yet, or local AI that will explain to you errors given by Helyx when you will be trying to do something. We will see!
Never expected it to be this hard So the last days I was again changing the structure of my solution and trying to get on with it. It took me a while to create one that Claude agrees with and is good for such open-source projects. Anyways, this was the easy part. In my last devlog I said that I completed Custom Statuses & Custom Badges. Well… I did! But then I found out, that my system was bad… and when I say bad I mean it wasn’t thought out. I found out about all of this when I finished the edit action for both. Originally I used Dictionary<string, TagDefinition>. Key was name of the Status/Badge and TagDefinition was the class of one of them which also has name property. But Helyx was not prepared for this, so for the last days I redid the whole system eight times. Once I used Dictionary, once I used List, then HashSet, then Dictionary, then Dictionary with other types and so on. I just couldn’t settle on the correct type for it. Until now, it took so long even though it is so primitive because it simply didn’t come to my mind and when I was asking Claude for suggestions of how could it be made, it didn’t think of using this type. The final type is simply… Dictionary<Guid, TagDefinition> AND A LOT OF CHANGES. Yeah… don’t worry guys! I am totally devastated by doing this over and over even though it was so simple & primitive to do. Well… maybe not really primitive because the changes were also difficult to do. I mainly didn’t want to use the GUID system because I have Custom Statuses but also Built-in Statuses and I was really worried about Built-in statuses having GUID assigned to them. Those sync options with GitHub are still in work, but I finished the GitHub Repository Stats viewer after a lot of experimenting with layouts and designs/effects/colors. I’m looking forward to the next devlog guys! I hope Helyx will be your good coworker that will actually count for something hah! P.S.: I also made that text of colors is grammatically formatted. At least it should be…
Sync finally done!! It’s 5 AM and I finished “Sync badges with GitHub Repository” and “Sync the status with GitHub repository” (this was already done, but with the enum version of status). I added also a few fail-safes so when you assign some badge or status and then delete it, it will also delete it from GitHub and project. Now it won’t be a ghost that you cannot get rid of haha. This was a little more difficult than I expected to do, the fail-safes because the local changing mechanism and syncing mechanism were written inline in the same function. The only thing that was dividing them was an if statement. It was interesting to make this. To make sure everything will work fine. Even though it didn’t MANY TIMES. Now I will focus on syncing GitHub topics. Wish me luck! P.S.: Forgot to mention, that I have to add this “On Status/Badge Edit, ASAP sync with GitHub” with Edit. I almost forgot lol, just came into my mind. I hope that COPY+PASTE will be enough and I won’t have to create another syncing system specifically for edits…
More bugs are appearing, and being fixed!! So since Helyx is already far and has many advanced functions, it also has some bugs. Today when I was experimenting with assigning a project and syncing it with GitHub, I found out, that if you try to sync the projects in a wrong way… it will not work. For that reason I added more fail-safes to make sure that this will be eliminated. I can’t confirm yet if those fail-safes work, because I am also working on a new Diagnostics action in Git Actions so if something goes wrong, you can fix it by the error Helyx gives you. Right now my testing project is in a state of “Git corrupted” (no idea what I should call it) where rebase was aborted. Because of this, I had to put the “GitHub Sync Topics” synchronization off until later, so I can focus on fixing these major bugs. Also another bug came to my mind that I fixed… Helyx works on a principle of directory paths. Each project is saved in config file under its own unique GUID and its path. The bug is that when you try to rename the directory, the project won’t be found and it will be removed from Helyx. Now, you can either let Helyx find it automatically (sadly can easily fail) or you can select project manually in explorer (recommended!!!).
Doctor Git As you may know, right now I am working on Diagnostics. I am almost done with fully displaying all of the health checks about your Git repository. But I still have to finish all of the fixing actions that it will have. Diagnostics will mainly be for a case where something happens in Helyx and it will need to be fixed. The main idea of it is not aimed at resolving issues with your Git repository outside Helyx. But it may resolve some because you may run into the same issue as you had in Helyx of course. In the last devlog I said that I put GitHub Topics off. Well, that did not happen! I finished displaying GitHub Topics!! I think in some devlogs I said that it was for managing GitHub Topics. Managing meant like adding, removing, editing. Well, that wasn’t actually my main point. I just wanted it to show you your currently assigned topics in GitHub. I also didn’t see a big reason in adding Add, Remove, Edit functions for topics. Topics rarely changed, honestly and the most intuitive way would be doing it via GitHub web interface.
Diagnostics done, other stuff too and some changes! Diagnostics are now fully done! When something messes up, it will give you options to fix it! Some time ago I created GitHub Synchronization settings for managing what to sync with GitHub, so what to retrieve and send with those options: Sync status with GitHub repository Sync badges with GitHub repository Fetch GitHub repository topics Fetch GitHub repository stats Use GitHub’s language detection instead of Helyx’s I created a brand new tab called ‘GitHub Actions’ where this setting is. GitHub Actions is meant to contain all of the actions that are mainly linked with GitHub endpoints. I kept few such as Push, Pull, Sync in Git Actions due to how the layout is already created. Also I added when you are rebasing and it fails, it automatically gives you a prompt to cancel it. So repair it… GitHub Actions will contain a new stuff that will come to Helyx! Managing Issues and Pull Requests!! Maybe also workspaces/actions but I will see how difficult that is and how it is needed/useful in Helyx. Another new function is, that when there’s an update for Helyx and I change the GitHub OAuth scope because of new features… Helyx will warn you and tell you to reauthorize to make sure every function will work correctly. Before this change, Helyx was using its folder name as a name of the project and as a repository name for GitHub. Now, when you add a project to Helyx, Helyx will ask you what’s its name and when you will try to use some GitHub function for the first time on your newly added project on Helyx, it will request a GitHub Repository name from you. ;) There’s still a lot of things to add. Honestly I thought that Helyx was at the very end like 50 hours ago and look! There are many more functions to add haha!
Manage Issues, at your service. After a painful development period I am again here, writing devlog! What changed? Good question! Manage Issues is partly done! I still have to finish making the actual actions but displaying is somewhat finished. When you go to ‘Manage Issues’, you will firstly see a list of issues that are on your GitHub repository. From there you can already see some details about the issues such as: Number State Title Labels Comments (number) Updated (time) Above them are filters, currently those are the available filters: All -> All Commented -> Issues has some comments Assigned -> Issues that have some assignees Labels -> Issues that have some labels But that is not all! There are also their counterparts: No comments Unassigned Unlabeled (there’s no inversion of All because why would you need filter None) Yeah, so you can invert your filters… When you select an issue at the very top you will see its number, then you will have a panel with details about the issue with its title and: State Author Opened (time) Labels Assignees Right under these details are all of the comments in chronological order. When it is done, it will also show the whole timeline of each issue. So when this and this label was added/removed… when was this assignee assigned/unassigned… when was this issue closed/opened…. Of course I am going to add actions so you can add a comment, close issue, open issue, etc… When I’ll finish Manage Issues, I will go to work on Manage Pull Requests. It shouldn’t be that different because Pull Requests are by GitHub a kind of Issue but they are also not the same, so different classes, types, etc… Well, wish me luck people… or should I say… Stardancers?? P.S.: Sorry for the grammar in images in comments. I did it very quick for the preview.
Paging done, functions almost! I finished making the logic for rendering issues. In the last devlog it was just displaying all of the issues at the same time. No paging system so if there was a lot of issues or long issues, they would simply… not appear. It took me a really long time to work this out. I was mainly switching back and forth the rendering logic all the time and it went so far, that I had to use Claude to help me with it. At the end, I ended up with a rendering logic that I am not really keen on, but it is the best one that can be used in Helyx and TUI environment. Main obstacles were the Spectre.Console rendering functions and classes that were under IRenderable interface. And also the limitations of Panels, Grids… Layout had everything I needed . I wanted to cut the part which couldn’t be rendered and it should have looked like, like an unfinished Panel. Well, this was impossible. Without changing the core code of Spectre.Console or creating own system for making Panels it was impossible. Also, I haven’t seen it as something that WOULD NEED an own system that would render comments. So I just made it when a comment cuts, it creates whole Panel with part of the comment that can be rendered and at the bottom is text saying that it continues on the next page… and on the other page at the top there’s text that, hey, it continues here! Let’s finally talk about the Issue functions! I finished some simple one like: Close Reopen and create an issue… But I still have to create a system that can let you: Comment Edit comments Delete comments Lock issue Unlock issue Those are currently in WIP, but in the next devlog they’ll be most probably finished and after everything is done with issues, I will move to Pull Requests!
Manage Issues, completed! PRs, incoming… Manage Issues is now fully completed. I still had a few issues with paging and rendering but now they are fixed. Now you can select a message and delete it & edit it. But also now you can create a comment, lock an issue, unlock an issue and create an issue. I also added a thing that I hope will be appreciated, Helyx renders Markdown from GitHub Issue comment and when you comment via Helyx, Helyx gives you Markdown options such as: Bold Text Italic Text Code Text List Quote Also, when you don’t provide a text to a comment in GitHub, Helyx will say that “No description was provided.” So the same thing as GitHub already does, but in Helyx you must provide text. Why? Because why would you create a comment with no text? So I banned adding a comment with no text. Okay, that would be everything! It was fun to create this because everything was working so well, except the paging system… that was painful to make even with Claude’s help. As I said in past devlogs, after Issues I am going to move to PRs. So yeah, let’s work on PR. I hope it won’t be harder to make, because a PR is a type of Issue in GitHub, so I hope I will use the same function logic and functions and callbacks to make it.
Manage PRs displaying and some logic done After pulling another all-nighter I finished making the Pull Request display functions. List and details about each Pull Request is done and paging also works too (took it from manage issues ;] ). Pull Requests also contain filters such as: Open Drafts Assigned Reviewed and we can’t forget their counterparts either: Closed Ready Unassigned No reviewers Pull Requests now have comment selection and Markdown formatting, but functions to manage Pull Requests are not done yet. The only ones I managed to finish are: Comment Open Browser The biggest problem with PRs is going to be, that their functions and methods for executing those functions are more complex than the ones for Issues. I plan to add these functions for PRs: Delete Comment Merge Review Close PR Reopen PR I am pretty sure that all of this will be done in next devlog, so stay updated! This is going to be very cool, I think. Well, now I am going to sleep so good night everyone!
Manage PRs done! Added few new things… I finally finished making Manage PRs. So now you can: Delete Comment Merge Review Close PR Reopen PR I also had to fix some design flaws and function flaws but now it should be all good. Before doing all of this, there was a bunch of GET requests… now? Now it is also a bunch of PATCH & PUT requests. Also, now when you’ll try to link your GitHub Repository with the local one, you will just select the one that is on your GitHub account. Another thing! When you have conflicts between the local repository and the remote one (GitHub) and you try to sync them, a lot of the time Notepad pops us and tells you to remove the version of the text that you don’t want. Well now Helyx does it too and doesn’t open notepad, but lets you do it directly in TUI interface in my very own notepad. Conflict solver also uses alternate screen for this. (there’s sadly no showoff image for this, because currently I don’t have anything to create a conflict on) I am not sure what to do next in a next devlog, since everything I really wanted to do is already done… well… not everything but everything around the main things is. Maybe I’ll move on another refactoring? Or finishing the language settings? Well, we will see!
Adding new features & fixing bugs I finished making “Analyze Project” which analyzes your whole project and prints stuff such as: Number of files Number of folders Size of the project on disk Number of lines Also you can now see what amount of what programming language makes your project. It also shows you the biggest files in your project directory. And also you can see Git information such as: Branch Number of commits First commit (date) Last commit Working tree .git size So it displays some maybe important and basic information that you may check sometimes or might be interested in. There were like 6 revisions of this because I was testing different styles & designs. I also found a lot of hidden bugs with help of Claude! Before talking about bugs, I will tell you something about new features that I added. Now, when you assign a badge or change a status and you don’t have markers in README.md yet in it, then it will ask you if you want to add them manually or via Helyx. What does that mean? Well, it opens a “text editor” in Helyx which displays README.md and you can insert the badges/statuses where you want instead of opening the file in notepad and inserting the markers manually. Overall it is way quicker to do it now via Helyx. Helyx’s Generic Text Editor is now even better! You can now use all of the arrows, before you could just use Left/Right Arrow to move cursor left or right. Now you can move between lines. Now you can also open your project’s wiki via Helyx. Be aware that it doesn’t check anything, if you have wiki or not. It directly opens the website for the wiki where it should have been for the current linked GitHub Repository. Let’s talk about bugs now! Open an issue called the Markdown handler function and it was accidentally calling GitHub 101 times, when it needed some info. Now it doesn’t. 🆒 Notes have an encryption system, so if you put some sensitive info into it, it couldn’t be directly taken from the file. Only via Helyx. There was a bug, where when you enabled encryption and edit notes of 2 projects, then you turn off encryption globally and open the first project’s notes, it decrypts… but after that you open second project’s notes, it won’t. This was due to having a global bool instead of per project bool when saving if it was encrypted. Fixeddd! Another bug! Sync Status & Sync Badges was deleting staging index. Funny that I was thinking about to restore the staging index whenever using it, but at the end… the logic was wrong 😭 Now it isn’t. Then there was a bug that when you unassigned a badge, it unassigned ALL badges. Fixed! Another bug linked to badges… Unassigning a badge didn’t remove it from GitHub. Yeah… fixed!!
Fixing more bugs I fix bugs mainly with use of Claude Code, because hunting for bugs is not easy and this project is not a small one haha. I had to run MANY code review tools for this, because every time it kept finding new bugs. No idea how but it did. So what we fixed? If a GitHub comment had bold text split across two lines, opening that issue crashed Helyx before it drew anything. A file with a square bracket in its name (e.g. data[1].json) crashed Status, Diff, Commit, Stashes and Log. If anything held config.json open for even a moment, Helyx assumed it was corrupt, reset it, then crashed everywhere that looked for a project. If config.json was missing its Badges section, the startup migration quietly deleted every badge from every project. Committing saved a copy of the project taken before the confirmation prompts, so anything changed in between was silently thrown away. If you linked a GitHub repo during Push, the remote was created with an empty name. Syncing a status that had since been deleted crashed in the middle of a push. A commit message containing a square bracket crashed “View Full Message” (those are just bugs that were missing Markup.Escape() function). Applying a stash said “applied successfully” even when it conflicted. One bad path stored in config.json crashed “Add Project”. This is just a snippet of the amount of fixed bugs. I won’t write all of them here since it would take a lot of text and I am pretty sure that this is enough for you to understand that we fixed a lot of bugs haha. Right now I am going to do the Language System. I am not sure if I mentioned in some devlog, the list of languages that Helyx will support. If not… there it is: English Slovak Spanish French German Russian
Languages almost done, moving onto GitHub & README.md Well guys, Language System is almost done. It is powered by a Resources file that stores all of the translated strings. More bugs were found! But now, all of the bugs should be fixed with also many failsafes! Now, I want to complete the Language System because I am really close to finishing it. I also want to make the README.md for Helyx’s GitHub Repository. Originally I wanted to make it via Obsidian app, but it doesn’t have direct support for Wakatime, so I have to use VS 2026 native Markdown editor with the support of Markdown Editor v2 extension from Mads Kristensen. (not sponsored lol) I also heard that Obsidian app doesn’t use the same Markdown as GitHub does so there would be some things mistyped or not even rendered, but VS 2026 should be fully compatible with GitHub’s Markdown renderer, so we will see!
More bugs fixed, new functions, README & Language System updates! Hello guys, once again at 4 AM! Bugs: As the title says, there are more fixed bugs. Diagnostics crashed Helyx if you ran a rebase in a terminal and hit a conflict. Now it doesn’t! Another fixed bug is that when you opened an issue in Helyx, the footer vanished. At first I was shocked, but it was a simple fix so now your footer doesn’t vanish. Another vanishing bug! The Languages row from the header vanished when you entered a tab where Layout class was being used. Now you will see your sweet programming languages used in your selected project. Guess what! Another vanishing bug! This time the whole header vanished when you exited .Live()! Now it is okay! New behaviour: I unified some color codes with some type of info. E.g. SHA is Dark Orange everywhere, Stash is Yellow, Date is Cadet Blue and Issue Number is Aqua. The README.md editor, when inserting badges/status now has a new keybind: backspace! It is different from DEL! DEL deletes the badges/status but backspace deletes the whole line, including the badge/status that was on that line. README The README is almost done! At least I hope! Claude was a big help here, because I wanted to create an insane README and we really did. Guys, you should be excited about the README file haha! Language System Translations for these languages are already done: English French German Russian Slovak Spanish So basically every language translation is already done. BUT I decided to add even more languages! The new languages that Helyx will support are: Italian Portuguese
New features, new languages, new problems. A new feature that I added is GitHub Actions! It is on the same principle as Manage Issues and Manage PRs, so you have a list of GitHub Actions, you pick one and you can control it, check its log, observe information about it. You can even run an action! I also added a refresh keybind to Manage Issues, Manage PRs and GitHub Actions. Before, you had to go back from the details of an issue/PR/action to the list and then return to the details. Now you don’t have to. You just have to press the keybind displayed in the footer that belongs to refresh. Yes! The Helyx Language System is finally complete! Italian & Portuguese are now available in Helyx! Lately I’ve been working on the README.md file. I was mainly making more GIFs & designing screenshots for it so it will look pretty and futuristic (in my opinion)! As I have mentioned in the title, NEW… PROBLEMS! People… you won’t believe what happened to me today… I use Helyx’s Git & GitHub for testing, so there is no official one yet, and I rarely commit changes or push them. Only when I test something. And it looks like it got back at me. Well… I told Claude Code to remove comments all over my codebase, because they were mainly scrapped code and some temporary information that I had there, that wasn’t used anymore. Okay, so I told it to remove them, and for some reason instead of removing comments, it deleted Helyx’s whole codebase. Thank god README.md was untouched haha. We had to decompile the .dll that was left over from testing Helyx’s latest version, and actually check the diff and rewrite it. We still don’t know if everything was brought back since for some reason Claude Code’s memory got wiped instantly when it realized that it deleted my whole codebase. There were no backups, no restore, no nothing. The only possible thing was to use the forgotten stash that I created and use the .dll as a map to restore Helyx’s outdated codebase and rewrite it again. So that’s what we did. Yeah, so I hope everything was brought back. Claude says it was, but after what it has done I don’t know if I trust it. Just kidding, everything should be back, because it compared the .dll with the rewritten code 1:1 and everything matched.
GitHub done, shipping Helyx today! Today I was messing with the GitHub page for Helyx, fixing the last bugs we found and working on the installer. For the installer I used Inno Setup, because it is the most recognized and the most used one. The point of using an installer is simple: it adds Helyx to PATH. Of course there were other options, but this one seemed like the best fit. We were fighting with the script for a while, because it was doing really weird things, like staying in the background after the installation finished. But those bugs are fixed now! README.md is done, all of those GIFs and screenshots are in it too, and I have to say it looks really good! I was also setting up the GitHub side of things, so the description, the tags, a GitHub Action and so on. With the help of Claude Code, we created the logo and the banner for the installer as well. The installer uses the same logo as Helyx. It’s just a basic H, because nothing else came to mind haha. I also asked Claude Code to review the codebase one last time, and yep, it looks fine! I told it to add the basic documentation comments as well, the <summary> kind. Let’s be real here, nobody does this, and if they do, something else writes it for them, usually an AI, because it understands the function better than the person who wrote it (I know that from my own experience hahaha).
Experimenting with the conflict solver I was thinking about adding a simpler conflict solver, where you wouldn’t have to delete the <<<<<<< , ======= and >>>>>>> markers yourself but would just pick either the first or the second version. But I realized it would be messier than I thought, so in the end I kept it as a basic editor where you remove the version you don’t want by hand.
README.md update I replaced the title in README.md with a banner that contains the text Helyx. I tried a few versions I made and, well, I landed on the one you can see in Helyx’s README.md, or below!
Edited README.md I rewrote the README.md because of the ship review. I also added a couple of recommendations that are worth knowing when you use Helyx. I also removed the <summary> comments that Claude Code wrote for the documentation, I don’t think that anyone would have used them anyway.
Edited README.md, again I was again editing the whole README.md, because reviewers weren’t happy with the current one. Well after spending another hour of editing the whole README.md file, I hope they won’t ask me to rewrite the whole README.md file again, because I don’t even know what else to add/remove/edit.
Added GitHub Issues/PRs events rendering Originally, when you selected Manage GitHub Issues or PRs and opened some issues/PR. You could have only seen messages posted by users, but not when a label was assigned or when the issue/PR was closed. Well… Now you can! Now it displays the exact action that happened and when it happened! Of course, it is also translated to all languages that Helyx supports. Just making sure you didn’t think it wasn’t! I also cleaned up the code a little bit. Removed some useless usings and some files were in the wrong namespace, so that is fixed too.
Replaced hardcoded string colors with Color members for code safety, fixed line breaking while assigning a status/badge Okay so Markup texts (those are the texts with color) were formatted in this format: "[red]Hello World![/]" So it was string-based. And if you accidentally added some character to it for instance: "[redd]Hello World![/]" <- Exception Helyx would crash. I mainly added this, because it is an open-source project. So if someone tried to edit it, they would only have to edit the string and they might have misspelled it. But now, when he goes into the codebase, he will see Color members and he just can’t misspell that, and if he would, compiler would alert him. Basically, now it is like this: $"[{Color.Red}]Hello World![/]" Okay so next I fixed line breaking. What does that mean? Well… In Helyx native README editor, so when you try to assign a status/badge, you’ll get that editor, when you try to add a status/badge to that line, you might have thought that it would be on the same line as the tags above it. But it didn’t… This was happening due to the comment markers for Helyx so Helyx knows where this status/badge is located and which status/badge it is. Now Helyx will put those comment markers in a way that prevents the line from breaking.
Reviewing my codebase and fixing bugs Since all of the features that Helyx was supposed to be finished with are almost all done (maybe even all are done), I will now change my view to another projects for Stardance such as ThetaNexus . But that does not mean that now I will just forget about Helyx. I will be reviewing the codebase sometimes to find some bugs and fix them. You can help me with this, by making an Issue request on Helyx’s GitHub. So what bugs did I fix since the last devlog? I fixed line breaking in badge/status README editor. When you were inserting your badge/status into your README via Helyx’s README editor, it done… messy stuff to the README, not something like really bad what couldn’t be fixed by manually doing it, but it should now insert the badge/status exactly as you see it in the editor. I also introduced a new ‘Found state’ text instead of ‘Found’ text in IDE settings to avoid confusion. To avoid confusion because if an editor was found and you clicked on it… it wrote this: Found Found Found Not Found Found Set by user Now it writes this: Found state Found Found state Not Found Found state Set by user Most of the time, I was reviewing the codebase via Claude Code to actually check everything precisely.
Fixed User Scripts bug So, every path block used Path.GetFullPath(path) instead of Path.GetFullPath(path, script.ProjectPath) . That means it was resolving relative paths against Helyx’s own directory, not your project’s. This is now fixed.
Hackatime integration Hello there! A guy made a feature suggestion on Helyx’s GitHub, that I should add a Hackatime integration into it. So I was thinking… and thinking… and thinking and woah… I ADDED IT! It is not 1:1 like the web interface, that one is better & shows you more things but sadly this was everything that I could request from API (at least I think): Total Seconds Languages Repo URL Total Heartbeats First Heartbeat (DateTime) Last Heartbeat (DateTime) and when combining all of these information, I created a screen where you can see all of this specifically for your project. It works on the principe of authorization. You put in your Hackatime token which authorizes you and then when you go to your project and go on Hackatime Info, it prompts you to select the project from a list of projects that are assigned to your Hackatime account/token.
Mysterious bug I solving some bug with UpdateHandler that my friend has been experiencing. It was that you could only check for updates for Helyx if you authorized your GitHub. Otherwise, you couldn’t! I was taking the update checking through a function that sent a HTTP request with a key that Helyx receives by authorization, in this situation it isn’t needed, but when not given in that function, it returns an error. So now you can freely check for updates for Helyx even without authorizing with GitHub!
Ships:
What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal. No administrator rights are needed, and the .NET runtime is bundled inside. Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.
NEW THINGS: Hackatime integration Fixed bugs Edited README.md Added GitHub Issues/PRs events rendering more What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. Now it even has new things that were mentioned at the top of this shipping message! How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal (Windows Terminal recommended). Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below....
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1793054968.4493594
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1793141368.4493594
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MadMiffy by @OhKay404 | Stardance
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OhKay404
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47.0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T01:40:55Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MadMiffy - Ship #2 Ი ᰍ ⋆˚꩜。 This is the second ship for MadMiffy, a Miffy-themed WarioWare-style game that requires you to play minigames to win! 𓆝 𓆟 𓆞 𓆝 𓆟 How to Play Your goal is to complete four minigames before you lose all five of your lives. In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys or A/D keys to move left and right. Use the spacebar , W key , or up arrow key to jump. In minigame 2, click all hearts using the cursor before the timer runs out. In minigame 3, click on Miffy’s correct bakery orders using the cursor before the timer runs out. In minigame 4, whack five Miffies using your cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Learning how to create tweens was definitely really challenging! It took me a while to understand, but Christophe on itch.io’s tutorial helped me tremendously when learning, and adding tweens to MadMiffy was so worth it in the end! Figuring out the sound system was also super difficult, as I’ve never really messed with audio stuff in Godot before. Tons of YouTube tutorials and google searching later, I now have a (mostly) working music system! Thank you to chajamakesmusic on itch.io for the amazing music ! What I’m Proud Of I can’t believe I actually finished MadMiffy! There are definitely bugs that need to be fixed, but I simply cannot put into words how proud I am to have even started developing this game into something that I imagined in my head. I’m so happy about the way minigame 3 turned out! Prior to creating minigame 3, I was in a bit of a block, unsure if I could even finish this ambitious project. Coding the minigame was super though, but I am glad I pulled through! I also taught myself how to create tweens, which really brought MadMiffy to life! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this is my second ship! Thank you to everyone who has supported me on this crazy journey!! (˶˃ ᵕ ˂˶)", "repo": "https://github.com/OhKay404/warioware", "demo": "https://ohkay404.itch.io/madmiffy"}, {"ship_num": 2, "ts": "2026-08-24T21:46:56Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MadMiffy Ი ᰍ ⋆˚꩜。 𓆝 𓆟 𓆞 𓆝 𓆟 Introducing, MadMiffy , Miffy-themed WarioWare-style game that requires you to play minigames to win! How to Play Your goal is to complete two minigames before you lose all five of your lives! In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys to move left and right, and the spacebar to jump. In minigame 2, click all hearts using the cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Finding the perfect assets for everything was definitely a challenge for me! I spent a LOT of time scouring Pinterest for THE pictures Learning how to do animations was difficult because I’ve had very little experience in the past. Youtube tutorials really helped me! What I’m Proud Of This game was an amazing learning opportunity for me! I am so proud of the animations I did, specifically the ones in the winner and death screens! I still can’t believe I brought my Canva animations to life haha I’m also super proud of the buttons that I stylized using StyleBoxFlats! They turned out almost identical to the ones I designed on Canva! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this will be my very first ship! There is more to come, however, so stay tuned for more of MadMiffy!! (˶˃ ᵕ ˂˶)", "repo": "https://github.com/OhKay404/warioware", "demo": "https://ohkay404.itch.io/madmiffy"}]...
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[{"post_id": 82415, "ts": "202 [{"post_id": 82415, "ts": "2026-10-24T19:02:24Z", "hours": 0.5656, "text": "MadMiffy - Updated! •.°♪*:` Hello everyone! (˶˃ ᵕ ˂˶) MadMiffy is now updated on Itch.io!!! (wooooo!!) 𓆝 𓆟 𓆞 𓆝 𓆟 Changes I did not do much this week since I was super busy, but I did update the script of the timer screen so that the music plays before the timer starts! There aren’t any weird delays in the music anymore!! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! I still cannot believe how far MadMiffy has come! 。°(°¯᷄◠¯᷅°)°。"}, {"post_id": 80544, "ts": "2026-10-18T04:02:44Z", "hours": 2.7128, "text": "MadMiffy - 14th Devlog ᶻ 𝗓 𐰁 ໒꒱⋆.˚ Hi everyone!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added animations to the hearts in the timer screen + minigame 2 (they now float up and down!!) (∩˃ᴗ˂∩)✧ Added tween animations to the heart buttons in minigame 2 and the miffies in minigame 4! They are now alive when you hover/click them hahaha (˵ •̀ᴗ•́˵)و I added music to minigame 4! The game is starting to look and sound more and more cohesive!! Challenges Audio issue is still not fixed… I will get to it!! Every fix I try doesn’t work .·°՞(っ-ᯅ-ς)՞°·. (I will not give up though!!) 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Stay tuned for more!! ദ്ദി(。•̀ ,<)~"}, {"post_id": 79195, "ts": "2026-10-12T23:45:54Z", "hours": 2.0153, "text": "MadMiffy - 13th Devlog ⋆.ೃ࿔*:・ Hello everyone, I’m back after just ONE day!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I locked in and conjured up a whole new minigame! This will be the final minigame of MadMiffy, and it’s called Whack-A-Miffy! ٩>ᴗ<)و To win this game, the player must whack 5 Miffies before the timer runs out! Click on the Miffy that pops up to “whack” it ヽ(°〇°)ノ I didn’t expect to actually get this far today, so I unfortunately don’t have any footage from when Whack-A-Miffy was still a WIP (。•́︿•̀。) A demo video is attached tho!! Challenges I’m still trying to figure out how to debug the issue with the audio system! I will do my best over the next few days to fix it ( ̄^ ̄ )ゞ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! MadMiffy is really coming together now!! (⸝⸝> ᴗ•⸝⸝)"}, {"post_id": 78939, "ts": "2026-10-12T03:06:29Z", "hours": 4.8261, "text": "MadMiffy - 12th Devlog ഒ·˚ Hello everyone, I’m back! (๑ᵔ⤙ᵔ๑) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 now has instructions so the player knows how to play the game ( ദ്ദി ˙ᗜ˙ ) I also added a global sound system to MadMiffy!! My laptop can’t record internal audio, so I included a full playthrough of MadMiffy instead!! I still can’t believe how far I’ve come from the starting line (°〇°) Challenges Figuring out the sound system was a big challenge! I had to create a whole other system for it, and it’s still a WIP right now, since I still need to figure out the music toggling, but I’ve come a long way! (ᵕ⸝⸝• ᴗ •) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! This devlog was pretty short, but thank you for reading along till the end! Look forward to more updates! (˶˃𐃷˂˶)"}, {"post_id": 74070, "ts": "2026-09-26T16:51:40Z", "hours": 4.4128, "text": "MadMiffy - 11th Devlog ˚. ᵎᵎ Hello everyone, I’m back! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 is finally looking polished! I re-coded the logic of minigame 3 so that there isn’t a loading screen that pops up every time a new food item pops up on the speech bubble (took me a long time, but was so worth it!! (˶˃𐃷˂˶)) I also added assets to the minigame! The food looks so adorable and at some point I started feeling hungry every time I worked on this minigame (っ˘ڡ˘ς) ˗ˏˋ 🍰 ˎˊ˗ There’s also a counter that keeps track of how much food you’ve served! Challenges Re-coding the minigame was definitely the hardest part! I had to preserve the game’s function while also removing that super annoying loading screen that came up when a new button was clicked, so I’m super proud of my work! ദ്ദി( ˘̀ ֊ ˘́) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! Thank you for reading along till the end! Look forward to more updates! ৻( •̀ ᗜ •́ ৻)"}, {"post_id": 69435, "ts": "2026-09-17T01:40:46Z", "hours": 3.8522, "text": "MadMiffy - 10th Devlog .✦ ݁˖ Hello! (๑’ᵕ’๑)⸝* If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Stylized the popup menu of the dropdowns in the settings page!! Miffy in both the title and timer screen now moves! Created a WHOLE NEW MINIGAME!! (woohoo!!! *ੈ✩‧₊˚ ٩(ˊᗜˋ )و) The player is meant to select the correct food item to give to Miffy; if the player selects incorrectly, they will lose a life!! If you can’t tell already, I still need assets for this minigame haha Challenges To be honest, I feel like coming up with the idea of the minigame itself was the hardest part. I wanted to create someone that was both cute and simple, and I hope I accomplished both of those goals! 𖡼.𖤣𖥧𖡼.𖤣𖥧 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! See you! (❀❛ ֊ ❛„)♡"}, {"post_id": 62619, "ts": "2026-09-06T02:49:22Z", "hours": 2.7214, "text": "MadMiffy - 9th Devlog 𝜗ৎ˚. Hi, I’m back! ヾ(^ ∇ ^) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added hover/clicked states using tweens for the “Main Menu” buttons in both the winner and death screens I FINALLY got the OptionButton dropdown menus to work! ٩(^ᗜ^ )و ´- It took a while to figure out, but google saved me once again!! I am now in the process of decorating them to match my Canva design Specified data types of all variables in every script I initialized a new minigame!! (more is coming! (˵ •̀ ᴗ - ˵ )) Challenges Coding the OptionButtons !! That was pretty time-consuming and I was really close to giving up, but I decided to try once more and it finally worked! 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! This devlog was on the shorter side, but thank you for reading along till the end! See you! ( ദ്ദി ˙ᗜ˙ )"}, {"post_id": 60887, "ts": "2026-09-03T15:07:15Z", "hours": 5.8206, "text": "MadMiffy - 8th Devlog .☘︎ ݁˖ Hello! (๑>•̀๑) I’ve once again made a few changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added button to toggle on/off the musicAdded dropdown menu to toggle between jump keys (still working on that (╥﹏╥)) Added the rest of the text, (discovered what BBCode text was, and used it to underline the “Controls” and “Music” text!! Added a home button! I don’t know how, but I completely forgot to add a home button when I was planning the settings screen on Canva haha I also messed around with tweens and used this website to help me learn! It took a while to understand, but after trying it myself for a couple of buttons, I think I’m starting to get the hang of it! ᕙ( •̀ ᗜ •́ )ᕗ I used tweens for the buttons in the title screen and the button in the settings screen to give them a floating hover state and bouncy animation when a button gets clicked Challenges Definitely figuring out how to properly code the OptionButton ! I am still struggling with it, so hopefully I will find a solution soon! Figuring out how to script tweens was very hard! I was so grateful to the tutorial website I found, and I was able to use its code to understand tweens. For the longest time, I was struggling with the title screen buttons, but I was able to figure out through some googling that the issue had to do with the VBoxContainer interfering with the tweening logic! I was able to create a quick fix by wrapping the buttons with Control nodes! ⸜(。˃ ᵕ ˂ )⸝♡ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Excited to work more on MadMiffy ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧"}, {"post_id": 56659, "ts": "2026-08-28T14:44:08Z", "hours": 3.5372, "text": "MadMiffy - 7th Devlog ⋆˚✿˖° Hi! (˶˃𐃷˂˶) I’ve made a few small changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added trackers to both minigame 1 and minigame 2 to track the number of hearts collected/clicked! They stay on the screen as well! (i realized when testing that making them appear only after the directions disappear is not a very good look) Planned settings screen on Canva Started the settings screen! I added a background and title so far, also added a miffy icon to the bottom right corner, and it has animations!! Added and styled a volume adjuster ( HSlider ) along with placeholder audio to test the adjuster out! Challenges Styling the HSlider was difficult because I’ve never learned how to, but the Godot dev forums and Youtube really helped! ᕙ( •̀ ᗜ •́ )ᕗ 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! Thank you for reading along till the end! Can’t wait to do more with MadMiffy ! (๑ᵔ⤙ᵔ๑)"}, {"post_id": 53505, "ts": "2026-08-24T02:33:43Z", "hours": 3.9436, "text": "˚.⋆꒰১ MadMiffy - 6th Devlog ໒꒱⋆.˚ Hi! (๑’ᵕ’๑)⸝* I’m back with changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I uploaded MadMiffy as a draft on itch.io! I also customized the colors of the page to match the game’s color scheme (˶ᵔ ᵕ ᵔ˶) Added directions to minigame 1 and minigame 2 to make it easier to understand how to play! ^ The directions also have animations (❀❛ ֊ ❛„) Shifted the positions of the hearts in minigame 2 to fit the directions text I now have a README.md file! I used Stardance’s tutorial to help me with it! My Challenges I had trouble exporting my files into itch.io since this was my first time uploading a game (っ- ‸ - ς) but after some deep analysis of the WarioWare tutorial, I finally figured it out! I initially had no idea how to write a README file (can you tell I’ve never made one before (ᵕ—ᴗ—)), so figuring it out was pretty tough! The Stardance tutorial was very helpful! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading if you read along till the end! Stay tuned for more! ᕙ( •̀ ᗜ •́ )ᕗ Update : ** MadMiffy** is now public! Play it on itch.io !!"}, {"post_id": 50060, "ts": "2026-08-19T03:03:40Z", "hours": 2.0272, "text": "MadMiffy - Fifth Devlog ⋆˚࿔ Hello!! (˶ᵔᗜᵔ˶)ノ゙ I’ve once again made a couple of changes! I can’t believe how far MadMiffy has come! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added a death screen!! Since it’s pretty similar to the winner screen, I was able to duplicate the winner screen and make whatever changes I needed, which saved me a LOT of time! The Miffys from both the death AND winner screens now have flying animations! yay ! ٩(^ᗜ^ )و ´ Commented out the settings button’s functionality because the settings feature has not been implemented yet Made it so that the level in the timer screen actually displayed the correct level Added wall barriers to minigame 1 so that the miffy sprite can’t fall off the screen The minigames_done variable now only decrements if its value is already above zero (this fixes a bug that occurred where the minigames_done variable became negative because the script didn’t check if its value was greater than zero) My Challenges Scripting the death screen so that it actually appears was a challenge for me (⇀‸↼‶) I kept running into a null error for a while but a couple of google searches helped me immensely (thank you reddit (∩˃o˂∩)♡) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! Stay tuned for the final touches! ദ്ദി( ˘̀ ֊ ˘́)"}, {"post_id": 49335, "ts": "2026-08-18T03:06:40Z", "hours": 2.2947, "text": "MadMiffy - Fourth Devlog ⋆✴︎˚。⋆ Hello!! (˶ˆᗜˆ˵) A couple of changes have been made! Let’s get right into it ( ◡̀_◡́)ᕤ!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I created a working winner screen! It has a few animations, and it is so far looking pretty close to what I designed on Canva, so I am super ecstatic! Not only can miffy now flip horizontally, she now has walking AND idle animations now!! ·˚ ༘ ৻( •̀ ᗜ •́ ৻) The quality of the Miffy picture from the title and timer screens is much higher now! I used ibisPaint X to create a clearer image My Challenges Animating the walking and idle animations for the Miffy sprite was TOUGH! (っ- ‸ - ς) Shoutout to DevWorm’s Youtube tutorial on Godot animations for teaching me more about animations (ᴗ_ ᴗ。) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! I continue working hard as per usual, bye!! („• ֊ •„)੭"}, {"post_id": 47807, "ts": "2026-08-16T00:41:59Z", "hours": 2.2919, "text": "MadMiffy - Third Devlog ⊹ ࣪ ˖ ໒꒱ I’m back!! ◝(ᵔᗜᵔ)◜ I’ve made a few changes to MadMiffy since the last devlog!! I will try to do these devlogs more often (they’re actually pretty fun to make!) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I finally stylized the buttons in the title screen!! Specifically, I used StyleBoxFlats to stylize the normal and hover states of the Play , Settings, and Quit buttons! They turned out the exact way I wanted them to turn out and I am so grateful for that!! (˶ˆᗜˆ˵) Since I couldn’t upload a picture of the title screen from the last devlog, I attached a VIDEO of the title screen this time!! ( woooooo!! ) I adjusted the code to the Miffy sprite from minigame 1 (the platformer game) so that Miffy can now flip horizontally when the right arrow key is pressed! (Hurray for Miffy!! She doesn’t have to walk backwards anymore ٩(ˊᗜˋ*)و ) I attached a video to demonstrate this new feature! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! This devlog was on shorter side, but thank you for reading if you read along till the end! I will make sure to continue working hard on this game ᕙ( •̀ ᗜ •́ )ᕗ byeee!!!"}, {"post_id": 46594, "ts": "2026-08-13T22:47:53Z", "hours": 5.4247, "text": "MadMiffy - Second Devlog ˖ ݁♬⋆.˚𝄞 Hello!! (˶ᵔᗜᵔ˶)ノ゙ Very long overdue, but nonetheless, here’s the second devlog for MadMiffy ! Lots of changes have been made since the first devlog!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What I Did Minigame 1, Platformer : Control Miffy using the L/R arrow keys and space bar to collect hearts on the platforms (same hearts from the timer screen!) Minigame 2, Clicker : Use your mouse to click on the hearts on your screen before the timer ends Animation to the “MadMiffy” title in the title screen Used Canva to move the Miffy in title screen background from the left to the right side of the screen (and horizontally flipped it over) Used Canva to design winner/death scenes!! My Challenges It took me FOREVER to find the right Miffy on pinterest for the winner/death scenes, and I also spent way too long on ibisPaint X editing the Miffy to be exactly the way I wanted it to be haha (it turned out so good in the end though!! I wish I could log that as hours, but I attached a timelapse instead haha) I am still thinking of ideas for minigame #3… I will have to get back to you guys on this!! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end, and I will continue working hard to get this game into good shape ᕙ( •̀ ᗜ •́ )ᕗ Edit : I tried adding a screenshot of the new title screen background but I couldn’t get it to upload, so bear with me (っ- ‸ - ς)"}, {"post_id": 41101, "ts": "2026-08-05T02:54:25Z", "hours": 1.3108, "text": "MadMiffy - First Devlog ⋆˚꩜。 Hi Everyone! This marks the first devlog for my new WarioWare-style game, MadMiffy ! Initial Ideas When coming up with ways to differentiate my WarioWare game from the tutorial, I thought of Miffy, a cute character that matches the whimsical vibe I wanted. I immediately created a Pinterest board to gather ideas, and went on Canva to craft the background image shown in the title and level scenes. Buttons When I got to the part of the tutorial where it made me create the “Start Game,” “Settings,” and “Quit” buttons, I initially wanted to create customized buttons through TextureRects. I tried coming up with different ideas on Canva, but none of them really stuck out with me… I will try again soon! If it doesn’t end well, I will at least be changing the colors of the buttons, because they totally don’t fit with the color scheme right now. Stay tuned!! Garlic and Fonts Aside from the background, I also scoured Pinterest to find the perfect “garlic” icon, where I decided on the heart-shaped button that fit perfectly with the background. For the text, I used a font called Jersey15. I had used it previously in a separate project, and I felt that the pixel font would pair well with the rest of the game. That’s it for now! I am very excited to see where MadMiffy will go ^^"}]...
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Title: MadMiffy by @OhKay404 | Stardance
Devlogs: Title: MadMiffy by @OhKay404 | Stardance
Devlogs:
MadMiffy - First Devlog ⋆˚꩜。 Hi Everyone! This marks the first devlog for my new WarioWare-style game, MadMiffy ! Initial Ideas When coming up with ways to differentiate my WarioWare game from the tutorial, I thought of Miffy, a cute character that matches the whimsical vibe I wanted. I immediately created a Pinterest board to gather ideas, and went on Canva to craft the background image shown in the title and level scenes. Buttons When I got to the part of the tutorial where it made me create the “Start Game,” “Settings,” and “Quit” buttons, I initially wanted to create customized buttons through TextureRects. I tried coming up with different ideas on Canva, but none of them really stuck out with me… I will try again soon! If it doesn’t end well, I will at least be changing the colors of the buttons, because they totally don’t fit with the color scheme right now. Stay tuned!! Garlic and Fonts Aside from the background, I also scoured Pinterest to find the perfect “garlic” icon, where I decided on the heart-shaped button that fit perfectly with the background. For the text, I used a font called Jersey15. I had used it previously in a separate project, and I felt that the pixel font would pair well with the rest of the game. That’s it for now! I am very excited to see where MadMiffy will go ^^
MadMiffy - Second Devlog ˖ ݁♬⋆.˚𝄞 Hello!! (˶ᵔᗜᵔ˶)ノ゙ Very long overdue, but nonetheless, here’s the second devlog for MadMiffy ! Lots of changes have been made since the first devlog!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What I Did Minigame 1, Platformer : Control Miffy using the L/R arrow keys and space bar to collect hearts on the platforms (same hearts from the timer screen!) Minigame 2, Clicker : Use your mouse to click on the hearts on your screen before the timer ends Animation to the “MadMiffy” title in the title screen Used Canva to move the Miffy in title screen background from the left to the right side of the screen (and horizontally flipped it over) Used Canva to design winner/death scenes!! My Challenges It took me FOREVER to find the right Miffy on pinterest for the winner/death scenes, and I also spent way too long on ibisPaint X editing the Miffy to be exactly the way I wanted it to be haha (it turned out so good in the end though!! I wish I could log that as hours, but I attached a timelapse instead haha) I am still thinking of ideas for minigame #3… I will have to get back to you guys on this!! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end, and I will continue working hard to get this game into good shape ᕙ( •̀ ᗜ •́ )ᕗ Edit : I tried adding a screenshot of the new title screen background but I couldn’t get it to upload, so bear with me (っ- ‸ - ς)
MadMiffy - Third Devlog ⊹ ࣪ ˖ ໒꒱ I’m back!! ◝(ᵔᗜᵔ)◜ I’ve made a few changes to MadMiffy since the last devlog!! I will try to do these devlogs more often (they’re actually pretty fun to make!) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I finally stylized the buttons in the title screen!! Specifically, I used StyleBoxFlats to stylize the normal and hover states of the Play , Settings, and Quit buttons! They turned out the exact way I wanted them to turn out and I am so grateful for that!! (˶ˆᗜˆ˵) Since I couldn’t upload a picture of the title screen from the last devlog, I attached a VIDEO of the title screen this time!! ( woooooo!! ) I adjusted the code to the Miffy sprite from minigame 1 (the platformer game) so that Miffy can now flip horizontally when the right arrow key is pressed! (Hurray for Miffy!! She doesn’t have to walk backwards anymore ٩(ˊᗜˋ*)و ) I attached a video to demonstrate this new feature! 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! This devlog was on shorter side, but thank you for reading if you read along till the end! I will make sure to continue working hard on this game ᕙ( •̀ ᗜ •́ )ᕗ byeee!!!
MadMiffy - Fourth Devlog ⋆✴︎˚。⋆ Hello!! (˶ˆᗜˆ˵) A couple of changes have been made! Let’s get right into it ( ◡̀_◡́)ᕤ!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I created a working winner screen! It has a few animations, and it is so far looking pretty close to what I designed on Canva, so I am super ecstatic! Not only can miffy now flip horizontally, she now has walking AND idle animations now!! ·˚ ༘ ৻( •̀ ᗜ •́ ৻) The quality of the Miffy picture from the title and timer screens is much higher now! I used ibisPaint X to create a clearer image My Challenges Animating the walking and idle animations for the Miffy sprite was TOUGH! (っ- ‸ - ς) Shoutout to DevWorm’s Youtube tutorial on Godot animations for teaching me more about animations (ᴗ_ ᴗ。) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! I continue working hard as per usual, bye!! („• ֊ •„)੭
MadMiffy - Fifth Devlog ⋆˚࿔ Hello!! (˶ᵔᗜᵔ˶)ノ゙ I’ve once again made a couple of changes! I can’t believe how far MadMiffy has come! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added a death screen!! Since it’s pretty similar to the winner screen, I was able to duplicate the winner screen and make whatever changes I needed, which saved me a LOT of time! The Miffys from both the death AND winner screens now have flying animations! yay ! ٩(^ᗜ^ )و ´ Commented out the settings button’s functionality because the settings feature has not been implemented yet Made it so that the level in the timer screen actually displayed the correct level Added wall barriers to minigame 1 so that the miffy sprite can’t fall off the screen The minigames_done variable now only decrements if its value is already above zero (this fixes a bug that occurred where the minigames_done variable became negative because the script didn’t check if its value was greater than zero) My Challenges Scripting the death screen so that it actually appears was a challenge for me (⇀‸↼‶) I kept running into a null error for a while but a couple of google searches helped me immensely (thank you reddit (∩˃o˂∩)♡) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddd that’s it! Thank you for reading if you read along till the end! Stay tuned for the final touches! ദ്ദി( ˘̀ ֊ ˘́)
˚.⋆꒰১ MadMiffy - 6th Devlog ໒꒱⋆.˚ Hi! (๑’ᵕ’๑)⸝* I’m back with changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I uploaded MadMiffy as a draft on itch.io! I also customized the colors of the page to match the game’s color scheme (˶ᵔ ᵕ ᵔ˶) Added directions to minigame 1 and minigame 2 to make it easier to understand how to play! ^ The directions also have animations (❀❛ ֊ ❛„) Shifted the positions of the hearts in minigame 2 to fit the directions text I now have a README.md file! I used Stardance’s tutorial to help me with it! My Challenges I had trouble exporting my files into itch.io since this was my first time uploading a game (っ- ‸ - ς) but after some deep analysis of the WarioWare tutorial, I finally figured it out! I initially had no idea how to write a README file (can you tell I’ve never made one before (ᵕ—ᴗ—)), so figuring it out was pretty tough! The Stardance tutorial was very helpful! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading if you read along till the end! Stay tuned for more! ᕙ( •̀ ᗜ •́ )ᕗ Update : ** MadMiffy** is now public! Play it on itch.io !!
MadMiffy - 7th Devlog ⋆˚✿˖° Hi! (˶˃𐃷˂˶) I’ve made a few small changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I added trackers to both minigame 1 and minigame 2 to track the number of hearts collected/clicked! They stay on the screen as well! (i realized when testing that making them appear only after the directions disappear is not a very good look) Planned settings screen on Canva Started the settings screen! I added a background and title so far, also added a miffy icon to the bottom right corner, and it has animations!! Added and styled a volume adjuster ( HSlider ) along with placeholder audio to test the adjuster out! Challenges Styling the HSlider was difficult because I’ve never learned how to, but the Godot dev forums and Youtube really helped! ᕙ( •̀ ᗜ •́ )ᕗ 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! Thank you for reading along till the end! Can’t wait to do more with MadMiffy ! (๑ᵔ⤙ᵔ๑)
MadMiffy - 8th Devlog .☘︎ ݁˖ Hello! (๑>•̀๑) I’ve once again made a few changes to MadMiffy ! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added button to toggle on/off the musicAdded dropdown menu to toggle between jump keys (still working on that (╥﹏╥)) Added the rest of the text, (discovered what BBCode text was, and used it to underline the “Controls” and “Music” text!! Added a home button! I don’t know how, but I completely forgot to add a home button when I was planning the settings screen on Canva haha I also messed around with tweens and used this website to help me learn! It took a while to understand, but after trying it myself for a couple of buttons, I think I’m starting to get the hang of it! ᕙ( •̀ ᗜ •́ )ᕗ I used tweens for the buttons in the title screen and the button in the settings screen to give them a floating hover state and bouncy animation when a button gets clicked Challenges Definitely figuring out how to properly code the OptionButton ! I am still struggling with it, so hopefully I will find a solution soon! Figuring out how to script tweens was very hard! I was so grateful to the tutorial website I found, and I was able to use its code to understand tweens. For the longest time, I was struggling with the title screen buttons, but I was able to figure out through some googling that the issue had to do with the VBoxContainer interfering with the tweening logic! I was able to create a quick fix by wrapping the buttons with Control nodes! ⸜(。˃ ᵕ ˂ )⸝♡ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Excited to work more on MadMiffy ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
MadMiffy - 9th Devlog 𝜗ৎ˚. Hi, I’m back! ヾ(^ ∇ ^) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added hover/clicked states using tweens for the “Main Menu” buttons in both the winner and death screens I FINALLY got the OptionButton dropdown menus to work! ٩(^ᗜ^ )و ´- It took a while to figure out, but google saved me once again!! I am now in the process of decorating them to match my Canva design Specified data types of all variables in every script I initialized a new minigame!! (more is coming! (˵ •̀ ᴗ - ˵ )) Challenges Coding the OptionButtons !! That was pretty time-consuming and I was really close to giving up, but I decided to try once more and it finally worked! 𓆝 𓆟 𓆞 𓆝 𓆟 And that’s it! This devlog was on the shorter side, but thank you for reading along till the end! See you! ( ദ്ദി ˙ᗜ˙ )
MadMiffy - 10th Devlog .✦ ݁˖ Hello! (๑’ᵕ’๑)⸝* If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Stylized the popup menu of the dropdowns in the settings page!! Miffy in both the title and timer screen now moves! Created a WHOLE NEW MINIGAME!! (woohoo!!! *ੈ✩‧₊˚ ٩(ˊᗜˋ )و) The player is meant to select the correct food item to give to Miffy; if the player selects incorrectly, they will lose a life!! If you can’t tell already, I still need assets for this minigame haha Challenges To be honest, I feel like coming up with the idea of the minigame itself was the hardest part. I wanted to create someone that was both cute and simple, and I hope I accomplished both of those goals! 𖡼.𖤣𖥧𖡼.𖤣𖥧 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! See you! (❀❛ ֊ ❛„)♡
MadMiffy - 11th Devlog ˚. ᵎᵎ Hello everyone, I’m back! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 is finally looking polished! I re-coded the logic of minigame 3 so that there isn’t a loading screen that pops up every time a new food item pops up on the speech bubble (took me a long time, but was so worth it!! (˶˃𐃷˂˶)) I also added assets to the minigame! The food looks so adorable and at some point I started feeling hungry every time I worked on this minigame (っ˘ڡ˘ς) ˗ˏˋ 🍰 ˎˊ˗ There’s also a counter that keeps track of how much food you’ve served! Challenges Re-coding the minigame was definitely the hardest part! I had to preserve the game’s function while also removing that super annoying loading screen that came up when a new button was clicked, so I’m super proud of my work! ദ്ദി( ˘̀ ֊ ˘́) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! Thank you for reading along till the end! Look forward to more updates! ৻( •̀ ᗜ •́ ৻)
MadMiffy - 12th Devlog ഒ·˚ Hello everyone, I’m back! (๑ᵔ⤙ᵔ๑) If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Minigame 3 now has instructions so the player knows how to play the game ( ദ്ദി ˙ᗜ˙ ) I also added a global sound system to MadMiffy!! My laptop can’t record internal audio, so I included a full playthrough of MadMiffy instead!! I still can’t believe how far I’ve come from the starting line (°〇°) Challenges Figuring out the sound system was a big challenge! I had to create a whole other system for it, and it’s still a WIP right now, since I still need to figure out the music toggling, but I’ve come a long way! (ᵕ⸝⸝• ᴗ •) 𓆝 𓆟 𓆞 𓆝 𓆟 Anddddd that’s it! This devlog was pretty short, but thank you for reading along till the end! Look forward to more updates! (˶˃𐃷˂˶)
MadMiffy - 13th Devlog ⋆.ೃ࿔*:・ Hello everyone, I’m back after just ONE day!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New I locked in and conjured up a whole new minigame! This will be the final minigame of MadMiffy, and it’s called Whack-A-Miffy! ٩>ᴗ<)و To win this game, the player must whack 5 Miffies before the timer runs out! Click on the Miffy that pops up to “whack” it ヽ(°〇°)ノ I didn’t expect to actually get this far today, so I unfortunately don’t have any footage from when Whack-A-Miffy was still a WIP (。•́︿•̀。) A demo video is attached tho!! Challenges I’m still trying to figure out how to debug the issue with the audio system! I will do my best over the next few days to fix it ( ̄^ ̄ )ゞ 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! MadMiffy is really coming together now!! (⸝⸝> ᴗ•⸝⸝)
MadMiffy - 14th Devlog ᶻ 𝗓 𐰁 ໒꒱⋆.˚ Hi everyone!! If you’re new here, MadMiffy is my spinoff version of the WarioWare game!! 𓆝 𓆟 𓆞 𓆝 𓆟 What’s New Added animations to the hearts in the timer screen + minigame 2 (they now float up and down!!) (∩˃ᴗ˂∩)✧ Added tween animations to the heart buttons in minigame 2 and the miffies in minigame 4! They are now alive when you hover/click them hahaha (˵ •̀ᴗ•́˵)و I added music to minigame 4! The game is starting to look and sound more and more cohesive!! Challenges Audio issue is still not fixed… I will get to it!! Every fix I try doesn’t work .·°՞(っ-ᯅ-ς)՞°·. (I will not give up though!!) 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! Stay tuned for more!! ദ്ദി(。•̀ ,<)~
MadMiffy - Updated! •.°♪*:` Hello everyone! (˶˃ ᵕ ˂˶) MadMiffy is now updated on Itch.io!!! (wooooo!!) 𓆝 𓆟 𓆞 𓆝 𓆟 Changes I did not do much this week since I was super busy, but I did update the script of the timer screen so that the music plays before the timer starts! There aren’t any weird delays in the music anymore!! 𓆝 𓆟 𓆞 𓆝 𓆟 That’s it! Thank you for reading along till the end! I still cannot believe how far MadMiffy has come! 。°(°¯᷄◠¯᷅°)°。
Ships:
MadMiffy Ი ᰍ ⋆˚꩜。 𓆝 𓆟 𓆞 𓆝 𓆟 Introducing, MadMiffy , Miffy-themed WarioWare-style game that requires you to play minigames to win! How to Play Your goal is to complete two minigames before you lose all five of your lives! In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys to move left and right, and the spacebar to jump. In minigame 2, click all hearts using the cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Finding the perfect assets for everything was definitely a challenge for me! I spent a LOT of time scouring Pinterest for THE pictures Learning how to do animations was difficult because I’ve had very little experience in the past. Youtube tutorials really helped me! What I’m Proud Of This game was an amazing learning opportunity for me! I am so proud of the animations I did, specifically the ones in the winner and death screens! I still can’t believe I brought my Canva animations to life haha I’m also super proud of the buttons that I stylized using StyleBoxFlats! They turned out almost identical to the ones I designed on Canva! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this will be my very first ship! There is more to come, however, so stay tuned for more of MadMiffy!! (˶˃ ᵕ ˂˶)
MadMiffy - Ship #2 Ი ᰍ ⋆˚꩜。 This is the second ship for MadMiffy, a Miffy-themed WarioWare-style game that requires you to play minigames to win! 𓆝 𓆟 𓆞 𓆝 𓆟 How to Play Your goal is to complete four minigames before you lose all five of your lives. In minigame 1, your goal is to collect all the hearts in time. Use the left/right arrow keys or A/D keys to move left and right. Use the spacebar , W key , or up arrow key to jump. In minigame 2, click all hearts using the cursor before the timer runs out. In minigame 3, click on Miffy’s correct bakery orders using the cursor before the timer runs out. In minigame 4, whack five Miffies using your cursor before the timer runs out. If you run out of time before completing a minigame, you lose one life. The minigame will then repeat until you pass or run out of lives. Challenges Learning how to create tweens was definitely really challenging! It took me a while to understand, but Christophe on itch.io’s tutorial helped me tremendously when learning, and adding tweens to MadMiffy was so worth it in the end! Figuring out the sound system was also super difficult, as I’ve never really messed with audio stuff in Godot before. Tons of YouTube tutorials and google searching later, I now have a (mostly) working music system! Thank you to chajamakesmusic on itch.io for the amazing music ! What I’m Proud Of I can’t believe I actually finished MadMiffy! There are definitely bugs that need to be fixed, but I simply cannot put into words how proud I am to have even started developing this game into something that I imagined in my head. I’m so happy about the way minigame 3 turned out! Prior to creating minigame 3, I was in a bit of a block, unsure if I could even finish this ambitious project. Coding the minigame was super though, but I am glad I pulled through! I also taught myself how to create tweens, which really brought MadMiffy to life! 𓆝 𓆟 𓆞 𓆝 𓆟 I can’t believe this is my second ship! Thank you to everyone who has supported me on this crazy journey!! (˶˃ ᵕ ˂˶)...
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NeuroForge by @royg51 | Stardance
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[]
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[{"post_id": 82400, "ts": "202 [{"post_id": 82400, "ts": "2026-10-24T18:31:02Z", "hours": 4.7728, "text": "Taking NeuroForge beyond a 2D bridge Since my last devlog, I’ve been expanding NeuroForge to see whether the same engineering and optimization infrastructure could work across completely different types of problems. The first major step was adding a robotics domain. NeuroForge can model a planar two-link robotic arm, calculate its kinematics and actuator torques, and optimize its design under constraints. I then added a thermal engineering domain for heat sinks, using fin theory and natural-convection heat transfer calculations. One interesting result was that a heat sink that looks reasonable geometrically can still be physically infeasible under the specified heat load. I had to make sure the solver reported that instead of producing an attractive but misleading result. I also extended the structural engine from planar trusses into three dimensions. This involved generalizing the finite-element stiffness assembly to work with spatial members and three degrees of freedom per node. I tested the new solver against analytical cases and checked that planar structures embedded in 3D produce the same results as the original 2D solver. On the interface side, I integrated Three.js to create an interactive 3D engineering viewport. It renders the actual solved structure, with views for axial forces, constraint utilization, and deformation. You can inspect individual members and nodes, view their calculated values, and scrub through optimization generations to see the design change using recorded results rather than a scripted animation. One of the most interesting findings has been that optimizer performance depends on the engineering domain. The algorithm that performs well on a truss does not necessarily perform best on a robotic arm or a thermal design. That has made cross-domain benchmarking an important part of the project rather than assuming one algorithm is always best. NeuroForge now brings together structural analysis, robotics, thermal modeling, machine learning, multiple optimization algorithms, reproducible experiments, and autonomous search. I have also been documenting the mathematical assumptions and limitations of each model so that the results are useful as computational studies rather than being mistaken for certified engineering designs. My next goal is to improve how people describe engineering problems in natural language, while keeping the actual calculations and feasibility checks deterministic and testable."}, {"post_id": 72066, "ts": "2026-09-22T03:17:56Z", "hours": 1.9406, "text": "Turning NeuroForge into an actual engineering system When I first started NeuroForge, it was mostly a polished frontend concept for an AI engineering platform. It looked cool, but the optimization was basically a demo. I’ve been changing that. The current version actually solves a structural optimization problem. A natural-language engineering brief gets converted into a structured specification, a baseline truss is sized, and NeuroForge runs real finite-element analyses on thousands of candidate designs. The engine now includes: 2D truss FEA using the direct stiffness method Cholesky factorization stress, deflection, self-weight, and Euler buckling checks constrained evolutionary optimization simulated annealing and random search reproducible seeded experiments experiment history and generation-by-generation results I also started adding a machine-learning layer. NeuroForge can generate datasets from simulation runs and train surrogate models to approximate the expensive simulation. I added polynomial ridge regression, an MLP, and Gaussian-process regression, along with held-out evaluation using MAE, RMSE, R², and prediction intervals. The interesting part was that the results were not uniformly great. The surrogate learned mass extremely well, but predicting constraint feasibility was much harder. That gave me an actual research problem to work on instead of just another feature to add. I also added constrained Bayesian optimization and NSGA-II for multi-objective optimization, so NeuroForge can now explore tradeoffs like mass versus compliance and display the resulting Pareto frontier. The whole thing runs in the browser with the engineering engine separated from the React UI and heavy computation moved into a Web Worker. Next I’m working on per-member surrogate models and uncertainty-aware candidate screening, which should make the ML system much better at predicting whether a design will actually satisfy the engineering constraints."}]...
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Title: NeuroForge by @royg51 | Stardance
Devlogs: Title: NeuroForge by @royg51 | Stardance
Devlogs:
Turning NeuroForge into an actual engineering system When I first started NeuroForge, it was mostly a polished frontend concept for an AI engineering platform. It looked cool, but the optimization was basically a demo. I’ve been changing that. The current version actually solves a structural optimization problem. A natural-language engineering brief gets converted into a structured specification, a baseline truss is sized, and NeuroForge runs real finite-element analyses on thousands of candidate designs. The engine now includes: 2D truss FEA using the direct stiffness method Cholesky factorization stress, deflection, self-weight, and Euler buckling checks constrained evolutionary optimization simulated annealing and random search reproducible seeded experiments experiment history and generation-by-generation results I also started adding a machine-learning layer. NeuroForge can generate datasets from simulation runs and train surrogate models to approximate the expensive simulation. I added polynomial ridge regression, an MLP, and Gaussian-process regression, along with held-out evaluation using MAE, RMSE, R², and prediction intervals. The interesting part was that the results were not uniformly great. The surrogate learned mass extremely well, but predicting constraint feasibility was much harder. That gave me an actual research problem to work on instead of just another feature to add. I also added constrained Bayesian optimization and NSGA-II for multi-objective optimization, so NeuroForge can now explore tradeoffs like mass versus compliance and display the resulting Pareto frontier. The whole thing runs in the browser with the engineering engine separated from the React UI and heavy computation moved into a Web Worker. Next I’m working on per-member surrogate models and uncertainty-aware candidate screening, which should make the ML system much better at predicting whether a design will actually satisfy the engineering constraints.
Taking NeuroForge beyond a 2D bridge Since my last devlog, I’ve been expanding NeuroForge to see whether the same engineering and optimization infrastructure could work across completely different types of problems. The first major step was adding a robotics domain. NeuroForge can model a planar two-link robotic arm, calculate its kinematics and actuator torques, and optimize its design under constraints. I then added a thermal engineering domain for heat sinks, using fin theory and natural-convection heat transfer calculations. One interesting result was that a heat sink that looks reasonable geometrically can still be physically infeasible under the specified heat load. I had to make sure the solver reported that instead of producing an attractive but misleading result. I also extended the structural engine from planar trusses into three dimensions. This involved generalizing the finite-element stiffness assembly to work with spatial members and three degrees of freedom per node. I tested the new solver against analytical cases and checked that planar structures embedded in 3D produce the same results as the original 2D solver. On the interface side, I integrated Three.js to create an interactive 3D engineering viewport. It renders the actual solved structure, with views for axial forces, constraint utilization, and deformation. You can inspect individual members and nodes, view their calculated values, and scrub through optimization generations to see the design change using recorded results rather than a scripted animation. One of the most interesting findings has been that optimizer performance depends on the engineering domain. The algorithm that performs well on a truss does not necessarily perform best on a robotic arm or a thermal design. That has made cross-domain benchmarking an important part of the project rather than assuming one algorithm is always best. NeuroForge now brings together structural analysis, robotics, thermal modeling, machine learning, multiple optimization algorithms, reproducible experiments, and autonomous search. I have also been documenting the mathematical assumptions and limitations of each model so that the results are useful as computational studies rather than being mistaken for certified engineering designs. My next goal is to improve how people describe engineering problems in natural language, while keeping the actual calculations and feasibility checks deterministic and testable....
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1793044151.5900173
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1793648951.5900173
|
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70285
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Satelite_Tracker by @javin_wittig | Stardance
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javin_wittig
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1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T18:49:44Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desktop app that shows which satellites fly over any place on Earth in the next 48 hours and whether you can actually see them. You click a spot on the world map, or search for a place, and you get a list of passes with times, direction, brightness and the cloud forecast. The hardest part was figuring out when a satellite is really visible. It has to be dark where you are, but the satellite still needs sunlight on it, so I had to check the sun’s position and Earth’s shadow for every pass. Estimating how bright each pass will be also took me a while. Getting the app packaged for Windows, Mac and Linux was harder than I expected too. I’m proud that the app doesn’t just say “not visible” but tells you why, like too cloudy or the satellite is in Earth’s shadow. I also like the 3D globe view. To test it: download the file for your system from the releases page, unzip it and start it. Windows and macOS will warn you because the app isn’t signed. The README explains how to open it anyway. The first click on the map takes a few seconds because the app downloads orbit data first.", "repo": "https://github.com/javinwittig/satelite_tracker", "demo": "https://github.com/javinwittig/satelite_tracker/releases/tag/v1.0.1"}]...
|
[{"post_id": 82397, "ts": "202 [{"post_id": 82397, "ts": "2026-10-24T18:25:05Z", "hours": 1.5197, "text": "I improved the user interface of the second window again because I wasn’t really satisfied with how it looked. Now I’m really proud of how it turned out"}, {"post_id": 81999, "ts": "2026-10-23T12:05:11Z", "hours": 1.2656, "text": "I improved the user interface of the second window"}, {"post_id": 81824, "ts": "2026-10-22T17:18:39Z", "hours": 8.5181, "text": "I improved my satellite tracker app. It now shows whether a satellite is visible from Earth and I added more data."}, {"post_id": 80751, "ts": "2026-10-18T18:17:26Z", "hours": 6.0086, "text": "I’m building an app, where you ca select any position on earth and it shows you when the next satelite flies over it"}]...
|
Title: Satelite_Tracker by @javin_wittig | Stardan Title: Satelite_Tracker by @javin_wittig | Stardance
Devlogs:
I’m building an app, where you ca select any position on earth and it shows you when the next satelite flies over it
I improved my satellite tracker app. It now shows whether a satellite is visible from Earth and I added more data.
I improved the user interface of the second window
I improved the user interface of the second window again because I wasn’t really satisfied with how it looked. Now I’m really proud of how it turned out
Ships:
I made a desktop app that shows which satellites fly over any place on Earth in the next 48 hours and whether you can actually see them. You click a spot on the world map, or search for a place, and you get a list of passes with times, direction, brightness and the cloud forecast. The hardest part was figuring out when a satellite is really visible. It has to be dark where you are, but the satellite still needs sunlight on it, so I had to check the sun’s position and Earth’s shadow for every pass. Estimating how bright each pass will be also took me a while. Getting the app packaged for Windows, Mac and Linux was harder than I expected too. I’m proud that the app doesn’t just say “not visible” but tells you why, like too cloudy or the satellite is in Earth’s shadow. I also like the 3D globe view. To test it: download the file for your system from the releases page, unzip it and start it. Windows and macOS will warn you because the app isn’t signed. The README explains how to open it anyway. The first click on the map takes a few seconds because the app downloads orbit data first....
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1793101827.225864
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1793188227.225864
|
|
70046
|
Running Bear Solutions LLC Website by @-Sophie- | Running Bear Solutions LLC Website by @-Sophie- | Stardance...
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-Sophie-
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0
|
3.94
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0
|
[]
|
[{"post_id": 82390, "ts": "202 [{"post_id": 82390, "ts": "2026-10-24T18:02:59Z", "hours": 0.6158, "text": "Scrolling implemented!!! Made nav links scroll! This was easier than I thought! you just put ids for the target element and then use regular anchor tags and make the href the id! (with # prefix though) Challenges I spent so much time trying to figure out how to do that with react-router-dom….it was so painful until I realized regular html works asdfkljalskdf Future additions I’m literally about to add about us page right now"}, {"post_id": 81946, "ts": "2026-10-23T04:17:45Z", "hours": 0.4089, "text": "Footer created w/placeholders! Added footer This was a really simple operation, just needed to creatively organize divs to make it work! Tailwind shadows I familiarized myself with tailwind css’ shadows and its parameters, like shadow=[x-offset, y-offset, blur, spread, color] and I made use of it at the top border of the footer! Future additions Now i’m focusing on making the links on the top nav bar work cuz they don’t work rn and once I figure out how to do that I’ll add quick links. I’m still asking for images from the corporation so yeah"}, {"post_id": 81691, "ts": "2026-10-22T03:24:51Z", "hours": 0.6017, "text": "FAQ Section Done Added modularity for FAQ template Each template accepts 2 props: question & answer. This makes it really reusable for the FAQ section! I also used useState to render the answer section if the button is clicked and toggle visibility with the button. Styled it Once again using padding and the wonderfully convenient tailwind css presets I styled the FAQ Section Rearranged the website I put the certifications section below FAQs because it seemed better there! Challenges Honestly I didn’t know that you could render stuff using true and false statements when using useState but when I found out I was like wow this is so easy { true/falsestatement && the element you want to put } Future additions: Need to add images, about me section, footer!"}, {"post_id": 81629, "ts": "2026-10-21T20:28:45Z", "hours": 0.5678, "text": "Services Search Done! Added filtering system filters a “services” array with what is state search is set to (it’s set as what’s in the input text box when the box is changed) Only renders the thing on the list if it’s equivalent to the value typed in the search bar! Styled it I styled it with tailwind, using purple-950 and rounded lol. Looks like a nice little file looking thing! Challenges Not much honestly! practiced useState but this was a pretty simple instance of using it lol I learned how to set up npm run dev locally so I don’t have to rely on the crappy school wifi :D Future additions I will add the next thing on the list from my future additions list (I wrote them in my last devlog!)"}, {"post_id": 81156, "ts": "2026-10-20T04:18:56Z", "hours": 0.4867, "text": "Added certifications SplideJS slideshow! Imported SplideJS Installed React dependencies Imported CSS accordingly Added placeholder images These placeholder images will be replaced w/ real cert images once I have them! Challenges I was looking at the docs again cuz I forgot how to use Splide and I totally forgot to import the CSS (didn’t know I needed to do it) so I was so confused as to why my slides stacked vertically instead of the slideshow rows. Future additions: My next addition will be the treatment searchbar! wish me luck cuz i have no idea how to code that, never coded something like that before!"}, {"post_id": 81152, "ts": "2026-10-20T03:40:01Z", "hours": 1.2614, "text": "Got started on homepage hero + navbar! Brainstorming website layout I brainstormed the website layout on a notebook! It’ll have a navbar on top, hero first, then certification SplideJS slide, Services section, About Us section, & FAQ section. Then a simple little footer Homepage Hero Put some catchy hero phrases for the business owner Allotted placeholder hero space Navbar Put a call now button, phone number, and also on the right side navigation buttons (just to scroll because I intend this website to be just a one-pager) Incorporated mobile friendliness already Using tailwind css’s sm, md, lg I’m incorporating mobile friendliness rn so I don’t have to do it later lol Challenges I was having trouble because I forgot how to import tailwind css into my project but looked it up and now we’re good lolllll Near-future additions Actual relevant hero image Clickable nav bar buttons A services section below the hero with a searchbar to search for if a given service is provided Later additions About us section FAQ section Footer"}]...
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Title: Running Bear Solutions LLC Website by @-Sop Title: Running Bear Solutions LLC Website by @-Sophie- | Stardance
Devlogs:
Got started on homepage hero + navbar! Brainstorming website layout I brainstormed the website layout on a notebook! It’ll have a navbar on top, hero first, then certification SplideJS slide, Services section, About Us section, & FAQ section. Then a simple little footer Homepage Hero Put some catchy hero phrases for the business owner Allotted placeholder hero space Navbar Put a call now button, phone number, and also on the right side navigation buttons (just to scroll because I intend this website to be just a one-pager) Incorporated mobile friendliness already Using tailwind css’s sm, md, lg I’m incorporating mobile friendliness rn so I don’t have to do it later lol Challenges I was having trouble because I forgot how to import tailwind css into my project but looked it up and now we’re good lolllll Near-future additions Actual relevant hero image Clickable nav bar buttons A services section below the hero with a searchbar to search for if a given service is provided Later additions About us section FAQ section Footer
Added certifications SplideJS slideshow! Imported SplideJS Installed React dependencies Imported CSS accordingly Added placeholder images These placeholder images will be replaced w/ real cert images once I have them! Challenges I was looking at the docs again cuz I forgot how to use Splide and I totally forgot to import the CSS (didn’t know I needed to do it) so I was so confused as to why my slides stacked vertically instead of the slideshow rows. Future additions: My next addition will be the treatment searchbar! wish me luck cuz i have no idea how to code that, never coded something like that before!
Services Search Done! Added filtering system filters a “services” array with what is state search is set to (it’s set as what’s in the input text box when the box is changed) Only renders the thing on the list if it’s equivalent to the value typed in the search bar! Styled it I styled it with tailwind, using purple-950 and rounded lol. Looks like a nice little file looking thing! Challenges Not much honestly! practiced useState but this was a pretty simple instance of using it lol I learned how to set up npm run dev locally so I don’t have to rely on the crappy school wifi :D Future additions I will add the next thing on the list from my future additions list (I wrote them in my last devlog!)
FAQ Section Done Added modularity for FAQ template Each template accepts 2 props: question & answer. This makes it really reusable for the FAQ section! I also used useState to render the answer section if the button is clicked and toggle visibility with the button. Styled it Once again using padding and the wonderfully convenient tailwind css presets I styled the FAQ Section Rearranged the website I put the certifications section below FAQs because it seemed better there! Challenges Honestly I didn’t know that you could render stuff using true and false statements when using useState but when I found out I was like wow this is so easy { true/falsestatement && the element you want to put } Future additions: Need to add images, about me section, footer!
Footer created w/placeholders! Added footer This was a really simple operation, just needed to creatively organize divs to make it work! Tailwind shadows I familiarized myself with tailwind css’ shadows and its parameters, like shadow=[x-offset, y-offset, blur, spread, color] and I made use of it at the top border of the footer! Future additions Now i’m focusing on making the links on the top nav bar work cuz they don’t work rn and once I figure out how to do that I’ll add quick links. I’m still asking for images from the corporation so yeah
Scrolling implemented!!! Made nav links scroll! This was easier than I thought! you just put ids for the target element and then use regular anchor tags and make the href the id! (with # prefix though) Challenges I spent so much time trying to figure out how to do that with react-router-dom….it was so painful until I realized regular html works asdfkljalskdf Future additions I’m literally about to add about us page right now...
|
1792957978.5821867
|
1793562778.5821867
|
|
21799
|
Kursal by @Kubik | Stardance
|
Kubik
|
1
|
251.24
|
4494
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T19:31:18Z", "hours": 225.0, "multiplier": 17.91, "payout": 4494, "blessing": "neutral", "text": "I built Kursal! A peer-to-peer, decentralized (means no central server!) and end-to-end encrypted messenger. It’s all coded in Rust for the backend and Svelte for the interface. There’s also a website for it showing a bit everything, it’s cool Basically when you open your client, it connects to other clients and creates a “mesh” of clients, communicating through each other. I think a good comparison is a mix of Bitcoin and Tor? Anyway it took me super long to code, and I hope you enjoy!", "repo": "https://github.com/KursalChat/Kursal", "demo": "https://kursal.chat/download"}]...
|
[{"post_id": 82386, "ts": "202 [{"post_id": 82386, "ts": "2026-10-24T17:55:21Z", "hours": 9.9572, "text": "Hi! Back to small bug fixes and maintaining the code :p Changes: (more) Zero-ize memory for private keys lots of CI workflows (github actions) magic… it now builds two android : aab (play store) and apk CI for Arch! it buiiiilds!! changed crash reports a bit, there’s now a “report on github” button which is easier for me :) IM DOING THAT PLAY STORE RELEASE! IM GOING THROUGH!! Got 12 testers on the private testing, they gotta test for 14 days and then I can submit to the play store! 🤞"}, {"post_id": 79997, "ts": "2026-10-15T20:32:51Z", "hours": 9.2917, "text": "Shipped and received ratings, thank you guys! We reached 25 stars on GitHub Changes: various bug fixes… lol (and dependency bumps) iOS build! and signed mac build! meaning you can know open the app on mac without it saying “broken”! (this was a signing issue yes, the app is not actually broken…) got Kursal working for ARCH !! finally, arch users can now open the app :) Still trying to get published on the app store and google play…. damn I did not think it would take that long"}, {"post_id": 73960, "ts": "2026-09-26T12:21:34Z", "hours": 6.9917, "text": "that gotta be the last devlog 😅 Basically i just “routine maintenance” the repo ¯ \\ (ツ) /¯ spent time TRYING getting it on the app store or play store… it’s pain 😭 but i’ll get it eventually!"}, {"post_id": 64991, "ts": "2026-09-09T19:21:46Z", "hours": 6.4067, "text": "Hi! I’m done! (i hope lol) i’m still in the process of publishing to the app store and play store… but heh it takes so long i’ll ship before i’m approved there lol Changes: Few possible vulnerability fixes: only allow LAN devices to reach LAN-specific endpoints Show security codes when added locally Strip more image metadata (like GPS infos) on more formats"}, {"post_id": 59064, "ts": "2026-08-31T17:38:46Z", "hours": 12.395, "text": "for real last devlog lol, mostly “ci” changes, nothing much Changes: improved code blocks! it has colors :) (thanks highlight.js) thanks Tiazzz for translating into Dutch! android + IOS building code updater on mobile opens the mobile store (instead of breaking) I spent a LOT of time on the Google and Apple publishing websites….. it takes time to get an app published…. :/"}, {"post_id": 54519, "ts": "2026-08-25T15:29:28Z", "hours": 11.0444, "text": "okay i think that’s the last devlog before I ship! sorry for that long time devlog but i was in holidays lol Changes: Use autonat on clients to determine if they can act as public relays Complete rework of the onboarding screens Better QR codes :D Bug Fixes: Fixed some potential security issues in the frontend (injections) Rewrite a part of the front-end to group util functions and avoid redundant code AND!! i’m almost done with the camera rewrite! i’m in the process of migrating that to the rust backend but this means native “per-device” code. Almost done! here are the onboarding screens one by one, i cant add more than 4 attachments so you’ll have to try urself to see ;)"}, {"post_id": 51026, "ts": "2026-08-20T14:49:41Z", "hours": 10.2336, "text": "hi! another devlog! i just turned 18 Changes: switched the formatter from prettier to oxfmt (it’s faster!) changed the icon got approved on OpenCollective ! Bug Fixes: avatar transfers now always work even when the other is offline removed some useless code… lol (like migration code) spent lot of time trying to migrate camera to backend but that’s still in the works… soon™"}, {"post_id": 48329, "ts": "2026-08-16T17:17:49Z", "hours": 9.6311, "text": "wow time actually flies! gotta devlog again XD i made cool assets for the app store release Features: you can now delete log files from the app unlimited file transfers (file transfers already existed, but now no size limit!) Bug Fixes stop spamming connections to peers… lol big language loading improvements! now shows the percentage of translation too more avatar work to store it on disk and not in the DB you can now mirror your camera if you want :) defer android permission window thingy for those interested i used a figma template for the phones 3d + a plugin (that was so much pain but it looks great lol)"}, {"post_id": 47315, "ts": "2026-08-15T05:58:52Z", "hours": 10.5314, "text": "more changess!!! and lots of fixes lol oh also i have setup https://status.kursal.chat (but not tracked that time) Performance: improved performance for the database (parallel reading) improved performance (storage & ram) for emojis perf: store avatars in files instead of serialized in the Contact {} struct more performance changes (camera loading, command palette) Bug Fixes: tried keeping less active connections to not blow up the client lol fixed a svelte #each issue… lol"}, {"post_id": 45057, "ts": "2026-08-11T10:00:47Z", "hours": 10.0292, "text": "okay I got some more work in! I’m getting really close to shipping, i’d like to get a demo and a proper app icon first tho Changes better QR code scanning screen! and it works on iOS :D the bluetooth module got improvements! no unwrap left (= cannot panic now) + better transfer speed! compressed all image assets to webp (gained like at least few MB) translated again everything in french lol migrated some localStorage data (file-path association) to the encrypted database"}, {"post_id": 43310, "ts": "2026-08-08T14:38:07Z", "hours": 10.1664, "text": "Lots of work! but no release yet, i’m almost done for beta.6!! :D a major thing i worked on is Github actions release. Now, when I create the draft release, GH actions will build for every platform in parallel and release! Features Contact page complete rework (easier to understand :p), with autocorrect etc Call ringtone (probably temporary, but it’s shipped!) Bug Fixes Smaller offline messages checks Addresses display, general UI improvements Prefer local connections & improved file transfers MacOS .kursal file association"}, {"post_id": 41634, "ts": "2026-08-05T23:40:37Z", "hours": 10.2592, "text": "Released beta.4 and beta.5 with lots of improvements and fixes! I spent uh… some time on trying to make a ring tone (like an hour maybe?) but i cant upload it here :/ but whatever it’s not that good anyway lol Features Updater progress bar (spinner go spinnyyy) Major long-term code improvements: you can now select the number of uses and the time it expires Bug Fixes critical first-contact deadlock fix… (oopsy) Pinned & unread messages improvements More accurate user status and that’s basically it I guess!"}, {"post_id": 40748, "ts": "2026-08-04T14:08:58Z", "hours": 10.1056, "text": "Released beta.3 and currently reworking long-term codes for beta.4! not done yet, but it’s WIP :) Features app now embeds the latest ToS update date, so when you update and last agreed to a previous version it shows a pop up so you can agree again Bug Fixes lots of CI fixes… like really a lot 😅 re-enabled mDNS, kinda forgot to put it back… app displays edge-to-edge on mobile, no weird offset! (normally) grammar fixes in english and french… yeeah!"}, {"post_id": 38297, "ts": "2026-07-31T16:46:21Z", "hours": 9.8047, "text": "Released a beta.2 fixing lots of things and almost done with a beta.3 I think… :D What changed? first, i spent like 4 hours translating everything into french LOL Features Mobile native file sharing (this one is crazy!) Large messages send as file (10k+) In-app log view File caption (sends as msg) Bug Fixes Otp consumption Offline messages edits Contact onboarding mobile self-lock (yeah u couldnt do the onboarding on phone in beta.1 😅) File upload location & UI Less in-app notifications that’s it for this devlog! we’ll see if I ship now or wait a bit more? i really want something to work super well :p"}, {"post_id": 37588, "ts": "2026-07-30T12:50:51Z", "hours": 10.1344, "text": "Okayy! i started publishing clean commits now and working with my github structure. Basically: I code on branches, like feature/some-feature . once it’s done, I squash it to dev. And when I want to release, I just make a branch release/0.1.0 (with the actual version) and change few things there! What changed? DOCKER WORKING! you can now host your relays using it Kursal JS is out too, you can now use the app API! Large messages send as file (10k+) In-app log view File caption (sends as msg) fixes: App focus notifications Contact onboarding mobile self-lock File upload location & UI Less in-app notifications File downloads What next I’m currently working on adding the native “share with” for Kursal to share images and files directly from your OS."}, {"post_id": 36273, "ts": "2026-07-28T08:26:38Z", "hours": 11.1028, "text": "Alright i got the new repo up! What changed? lots of bug fixes (IT OPENS ON ANDROID!) ci improvements got mail sending working from the domain spent lot of time setting the new repo up released the first beta + website update What next? testing… and getting to a stable release :)"}, {"post_id": 34027, "ts": "2026-07-24T13:26:17Z", "hours": 9.9975, "text": "hi! probably last few devlogs before a release?! What changed? more website improvements! added legal pages (boring stuff lol) fixed so many bugs offline messages work now!! and calls too tray icon & background process :) LOTS OF TESTING. and lots of improvements too What next? finish testing and publishing to the repo!"}, {"post_id": 32311, "ts": "2026-07-21T12:19:37Z", "hours": 10.9506, "text": "nothing much changed, again What changed? lots of internal code structure, some logic bugs & stuff Added docker support for hosting a relay! Improved the website and prepared for a beta release (not published yet, will do) More .md docs to explain everything! but more importantly (the only visual changes lol) terminal user interface for the relay! --tui new home for the app! (with stats)"}, {"post_id": 29439, "ts": "2026-07-16T11:58:15Z", "hours": 9.4086, "text": "again, nothing much to see… but lots of internal changes! What changed? complete rust refactor: made macros for frequently used things, organized the code better & stuff like that some quality of life features for the frontend like pasting an image in the chat directly more tutorials explaining kursal (offline messaging, file transfers) What next? i’m preparing everything for a soon-ish release! it’ll be a public beta version and yeah! hope it works"}, {"post_id": 27997, "ts": "2026-07-13T23:28:00Z", "hours": 10.3989, "text": "oops forgot to devlog again… and no new features this time What changed? as i said…. well nothing lots of bug fixes lots of code improvements (refactor stuff…) some UI/UX improvements but like nothing too crazy What next? honestly I cannot tell. I think i’m gonna start to plan the release and finally push to the public repo. gotta get everything ready, more bug fixes and proofread the code I guess! PS: sorry i really got no screenshots to show here so uh… here’s the intro animation when you first open the app!"}, {"post_id": 23055, "ts": "2026-07-05T19:50:56Z", "hours": 9.2908, "text": "I tried getting a feature out…. but nope, only fixed bugs What changed? Added AEC (active echo cancellation) on some platforms: i have to compile FROM these platforms, like cross-compilation straight up does not work… sorry windows Fixed file transfers and improved it’s UI Fixed offline messaging… i hope i had to figure out how to compile audio libs to other platforms… that took me a while…….. thanks opus What next? uhhh good question? more tests maybe? and UI improvements i was thinking about making a background process run, separate from the app that would get messages so you can close the app while that runs… will have to look into it"}, {"post_id": 21137, "ts": "2026-07-02T22:50:54Z", "hours": 4.73, "text": "hi! Started testing Kursal and found…. bugs! so i spent quite some time fixing them… What changed? Connections between peers were unstable: increased timeout + fixed a rate limiter bug Improved the UI with a new “connected nodes” section (see screenshot) Added an option to change the sample rate (defaults to 48 kHz, but you can lower to improve potential lag) and small UI improvements like moving the call bar to the bottom which fits better What next? test. test. test. my goal is to release the app in beta before august and get the first stable version out mid-august… we’ll see!"}, {"post_id": 18715, "ts": "2026-06-29T21:55:38Z", "hours": 11.0786, "text": "yooo 3rd devlog :) sorry i’m not posting very often, i’d like to devlog feature by feature but they really take time… What changed? Fixed vulnerabilities (post-quantum encryption in mailbox system & useless signature removal) Managing nodes in the settings (like viewing and adding connections) A lot of UI improvements a bit everywhere! calls… work in progress! calls is the feature i’ve been working on for a while. I re-used the encryption mechanism of file transfers: make a temporary secret key and then use it. I got SOUND going!! What next? testing offline messaging (my friends were still offline) testing calls (a lot)! improving call UI"}, {"post_id": 16325, "ts": "2026-06-26T15:51:40Z", "hours": 11.6608, "text": "Hello Got a lot of improvements working! Mainly on the front-end but quite a lot on the backend too actually! What changed? Added a CMD+K / CTRL+K search menu (see screenshot): you can search for settings, contacts or even messages! Made the background of the DMG installation on mac Searching messages!! and a few skeletons for when stuff is loading backend fixes… lots of em… like fixed adding a contact What next? still test offline messaging, still didn’t do that somehow"}, {"post_id": 13211, "ts": "2026-06-21T17:18:01Z", "hours": 15.6786, "text": "Hii! First Kursal devlog! This is a project i’ve started during Flavortown but I wasn’t done yet! Sorry kinda didn’t see the time pass lol What changed? Website rebranding! –> https://kursal.chat Spent a lot of time setuping “side-projects” like an uptime manager, translation manager etc Reworked the workflow for building, checking & more Lots of UI/UX changes POSSIBLY working offline messaging… (will test lol) What next? I’m about to test offline messaging, the whole app too actually lol…… hope it all works 🙏"}]...
|
Title: Kursal by @Kubik | Stardance
Devlogs:
Hii! Title: Kursal by @Kubik | Stardance
Devlogs:
Hii! First Kursal devlog! This is a project i’ve started during Flavortown but I wasn’t done yet! Sorry kinda didn’t see the time pass lol What changed? Website rebranding! –> https://kursal.chat Spent a lot of time setuping “side-projects” like an uptime manager, translation manager etc Reworked the workflow for building, checking & more Lots of UI/UX changes POSSIBLY working offline messaging… (will test lol) What next? I’m about to test offline messaging, the whole app too actually lol…… hope it all works 🙏
Hello Got a lot of improvements working! Mainly on the front-end but quite a lot on the backend too actually! What changed? Added a CMD+K / CTRL+K search menu (see screenshot): you can search for settings, contacts or even messages! Made the background of the DMG installation on mac Searching messages!! and a few skeletons for when stuff is loading backend fixes… lots of em… like fixed adding a contact What next? still test offline messaging, still didn’t do that somehow
yooo 3rd devlog :) sorry i’m not posting very often, i’d like to devlog feature by feature but they really take time… What changed? Fixed vulnerabilities (post-quantum encryption in mailbox system & useless signature removal) Managing nodes in the settings (like viewing and adding connections) A lot of UI improvements a bit everywhere! calls… work in progress! calls is the feature i’ve been working on for a while. I re-used the encryption mechanism of file transfers: make a temporary secret key and then use it. I got SOUND going!! What next? testing offline messaging (my friends were still offline) testing calls (a lot)! improving call UI
hi! Started testing Kursal and found…. bugs! so i spent quite some time fixing them… What changed? Connections between peers were unstable: increased timeout + fixed a rate limiter bug Improved the UI with a new “connected nodes” section (see screenshot) Added an option to change the sample rate (defaults to 48 kHz, but you can lower to improve potential lag) and small UI improvements like moving the call bar to the bottom which fits better What next? test. test. test. my goal is to release the app in beta before august and get the first stable version out mid-august… we’ll see!
I tried getting a feature out…. but nope, only fixed bugs What changed? Added AEC (active echo cancellation) on some platforms: i have to compile FROM these platforms, like cross-compilation straight up does not work… sorry windows Fixed file transfers and improved it’s UI Fixed offline messaging… i hope i had to figure out how to compile audio libs to other platforms… that took me a while…….. thanks opus What next? uhhh good question? more tests maybe? and UI improvements i was thinking about making a background process run, separate from the app that would get messages so you can close the app while that runs… will have to look into it
oops forgot to devlog again… and no new features this time What changed? as i said…. well nothing lots of bug fixes lots of code improvements (refactor stuff…) some UI/UX improvements but like nothing too crazy What next? honestly I cannot tell. I think i’m gonna start to plan the release and finally push to the public repo. gotta get everything ready, more bug fixes and proofread the code I guess! PS: sorry i really got no screenshots to show here so uh… here’s the intro animation when you first open the app!
again, nothing much to see… but lots of internal changes! What changed? complete rust refactor: made macros for frequently used things, organized the code better & stuff like that some quality of life features for the frontend like pasting an image in the chat directly more tutorials explaining kursal (offline messaging, file transfers) What next? i’m preparing everything for a soon-ish release! it’ll be a public beta version and yeah! hope it works
nothing much changed, again What changed? lots of internal code structure, some logic bugs & stuff Added docker support for hosting a relay! Improved the website and prepared for a beta release (not published yet, will do) More .md docs to explain everything! but more importantly (the only visual changes lol) terminal user interface for the relay! --tui new home for the app! (with stats)
hi! probably last few devlogs before a release?! What changed? more website improvements! added legal pages (boring stuff lol) fixed so many bugs offline messages work now!! and calls too tray icon & background process :) LOTS OF TESTING. and lots of improvements too What next? finish testing and publishing to the repo!
Alright i got the new repo up! What changed? lots of bug fixes (IT OPENS ON ANDROID!) ci improvements got mail sending working from the domain spent lot of time setting the new repo up released the first beta + website update What next? testing… and getting to a stable release :)
Okayy! i started publishing clean commits now and working with my github structure. Basically: I code on branches, like feature/some-feature . once it’s done, I squash it to dev. And when I want to release, I just make a branch release/0.1.0 (with the actual version) and change few things there! What changed? DOCKER WORKING! you can now host your relays using it Kursal JS is out too, you can now use the app API! Large messages send as file (10k+) In-app log view File caption (sends as msg) fixes: App focus notifications Contact onboarding mobile self-lock File upload location & UI Less in-app notifications File downloads What next I’m currently working on adding the native “share with” for Kursal to share images and files directly from your OS.
Released a beta.2 fixing lots of things and almost done with a beta.3 I think… :D What changed? first, i spent like 4 hours translating everything into french LOL Features Mobile native file sharing (this one is crazy!) Large messages send as file (10k+) In-app log view File caption (sends as msg) Bug Fixes Otp consumption Offline messages edits Contact onboarding mobile self-lock (yeah u couldnt do the onboarding on phone in beta.1 😅) File upload location & UI Less in-app notifications that’s it for this devlog! we’ll see if I ship now or wait a bit more? i really want something to work super well :p
Released beta.3 and currently reworking long-term codes for beta.4! not done yet, but it’s WIP :) Features app now embeds the latest ToS update date, so when you update and last agreed to a previous version it shows a pop up so you can agree again Bug Fixes lots of CI fixes… like really a lot 😅 re-enabled mDNS, kinda forgot to put it back… app displays edge-to-edge on mobile, no weird offset! (normally) grammar fixes in english and french… yeeah!
Released beta.4 and beta.5 with lots of improvements and fixes! I spent uh… some time on trying to make a ring tone (like an hour maybe?) but i cant upload it here :/ but whatever it’s not that good anyway lol Features Updater progress bar (spinner go spinnyyy) Major long-term code improvements: you can now select the number of uses and the time it expires Bug Fixes critical first-contact deadlock fix… (oopsy) Pinned & unread messages improvements More accurate user status and that’s basically it I guess!
Lots of work! but no release yet, i’m almost done for beta.6!! :D a major thing i worked on is Github actions release. Now, when I create the draft release, GH actions will build for every platform in parallel and release! Features Contact page complete rework (easier to understand :p), with autocorrect etc Call ringtone (probably temporary, but it’s shipped!) Bug Fixes Smaller offline messages checks Addresses display, general UI improvements Prefer local connections & improved file transfers MacOS .kursal file association
okay I got some more work in! I’m getting really close to shipping, i’d like to get a demo and a proper app icon first tho Changes better QR code scanning screen! and it works on iOS :D the bluetooth module got improvements! no unwrap left (= cannot panic now) + better transfer speed! compressed all image assets to webp (gained like at least few MB) translated again everything in french lol migrated some localStorage data (file-path association) to the encrypted database
more changess!!! and lots of fixes lol oh also i have setup https://status.kursal.chat (but not tracked that time) Performance: improved performance for the database (parallel reading) improved performance (storage & ram) for emojis perf: store avatars in files instead of serialized in the Contact {} struct more performance changes (camera loading, command palette) Bug Fixes: tried keeping less active connections to not blow up the client lol fixed a svelte #each issue… lol
wow time actually flies! gotta devlog again XD i made cool assets for the app store release Features: you can now delete log files from the app unlimited file transfers (file transfers already existed, but now no size limit!) Bug Fixes stop spamming connections to peers… lol big language loading improvements! now shows the percentage of translation too more avatar work to store it on disk and not in the DB you can now mirror your camera if you want :) defer android permission window thingy for those interested i used a figma template for the phones 3d + a plugin (that was so much pain but it looks great lol)
hi! another devlog! i just turned 18 Changes: switched the formatter from prettier to oxfmt (it’s faster!) changed the icon got approved on OpenCollective ! Bug Fixes: avatar transfers now always work even when the other is offline removed some useless code… lol (like migration code) spent lot of time trying to migrate camera to backend but that’s still in the works… soon™
okay i think that’s the last devlog before I ship! sorry for that long time devlog but i was in holidays lol Changes: Use autonat on clients to determine if they can act as public relays Complete rework of the onboarding screens Better QR codes :D Bug Fixes: Fixed some potential security issues in the frontend (injections) Rewrite a part of the front-end to group util functions and avoid redundant code AND!! i’m almost done with the camera rewrite! i’m in the process of migrating that to the rust backend but this means native “per-device” code. Almost done! here are the onboarding screens one by one, i cant add more than 4 attachments so you’ll have to try urself to see ;)
for real last devlog lol, mostly “ci” changes, nothing much Changes: improved code blocks! it has colors :) (thanks highlight.js) thanks Tiazzz for translating into Dutch! android + IOS building code updater on mobile opens the mobile store (instead of breaking) I spent a LOT of time on the Google and Apple publishing websites….. it takes time to get an app published…. :/
Hi! I’m done! (i hope lol) i’m still in the process of publishing to the app store and play store… but heh it takes so long i’ll ship before i’m approved there lol Changes: Few possible vulnerability fixes: only allow LAN devices to reach LAN-specific endpoints Show security codes when added locally Strip more image metadata (like GPS infos) on more formats
that gotta be the last devlog 😅 Basically i just “routine maintenance” the repo ¯ \ (ツ) /¯ spent time TRYING getting it on the app store or play store… it’s pain 😭 but i’ll get it eventually!
Shipped and received ratings, thank you guys! We reached 25 stars on GitHub Changes: various bug fixes… lol (and dependency bumps) iOS build! and signed mac build! meaning you can know open the app on mac without it saying “broken”! (this was a signing issue yes, the app is not actually broken…) got Kursal working for ARCH !! finally, arch users can now open the app :) Still trying to get published on the app store and google play…. damn I did not think it would take that long
Hi! Back to small bug fixes and maintaining the code :p Changes: (more) Zero-ize memory for private keys lots of CI workflows (github actions) magic… it now builds two android : aab (play store) and apk CI for Arch! it buiiiilds!! changed crash reports a bit, there’s now a “report on github” button which is easier for me :) IM DOING THAT PLAY STORE RELEASE! IM GOING THROUGH!! Got 12 testers on the private testing, they gotta test for 14 days and then I can submit to the play store! 🤞
Ships:
I built Kursal! A peer-to-peer, decentralized (means no central server!) and end-to-end encrypted messenger. It’s all coded in Rust for the backend and Svelte for the interface. There’s also a website for it showing a bit everything, it’s cool Basically when you open your client, it connects to other clients and creates a “mesh” of clients, communicating through each other. I think a good comparison is a mix of Bitcoin and Tor? Anyway it took me super long to code, and I hope you enjoy!...
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1793004679.5679011
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1793091079.5679011
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50524
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OtterOS by @p1zZa | Stardance
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p1zZa
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2
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37.0
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92
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T18:07:22Z", "hours": 15.0, "multiplier": 6.16, "payout": 92, "blessing": "neutral", "text": "Since the last ship of this project i have added 5 new features which include a clicker game, JS paint, a to-do app, a typing animation for the title of the webpage, a little otter which follows your mouse around. I’m really proud of how the whole project turned out since i’m a complete beginner. The most challenging part was coming up with features that i can add with my current skill set 〒▽〒. I worked really hard on this so i hope you enjoy!!!!!", "repo": "https://github.com/piZzA-175/OtterOS", "demo": "https://pizza-175.github.io/OtterOS/"}, {"ship_num": 2, "ts": "2026-09-29T15:07:58Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/", "repo": "https://github.com/piZzA-175/OtterOS", "demo": "https://pizza-175.github.io/OtterOS/"}]...
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[{"post_id": 82383, "ts": "202 [{"post_id": 82383, "ts": "2026-10-24T17:49:57Z", "hours": 1.0125, "text": "I finished working on the To-do app so now even if you close the OS and reopen; ur tasks will still be there!! I also updated the README."}, {"post_id": 82218, "ts": "2026-10-24T09:52:31Z", "hours": 4.3272, "text": "I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button."}, {"post_id": 81061, "ts": "2026-10-19T18:18:15Z", "hours": 3.7069, "text": "Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)"}, {"post_id": 80219, "ts": "2026-10-16T19:43:35Z", "hours": 2.7222, "text": "I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time."}, {"post_id": 79735, "ts": "2026-10-15T08:09:11Z", "hours": 3.16, "text": "I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)"}, {"post_id": 75206, "ts": "2026-09-29T14:16:29Z", "hours": 3.3836, "text": "I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!"}, {"post_id": 72401, "ts": "2026-09-22T20:54:19Z", "hours": 4.7261, "text": "I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!"}, {"post_id": 70728, "ts": "2026-09-19T17:39:19Z", "hours": 10.2133, "text": "Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )"}, {"post_id": 59768, "ts": "2026-09-01T18:17:20Z", "hours": 2.9067, "text": "I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^"}, {"post_id": 50316, "ts": "2026-08-19T14:09:06Z", "hours": 0.7908, "text": "I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P"}]...
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Title: OtterOS by @p1zZa | Stardance
Devlogs:
I f Title: OtterOS by @p1zZa | Stardance
Devlogs:
I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P
I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^
Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )
I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!
I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!
I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)
I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time.
Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)
I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button.
I finished working on the To-do app so now even if you close the OS and reopen; ur tasks will still be there!! I also updated the README.
Ships:
Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/
Since the last ship of this project i have added 5 new features which include a clicker game, JS paint, a to-do app, a typing animation for the title of the webpage, a little otter which follows your mouse around. I’m really proud of how the whole project turned out since i’m a complete beginner. The most challenging part was coming up with features that i can add with my current skill set 〒▽〒. I worked really hard on this so i hope you enjoy!!!!!...
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1793004776.758729
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1793091176.758729
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61015
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MischiefOS by @arshadpathan | Stardance
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arshadpathan
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2
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128.84
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1255
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:44:02Z", "hours": 105.0, "multiplier": 12.18, "payout": 1255, "blessing": "neutral", "text": "As the Policy of Stardance for Review - Please look at all devlogs, readme and exprience the Real look by reviewing demo. Message to Reviewer Please Look at all devlogs and review code before judging as stardance asks reviewer So basically the idea is: i watched loki series for multiple times and always inspired by TVA aesthetics and loki mischief behaviour. (also i was also very admired by Retro Tech) so thought to build a- Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and made some amazing design decisions and a copy of all things in my mind. This whole project was challenging So first of all explaining all project related challenges, i have to mention one- I had no device for to code, so i brought friend’s laptop for most of time but want to know something exciting, when i does not friend’s laptop too, i starts coding in my android mobile through Acode mobile app - the more exciting part is that it also features wakatime extension so i do not have to worry about time and to do code changes at all. so the github and acode apps were become very helpful for me. Challenges in code , btw all the OS was challenging but there are some elements who took me to build long hours and concerned me: timer weather widget visitor counter widget setting wallpaper functionality toggle on off buttons in setting journal app inspiration and guide book mygame app, animations and states of elements music app and lots BTW, I am proud of myself that i made it succefully. i was challenged to build something unique i was challenged to make it cool i was challenged to just make functionalities work i was challenged to make it to be real and feel real i was challenged to build this along my very rough college schedules and deadlines And I’M Proud of myself that i completed all very neatly as i always expected (btw except college all other challenges are my goals to satisfy my creativity.) To exprience this crazy built OS [ ] just have some excitement. [ ] get some fresh water. [ ] look or search for some lowki keywords and aesthetic in pinterest. [ ] Give some time to load all images and assets for best exprience. [ ] after in OS, read guide book on desktop page to know features. [ ] open intro app and read inspiration book to be get inspired and know how i got inspired.", "repo": "https://github.com/Arshad-Pathan/MischiefOS", "demo": "https://mischief-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-18T11:13:31Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MischiefOS A Retro - Futuristic themed OS inspired by MARVEL TV SERIES “LOKI” Everything You’ll see on the interface is ideat and coded by myself. Used AI just for debugging. The mistakes and even wrong logic(which also mine) was resolved by me by apply understanding problem. So consider AI just used for finding what causing errors, not to solve that errors. What my idea is: Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and come to conclusion: I can’t think to go againts the choice of LOKI What you will experience during review is pure retro futuristc world - an enviroment - a timeline where things gone beyond current technology sorry because not adding a proper reference or image, and you will find all you find in readme and in website", "repo": "https://github.com/Arshad-Pathan/MischiefOS", "demo": "https://mischief-os.vercel.app/"}]...
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[{"post_id": 82382, "ts": "202 [{"post_id": 82382, "ts": "2026-10-24T17:39:41Z", "hours": 2.8417, "text": "Thank You to all Reviewers i am very thankful to reviewer who pointed out mistakes, faults and responsive feedback. Now i changed some functions, some way of workings and compressed maximum of assets files. Removed all key press functionality except Apps browsing, changed app key with micrsoft key. also added new wallpaper and updated readme with walkthrough video. I removed my previous boot animation with something new, Go check out."}, {"post_id": 81976, "ts": "2026-10-23T09:32:58Z", "hours": 0.8108, "text": "Devlog 41, Forget to update Readme ew, Forget to to update readme. so updated it."}, {"post_id": 81964, "ts": "2026-10-23T07:04:32Z", "hours": 3.0506, "text": "Devlog 40. Thank you, pl read entire devlog Finished this OS Project now going to submit it. Last changes- added booting animation or whatever u say. made window to change into fullscreen also added one more wallpaper small chnages fully inspiration (in intro app) and guide book apps Thank u all the stardancers who supported me along this amazing building journey. this may be my First and last project in stardance(even ma be last devlog), because i got projects deadlines, assignment deadlines and mid sem exams and lot of things. Thank you - @r2shergill , @253_Mathilde_IYKYK , @Zhanik , @reshiiiram , @Saif_Yousuf , @spearedrice , @subzeroditto , @Anvith , @ojasthakur , @eyosafit , @akshay369 , @madzia , @MathBty . AGAIN THANK YOU, VERY VERY MUCH"}, {"post_id": 81825, "ts": "2026-10-22T17:18:44Z", "hours": 4.5478, "text": "Devlog 39 Last remainings haha, built almost all things, just remaining things are a guide assets, images of guide app. there are lot of things i chnaged to just submit this before tomorrow(because i got deadlines for assignements and school projects)"}, {"post_id": 81722, "ts": "2026-10-22T07:01:28Z", "hours": 0.5275, "text": "Devlog 38 making some scrapbooks for intro app that tells what inspired to create different and amazing elements. now using canva to make it."}, {"post_id": 81566, "ts": "2026-10-21T18:20:03Z", "hours": 2.6203, "text": "Devlog 37 Ahhhhhhhhh, i’m tired of reviewing and testing each components again and again. but in this process, i’m very obessed with my own design. to show something here from bundle small changes, i can show this journal app. i chnaged background and styling."}, {"post_id": 81495, "ts": "2026-10-21T14:21:20Z", "hours": 2.0767, "text": "devlog 36 I dont know how i am working, just noticing each detail and wasting all time fixing each design, functionalities and details. what changes Basically Changed lots of things which even i dont remember, some oh them were: apps icons container, transition, position and almost all details. grid underlying details like changed content of each grid element. Finalized Library App but there are even lots of things i have to final so byeeeeeeeeeee. let me finish this project"}, {"post_id": 81302, "ts": "2026-10-20T18:46:07Z", "hours": 0.6472, "text": "Devlog 35 this time devlogging time is low but i have given like 2 or 2.5 hours designing assest. all that stuffs are created by me with bare hands Im not exprienced designer that can create impressive designs, but this is what i can create. BTW i’m using affinity here."}, {"post_id": 81272, "ts": "2026-10-20T15:58:07Z", "hours": 12.0831, "text": "Devlog 34 Finalizing windows styles. Worked on Lockscreen. Very long day though. Playing. Testing. Reviewing. modifying and debugging functions and frontend elements."}, {"post_id": 80457, "ts": "2026-10-17T18:01:21Z", "hours": 1.6408, "text": "Devlog 33 Made this amazing interface for navbar and added the clock. the tuff part was the clock and its hands. Designing and Testing with User interface again and again was very time consuming and frustrating. But loved the Process!"}, {"post_id": 80360, "ts": "2026-10-17T12:31:23Z", "hours": 3.1975, "text": "Devlog 32 I’m proud of my creativeness Now this is time for finalizing and polishing the design. And may be adding some little what impressive elements in this final phase. now im covering this all and going to ship in next 1-2 days. Here i tried to give navbar a visuals like it is a real gadged or some tool display. Here, i added a cool effect to timer’s button. Visit and enjoy"}, {"post_id": 80190, "ts": "2026-10-16T17:11:26Z", "hours": 2.2172, "text": "Devlog 31 Finally made the actual game with all the functionalities that makes a game A Game. How to play start the game and find all the saviors(Lokis). once you find all the lokis, congrats in advance you will won. whats differents in game from normal flow is at 7th step when u find 7th loki, a message will appear saying “you are looser and always, but when you find the lasts you will won. what was challenging The most challenging part is not part about the game but it is about me and my creative thinking. It was the UI Design it was the User Experience Design it was animations and bugs They were all parts i made in my mind, and i want to add at any way by myself"}, {"post_id": 80140, "ts": "2026-10-16T11:20:57Z", "hours": 4.3492, "text": "Devlog 30 Made Amaaazzzzzzzzzzzzzzzzzzziiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnggggggggggggggg Animationsss. one thing i would say: Go check it out mygame app in myos, give some patience to finish animation jussssssssssssssssssssst have to add winning condition. But rather than game starting loading animation was very smooth from my vision and to audience who watched loki series."}, {"post_id": 79608, "ts": "2026-10-14T18:08:48Z", "hours": 2.3717, "text": "Devlog 29 Made this tiny character animation then adding it in game. The game is now not fully functional but it is on the way to finally being build. the os is just few days way from available to all"}, {"post_id": 79351, "ts": "2026-10-13T16:31:24Z", "hours": 3.2297, "text": "Devlog 28 Trying to make a game. for now i added placeholder images but will add actual real objects images. Trying to make a portal that opens up and takes and hides all the objects when found or game ends"}, {"post_id": 78839, "ts": "2026-10-11T18:53:15Z", "hours": 3.035, "text": "Devlog 27 Please See all images to be thrilled! lets go from small to big! made small interaction functionalities in setting(lots of time went in solving mini mistake that are just at front but not seemed) made a wikipedia app successfully – go read articles about tva, apocalypses in history and hunters made a general setting that toggle clock widget to display and hide. – it also remembers that last time u hided it or displayed"}, {"post_id": 78698, "ts": "2026-10-11T10:45:15Z", "hours": 0.4153, "text": "Devlog 26 See both pictures made clock exactly like i thought and in series. it just needs styling and polishing. making all it together was little what hard so i made it in my way."}, {"post_id": 78694, "ts": "2026-10-11T10:08:41Z", "hours": 2.7456, "text": "Devlog 25 made whether and clock widgets i was not able make these widgets without youtube tutorials. So absolute these widgets needs improvments in styling. and yeah i want to make clock widget like this below image, and i just having a logic idea that might works."}, {"post_id": 78404, "ts": "2026-10-10T17:32:02Z", "hours": 4.4456, "text": "Devlog 24 Built some components and also made changes that looks very little but gives very much impression added visitor counter widget Firstly, Because some days before i commented about my project on someone reel on instagram and also added project link in bio, and guess what! people visited my project. added or fixed mini functionalities such as navbar, app maximize. made visitor Counter with app script and spreadsheet – before this, i also worked on IoT projects in college and worked with app script and spreadsheet – so i thought why not apply exactly that here – i also took suggestions and idea from ai’s chatbots but its ai and ai always give perfection in each work and i was not intented to go with any backend like node.js or supabase, etc. fixed nav and app as apps are going under the navbar adjustments in maximize and alignments changed simple single key press close and maximize to work with Alt key"}, {"post_id": 77646, "ts": "2026-10-07T18:54:59Z", "hours": 1.0092, "text": "Debugged, found and solved bugs Debug and solved bugs such as functions that are called without need or at wrong time. also added key press for closing and maximizing apps"}, {"post_id": 77617, "ts": "2026-10-07T17:22:18Z", "hours": 0.4208, "text": "Added Key Press Functionality on Timer How u can interact: Press “T” or “t” to start and stop Timer Press “S” or “s” to select Timer time"}, {"post_id": 77607, "ts": "2026-10-07T16:38:07Z", "hours": 2.5664, "text": "so i added a on key press functionality on musicApp. Functionalities added: now user can play music when space bar is clicked made navigation bar static so app does not go underneath of it."}, {"post_id": 77497, "ts": "2026-10-07T07:58:56Z", "hours": 2.4944, "text": "finally made fully functional gallery app successfully For now i have limited numbers of images, so i placed them as placeholders, will add much more later. Now my next goal is to make a special widgets for my purpose in this site : Site Visit Counter and yeah will also make other widgets"}, {"post_id": 77379, "ts": "2026-10-06T18:30:57Z", "hours": 1.1006, "text": "Working on Gallery app despite some personal challenges I facing some logical problems, but what i tried to execute is : I made a Gallery that features two tabs: Recent, where all images are dispayed Albums, Where images are classified and displayed in categories will be feature images categories in next devlog"}, {"post_id": 77333, "ts": "2026-10-06T15:50:10Z", "hours": 2.4372, "text": "made a fully functional library/file manager app. I got sick while making this app! i just thinking that the logic or code was that tough to make me sick or just was my deep thinking that made me sick ⚠️the app works like when you click any document icon it let you see that document in very interactive and wonderful way. for now i placed placeholder images and will add real once when all my creative ideas are executed"}, {"post_id": 76926, "ts": "2026-10-05T03:15:15Z", "hours": 1.8492, "text": "Finally made music player Features play & pause buttons forward & backward buttons a music player cd rounds when playing can play whatever song want to and whenever just select song from selection or go forward or backward if creativity gives me more time then then ill add volume buttons yeah i’ll polish the design and will make it look exactly as it has to"}, {"post_id": 76473, "ts": "2026-10-03T17:07:25Z", "hours": 2.7617, "text": "made and executed main essential music player functionality! and yeah also found how to write these emojies Whats done: Music plays when selected play - pause working but there is something unusual is happening idk why other visuals r just visuals and just structure, i have to make it work. also see codes snippets, i written all code and logic myself and yeah all the logic i learn from youtube tutorials, chatgpt and w3school."}, {"post_id": 76114, "ts": "2026-10-02T10:44:50Z", "hours": 2.8067, "text": "Devlogging after some long days, because i went on college trip As Readers will know i was working on music player, i just decided what logic & code flow i have to apply. I watched some tutorials, asked chatgpt for different suggestions and how to execute, but none of them was seems to work for me and my idea. so i now i’m going to apply the logic what my mind created and let me go for it for a test. this the song disk i am thinking to place in music player"}, {"post_id": 74936, "ts": "2026-09-28T17:06:03Z", "hours": 8.8092, "text": "My laptop crashed - devlog with combinig 2 days work My laptop crashed and i don’t know why but it was just heating up without much load. when i start the laptop the gpu fan just abnormally very fast and then it just increaisingly heats. so my whole yesterday was went into this, and now it just at service center and i don’t know when i get it to continue on it. So it was a situation made by fate but i’m not the guy who just stop at that problem So this is devlog for 2 days combined work done what i made: BTW There are some crazzzy interactions i’ve build, but it is surprise. just test yourself!, go visit project. sorry because of sone styling and same icon use, im just making it work now! A fully working terminal app with just couple of personalized commands Currently working on Music Player So not whole terminal app but some complex syntax and minimal logic was done by watching youtube tutorials and chatgpt at conclusion and to ensure if i learnt right thing. also as i said not whole app just learning logic of how to make my own music player btw just learnt how to apply logic and how to serve different solutions to different ideas"}, {"post_id": 73892, "ts": "2026-09-26T08:42:06Z", "hours": 2.5753, "text": "Here’s my OS timer just made it, proud of myself that it was made and executed very well and working as expected. still lots of creativity remaining to apply still lots of concepts are not explored and yeah lot of visual elements are not made & remaining not shown. I’m now just making things real using figma, canva, etc. and then will be add to project in future"}, {"post_id": 73701, "ts": "2026-09-25T18:48:44Z", "hours": 6.2942, "text": "just made a countdown or timer whatever everyone say. it steal lacks connection between the countdown options and button. I don’t know why its not fetching and displaying custom timer input box, so i pushed code to github and if there anyone who suggest what wrong thing i’m doing. consider that all other duplicate html, css and js files are created for practicing and setup of basic components and styling and learning how to execute certain wokloads efficiently. and yeah if u have any suggestions, please kindly reach to me and asks for features and recommendations. see ya next time !"}, {"post_id": 72985, "ts": "2026-09-24T05:15:18Z", "hours": 0.6367, "text": "This is very important for me and my projects in Stardance. Here i came to tell about how i made functionalities and projects. First of all, when i started in stardance i didn’t have a laptop, in fact during my diploma study till 3 years - i can’t bought one. but at this time when i shipped webos1 project, I bought a second hand laptop(after 2.5 year in diploma). Before that i was coding in my friend’s laptop. And during my college hours, when i got some free time i start coding in my Android Device via Acode Editor. So the laptop or windows is maximumly used for entire project creation but i also used android for micro-mini functionalities and adjustments So i’m very thankfull and pleasure to have things like: !Github - who secure my code and give me acceess on the go. !Acode - which allows me to code in every language i learnt, use terminal and yeah importantly the preview feature. I litteraly used bluetooth mouse in android and audited all the visual designs and code in Android and acode preview."}, {"post_id": 72771, "ts": "2026-09-23T18:31:55Z", "hours": 0.7667, "text": "I m now very proud of my self that i can take very good design decisions. and even more proud of on designs. if u see design something off or irrelevent, please suggest me to improve because this is my first time design interfaces and even interfaces that are unique and visually creative. please please please react on this because i dont know if i’m going in right direction or not!!"}, {"post_id": 72686, "ts": "2026-09-23T14:35:09Z", "hours": 0.9881, "text": "Hurray! The selected Background image is now being saved and loaded on website. Meaning in simple term is like i just cooked and added personalization. And Yeah, it is ready for personal use Let me finish I also made the navbar some smaller for to look ui good and also made the windows to be relative in position when maximized, So the navbar content doesn’t hide when maximized"}, {"post_id": 72647, "ts": "2026-09-23T12:43:24Z", "hours": 4.0639, "text": "What i achieved: The First of all The Preview Setting works. The Second Achievment, The Wallpaper are loaded as background when selected. What Still need: Is just a background setting like making it fit in background and not repeat. And in the final I would say that the UI is still not accurate as what i wanted and it embrassing me. So just one request i want is a honest feedback on UI and design."}, {"post_id": 72175, "ts": "2026-09-22T11:44:59Z", "hours": 6.1939, "text": "What i achieved: Just added a maximize functionality in my apps. also added a micro interaction like when you try to drag a maximized window, the window minimize just a little. when u again click the maximize button after dragging from max, it changes it to real height and width. What are difficulties: while trying to apply different sizes for different events and interactions, it was very difficult make a window to at it actual coordinates. Frustrated? Very much i was trying to make a setting app and a wallpaer setting that previews and set the wallpaper of the OS, but the the logic was very confusing and i’m now just finding the way just how to make it works with my own logic(even it was broken, just have to be work) BTW, The maximize functionality is not my first priority when i started this session, it was the setting app"}, {"post_id": 71692, "ts": "2026-09-21T10:03:01Z", "hours": 3.3331, "text": "Tested , played and made some minor Ui and css style changes such as ** Windowxs header, buttpns and navigatipn bar **, whuch must be new well maintained and"}, {"post_id": 70048, "ts": "2026-09-18T11:08:32Z", "hours": 2.1733, "text": "Done well, polished for production. Just sorry for not adding a screen shot here. Very tired."}, {"post_id": 69741, "ts": "2026-09-17T18:05:37Z", "hours": 4.1122, "text": "Made the design very good and added visuals that make you excited.What i’m feeling after completing this:"}, {"post_id": 69237, "ts": "2026-09-16T17:06:07Z", "hours": 7.7225, "text": "added dynamic content loading in journal app, i don’t know what say. i’m very very exhausted of errors and bad login implementation. don’t even knowing what im writing. i just have to say that its works and its works and the logic is right. and yeah i also made it live."}, {"post_id": 68576, "ts": "2026-09-15T10:44:15Z", "hours": 1.6561, "text": "phw solved the error that causing multiple icons activating at once. yeah there is way more details that i cant’t explain here, so read readme. now im on the way to apply css"}, {"post_id": 68488, "ts": "2026-09-15T06:41:20Z", "hours": 5.2372, "text": "So this is my first devlog for My MischiefOS Project. just now i’ve finished part 4 of os guide and made two windows with all the primary capabilities it must have. for now i just made static visuals of my screen. not hard visuals, just executed pure code. 1st-main screen 2nd-apps"}]...
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Title: MischiefOS by @arshadpathan | Stardance
De Title: MischiefOS by @arshadpathan | Stardance
Devlogs:
So this is my first devlog for My MischiefOS Project. just now i’ve finished part 4 of os guide and made two windows with all the primary capabilities it must have. for now i just made static visuals of my screen. not hard visuals, just executed pure code. 1st-main screen 2nd-apps
phw solved the error that causing multiple icons activating at once. yeah there is way more details that i cant’t explain here, so read readme. now im on the way to apply css
added dynamic content loading in journal app, i don’t know what say. i’m very very exhausted of errors and bad login implementation. don’t even knowing what im writing. i just have to say that its works and its works and the logic is right. and yeah i also made it live.
Made the design very good and added visuals that make you excited.What i’m feeling after completing this:
Done well, polished for production. Just sorry for not adding a screen shot here. Very tired.
Tested , played and made some minor Ui and css style changes such as ** Windowxs header, buttpns and navigatipn bar **, whuch must be new well maintained and
What i achieved: Just added a maximize functionality in my apps. also added a micro interaction like when you try to drag a maximized window, the window minimize just a little. when u again click the maximize button after dragging from max, it changes it to real height and width. What are difficulties: while trying to apply different sizes for different events and interactions, it was very difficult make a window to at it actual coordinates. Frustrated? Very much i was trying to make a setting app and a wallpaer setting that previews and set the wallpaper of the OS, but the the logic was very confusing and i’m now just finding the way just how to make it works with my own logic(even it was broken, just have to be work) BTW, The maximize functionality is not my first priority when i started this session, it was the setting app
What i achieved: The First of all The Preview Setting works. The Second Achievment, The Wallpaper are loaded as background when selected. What Still need: Is just a background setting like making it fit in background and not repeat. And in the final I would say that the UI is still not accurate as what i wanted and it embrassing me. So just one request i want is a honest feedback on UI and design.
Hurray! The selected Background image is now being saved and loaded on website. Meaning in simple term is like i just cooked and added personalization. And Yeah, it is ready for personal use Let me finish I also made the navbar some smaller for to look ui good and also made the windows to be relative in position when maximized, So the navbar content doesn’t hide when maximized
I m now very proud of my self that i can take very good design decisions. and even more proud of on designs. if u see design something off or irrelevent, please suggest me to improve because this is my first time design interfaces and even interfaces that are unique and visually creative. please please please react on this because i dont know if i’m going in right direction or not!!
This is very important for me and my projects in Stardance. Here i came to tell about how i made functionalities and projects. First of all, when i started in stardance i didn’t have a laptop, in fact during my diploma study till 3 years - i can’t bought one. but at this time when i shipped webos1 project, I bought a second hand laptop(after 2.5 year in diploma). Before that i was coding in my friend’s laptop. And during my college hours, when i got some free time i start coding in my Android Device via Acode Editor. So the laptop or windows is maximumly used for entire project creation but i also used android for micro-mini functionalities and adjustments So i’m very thankfull and pleasure to have things like: !Github - who secure my code and give me acceess on the go. !Acode - which allows me to code in every language i learnt, use terminal and yeah importantly the preview feature. I litteraly used bluetooth mouse in android and audited all the visual designs and code in Android and acode preview.
just made a countdown or timer whatever everyone say. it steal lacks connection between the countdown options and button. I don’t know why its not fetching and displaying custom timer input box, so i pushed code to github and if there anyone who suggest what wrong thing i’m doing. consider that all other duplicate html, css and js files are created for practicing and setup of basic components and styling and learning how to execute certain wokloads efficiently. and yeah if u have any suggestions, please kindly reach to me and asks for features and recommendations. see ya next time !
Here’s my OS timer just made it, proud of myself that it was made and executed very well and working as expected. still lots of creativity remaining to apply still lots of concepts are not explored and yeah lot of visual elements are not made & remaining not shown. I’m now just making things real using figma, canva, etc. and then will be add to project in future
My laptop crashed - devlog with combinig 2 days work My laptop crashed and i don’t know why but it was just heating up without much load. when i start the laptop the gpu fan just abnormally very fast and then it just increaisingly heats. so my whole yesterday was went into this, and now it just at service center and i don’t know when i get it to continue on it. So it was a situation made by fate but i’m not the guy who just stop at that problem So this is devlog for 2 days combined work done what i made: BTW There are some crazzzy interactions i’ve build, but it is surprise. just test yourself!, go visit project. sorry because of sone styling and same icon use, im just making it work now! A fully working terminal app with just couple of personalized commands Currently working on Music Player So not whole terminal app but some complex syntax and minimal logic was done by watching youtube tutorials and chatgpt at conclusion and to ensure if i learnt right thing. also as i said not whole app just learning logic of how to make my own music player btw just learnt how to apply logic and how to serve different solutions to different ideas
Devlogging after some long days, because i went on college trip As Readers will know i was working on music player, i just decided what logic & code flow i have to apply. I watched some tutorials, asked chatgpt for different suggestions and how to execute, but none of them was seems to work for me and my idea. so i now i’m going to apply the logic what my mind created and let me go for it for a test. this the song disk i am thinking to place in music player
made and executed main essential music player functionality! and yeah also found how to write these emojies Whats done: Music plays when selected play - pause working but there is something unusual is happening idk why other visuals r just visuals and just structure, i have to make it work. also see codes snippets, i written all code and logic myself and yeah all the logic i learn from youtube tutorials, chatgpt and w3school.
Finally made music player Features play & pause buttons forward & backward buttons a music player cd rounds when playing can play whatever song want to and whenever just select song from selection or go forward or backward if creativity gives me more time then then ill add volume buttons yeah i’ll polish the design and will make it look exactly as it has to
made a fully functional library/file manager app. I got sick while making this app! i just thinking that the logic or code was that tough to make me sick or just was my deep thinking that made me sick ⚠️the app works like when you click any document icon it let you see that document in very interactive and wonderful way. for now i placed placeholder images and will add real once when all my creative ideas are executed
Working on Gallery app despite some personal challenges I facing some logical problems, but what i tried to execute is : I made a Gallery that features two tabs: Recent, where all images are dispayed Albums, Where images are classified and displayed in categories will be feature images categories in next devlog
finally made fully functional gallery app successfully For now i have limited numbers of images, so i placed them as placeholders, will add much more later. Now my next goal is to make a special widgets for my purpose in this site : Site Visit Counter and yeah will also make other widgets
so i added a on key press functionality on musicApp. Functionalities added: now user can play music when space bar is clicked made navigation bar static so app does not go underneath of it.
Added Key Press Functionality on Timer How u can interact: Press “T” or “t” to start and stop Timer Press “S” or “s” to select Timer time
Debugged, found and solved bugs Debug and solved bugs such as functions that are called without need or at wrong time. also added key press for closing and maximizing apps
Devlog 24 Built some components and also made changes that looks very little but gives very much impression added visitor counter widget Firstly, Because some days before i commented about my project on someone reel on instagram and also added project link in bio, and guess what! people visited my project. added or fixed mini functionalities such as navbar, app maximize. made visitor Counter with app script and spreadsheet – before this, i also worked on IoT projects in college and worked with app script and spreadsheet – so i thought why not apply exactly that here – i also took suggestions and idea from ai’s chatbots but its ai and ai always give perfection in each work and i was not intented to go with any backend like node.js or supabase, etc. fixed nav and app as apps are going under the navbar adjustments in maximize and alignments changed simple single key press close and maximize to work with Alt key
Devlog 25 made whether and clock widgets i was not able make these widgets without youtube tutorials. So absolute these widgets needs improvments in styling. and yeah i want to make clock widget like this below image, and i just having a logic idea that might works.
Devlog 26 See both pictures made clock exactly like i thought and in series. it just needs styling and polishing. making all it together was little what hard so i made it in my way.
Devlog 27 Please See all images to be thrilled! lets go from small to big! made small interaction functionalities in setting(lots of time went in solving mini mistake that are just at front but not seemed) made a wikipedia app successfully – go read articles about tva, apocalypses in history and hunters made a general setting that toggle clock widget to display and hide. – it also remembers that last time u hided it or displayed
Devlog 28 Trying to make a game. for now i added placeholder images but will add actual real objects images. Trying to make a portal that opens up and takes and hides all the objects when found or game ends
Devlog 29 Made this tiny character animation then adding it in game. The game is now not fully functional but it is on the way to finally being build. the os is just few days way from available to all
Devlog 30 Made Amaaazzzzzzzzzzzzzzzzzzziiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnggggggggggggggg Animationsss. one thing i would say: Go check it out mygame app in myos, give some patience to finish animation jussssssssssssssssssssst have to add winning condition. But rather than game starting loading animation was very smooth from my vision and to audience who watched loki series.
Devlog 31 Finally made the actual game with all the functionalities that makes a game A Game. How to play start the game and find all the saviors(Lokis). once you find all the lokis, congrats in advance you will won. whats differents in game from normal flow is at 7th step when u find 7th loki, a message will appear saying “you are looser and always, but when you find the lasts you will won. what was challenging The most challenging part is not part about the game but it is about me and my creative thinking. It was the UI Design it was the User Experience Design it was animations and bugs They were all parts i made in my mind, and i want to add at any way by myself
Devlog 32 I’m proud of my creativeness Now this is time for finalizing and polishing the design. And may be adding some little what impressive elements in this final phase. now im covering this all and going to ship in next 1-2 days. Here i tried to give navbar a visuals like it is a real gadged or some tool display. Here, i added a cool effect to timer’s button. Visit and enjoy
Devlog 33 Made this amazing interface for navbar and added the clock. the tuff part was the clock and its hands. Designing and Testing with User interface again and again was very time consuming and frustrating. But loved the Process!
Devlog 34 Finalizing windows styles. Worked on Lockscreen. Very long day though. Playing. Testing. Reviewing. modifying and debugging functions and frontend elements.
Devlog 35 this time devlogging time is low but i have given like 2 or 2.5 hours designing assest. all that stuffs are created by me with bare hands Im not exprienced designer that can create impressive designs, but this is what i can create. BTW i’m using affinity here.
devlog 36 I dont know how i am working, just noticing each detail and wasting all time fixing each design, functionalities and details. what changes Basically Changed lots of things which even i dont remember, some oh them were: apps icons container, transition, position and almost all details. grid underlying details like changed content of each grid element. Finalized Library App but there are even lots of things i have to final so byeeeeeeeeeee. let me finish this project
Devlog 37 Ahhhhhhhhh, i’m tired of reviewing and testing each components again and again. but in this process, i’m very obessed with my own design. to show something here from bundle small changes, i can show this journal app. i chnaged background and styling.
Devlog 38 making some scrapbooks for intro app that tells what inspired to create different and amazing elements. now using canva to make it.
Devlog 39 Last remainings haha, built almost all things, just remaining things are a guide assets, images of guide app. there are lot of things i chnaged to just submit this before tomorrow(because i got deadlines for assignements and school projects)
Devlog 40. Thank you, pl read entire devlog Finished this OS Project now going to submit it. Last changes- added booting animation or whatever u say. made window to change into fullscreen also added one more wallpaper small chnages fully inspiration (in intro app) and guide book apps Thank u all the stardancers who supported me along this amazing building journey. this may be my First and last project in stardance(even ma be last devlog), because i got projects deadlines, assignment deadlines and mid sem exams and lot of things. Thank you - @r2shergill , @253_Mathilde_IYKYK , @Zhanik , @reshiiiram , @Saif_Yousuf , @spearedrice , @subzeroditto , @Anvith , @ojasthakur , @eyosafit , @akshay369 , @madzia , @MathBty . AGAIN THANK YOU, VERY VERY MUCH
Devlog 41, Forget to update Readme ew, Forget to to update readme. so updated it.
Thank You to all Reviewers i am very thankful to reviewer who pointed out mistakes, faults and responsive feedback. Now i changed some functions, some way of workings and compressed maximum of assets files. Removed all key press functionality except Apps browsing, changed app key with micrsoft key. also added new wallpaper and updated readme with walkthrough video. I removed my previous boot animation with something new, Go check out.
Ships:
MischiefOS A Retro - Futuristic themed OS inspired by MARVEL TV SERIES “LOKI” Everything You’ll see on the interface is ideat and coded by myself. Used AI just for debugging. The mistakes and even wrong logic(which also mine) was resolved by me by apply understanding problem. So consider AI just used for finding what causing errors, not to solve that errors. What my idea is: Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and come to conclusion: I can’t think to go againts the choice of LOKI What you will experience during review is pure retro futuristc world - an enviroment - a timeline where things gone beyond current technology sorry because not adding a proper reference or image, and you will find all you find in readme and in website
As the Policy of Stardance for Review - Please look at all devlogs, readme and exprience the Real look by reviewing demo. Message to Reviewer Please Look at all devlogs and review code before judging as stardance asks reviewer So basically the idea is: i watched loki series for multiple times and always inspired by TVA aesthetics and loki mischief behaviour. (also i was also very admired by Retro Tech) so thought to build a- Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and made some amazing design decisions and a copy of all things in my mind. This whole project was challenging So first of all explaining all project related challenges, i have to mention one- I had no device for to code, so i brought friend’s laptop for most of time but want to know something exciting, when i does not friend’s laptop too, i starts coding in my android mobile through Acode mobile app - the more exciting part is that it also features wakatime extension so i do not have to worry about time and to do code changes at all. so the github and acode apps were become very helpful for me. Challenges in code , btw all the OS was challenging but there are some elements who took me to build long hours and concerned me: timer weather widget visitor counter widget setting wallpaper functionality toggle on off buttons in setting journal app inspiration and guide book mygame app, animations and states of elements music app and lots BTW, I am proud of myself that i made it succefully. i was challenged to build something unique i was challenged to make it cool i was challenged to just make functionalities work i was challenged to make it to be real and feel real i was challenged to build this along my very rough college schedules and deadlines And I’M Proud of myself that i completed all very neatly as i always expected (btw except college all other challenges are my goals to satisfy my creativity.) To exprience this crazy built OS [ ] just have some excitement. [ ] get some fresh water. [ ] look or search for some lowki keywords and aesthetic in pinterest. [ ] Give some time to load all images and assets for best exprience. [ ] after in OS, read guide book on desktop page to know features. [ ] open intro app and read inspiration book to be get inspired and know how i got inspired....
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1793055288.0528977
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1793141688.0528977
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64622
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PAW MAYHEM by @torren | Stardance
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torren
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0
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26.31
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0
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[]
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[{"post_id": 82380, "ts": "202 [{"post_id": 82380, "ts": "2026-10-24T17:37:16Z", "hours": 3.5147, "text": "Huge update for PAW MAYHEM! I rebuilt the whole PLAY flow like Rivals: pick 1v1 all the way up to 5v5, bots fill in if nobody’s around, then vote a map and a gamemode on big picture tiles. The 1v1–5v5 duel maps are brand new: Meadow, Sakura Garden, Autumn Ridge and Frost Peaks, all floating islands like Sky Islands, with swimmable waterfalls. Every map got its own features: waterfalls and ziplines on Sky Islands, lava geysers on Volcano, giant springs, a ball pit and a toy train on Toybox, and window-cleaner lifts and surging billboards on Rooftops. Cats can now climb walls and use three abilities (Boost, Jumps, Fly), and they have a ton of new animations like flips, landing squash, tumbling when launched and idle stretches. The weapons screen is redone with a big 3D blaster you can drag to look around, and emotes now have 6 slots. I also fixed the phone jump button, shot accuracy and swimming. Last, I finished the lobby: a Rivals-style spawn with the logo on the floor, news screens, vending machines and posters."}, {"post_id": 78886, "ts": "2026-10-11T21:34:00Z", "hours": 9.0556, "text": "Rebuilt the cat in Blender instead of stacking Roblox parts. Smooth meshes, a real open hoodie with folds and cuffs, a satchel on a leather strap, round glossy eyes and a white blaze down the face. The ears took a few tries: one version came out looking like triangles, so I brought back the older rounder ones. The first fluffy tail had bits sticking out of it and looked like a monster, so now it’s one smooth plump tail. The blasters looked like kids’ toys, so I redesigned them as stylized sci-fi guns with real gun parts: receiver, rail, vented handguard, magazine, stock and sights, with one colour panel and a small glow at the muzzle. Each gun has its own shot sound and bolt style. Gameplay feel was the big one. Your shots now show up instantly on your screen, and hit detection leans toward the shooter. Hits launch cats up and away instead of just nudging them. Bigger guns kick you back, and you can wall-jump and pounce (E). Bots got a skill level and a favourite gun each, keep to that gun’s range, and only shoot what they can actually see. Also added: Neon Rooftops, a fourth map 3 spawns per team spread across different islands emotes that actually animate a hit sound that rises in pitch as the target’s knockback % climbs a thump and whoosh when a cat gets launched a slow-mo replay of your last knockout at the end of each match an intro for new players: a short cinematic, then Mochi, a mentor cat, teaching you each move hands-on Next: a proper lobby."}, {"post_id": 76544, "ts": "2026-10-03T21:57:00Z", "hours": 12.2517, "text": "PAW MAYHEM devlog: the game has a real lobby now The old play screen felt like a menu stuck on top of a game, so I replaced it with a walkable lobby, like Rivals on Roblox. You spawn on a garden island in the sky, facing the duel pads. Behind you is a practice range with target cats you can knock off the back edge. On the left there’s an armory with every blaster on a pedestal (walk up and press F to equip one). On the right there’s a boutique of cats wearing featured looks, and front-right is a board showing the top trophy players. Railings and an invisible wall keep you in, and if you fall off you get put back. Shop, Customize, Loadout and Season Pass are now small icons on the side of the screen instead of full menu pages, and PLAY sits at the bottom. Press it, pick a mode, vote for a map, and the camera flies over the arena before you drop in. Matches fill up to 16 cats with bots when there aren’t enough people. Duels: there are 1v1 and 2v2 pads in front of spawn. Stand on a slot, and when the pad fills up there’s a 3 second countdown, then you get your own duel on one of three new maps: Sky Bridge, Rooftop Duel and Crystal Ring. First to 5 knockouts wins trophies. If nobody joins within 15 seconds, a bot takes the empty slot. Bot duels don’t give trophies, so you can’t farm them. You can also change your loadout mid-match now. Press B and pick a blaster. If you’re in the first 5 seconds after spawning it goes straight into your paws, otherwise you get it when you respawn. The annoying part: the first time I pressed Play, I just fell forever. The lobby is far from everything else, and Roblox streaming hadn’t sent the floor to my game yet, so my cat fell through, got teleported back, and fell again. I turned streaming off and made spawning wait until there’s ground under you."}, {"post_id": 72238, "ts": "2026-09-22T14:48:27Z", "hours": 1.4858, "text": "spent today building paw mayhem, a physics-based roblox multiplayer brawler where you play as a customizable cat and shoot enemies off floating islands. built the full game from scratch using rojo — server-authoritative knockback physics, 3 procedural maps (sky islands, volcano, toybox), and 8 weapons each with a unique silhouette. wrote all the ui in code: main menu with an animated hero scene, in-game hud, customize, shop, loadout, leaderboard, quests, and a victory screen with confetti. also set up xp/level progression, a coin economy, daily quests, and mid-match power-ups. zero toolbox models, every part, icon, and map decoration is built from roblox primitives."}]...
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Title: PAW MAYHEM by @torren | Stardance
Devlogs: Title: PAW MAYHEM by @torren | Stardance
Devlogs:
spent today building paw mayhem, a physics-based roblox multiplayer brawler where you play as a customizable cat and shoot enemies off floating islands. built the full game from scratch using rojo — server-authoritative knockback physics, 3 procedural maps (sky islands, volcano, toybox), and 8 weapons each with a unique silhouette. wrote all the ui in code: main menu with an animated hero scene, in-game hud, customize, shop, loadout, leaderboard, quests, and a victory screen with confetti. also set up xp/level progression, a coin economy, daily quests, and mid-match power-ups. zero toolbox models, every part, icon, and map decoration is built from roblox primitives.
PAW MAYHEM devlog: the game has a real lobby now The old play screen felt like a menu stuck on top of a game, so I replaced it with a walkable lobby, like Rivals on Roblox. You spawn on a garden island in the sky, facing the duel pads. Behind you is a practice range with target cats you can knock off the back edge. On the left there’s an armory with every blaster on a pedestal (walk up and press F to equip one). On the right there’s a boutique of cats wearing featured looks, and front-right is a board showing the top trophy players. Railings and an invisible wall keep you in, and if you fall off you get put back. Shop, Customize, Loadout and Season Pass are now small icons on the side of the screen instead of full menu pages, and PLAY sits at the bottom. Press it, pick a mode, vote for a map, and the camera flies over the arena before you drop in. Matches fill up to 16 cats with bots when there aren’t enough people. Duels: there are 1v1 and 2v2 pads in front of spawn. Stand on a slot, and when the pad fills up there’s a 3 second countdown, then you get your own duel on one of three new maps: Sky Bridge, Rooftop Duel and Crystal Ring. First to 5 knockouts wins trophies. If nobody joins within 15 seconds, a bot takes the empty slot. Bot duels don’t give trophies, so you can’t farm them. You can also change your loadout mid-match now. Press B and pick a blaster. If you’re in the first 5 seconds after spawning it goes straight into your paws, otherwise you get it when you respawn. The annoying part: the first time I pressed Play, I just fell forever. The lobby is far from everything else, and Roblox streaming hadn’t sent the floor to my game yet, so my cat fell through, got teleported back, and fell again. I turned streaming off and made spawning wait until there’s ground under you.
Rebuilt the cat in Blender instead of stacking Roblox parts. Smooth meshes, a real open hoodie with folds and cuffs, a satchel on a leather strap, round glossy eyes and a white blaze down the face. The ears took a few tries: one version came out looking like triangles, so I brought back the older rounder ones. The first fluffy tail had bits sticking out of it and looked like a monster, so now it’s one smooth plump tail. The blasters looked like kids’ toys, so I redesigned them as stylized sci-fi guns with real gun parts: receiver, rail, vented handguard, magazine, stock and sights, with one colour panel and a small glow at the muzzle. Each gun has its own shot sound and bolt style. Gameplay feel was the big one. Your shots now show up instantly on your screen, and hit detection leans toward the shooter. Hits launch cats up and away instead of just nudging them. Bigger guns kick you back, and you can wall-jump and pounce (E). Bots got a skill level and a favourite gun each, keep to that gun’s range, and only shoot what they can actually see. Also added: Neon Rooftops, a fourth map 3 spawns per team spread across different islands emotes that actually animate a hit sound that rises in pitch as the target’s knockback % climbs a thump and whoosh when a cat gets launched a slow-mo replay of your last knockout at the end of each match an intro for new players: a short cinematic, then Mochi, a mentor cat, teaching you each move hands-on Next: a proper lobby.
Huge update for PAW MAYHEM! I rebuilt the whole PLAY flow like Rivals: pick 1v1 all the way up to 5v5, bots fill in if nobody’s around, then vote a map and a gamemode on big picture tiles. The 1v1–5v5 duel maps are brand new: Meadow, Sakura Garden, Autumn Ridge and Frost Peaks, all floating islands like Sky Islands, with swimmable waterfalls. Every map got its own features: waterfalls and ziplines on Sky Islands, lava geysers on Volcano, giant springs, a ball pit and a toy train on Toybox, and window-cleaner lifts and surging billboards on Rooftops. Cats can now climb walls and use three abilities (Boost, Jumps, Fly), and they have a ton of new animations like flips, landing squash, tumbling when launched and idle stretches. The weapons screen is redone with a big 3D blaster you can drag to look around, and emotes now have 6 slots. I also fixed the phone jump button, shot accuracy and swimming. Last, I finished the lobby: a Rivals-style spawn with the logo on the floor, news screens, vending machines and posters....
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1793065822.638238
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1793670622.638238
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43204
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Kasimirs Kebab by @laupi_oida | Stardance
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laupi_oida
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2
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86.0
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1014
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T17:51:23Z", "hours": 38.0, "multiplier": 14.42, "payout": 554, "blessing": "neutral", "text": "What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good.", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}, {"ship_num": 2, "ts": "2026-09-23T18:54:58Z", "hours": 48.0, "multiplier": 9.84, "payout": 460, "blessing": "neutral", "text": "I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}]...
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[{"post_id": 82378, "ts": "202 [{"post_id": 82378, "ts": "2026-10-24T17:32:31Z", "hours": 0.7311, "text": "Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!"}, {"post_id": 82214, "ts": "2026-10-24T09:38:39Z", "hours": 6.3717, "text": "TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!"}, {"post_id": 81615, "ts": "2026-10-21T19:31:39Z", "hours": 4.5936, "text": "YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!"}, {"post_id": 80813, "ts": "2026-10-18T21:04:19Z", "hours": 2.6544, "text": "Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!"}, {"post_id": 79979, "ts": "2026-10-15T18:38:49Z", "hours": 2.0311, "text": "Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!"}, {"post_id": 78833, "ts": "2026-10-11T18:34:52Z", "hours": 6.8011, "text": "Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!"}, {"post_id": 77367, "ts": "2026-10-06T17:53:13Z", "hours": 3.6044, "text": "UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!"}, {"post_id": 75939, "ts": "2026-10-01T17:39:31Z", "hours": 1.5761, "text": "TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!"}, {"post_id": 75671, "ts": "2026-09-30T18:14:55Z", "hours": 8.1503, "text": "BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!"}, {"post_id": 73732, "ts": "2026-09-25T20:06:40Z", "hours": 1.8886, "text": "Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!"}, {"post_id": 72778, "ts": "2026-09-23T18:45:22Z", "hours": 1.6147, "text": "Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!"}, {"post_id": 71903, "ts": "2026-09-21T18:57:17Z", "hours": 3.0531, "text": "I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!"}, {"post_id": 70103, "ts": "2026-09-18T13:51:27Z", "hours": 6.8772, "text": "Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!"}, {"post_id": 63784, "ts": "2026-09-07T18:59:41Z", "hours": 0.6903, "text": "Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!"}, {"post_id": 61601, "ts": "2026-09-04T16:14:55Z", "hours": 5.1753, "text": "TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!"}, {"post_id": 56638, "ts": "2026-08-28T14:01:24Z", "hours": 3.4297, "text": "BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!"}, {"post_id": 53972, "ts": "2026-08-24T17:58:30Z", "hours": 3.4322, "text": "TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!"}, {"post_id": 51225, "ts": "2026-08-20T19:14:54Z", "hours": 4.0833, "text": "Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!"}, {"post_id": 47160, "ts": "2026-08-14T20:54:39Z", "hours": 4.7125, "text": "TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!"}, {"post_id": 45624, "ts": "2026-08-12T07:22:13Z", "hours": 2.2822, "text": "Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!"}, {"post_id": 45183, "ts": "2026-08-11T14:35:24Z", "hours": 4.4089, "text": "TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!"}, {"post_id": 44134, "ts": "2026-08-09T18:14:46Z", "hours": 3.7253, "text": "TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!"}, {"post_id": 42839, "ts": "2026-08-07T19:37:34Z", "hours": 1.4167, "text": "Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!"}, {"post_id": 40851, "ts": "2026-08-04T17:14:13Z", "hours": 1.6425, "text": "Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!"}, {"post_id": 40342, "ts": "2026-08-03T19:44:22Z", "hours": 1.4144, "text": "Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib."}]...
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Title: Kasimirs Kebab by @laupi_oida | Stardance
Title: Kasimirs Kebab by @laupi_oida | Stardance
Devlogs:
Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib.
Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!
Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!
TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!
TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!
Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!
TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!
Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!
TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!
BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!
TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!
Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!
Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!
I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!
Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!
Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!
BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!
TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!
UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!
Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!
Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!
Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!
YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!
TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!
Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!
Ships:
I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).
What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good....
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SafeRoute by @Sai-K | Stardance
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Sai-K
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:12:51Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SafeRoute , an AI-powered safety navigation app designed to help people make safer decisions when traveling. Instead of focusing only on finding the fastest route, SafeRoute considers safety factors, nearby hazards, weather alerts, and community-reported dangers to help users choose a safer way to reach their destination. One of the most challenging parts was integrating multiple services, including OpenRouteService, Firebase, and AI, while making sure the app could handle unreliable API responses and location data. I’m proud of bringing together features like safety scores, alternative routes, emergency tools, trusted contacts, and community hazard reporting into one app with a consistent, easy-to-use interface. To test SafeRoute, allow location access and explore the Home and Safety pages to view safety information and calculate routes. Try different travel modes, compare route safety scores, submit a community hazard, and explore the Trips, Emergency, and Profile pages. Some features depend on internet connectivity and external services, so results may vary. Overall, SafeRoute is designed to support safer travel decisions to keep you and every other user safe. Reminder: As mentioned in the README, this app was created using Expo Go, which means to run it, you can download Expo SDK 58, install, and log into the application. This app only works on Apple devices so far and Beta Testing is still going on for Android. Enjoy!", "repo": "https://github.com/SaiDanielK/SafeRoute/", "demo": "https://github.com/SaiDanielK/SafeRoute/releases"}]...
|
[{"post_id": 82377, "ts": "202 [{"post_id": 82377, "ts": "2026-10-24T17:30:23Z", "hours": 9.5289, "text": "🚀 SAFEROUTE DEVLOG #3 — WE’RE DONE! 🎉 WELCOME BACK TO ANOTHER DEVLOG OF SAFEROUTE!!!! After countless hours of coding, debugging, and improving features, SafeRoute is officially DONE and ready to ship! 🚀🗺️ SafeRoute has grown into a safety-focused navigation app combining maps, hazard awareness, AI assistance, emergency tools, and personalized settings. 🗺️ Navigation and Maps 📍 Current location tracking and destination search 🚶 Walking, 🚴 cycling, and 🚗 driving modes 🛣️ OpenRouteService routing and multiple route options ⏱️ Distance and estimated travel time 🧭 Turn-by-turn and voice navigation 🔄 Automatic rerouting when off course 🎯 Arrival detection and follow-my-location 🌙 Night mode and 2D/3D map controls 📌 Dropped-pin and coordinate-based navigation 🚦 Route details and available speed-limit information 🛡️ Safety Features 📊 Safety score calculations and status indicators 🗺️ Route safety comparisons ⚠️ Community hazard reporting 🌧️ Weather and safety alerts 🚧 Hazard awareness for flooding, accidents, road closures, debris, and construction 🤖 Gemini-powered AI safety assistance 🌃 Night-safety settings 📡 Safety information from available data sources SafeRoute aims to help users consider safety alongside distance and travel time, particularly when walking or cycling. 🏠 The Five Main App Sections 🏠 Home: Main dashboard, quick actions, and navigation access. 🛡️ Safety: Safety information, community reports, hazards, alerts, and AI assistance. 🧭 Trips: Navigation, saved destinations, and recent trip history. 🚨 Emergency: Emergency tools, trusted contacts, and location-sharing functionality. 👤 Profile: Account access, personal settings, notification preferences, and night-safety controls. 🔥 Technologies Used React Native & Expo — Mobile app development TypeScript — Application code Expo Router — Screen navigation React Native Maps — Interactive maps OpenRouteService — Route calculations Firebase Authentication — Guest and email authentication Cloud Firestore — Backend data storage Gemini AI — AI-powered safety assistance TomTom — Traffic-related information National Weather Service (NWS) — Weather alerts FEMA IPAWS — Public alert information, including supported AMBER Alert data AsyncStorage — Local settings and saved preferences Expo Notifications — Safety notification functionality 🔔 Additional Features 🔔 Notification preferences connected to Profile settings 🚧 Community hazard submissions and hazard information 👥 Trusted-contact management 📍 Location-sharing functionality 🔐 Authentication and backend integration 🧾 Recent trip history 🧪 Final Development The final development stages focused on connecting the app’s sections, fixing bugs, improving the interface, refining safety scoring, configuring Firebase, and preparing project backups. Some features depend on internet connectivity, device permissions, external API availability, and the accuracy of available data. 📦 Updates? SafeRoute’s main development milestone is complete, and the project is ready to ship! 🎉 💡 Looking Back Building SafeRoute has taught me so much about mobile development, APIs, maps, databases, authentication, notifications, AI integration, and real-world software engineering. Thank you to everyone who has followed this journey! SafeRoute is officially ready to ship. The journey doesn’t end here — this is just the beginning! 🚀 🛡️ SafeRoute — Because the safest route should matter just as much as the fastest one. 🗺️ P.S. Link to Final 4 Screenshots: https://i.postimg.cc/HsMRq5pZ/unnamed.jpg https://i.postimg.cc/QN2nJtpS/unnamed.jpg https://i.postimg.cc/ZYdwnS1y/unnamed.jpg https://i.postimg.cc/0ycfF2J0/unnamed.jpg"}, {"post_id": 76919, "ts": "2026-10-05T02:35:16Z", "hours": 6.3208, "text": "Welcome back to another devlog of SAFEROUTE!!!! So, in the last 6 hours or so, I managed to add a variety of features to my app. So far, here’s what I have. 🗺️ Navigation and Maps Interactive map with current location tracking Destination search Walking, cycling, and driving route options Route calculations using OpenRouteService Multiple route options Distance and estimated arrival time Turn-by-turn navigation Voice navigation Automatic rerouting when going off course Arrival detection Follow-my-location functionality 2D and 3D map controls Night mode for navigation Dropped-pin navigation Manual coordinate-based routing Route details panel Speed limit information 🛡️ Safety Features I’ve also started building the safety system that makes SafeRoute different from regular navigation apps. Safety score calculations Comparing safer routes with faster routes Safety overlays Route safety comparisons The ability to prioritize safety instead of just distance or travel time My goal is to eventually give users a better understanding of why one route might be safer than another. 🗺️ How SafeRoute Works The app uses OpenRouteService for routing, which allows me to build the navigation system without depending on expensive routing APIs. I’m also using React Native, Expo, TypeScript, and Firebase to build the application and its backend. 📱 Planned App Structure I’m developing SafeRoute around five main tabs: 🏠 Home The main dashboard, where users will be able to see an overview of the app, access quick actions, and use a small interactive map that opens the full navigation screen. 🛡️ Safety This is where I plan to bring together safety alerts, hazard reports, community reports, local safety information, and an AI assistant powered by Gemini. 🧭 Trips A place to plan trips, view trip history, access navigation, and eventually keep track of people who choose to share their trips. 🚨 Emergency A dedicated section for emergency tools, trusted contacts, and features that can help users get assistance when they need it. 👤 Profile A personalized section where users can manage their account, settings, and avatar. 🔥 Technologies I’m Using React Native Expo TypeScript Expo Router React Native Maps OpenRouteService Firebase Authentication Firebase Gemini AI (planned integration) 🎯 What’s Next? Although the main map and navigation system is working, there is still a lot I want to accomplish. My next goals are: Finish connecting all five main app sections Improve the safety scoring system using reliable safety data Integrate real-time alerts and hazard information Build community safety reporting Add emergency features and trusted-contact functionality Integrate the Gemini AI safety assistant Improve the overall UI and user experience Test the app thoroughly on real devices Prepare the final Congressional App Challenge demonstration 💡 My Vision I don’t want SafeRoute to just be another navigation app. I want it to be something that helps people feel more confident when traveling, especially students and pedestrians who may not always have the safest route available to them. My long-term vision is to combine navigation, community awareness, AI, and emergency assistance into one platform that makes everyday travel safer. SafeRoute — Because the safest route should matter just as much as the fastest one."}, {"post_id": 72913, "ts": "2026-09-24T00:50:04Z", "hours": 6.3128, "text": "HELLO EVERYONE! I’M BACK! 🚀 Hey everyone! This is Sai-K , your OceanOS Producer , and I am SUPER excited to announce my newest invention… SAFEROUTE! 🛡️ After working on OceanOS, I’ve started something completely new — an app designed to change the way we think about navigation. Most navigation apps ask: “What’s the fastest way there?” SafeRoute asks: “What’s the SAFEST way to get there?” WHAT IS SAFEROUTE? SafeRoute is a safety-focused navigation app that helps people find safer routes to their destination. Instead of only looking at distance and travel time, SafeRoute is designed to consider things like: Reported hazards Dangerous intersections Route conditions Community safety reports Nighttime conditions Other safety factors Because sometimes, the fastest route isn’t the route you want to take. Imagine: Route A: 20 minutes — Safety Score: 61/100 Route B: 23 minutes — Safety Score: 91/100 SafeRoute helps you see that difference. Sometimes, 3 extra minutes can be worth it. WHO IS IT FOR? SafeRoute is being built with students and pedestrians in mind, but it can potentially help: Students walking home from school Pedestrians Cyclists Workers commuting Families People traveling at night The goal is simple: Help people make safer decisions about how they travel. SOME OF THE FEATURES Interactive Navigation Get directions while seeing your location and route directly on the map. Safety Scores Routes can receive safety scores so users can compare safety alongside distance and time. Community Reports Users can report hazards like construction, blocked paths, dangerous intersections, or other problems. Night Safety A dedicated experience for people traveling after dark, with additional safety considerations. Emergency Mode Quick access to important emergency-related actions when they’re needed. Trip Sharing Share your trip with a trusted person so they can keep track of your journey. AI Safety Explanations AI can explain why a route may be safer instead of simply giving you directions. THE BIG IDEA SafeRoute isn’t just another map. It’s an experiment: Can navigation technology help people make safer decisions instead of simply faster ones? That’s what I’m building to find out. I want SafeRoute to change the way we think about navigation — from simply asking: “How fast can I get there?” to also asking: “How safely can I get there?” WHERE WE ARE NOW SafeRoute is currently under development, and I’m building it piece by piece. There will be bugs. There will be broken builds. There will definitely be moments where I stare at my code and ask: “WHY IS THE MAP DOING THAT?!” But that’s part of building something. You build. You break it. You fix it. You learn. And then… You make it better. SAFER ROUTES. SMARTER DECISIONS. This is SafeRoute . And I’m just getting started. Stay tuned. 🚦 — Sai-K OceanOS Producer & SafeRoute Developer"}]...
|
Title: SafeRoute by @Sai-K | Stardance
Devlogs:
H Title: SafeRoute by @Sai-K | Stardance
Devlogs:
HELLO EVERYONE! I’M BACK! 🚀 Hey everyone! This is Sai-K , your OceanOS Producer , and I am SUPER excited to announce my newest invention… SAFEROUTE! 🛡️ After working on OceanOS, I’ve started something completely new — an app designed to change the way we think about navigation. Most navigation apps ask: “What’s the fastest way there?” SafeRoute asks: “What’s the SAFEST way to get there?” WHAT IS SAFEROUTE? SafeRoute is a safety-focused navigation app that helps people find safer routes to their destination. Instead of only looking at distance and travel time, SafeRoute is designed to consider things like: Reported hazards Dangerous intersections Route conditions Community safety reports Nighttime conditions Other safety factors Because sometimes, the fastest route isn’t the route you want to take. Imagine: Route A: 20 minutes — Safety Score: 61/100 Route B: 23 minutes — Safety Score: 91/100 SafeRoute helps you see that difference. Sometimes, 3 extra minutes can be worth it. WHO IS IT FOR? SafeRoute is being built with students and pedestrians in mind, but it can potentially help: Students walking home from school Pedestrians Cyclists Workers commuting Families People traveling at night The goal is simple: Help people make safer decisions about how they travel. SOME OF THE FEATURES Interactive Navigation Get directions while seeing your location and route directly on the map. Safety Scores Routes can receive safety scores so users can compare safety alongside distance and time. Community Reports Users can report hazards like construction, blocked paths, dangerous intersections, or other problems. Night Safety A dedicated experience for people traveling after dark, with additional safety considerations. Emergency Mode Quick access to important emergency-related actions when they’re needed. Trip Sharing Share your trip with a trusted person so they can keep track of your journey. AI Safety Explanations AI can explain why a route may be safer instead of simply giving you directions. THE BIG IDEA SafeRoute isn’t just another map. It’s an experiment: Can navigation technology help people make safer decisions instead of simply faster ones? That’s what I’m building to find out. I want SafeRoute to change the way we think about navigation — from simply asking: “How fast can I get there?” to also asking: “How safely can I get there?” WHERE WE ARE NOW SafeRoute is currently under development, and I’m building it piece by piece. There will be bugs. There will be broken builds. There will definitely be moments where I stare at my code and ask: “WHY IS THE MAP DOING THAT?!” But that’s part of building something. You build. You break it. You fix it. You learn. And then… You make it better. SAFER ROUTES. SMARTER DECISIONS. This is SafeRoute . And I’m just getting started. Stay tuned. 🚦 — Sai-K OceanOS Producer & SafeRoute Developer
Welcome back to another devlog of SAFEROUTE!!!! So, in the last 6 hours or so, I managed to add a variety of features to my app. So far, here’s what I have. 🗺️ Navigation and Maps Interactive map with current location tracking Destination search Walking, cycling, and driving route options Route calculations using OpenRouteService Multiple route options Distance and estimated arrival time Turn-by-turn navigation Voice navigation Automatic rerouting when going off course Arrival detection Follow-my-location functionality 2D and 3D map controls Night mode for navigation Dropped-pin navigation Manual coordinate-based routing Route details panel Speed limit information 🛡️ Safety Features I’ve also started building the safety system that makes SafeRoute different from regular navigation apps. Safety score calculations Comparing safer routes with faster routes Safety overlays Route safety comparisons The ability to prioritize safety instead of just distance or travel time My goal is to eventually give users a better understanding of why one route might be safer than another. 🗺️ How SafeRoute Works The app uses OpenRouteService for routing, which allows me to build the navigation system without depending on expensive routing APIs. I’m also using React Native, Expo, TypeScript, and Firebase to build the application and its backend. 📱 Planned App Structure I’m developing SafeRoute around five main tabs: 🏠 Home The main dashboard, where users will be able to see an overview of the app, access quick actions, and use a small interactive map that opens the full navigation screen. 🛡️ Safety This is where I plan to bring together safety alerts, hazard reports, community reports, local safety information, and an AI assistant powered by Gemini. 🧭 Trips A place to plan trips, view trip history, access navigation, and eventually keep track of people who choose to share their trips. 🚨 Emergency A dedicated section for emergency tools, trusted contacts, and features that can help users get assistance when they need it. 👤 Profile A personalized section where users can manage their account, settings, and avatar. 🔥 Technologies I’m Using React Native Expo TypeScript Expo Router React Native Maps OpenRouteService Firebase Authentication Firebase Gemini AI (planned integration) 🎯 What’s Next? Although the main map and navigation system is working, there is still a lot I want to accomplish. My next goals are: Finish connecting all five main app sections Improve the safety scoring system using reliable safety data Integrate real-time alerts and hazard information Build community safety reporting Add emergency features and trusted-contact functionality Integrate the Gemini AI safety assistant Improve the overall UI and user experience Test the app thoroughly on real devices Prepare the final Congressional App Challenge demonstration 💡 My Vision I don’t want SafeRoute to just be another navigation app. I want it to be something that helps people feel more confident when traveling, especially students and pedestrians who may not always have the safest route available to them. My long-term vision is to combine navigation, community awareness, AI, and emergency assistance into one platform that makes everyday travel safer. SafeRoute — Because the safest route should matter just as much as the fastest one.
🚀 SAFEROUTE DEVLOG #3 — WE’RE DONE! 🎉 WELCOME BACK TO ANOTHER DEVLOG OF SAFEROUTE!!!! After countless hours of coding, debugging, and improving features, SafeRoute is officially DONE and ready to ship! 🚀🗺️ SafeRoute has grown into a safety-focused navigation app combining maps, hazard awareness, AI assistance, emergency tools, and personalized settings. 🗺️ Navigation and Maps 📍 Current location tracking and destination search 🚶 Walking, 🚴 cycling, and 🚗 driving modes 🛣️ OpenRouteService routing and multiple route options ⏱️ Distance and estimated travel time 🧭 Turn-by-turn and voice navigation 🔄 Automatic rerouting when off course 🎯 Arrival detection and follow-my-location 🌙 Night mode and 2D/3D map controls 📌 Dropped-pin and coordinate-based navigation 🚦 Route details and available speed-limit information 🛡️ Safety Features 📊 Safety score calculations and status indicators 🗺️ Route safety comparisons ⚠️ Community hazard reporting 🌧️ Weather and safety alerts 🚧 Hazard awareness for flooding, accidents, road closures, debris, and construction 🤖 Gemini-powered AI safety assistance 🌃 Night-safety settings 📡 Safety information from available data sources SafeRoute aims to help users consider safety alongside distance and travel time, particularly when walking or cycling. 🏠 The Five Main App Sections 🏠 Home: Main dashboard, quick actions, and navigation access. 🛡️ Safety: Safety information, community reports, hazards, alerts, and AI assistance. 🧭 Trips: Navigation, saved destinations, and recent trip history. 🚨 Emergency: Emergency tools, trusted contacts, and location-sharing functionality. 👤 Profile: Account access, personal settings, notification preferences, and night-safety controls. 🔥 Technologies Used React Native & Expo — Mobile app development TypeScript — Application code Expo Router — Screen navigation React Native Maps — Interactive maps OpenRouteService — Route calculations Firebase Authentication — Guest and email authentication Cloud Firestore — Backend data storage Gemini AI — AI-powered safety assistance TomTom — Traffic-related information National Weather Service (NWS) — Weather alerts FEMA IPAWS — Public alert information, including supported AMBER Alert data AsyncStorage — Local settings and saved preferences Expo Notifications — Safety notification functionality 🔔 Additional Features 🔔 Notification preferences connected to Profile settings 🚧 Community hazard submissions and hazard information 👥 Trusted-contact management 📍 Location-sharing functionality 🔐 Authentication and backend integration 🧾 Recent trip history 🧪 Final Development The final development stages focused on connecting the app’s sections, fixing bugs, improving the interface, refining safety scoring, configuring Firebase, and preparing project backups. Some features depend on internet connectivity, device permissions, external API availability, and the accuracy of available data. 📦 Updates? SafeRoute’s main development milestone is complete, and the project is ready to ship! 🎉 💡 Looking Back Building SafeRoute has taught me so much about mobile development, APIs, maps, databases, authentication, notifications, AI integration, and real-world software engineering. Thank you to everyone who has followed this journey! SafeRoute is officially ready to ship. The journey doesn’t end here — this is just the beginning! 🚀 🛡️ SafeRoute — Because the safest route should matter just as much as the fastest one. 🗺️ P.S. Link to Final 4 Screenshots: https://i.postimg.cc/HsMRq5pZ/unnamed.jpg https://i.postimg.cc/QN2nJtpS/unnamed.jpg https://i.postimg.cc/ZYdwnS1y/unnamed.jpg https://i.postimg.cc/0ycfF2J0/unnamed.jpg
Ships:
I built SafeRoute , an AI-powered safety navigation app designed to help people make safer decisions when traveling. Instead of focusing only on finding the fastest route, SafeRoute considers safety factors, nearby hazards, weather alerts, and community-reported dangers to help users choose a safer way to reach their destination. One of the most challenging parts was integrating multiple services, including OpenRouteService, Firebase, and AI, while making sure the app could handle unreliable API responses and location data. I’m proud of bringing together features like safety scores, alternative routes, emergency tools, trusted contacts, and community hazard reporting into one app with a consistent, easy-to-use interface. To test SafeRoute, allow location access and explore the Home and Safety pages to view safety information and calculate routes. Try different travel modes, compare route safety scores, submit a community hazard, and explore the Trips, Emergency, and Profile pages. Some features depend on internet connectivity and external services, so results may vary. Overall, SafeRoute is designed to support safer travel decisions to keep you and every other user safe. Reminder: As mentioned in the README, this app was created using Expo Go, which means to run it, you can download Expo SDK 58, install, and log into the application. This app only works on Apple devices so far and Beta Testing is still going on for Android. Enjoy!...
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1793084195.8018045
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1793170595.8018045
|
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59757
|
My awesome macropad! by @Keechap | Stardance
|
Keechap
|
0
|
13.46
|
0
|
[]
|
[{"post_id": 82375, "ts": "202 [{"post_id": 82375, "ts": "2026-10-24T17:27:14Z", "hours": 4.1914, "text": "Devlog 5: Finally I made progress with the bottom part of the case. I made a hole for the cable, and added some holes for the screws."}, {"post_id": 69165, "ts": "2026-09-16T14:39:31Z", "hours": 4.2197, "text": "Devlog 4: I had to go back to the PCB design so the keycaps don’t overlap or get in the way of eachother. I am going to have to remake the case."}, {"post_id": 67360, "ts": "2026-09-13T13:16:37Z", "hours": 3.9111, "text": "Devlog 3: made the bottom half of the case ( It was much harder than expected )"}, {"post_id": 67162, "ts": "2026-09-13T07:23:12Z", "hours": 0.5125, "text": "Devlog 2: I made a few changes in the wireing and added 3D models for components."}, {"post_id": 66836, "ts": "2026-09-12T19:09:34Z", "hours": 0.6275, "text": "Devlof 1: I did a bit of wireing and came up with this 6 switch design with 2 rotary encoders"}]...
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Title: My awesome macropad! by @Keechap | Stardanc Title: My awesome macropad! by @Keechap | Stardance
Devlogs:
Devlof 1: I did a bit of wireing and came up with this 6 switch design with 2 rotary encoders
Devlog 2: I made a few changes in the wireing and added 3D models for components.
Devlog 3: made the bottom half of the case ( It was much harder than expected )
Devlog 4: I had to go back to the PCB design so the keycaps don’t overlap or get in the way of eachother. I am going to have to remake the case.
Devlog 5: Finally I made progress with the bottom part of the case. I made a hole for the cable, and added some holes for the screws....
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1793029870.7425482
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1793634670.7425482
|
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40069
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ExamClarity by @MIREYA | Stardance
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MIREYA
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1
|
4.94
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:15:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built ExamClarity to help students during exams. This website also has an upgrade which I have built later on in another project. By using this website , students can manage time and make sure they are not wasting any. I have given only some features in this website such as NASA image to make it interesting for users.", "repo": "https://github.com/Mireya-examclarity/examclarity", "demo": "https://mireya-examclarity.github.io/examclarity/"}]...
|
[{"post_id": 82372, "ts": "202 [{"post_id": 82372, "ts": "2026-10-24T17:19:45Z", "hours": 1.7164, "text": "I am working on one of my first ever project (actually changed all my previous codes tho). I have made it relatively simple and convenient. Today I fixed the main bugs and made the site fully working on GitHub Pages. I fixed the timer where start and reset were not working on click by changing to global variables and direct onclick handlers. I fixed the NASA image that was showing blank because the DEMO_KEY was rate limited, so I added a fallback system with real NASA galaxy images and an onerror handler to ensure a real picture always shows. I also fixed the practice questions that were generating silly questions like what is Einstein, and rewrote the logic to create smarter questions like fill in the blanks, explain in your own words, and true or false. Finally, I tested sticky notes with localStorage and live word count. That’s all I did today . Lets continue tomorrow(! !)."}, {"post_id": 72342, "ts": "2026-09-22T18:23:08Z", "hours": 1.5819, "text": "Hey Everyone!.I have completed making the html for ExamClarity . It works just fine now but still as you guys can see the questions are repeating and one question does not make any sense at all(What is What?) . But I have made this cartoonish fonts in this website so that everyone can have a little fun using this . I also need to change some html codes because I have copied some commands of Meta AI so I need to rewrite it again.I also need to change the structure too. Thats all for today. Thank you for specifying."}, {"post_id": 71890, "ts": "2026-09-21T18:20:47Z", "hours": 1.0592, "text": "I was able to deploy ExamClarity.I still have not completed it. It has some running issues.Thank you so much for specifying that I was overly dependent on AI . I couldn’t figure out the deploying part otherwise. In this website I have to add NASA APOD and want it to work right now it is deployed . Tomorrow I will try to make the website work so that it can actually help you guys during exams.Good Night!!!."}, {"post_id": 71408, "ts": "2026-09-20T19:24:48Z", "hours": 0.5825, "text": "Deploying ExamClarity was honestly a hassle!!!!. All my previous works were in Streamlit - one click deploy. Only during feedback I got to know Streamlit is a sleeping site, it sleeps when no one opens it. So I had to move to GitHub.That’s when the real work started. My NEST account was still pending, so I was stuck. I had to write HTMLs for GitHub Pages, because GitHub doesn’t run Python like Streamlit. I wrote index.html, pushed it, it showed {{ apod.title }} as text. Deleted it. Wrote again. Pushed again. Still broke. Then learned I need templates/index.html for Flask locally and pure HTML for root.I wrote READMEs, deleted them, wrote again, deleted and wrote again. Same with HTMLs. Localhost was giving 500 error, GitHub was giving 404, then code as text. It was a loop.Finally after deleting and writing again 3-4 times, the site went live. It was quite a hassle, but now it’s actually live without sleeping!!!!!."}, {"post_id": 54364, "ts": "2026-08-25T10:11:57Z", "hours": 0.2667, "text": "Day 1 - ExamClarity update from Trivandrum! 🌙 Built Frictionless Study Mode feature: Added NASA APOD as study background Summarizer + Quiz Generator working Designed for distracted teens who need focus Time tracked: 16m today with Hackatime! Next: Adding focus timer and progress tracking #Frictionless #NASA"}]...
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Title: ExamClarity by @MIREYA | Stardance
Devlogs Title: ExamClarity by @MIREYA | Stardance
Devlogs:
Day 1 - ExamClarity update from Trivandrum! 🌙 Built Frictionless Study Mode feature: Added NASA APOD as study background Summarizer + Quiz Generator working Designed for distracted teens who need focus Time tracked: 16m today with Hackatime! Next: Adding focus timer and progress tracking #Frictionless #NASA
Deploying ExamClarity was honestly a hassle!!!!. All my previous works were in Streamlit - one click deploy. Only during feedback I got to know Streamlit is a sleeping site, it sleeps when no one opens it. So I had to move to GitHub.That’s when the real work started. My NEST account was still pending, so I was stuck. I had to write HTMLs for GitHub Pages, because GitHub doesn’t run Python like Streamlit. I wrote index.html, pushed it, it showed {{ apod.title }} as text. Deleted it. Wrote again. Pushed again. Still broke. Then learned I need templates/index.html for Flask locally and pure HTML for root.I wrote READMEs, deleted them, wrote again, deleted and wrote again. Same with HTMLs. Localhost was giving 500 error, GitHub was giving 404, then code as text. It was a loop.Finally after deleting and writing again 3-4 times, the site went live. It was quite a hassle, but now it’s actually live without sleeping!!!!!.
I was able to deploy ExamClarity.I still have not completed it. It has some running issues.Thank you so much for specifying that I was overly dependent on AI . I couldn’t figure out the deploying part otherwise. In this website I have to add NASA APOD and want it to work right now it is deployed . Tomorrow I will try to make the website work so that it can actually help you guys during exams.Good Night!!!.
Hey Everyone!.I have completed making the html for ExamClarity . It works just fine now but still as you guys can see the questions are repeating and one question does not make any sense at all(What is What?) . But I have made this cartoonish fonts in this website so that everyone can have a little fun using this . I also need to change some html codes because I have copied some commands of Meta AI so I need to rewrite it again.I also need to change the structure too. Thats all for today. Thank you for specifying.
I am working on one of my first ever project (actually changed all my previous codes tho). I have made it relatively simple and convenient. Today I fixed the main bugs and made the site fully working on GitHub Pages. I fixed the timer where start and reset were not working on click by changing to global variables and direct onclick handlers. I fixed the NASA image that was showing blank because the DEMO_KEY was rate limited, so I added a fallback system with real NASA galaxy images and an onerror handler to ensure a real picture always shows. I also fixed the practice questions that were generating silly questions like what is Einstein, and rewrote the logic to create smarter questions like fill in the blanks, explain in your own words, and true or false. Finally, I tested sticky notes with localStorage and live word count. That’s all I did today . Lets continue tomorrow(! !).
Ships:
I have built ExamClarity to help students during exams. This website also has an upgrade which I have built later on in another project. By using this website , students can manage time and make sure they are not wasting any. I have given only some features in this website such as NASA image to make it interesting for users....
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1793004528.2116215
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1793090928.2116215
|
|
58238
|
DARPA ENGINEERING by @darmigan2011 | Stardance
|
darmigan2011
|
1
|
6.75
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T16:12:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on a new website for DARPA Engineering in Hosur. The main goal was to present the company and its engineering work in a much more modern way instead of having a basic company website. I worked on the layout, sections, images, service information and overall design. I wanted the site to feel professional but still have some of my own design style in it. One of the challenging parts was figuring out how to organise a lot of company information without making the website feel too crowded. Getting the different sections to look good together also took quite a bit of testing. I’m proud of how the final website brings the manufacturing side of DARPA Engineering together with a more modern web design. People can test it by going through the different sections of the website, checking the services and company information, and trying the contact section.", "repo": "https://github.com/darmigan2011-ops/darpa-engineering", "demo": "https://darmigan2011-ops.github.io/darpa-engineering/"}]...
|
[{"post_id": 82364, "ts": "202 [{"post_id": 82364, "ts": "2026-10-24T17:05:02Z", "hours": 0.3042, "text": "Devlog — Working on the DARPA Engineering website Another project I’ve been working on is the website for DARPA Engineering. Since the company works with sheet metal stampings and non-ferrous castings, I wanted the website to feel professional and reflect the actual work the company does. I’ve been working on the layout, product showcase, navigation, and overall visual design. One thing I focused on was presenting the manufactured components clearly instead of making the website feel like a generic company template. There’s still room to improve, but I’m happy with how the product section is coming together. You can check it out here: 🔗 https://darmigan2011-ops.github.io/darpa-engineering/ I’ve attached a screenshot of the product showcase. Would love to hear what you think or what you’d improve!"}, {"post_id": 78315, "ts": "2026-10-10T12:09:05Z", "hours": 2.4472, "text": "I finally modified the new website I was working on for DARPA Engineering. I wanted this one to feel different from the usual manufacturing websites. Instead of adding too many effects and making it look futuristic, I tried to keep it clean, industrial and focused on the actual work. I rebuilt the site around the three main areas — Stampings, Non-ferrous Castings and Tooling. I also added sections for the stamping process, robotics/welding, product gallery, casting details and an interactive tooling section. A lot of the content and images are based on the actual company information and products. I spent quite a bit of time making the small interactions work properly instead of just making them look good in a screenshot. I also tested the mobile layout, different screen sizes, keyboard interactions and reduced-motion behavior. After all that, I finally pushed it to GitHub and deployed it with GitHub Pages."}, {"post_id": 76656, "ts": "2026-10-04T08:52:20Z", "hours": 3.8408, "text": "I worked on the new version of the DARPA Engineering website. I already had an older version of the site, but instead of completely throwing it away, I decided to keep that one as a backup and rebuild the project from the existing code. This time I wanted the website to feel more like an actual engineering company website and less like a normal template. I worked on the overall layout, hero section, manufacturing capabilities, company section, services, process, industries, gallery, testimonials, articles, FAQ and the contact section. I’m also trying to add more animation and interaction, but I’m being careful with it. I don’t want every section moving just for the sake of animation. The idea is to make the website feel premium while still keeping it professional and easy to use. One thing I found during the rebuild was that the old website had quite a few things that needed fixing, especially around performance, accessibility, deployment and some of the content. The current version is looking much closer to what I had in mind. There is still a lot to improve — especially the animations, mobile version, performance and final polishing. I’ll keep working on it and hopefully get the final version deployed soon. Day by day, the website is getting closer to what I actually imagined."}]...
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Title: DARPA ENGINEERING by @darmigan2011 | Starda Title: DARPA ENGINEERING by @darmigan2011 | Stardance
Devlogs:
I worked on the new version of the DARPA Engineering website. I already had an older version of the site, but instead of completely throwing it away, I decided to keep that one as a backup and rebuild the project from the existing code. This time I wanted the website to feel more like an actual engineering company website and less like a normal template. I worked on the overall layout, hero section, manufacturing capabilities, company section, services, process, industries, gallery, testimonials, articles, FAQ and the contact section. I’m also trying to add more animation and interaction, but I’m being careful with it. I don’t want every section moving just for the sake of animation. The idea is to make the website feel premium while still keeping it professional and easy to use. One thing I found during the rebuild was that the old website had quite a few things that needed fixing, especially around performance, accessibility, deployment and some of the content. The current version is looking much closer to what I had in mind. There is still a lot to improve — especially the animations, mobile version, performance and final polishing. I’ll keep working on it and hopefully get the final version deployed soon. Day by day, the website is getting closer to what I actually imagined.
I finally modified the new website I was working on for DARPA Engineering. I wanted this one to feel different from the usual manufacturing websites. Instead of adding too many effects and making it look futuristic, I tried to keep it clean, industrial and focused on the actual work. I rebuilt the site around the three main areas — Stampings, Non-ferrous Castings and Tooling. I also added sections for the stamping process, robotics/welding, product gallery, casting details and an interactive tooling section. A lot of the content and images are based on the actual company information and products. I spent quite a bit of time making the small interactions work properly instead of just making them look good in a screenshot. I also tested the mobile layout, different screen sizes, keyboard interactions and reduced-motion behavior. After all that, I finally pushed it to GitHub and deployed it with GitHub Pages.
Devlog — Working on the DARPA Engineering website Another project I’ve been working on is the website for DARPA Engineering. Since the company works with sheet metal stampings and non-ferrous castings, I wanted the website to feel professional and reflect the actual work the company does. I’ve been working on the layout, product showcase, navigation, and overall visual design. One thing I focused on was presenting the manufactured components clearly instead of making the website feel like a generic company template. There’s still room to improve, but I’m happy with how the product section is coming together. You can check it out here: 🔗 https://darmigan2011-ops.github.io/darpa-engineering/ I’ve attached a screenshot of the product showcase. Would love to hear what you think or what you’d improve!
Ships:
I worked on a new website for DARPA Engineering in Hosur. The main goal was to present the company and its engineering work in a much more modern way instead of having a basic company website. I worked on the layout, sections, images, service information and overall design. I wanted the site to feel professional but still have some of my own design style in it. One of the challenging parts was figuring out how to organise a lot of company information without making the website feel too crowded. Getting the different sections to look good together also took quite a bit of testing. I’m proud of how the final website brings the manufacturing side of DARPA Engineering together with a more modern web design. People can test it by going through the different sections of the website, checking the services and company information, and trying the contact section....
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1793094463.3616512
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DTA Emulator by @anchith | Stardance
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anchith
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52.42
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[{"post_id": 82361, "ts": "202 [{"post_id": 82361, "ts": "2026-10-24T16:58:40Z", "hours": 12.0136, "text": "GUI So far the entire interface for the project is just a terminal with some print statements and sometimes a display window so I finally made some frontend GUI! stuff The idea for this was a full window showing everything that the processor is currently doing, including the various subsystems and components of the emulated CPU, the registers, pins, settings and other stuff It also has a cool section for programming it, with which you can write code or import programs, assemble them, load them into the CPU and run them with only a few clicks. With the new GUI you also can modify everything in the CPU however you wish so you can change register values (even the read only ones ), fire pins, change processor settings and other execution stuff, and also see and interact with the GUIs for devices! (gui inside gui ) netbeans believe it or not, netbeans , out of all IDEs, has an amazing form editor, which is basically a UI designing thing for java, and that’s what I used to make the UI for this. All you have to do is drag and drop stuff into the canvas and try not to crash out over its idiotic paranoid auto scale system, and it automagically generates all the layout code for you! if only it magically made all the UI work too See the design lapse here: https://lapse.hackclub.com/timelapse/j9cZMZqsB7Ia flatlaf uhh so the default GUI looks horrendous because it uses Java’s built in Swing UI elements and designs, which is fine, but it makes it look like its from 2009 BUT i can change it’s look using a different “Look and Feel”, which is basically defines how UI elements should look. and feel. For this project I decided to use the FlatLaf look and feel which made it look a lot more modern and also made it a bit nicer to use. I didn’t use maven for this because I have trauma from when i used maven a long time ago and it uninstalled my entire project with no backups also java yum making the ui work this is the hard part Okay now the UI looks nice and all but it does nothing and is useless because it’s not linked to the backend Anyway I wrote a lot of messy code and linked up the processor backend and the assembler to the UI, and also wired up all 28 registers, 8 pins and a bunch of settings, initialization and assembling stuff to the backend. The thing is, I need to update the backend from the frontend and the frontend from the backend, and if that happens incorrectly or in the wrong order, which it does a lot , wrong or invalid information can be fed to the backend (and the frontend) which ruins the entire execution flow. There were so many problems with the UI and backend not matching up, like: Sometimes the clock would say it started in the frontend but didn’t in the backend even though all signs say that it did Sometimes the program wouldn’t even be written to the memory properly because the memory settings were incorrect in the backend only Sometimes two clock threads would start ticking simultaneously, which misaligns the PC because it’s only supposed to be multiples of 3 and a lot of other bugs After consuming all of the remaining bugs and testing it a lot, I finally had a UI that worked and synced with the backend properly… mostly. This is a prototype and I still need to change a lot of stuff, but here’s a screenshot of the finished UI while executing the previous 3D renderer thing"}, {"post_id": 77538, "ts": "2026-10-07T11:36:09Z", "hours": 5.5311, "text": "3D RENDERER I finally got the 3D renderer to work It took SO long ( 18+ hours in total? ) but it’s so cool and really shows the capabilities of this tiny CPU It took so long to make because I had to write everything in assembly with 🚫 no functions, 🚫 no control structures and 🚫no variables Obviously trying to program this CPU with such a tiny ISA and a stupid assembler is borderline impossible - you have to manually deal with register/pin addresses and memory addresses for jumps, so adding a single line changes everything after it and breaks your jumps. That’s why I added a few features to the assembler to make my life easier, namely address markers and constants . Address markers allow you to mark instructions and use those marker names within the program to refer to that instruction, which makes conditional stuff, jumps and other stuff much easier. Constants are… well, constants. With them I can assign names to memory addresses. (especially useful when you have more than 120 addresses ) Additionally, I also introduced a dynamic constants thing in the assembler, which basically just reserves memory addresses and stuff for constants on it’s own, so now I don’t even need to think about those addresses. new ALU stuff I added a new ALU (Arithmetic & Logic Unit) function in the CPU for comparisons between two numbers. The new COMP ALU operation compares the two values in ALU_A and ALU_B and sets the output to: 1 if A > B 2 of A < B 0 if A = B Trying to make a 3D renderer without these functions is impossible renderererer Ok, now onto how the renderer actually works. The renderer is just one big program (1300+ lines of assembly) that does a bunch of stuff to try and render a spinning cube on the display. Basically all it does is: Initialize the cube vertices Make the edge table for the lines of the cube Rotate all the points of the cube by a set amount every frame using a lot of scary math 📽️ Project the new rotated 3D points of the cube into 2D points using even more math Draw all the lines of the cube and refresh the display Repeat from step 3 Here’s a very simplified explanation of the entire program: The initial positions of the points is hardcoded into the code, and there’s also a getVertex function to get the X, Y and Z coordinates for a specific vertex number. To rotate the points, you need to do some matrix multiplication on each of the points, with a rotation matrix thingy and magically rotation happens. I don’t actually know what sin/cos is, they didn’t teach us in school yet as far as I know it’s something to do with the angles of a right angle triangle or whatever who cares To find the rotated points, it takes each of the coordinates and multiplies X by cos theta + Z * sin theta, and multiplies Z by -X * sin theta + Z * cos theta, where theta is the value it is being rotated by. Sin and Cos values for values 0-90 degrees are hardcoded into the program because it’s very hard to calculate Then the program takes those rotated points, and projects them into 2D points. Those equations are much easier: Projected X = (X * FocalLength)/(Z+FocalLength) and similarly, Projected Y = (Y * FocalLength)/(Z+FocalLength) Then it draws the lines between the points using a hardcoded edge table and bresenham’s line drawing algorithm. It then releases the pixel buffer and gets ready to draw another frame! And after a lot of debugging, it’s finally finished! (The video is at 500 kilohertz btw )"}, {"post_id": 76078, "ts": "2026-10-02T08:35:19Z", "hours": 13.6392, "text": "3D Renderer Line drawer So I was working on a 3D rendering program Writing a whole 3D render in assembly was slightly overambitious I think. It took thousands of lines of code and hundreds of memory allocations, functions and random stuff. It is supposed to be able to do rotation, projection, and wireframe drawing, and I tried making it draw a simple cube. As of right now it doesn’t work. Debugging DTA assembly is hard especially when you have 1400 lines of it. ( i thought of splitting it up into several files, but the way that it’s assembled and stuff makes it difficult, I still do have many files but I merge them all before assembling ) There’s some problems with the math and conditional stuff and if i try to run the whole renderer the screen just shows one pixel at coordinates (0, 0) flickering. But I was able to program a functional line drawing algorithm based on generalized Bresenham’s line drawing algorithm! (see picture) It basically works by taking two start and end coordinates, and adjusting the x towards the end coordinate, while measuring the error of the y-coordinate from the ideal line and adjusting for it. idk im bad at explaining things. I’ll probably write more about this in detail once I get the 3D renderer fully working."}, {"post_id": 73912, "ts": "2026-09-26T09:43:17Z", "hours": 5.3272, "text": "Assembler I made an assembler now so that I don’t have to write the raw ROM bytes to write programs! You can now just write code in assembly and it will magically generate the perfect ROM values! It can do a lot of cool stuff like: Replacing the names of instructions, registers and pins with their actual values Labels let you mark specific instructions and use the label name instead of figuring out the instruction’s address! Now you can just use set pc, bruh to jump to the instruction you labelled “bruh” for some reason Comments!! Tomfoolery detection The label thing is especially useful because I don’t need to rewrite a bunch of stuff just to add some code, and I don’t need to think about instruction addresses at all now because it all happens automagically with the assembler! I also created a bunch of new programs using this assembler, that use some of the new device stuff as well. speaking of device stuff, new device stuff I changed the architecture of the DSC a lot and now there are separate pulse pins that you can use to talk to the device. This makes working with devices a little bit easier and uses lesser code as well! With the new architecture I made some new devices as well, like: A colour GPU Now you can draw pixels to the screen that aren’t black and white! It actually includes all 0-255 values for red, green and blue, like all modern gpus and displays have I’m also working on some 3D rendering stuff too Work in progress text renderer terminal thing Power Management Thing™ so that programs can view and adjust the processors clock speed I also made one of those cool GPU test gradient things for the new GPU It does a lot of math and loop stuff to figure out which color should be at which position. I wrote it in like 80 lines of assembly using the new assembler and it takes about 16 seconds to finish at 10 kilohertz. This is the picture of the output:"}, {"post_id": 73515, "ts": "2026-09-25T09:07:27Z", "hours": 5.6569, "text": "It works I worked on the backend of the emulator a lot. I coded the remaining parts of all of the components, then I made a clock and finally put everything together to make the working emulator. The processor can now execute all three DTA instructions properly: COPY , SET , and PULSE The instruction decoder reads the instruction words, figures out what operation needs to happen, and the processor performs it through the appropriate registers and pins. There were also a bunch of weird bugs like components not being able to update their own read-only registers and memory size limits A processor isn’t very useful without any output devices so I made a GPU device to output pictures. It has a 64x64 pixel screen to which the processor can write pixels to. It has only black and white pixels because… i was lazy ig I then tried running some programs on it! Like one that continuously tries to write to read-only registers and throws infinite errors! ok that one was for testing I tried making a program that actually uses the screen, and I thought of just drawing a checkerboard pattern on the screen. Unfortunately I was too ambitious and it didn’t work. at all. So i tried just drawing one pixel to the screen and WOW IT WORKED ! no it didnt it still did nothing I did a bunch of backend debugging stuff which is really boring and complicated and I had to move the device register update code in the DSC to its own pin and trigger method and akcgcrwqajhxte tldr a bunch of confusing stuff Finally i got the pixels to work! There was now one white pixel on the screen! exciting! I had to do a lot more debugging for the checkerboard thing to work. I didn’t make an assembler as of now, so I had to write all the machine code myself (Literally writing with numbers) And catching bugs was impossible because again, you’re looking at a bunch of numbers. Anything as simple as adding a line of code was a pain because it shifts the memory addresses of all the lines of code after that, which messes with jump conditions and stuff. Despite all that IT WORKED it does run quite slow because its more than 30 instructions for each iteration of the loop, it takes a few seconds for it to finish the image at a clock speed of 10 kilohertz. This is basically how the program works: Initialize the DSC and GPU on device 0 Set up the variables in memory for X and Y coordinates And then start running an infinite loop in which all this happens: Increment X by 2 Then check if X is 64, if it is, increment Y by 1 and set X to 1 Check if X is 63, if it is, increment Y by 1 and set X to 0. Write the PIXEL instruction, X coordinate, Y coordinate and pixel colour to the GPU via the DSC. Repeat until heat death of the universe All that generates this cool checkerboard pattern on the screen. (This is 44 lines of assembly ) Anyway look at this picture:"}, {"post_id": 73001, "ts": "2026-09-24T06:07:32Z", "hours": 10.2547, "text": "DTA Emulator I’m making an emulator for a processor! It’s supposed to be a very simple minimal instruction set computer, with only 3 instructions. I mostly worked on the ISA in these hours and also did a bit of backend work for the emulator. The instruction set for the processor has only 3 instructions: Copy Set Pulse The entire processor can be controlled just by changing the values in registers and pulsing stuff. Copy copies the value of one register to another Set directly sets the value of a register to something Pulse pulses a pin (This is also why it’s called DTA - Data Transfer Architecture) With these simple instructions, you can manipulate registers and therefore control various parts of the processor! Designing the processor ISA was very hard because there are a bunch of problems that arise from having only three instructions. For example, this is how you would write a program to add two numbers from the memory and save it back to the memory.: SET READADDR 1 COPY READOUT, ALU_A SET READADDR 2 COPY READOUT, ALU_B SET ALU_OP, ADD SET WRITEADDR 3 COPY ALU_OUT, WRITEVAL PULSE WRITE This code first sets the read address to 1, causing the register bank’s read output to provide the value stored at address 1. That value is then copied into ALU_A . The read address is then set to 2, and the value at that address is copied into ALU_B . ALU_OP is set to ADD. Finally, the write address is set to 3. The ALU output is copied into WRITEVAL , and the write operation is pulsed, storing the result at address 3 in the register bank. So basically, at a high level, it reads 2 values from the memory, copies them to the ALU input values, sets the ALU operation to addition, then saves the output back into the memory. The memory reading and ALU output is combinational, ie it works continuously, and does not need a pulse for it to work. Meanwhile writing stuff to the memory can’t just be on forever, that would create problems. So we need to pulse it when it’s ready to write. You can think of pulses like triggering something Hopefully you’re understanding The parts of the CPU are: Working memory ALU (Arithmetic and Logic Unit) RAM interface Program Counter Device Controller Control Unit (this took way too long 🤦 ) That’s about it for the ISA. I also started working on the backend of the actual emulator by implementing all of these components individually in Java (java peak ) A picture of all the registers and pins:"}]...
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Title: DTA Emulator by @anchith | Stardance
Devlo Title: DTA Emulator by @anchith | Stardance
Devlogs:
DTA Emulator I’m making an emulator for a processor! It’s supposed to be a very simple minimal instruction set computer, with only 3 instructions. I mostly worked on the ISA in these hours and also did a bit of backend work for the emulator. The instruction set for the processor has only 3 instructions: Copy Set Pulse The entire processor can be controlled just by changing the values in registers and pulsing stuff. Copy copies the value of one register to another Set directly sets the value of a register to something Pulse pulses a pin (This is also why it’s called DTA - Data Transfer Architecture) With these simple instructions, you can manipulate registers and therefore control various parts of the processor! Designing the processor ISA was very hard because there are a bunch of problems that arise from having only three instructions. For example, this is how you would write a program to add two numbers from the memory and save it back to the memory.: SET READADDR 1 COPY READOUT, ALU_A SET READADDR 2 COPY READOUT, ALU_B SET ALU_OP, ADD SET WRITEADDR 3 COPY ALU_OUT, WRITEVAL PULSE WRITE This code first sets the read address to 1, causing the register bank’s read output to provide the value stored at address 1. That value is then copied into ALU_A . The read address is then set to 2, and the value at that address is copied into ALU_B . ALU_OP is set to ADD. Finally, the write address is set to 3. The ALU output is copied into WRITEVAL , and the write operation is pulsed, storing the result at address 3 in the register bank. So basically, at a high level, it reads 2 values from the memory, copies them to the ALU input values, sets the ALU operation to addition, then saves the output back into the memory. The memory reading and ALU output is combinational, ie it works continuously, and does not need a pulse for it to work. Meanwhile writing stuff to the memory can’t just be on forever, that would create problems. So we need to pulse it when it’s ready to write. You can think of pulses like triggering something Hopefully you’re understanding The parts of the CPU are: Working memory ALU (Arithmetic and Logic Unit) RAM interface Program Counter Device Controller Control Unit (this took way too long 🤦 ) That’s about it for the ISA. I also started working on the backend of the actual emulator by implementing all of these components individually in Java (java peak ) A picture of all the registers and pins:
It works I worked on the backend of the emulator a lot. I coded the remaining parts of all of the components, then I made a clock and finally put everything together to make the working emulator. The processor can now execute all three DTA instructions properly: COPY , SET , and PULSE The instruction decoder reads the instruction words, figures out what operation needs to happen, and the processor performs it through the appropriate registers and pins. There were also a bunch of weird bugs like components not being able to update their own read-only registers and memory size limits A processor isn’t very useful without any output devices so I made a GPU device to output pictures. It has a 64x64 pixel screen to which the processor can write pixels to. It has only black and white pixels because… i was lazy ig I then tried running some programs on it! Like one that continuously tries to write to read-only registers and throws infinite errors! ok that one was for testing I tried making a program that actually uses the screen, and I thought of just drawing a checkerboard pattern on the screen. Unfortunately I was too ambitious and it didn’t work. at all. So i tried just drawing one pixel to the screen and WOW IT WORKED ! no it didnt it still did nothing I did a bunch of backend debugging stuff which is really boring and complicated and I had to move the device register update code in the DSC to its own pin and trigger method and akcgcrwqajhxte tldr a bunch of confusing stuff Finally i got the pixels to work! There was now one white pixel on the screen! exciting! I had to do a lot more debugging for the checkerboard thing to work. I didn’t make an assembler as of now, so I had to write all the machine code myself (Literally writing with numbers) And catching bugs was impossible because again, you’re looking at a bunch of numbers. Anything as simple as adding a line of code was a pain because it shifts the memory addresses of all the lines of code after that, which messes with jump conditions and stuff. Despite all that IT WORKED it does run quite slow because its more than 30 instructions for each iteration of the loop, it takes a few seconds for it to finish the image at a clock speed of 10 kilohertz. This is basically how the program works: Initialize the DSC and GPU on device 0 Set up the variables in memory for X and Y coordinates And then start running an infinite loop in which all this happens: Increment X by 2 Then check if X is 64, if it is, increment Y by 1 and set X to 1 Check if X is 63, if it is, increment Y by 1 and set X to 0. Write the PIXEL instruction, X coordinate, Y coordinate and pixel colour to the GPU via the DSC. Repeat until heat death of the universe All that generates this cool checkerboard pattern on the screen. (This is 44 lines of assembly ) Anyway look at this picture:
Assembler I made an assembler now so that I don’t have to write the raw ROM bytes to write programs! You can now just write code in assembly and it will magically generate the perfect ROM values! It can do a lot of cool stuff like: Replacing the names of instructions, registers and pins with their actual values Labels let you mark specific instructions and use the label name instead of figuring out the instruction’s address! Now you can just use set pc, bruh to jump to the instruction you labelled “bruh” for some reason Comments!! Tomfoolery detection The label thing is especially useful because I don’t need to rewrite a bunch of stuff just to add some code, and I don’t need to think about instruction addresses at all now because it all happens automagically with the assembler! I also created a bunch of new programs using this assembler, that use some of the new device stuff as well. speaking of device stuff, new device stuff I changed the architecture of the DSC a lot and now there are separate pulse pins that you can use to talk to the device. This makes working with devices a little bit easier and uses lesser code as well! With the new architecture I made some new devices as well, like: A colour GPU Now you can draw pixels to the screen that aren’t black and white! It actually includes all 0-255 values for red, green and blue, like all modern gpus and displays have I’m also working on some 3D rendering stuff too Work in progress text renderer terminal thing Power Management Thing™ so that programs can view and adjust the processors clock speed I also made one of those cool GPU test gradient things for the new GPU It does a lot of math and loop stuff to figure out which color should be at which position. I wrote it in like 80 lines of assembly using the new assembler and it takes about 16 seconds to finish at 10 kilohertz. This is the picture of the output:
3D Renderer Line drawer So I was working on a 3D rendering program Writing a whole 3D render in assembly was slightly overambitious I think. It took thousands of lines of code and hundreds of memory allocations, functions and random stuff. It is supposed to be able to do rotation, projection, and wireframe drawing, and I tried making it draw a simple cube. As of right now it doesn’t work. Debugging DTA assembly is hard especially when you have 1400 lines of it. ( i thought of splitting it up into several files, but the way that it’s assembled and stuff makes it difficult, I still do have many files but I merge them all before assembling ) There’s some problems with the math and conditional stuff and if i try to run the whole renderer the screen just shows one pixel at coordinates (0, 0) flickering. But I was able to program a functional line drawing algorithm based on generalized Bresenham’s line drawing algorithm! (see picture) It basically works by taking two start and end coordinates, and adjusting the x towards the end coordinate, while measuring the error of the y-coordinate from the ideal line and adjusting for it. idk im bad at explaining things. I’ll probably write more about this in detail once I get the 3D renderer fully working.
3D RENDERER I finally got the 3D renderer to work It took SO long ( 18+ hours in total? ) but it’s so cool and really shows the capabilities of this tiny CPU It took so long to make because I had to write everything in assembly with 🚫 no functions, 🚫 no control structures and 🚫no variables Obviously trying to program this CPU with such a tiny ISA and a stupid assembler is borderline impossible - you have to manually deal with register/pin addresses and memory addresses for jumps, so adding a single line changes everything after it and breaks your jumps. That’s why I added a few features to the assembler to make my life easier, namely address markers and constants . Address markers allow you to mark instructions and use those marker names within the program to refer to that instruction, which makes conditional stuff, jumps and other stuff much easier. Constants are… well, constants. With them I can assign names to memory addresses. (especially useful when you have more than 120 addresses ) Additionally, I also introduced a dynamic constants thing in the assembler, which basically just reserves memory addresses and stuff for constants on it’s own, so now I don’t even need to think about those addresses. new ALU stuff I added a new ALU (Arithmetic & Logic Unit) function in the CPU for comparisons between two numbers. The new COMP ALU operation compares the two values in ALU_A and ALU_B and sets the output to: 1 if A > B 2 of A < B 0 if A = B Trying to make a 3D renderer without these functions is impossible renderererer Ok, now onto how the renderer actually works. The renderer is just one big program (1300+ lines of assembly) that does a bunch of stuff to try and render a spinning cube on the display. Basically all it does is: Initialize the cube vertices Make the edge table for the lines of the cube Rotate all the points of the cube by a set amount every frame using a lot of scary math 📽️ Project the new rotated 3D points of the cube into 2D points using even more math Draw all the lines of the cube and refresh the display Repeat from step 3 Here’s a very simplified explanation of the entire program: The initial positions of the points is hardcoded into the code, and there’s also a getVertex function to get the X, Y and Z coordinates for a specific vertex number. To rotate the points, you need to do some matrix multiplication on each of the points, with a rotation matrix thingy and magically rotation happens. I don’t actually know what sin/cos is, they didn’t teach us in school yet as far as I know it’s something to do with the angles of a right angle triangle or whatever who cares To find the rotated points, it takes each of the coordinates and multiplies X by cos theta + Z * sin theta, and multiplies Z by -X * sin theta + Z * cos theta, where theta is the value it is being rotated by. Sin and Cos values for values 0-90 degrees are hardcoded into the program because it’s very hard to calculate Then the program takes those rotated points, and projects them into 2D points. Those equations are much easier: Projected X = (X * FocalLength)/(Z+FocalLength) and similarly, Projected Y = (Y * FocalLength)/(Z+FocalLength) Then it draws the lines between the points using a hardcoded edge table and bresenham’s line drawing algorithm. It then releases the pixel buffer and gets ready to draw another frame! And after a lot of debugging, it’s finally finished! (The video is at 500 kilohertz btw )
GUI So far the entire interface for the project is just a terminal with some print statements and sometimes a display window so I finally made some frontend GUI! stuff The idea for this was a full window showing everything that the processor is currently doing, including the various subsystems and components of the emulated CPU, the registers, pins, settings and other stuff It also has a cool section for programming it, with which you can write code or import programs, assemble them, load them into the CPU and run them with only a few clicks. With the new GUI you also can modify everything in the CPU however you wish so you can change register values (even the read only ones ), fire pins, change processor settings and other execution stuff, and also see and interact with the GUIs for devices! (gui inside gui ) netbeans believe it or not, netbeans , out of all IDEs, has an amazing form editor, which is basically a UI designing thing for java, and that’s what I used to make the UI for this. All you have to do is drag and drop stuff into the canvas and try not to crash out over its idiotic paranoid auto scale system, and it automagically generates all the layout code for you! if only it magically made all the UI work too See the design lapse here: https://lapse.hackclub.com/timelapse/j9cZMZqsB7Ia flatlaf uhh so the default GUI looks horrendous because it uses Java’s built in Swing UI elements and designs, which is fine, but it makes it look like its from 2009 BUT i can change it’s look using a different “Look and Feel”, which is basically defines how UI elements should look. and feel. For this project I decided to use the FlatLaf look and feel which made it look a lot more modern and also made it a bit nicer to use. I didn’t use maven for this because I have trauma from when i used maven a long time ago and it uninstalled my entire project with no backups also java yum making the ui work this is the hard part Okay now the UI looks nice and all but it does nothing and is useless because it’s not linked to the backend Anyway I wrote a lot of messy code and linked up the processor backend and the assembler to the UI, and also wired up all 28 registers, 8 pins and a bunch of settings, initialization and assembling stuff to the backend. The thing is, I need to update the backend from the frontend and the frontend from the backend, and if that happens incorrectly or in the wrong order, which it does a lot , wrong or invalid information can be fed to the backend (and the frontend) which ruins the entire execution flow. There were so many problems with the UI and backend not matching up, like: Sometimes the clock would say it started in the frontend but didn’t in the backend even though all signs say that it did Sometimes the program wouldn’t even be written to the memory properly because the memory settings were incorrect in the backend only Sometimes two clock threads would start ticking simultaneously, which misaligns the PC because it’s only supposed to be multiples of 3 and a lot of other bugs After consuming all of the remaining bugs and testing it a lot, I finally had a UI that worked and synced with the backend properly… mostly. This is a prototype and I still need to change a lot of stuff, but here’s a screenshot of the finished UI while executing the previous 3D renderer thing...
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1793062444.8980594
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1793667244.8980594
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65828
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Lux Pad by @lt_882013 | Stardance
|
lt_882013
|
0
|
6.07
|
0
|
[]
|
[{"post_id": 82356, "ts": "202 [{"post_id": 82356, "ts": "2026-10-24T16:49:35Z", "hours": 1.25, "text": "Devlog 7 I added a gear toy next to the case so that people can fidget with it when bored!!"}, {"post_id": 79600, "ts": "2026-10-14T17:44:47Z", "hours": 1.2372, "text": "Devlog 6 I finished the pcbs, schematics, 3d model and firmware"}, {"post_id": 79379, "ts": "2026-10-13T18:53:55Z", "hours": 0.57, "text": "Devlog 5 I FINALLY Finished the shell and im now gonna start working on the firmware"}, {"post_id": 76147, "ts": "2026-10-02T14:26:43Z", "hours": 0.3606, "text": "Devlog 4 hey guys i need some help. i tried working on the case however the dxf plate the hackpad guide told me to add is a bit smaller than normal. what should i do?"}, {"post_id": 76140, "ts": "2026-10-02T13:57:04Z", "hours": 1.3825, "text": "Devlog 3 Decided to restart on my own pc instead of my friends. i finished the schematics and pcb and a bit of the case"}, {"post_id": 75318, "ts": "2026-09-29T18:59:44Z", "hours": 0.3244, "text": "Worked a bit on it but there were a lot of problems im gonnacheck out soon"}, {"post_id": 73988, "ts": "2026-09-26T14:00:28Z", "hours": 0.9425, "text": "Me and my friend finally started the project! We had some problems with the schematic but we cant finish it yet so we are gonna finish it soon"}]...
|
Title: Lux Pad by @lt_882013 | Stardance
Devlogs: Title: Lux Pad by @lt_882013 | Stardance
Devlogs:
Me and my friend finally started the project! We had some problems with the schematic but we cant finish it yet so we are gonna finish it soon
Worked a bit on it but there were a lot of problems im gonnacheck out soon
Devlog 3 Decided to restart on my own pc instead of my friends. i finished the schematics and pcb and a bit of the case
Devlog 4 hey guys i need some help. i tried working on the case however the dxf plate the hackpad guide told me to add is a bit smaller than normal. what should i do?
Devlog 5 I FINALLY Finished the shell and im now gonna start working on the firmware
Devlog 6 I finished the pcbs, schematics, 3d model and firmware
Devlog 7 I added a gear toy next to the case so that people can fidget with it when bored!!...
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1793091175.3658597
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1793695975.3658597
|
|
71205
|
Diggo by @JurekDev | Stardance
|
JurekDev
|
0
|
24.31
|
0
|
[]
|
[{"post_id": 82353, "ts": "202 [{"post_id": 82353, "ts": "2026-10-24T16:46:55Z", "hours": 24.3053, "text": "Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions."}]...
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Title: Diggo by @JurekDev | Stardance
Devlogs:
Co Title: Diggo by @JurekDev | Stardance
Devlogs:
Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions....
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1792860449.3756733
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1793465249.3756733
|
|
71203
|
Earthy by @Rohan | Stardance
|
Rohan
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 82352, "ts": "202 [{"post_id": 82352, "ts": "2026-10-24T16:46:51Z", "hours": 1.7983, "text": "I worked on the code; the CSS, js and html. I had quite a few issues especially with the CSS misbehaving as the design on the sides would not invert and was not symmetrical I eventually found how to invert it succesfully. The API was returning the NASA logo for some reason although it turns out I was using the wrong URL and figured it out after I asked chatgpt. The rest of the codebase went smoothly, I’m starting to get used to js more and more currently I mainly code only in python so I’m trying to learn js! There are a few concepts hard to wrap my head around but eventually learnt them : p"}]...
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Title: Earthy by @Rohan | Stardance
Devlogs:
I wo Title: Earthy by @Rohan | Stardance
Devlogs:
I worked on the code; the CSS, js and html. I had quite a few issues especially with the CSS misbehaving as the design on the sides would not invert and was not symmetrical I eventually found how to invert it succesfully. The API was returning the NASA logo for some reason although it turns out I was using the wrong URL and figured it out after I asked chatgpt. The rest of the codebase went smoothly, I’m starting to get used to js more and more currently I mainly code only in python so I’m trying to learn js! There are a few concepts hard to wrap my head around but eventually learnt them : p...
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1792860446.9153924
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1793465246.9153924
|
|
62565
|
artemis-autonomous-flight by @yusuf_choudhury | St artemis-autonomous-flight by @yusuf_choudhury | Stardance...
|
yusuf_choudhury
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0
|
20.44
|
0
|
[]
|
[{"post_id": 82349, "ts": "202 [{"post_id": 82349, "ts": "2026-10-24T16:44:52Z", "hours": 9.2742, "text": "Just waiting for stardust."}, {"post_id": 69866, "ts": "2026-09-17T23:18:08Z", "hours": 11.1647, "text": "Just crossed the 11-hour mark, and I think I might have accidentally turned this project into a massive multi-language monster 😅.I originally just wanted to simulate a rocket, but now I’m attempting to wire together a fully distributed architecture: - C++: Custom RK4 physics engine (so much orbital math…) - Go: High-throughput WebSocket relay to stream the telemetry. - Python: The AI autopilot trying its best not to crash the ship. - JS / WebGL: Building this dark-mode NASA MOC dashboard. - Rust: (Up next!) A safety firewall to mathematically validate the AI’s commands. I lost a chunk of today fighting with some severe multi-device syncing bugs dropping my tracked hours, but finally seeing the WebGL dashboard light up made it worth it. Question for the community: Has anyone here wired a C++ backend into a Go relay before? I’d love any advice on minimizing latency between the microservices!"}]...
|
Title: artemis-autonomous-flight by @yusuf_choudhu Title: artemis-autonomous-flight by @yusuf_choudhury | Stardance
Devlogs:
Just crossed the 11-hour mark, and I think I might have accidentally turned this project into a massive multi-language monster 😅.I originally just wanted to simulate a rocket, but now I’m attempting to wire together a fully distributed architecture: - C++: Custom RK4 physics engine (so much orbital math…) - Go: High-throughput WebSocket relay to stream the telemetry. - Python: The AI autopilot trying its best not to crash the ship. - JS / WebGL: Building this dark-mode NASA MOC dashboard. - Rust: (Up next!) A safety firewall to mathematically validate the AI’s commands. I lost a chunk of today fighting with some severe multi-device syncing bugs dropping my tracked hours, but finally seeing the WebGL dashboard light up made it worth it. Question for the community: Has anyone here wired a C++ backend into a Go relay before? I’d love any advice on minimizing latency between the microservices!
Just waiting for stardust....
|
1793044512.2333822
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1793649312.2333822
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|
71204
|
THE Gradient AI Newsletter by @shlok_ | Stardance
|
shlok_
|
0
|
10.08
|
0
|
[]
|
[{"post_id": 82348, "ts": "202 [{"post_id": 82348, "ts": "2026-10-24T16:44:51Z", "hours": 10.0803, "text": "Created full newsletter, created full automated web scraper and groq api summaries of the news today, also created the fronted and daily publisher on github actions also added automated youtube and linkedin pipelines"}]...
|
Title: THE Gradient AI Newsletter by @shlok_ | Sta Title: THE Gradient AI Newsletter by @shlok_ | Stardance
Devlogs:
Created full newsletter, created full automated web scraper and groq api summaries of the news today, also created the fronted and daily publisher on github actions also added automated youtube and linkedin pipelines...
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1792860448.5178807
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1793465248.5178807
|
|
70060
|
blu3_frog by @blu3 | Stardance
|
blu3
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T16:45:57Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first website, if you had any advice let me now! thxx", "repo": "https://github.com/blu3frog/my-personal-site", "demo": "https://blu3frog.github.io/my-personal-site/index.html"}]...
|
[{"post_id": 82345, "ts": "202 [{"post_id": 82345, "ts": "2026-10-24T16:38:27Z", "hours": 10.4372, "text": "I’m working on my personal website <3"}]...
|
Title: blu3_frog by @blu3 | Stardance
Devlogs:
I’ Title: blu3_frog by @blu3 | Stardance
Devlogs:
I’m working on my personal website <3
Ships:
This is my first website, if you had any advice let me now! thxx...
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1793048097.9464366
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1793134497.9464366
|
|
70384
|
Converter by @brighina_tommaso | Stardance
|
brighina_tommaso
|
1
|
5.47
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:56:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}]...
|
[{"post_id": 82341, "ts": "202 [{"post_id": 82341, "ts": "2026-10-24T16:33:51Z", "hours": 1.4747, "text": "I want to also make it an online version, so a web app"}, {"post_id": 82285, "ts": "2026-10-24T13:51:27Z", "hours": 3.4872, "text": "Trying to improve the engine behind the text files conversions"}, {"post_id": 80760, "ts": "2026-10-18T18:27:07Z", "hours": 0.3053, "text": "My goal now to add more supported files format"}]...
|
Title: Converter by @brighina_tommaso | Stardance
Title: Converter by @brighina_tommaso | Stardance
Devlogs:
My goal now to add more supported files format
Trying to improve the engine behind the text files conversions
I want to also make it an online version, so a web app
Ships:
I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app...
|
1793008382.989888
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1793094782.989888
|
|
16381
|
PIANO by @dravenlancaster79 | Stardance
|
dravenlancaster79
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:18:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After many hours of leaning and tutorials(and many idea shifts), the piano is finished with a playable demo in wokwi! there was many struggles, the first of which being making multiple inputs and outputs, the next was getting each button connected to its own tone, after many hours of research it was finally finished and ready to go!", "repo": "https://github.com/dravenlancaster79-creator/DATHFINDER-piano", "demo": ""}]...
|
[{"post_id": 8234, "ts": "2026 [{"post_id": 8234, "ts": "2026-06-13T18:14:12Z", "hours": 0.6117, "text": "finished some firmare nd part searching !!!"}, {"post_id": 7661, "ts": "2026-06-12T20:05:09Z", "hours": 0.9747, "text": "So today so far ive been doing lots of reaserch and tests because when I use one input(button) and one output(light) everything works, but as soon as I add another in/out combo everything breaks has everything on and the buttons turn the lights off which is strange, idk if its code placement or what, ive been rewriting the code using INT instead of uint8_t(i did reaserch appearentlt its better but still breakin) SUCSESS IS AHEAD!!!"}, {"post_id": 7227, "ts": "2026-06-12T02:00:00Z", "hours": 0.4158, "text": "Currently made a Schematic,pcb design, as well as a 3d model! ran into issues with Arduino IDE But i hope to fix it so my hours will be logged soon, if not, going to resort to using VS code and transferring it to Arduino"}]...
|
Title: PIANO by @dravenlancaster79 | Stardance
De Title: PIANO by @dravenlancaster79 | Stardance
Devlogs:
Currently made a Schematic,pcb design, as well as a 3d model! ran into issues with Arduino IDE But i hope to fix it so my hours will be logged soon, if not, going to resort to using VS code and transferring it to Arduino
So today so far ive been doing lots of reaserch and tests because when I use one input(button) and one output(light) everything works, but as soon as I add another in/out combo everything breaks has everything on and the buttons turn the lights off which is strange, idk if its code placement or what, ive been rewriting the code using INT instead of uint8_t(i did reaserch appearentlt its better but still breakin) SUCSESS IS AHEAD!!!
finished some firmare nd part searching !!!
Ships:
After many hours of leaning and tutorials(and many idea shifts), the piano is finished with a playable demo in wokwi! there was many struggles, the first of which being making multiple inputs and outputs, the next was getting each button connected to its own tone, after many hours of research it was finally finished and ready to go!...
|
1792983349.2380729
|
1793069749.2380729
|
|
55067
|
Word Chains by @Chicken502 | Stardance
|
Chicken502
|
3
|
49.0
|
945
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T20:47:52Z", "hours": 19.0, "multiplier": 19.82, "payout": 444, "blessing": "neutral", "text": "WordChains V0.5b is here! I’ve added a lot of new features since the last ship! Its been a fun couple of months since I started this project, and I’ve learned a lot. New Features : Timed mode, 200 more puzzles, Dictionary look up feature, level reset, and lots of bug fixes. One feature that was highly requested from the last ship was the level reset feature, so players didn’t have to spam the undo button, which is what I figured they would do, so I didn’t bother adding it. But so many people mentioned it would be nice, I went ahead and added it. How to play Word Chains is very simple: drag a letter onto the current word to change it into a new word. Your trying to get to the target word. (if this sounds a bit complicated don’t worry there is a tutorial) Lastly… Thanks for play, and I hope you have fun! If you want to follow the project after stardance ends, go follow on itch.io !", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}, {"ship_num": 2, "ts": "2026-09-24T21:13:23Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}, {"ship_num": 3, "ts": "2026-09-06T14:26:12Z", "hours": 8.0, "multiplier": 12.68, "payout": 98, "blessing": "neutral", "text": "I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}]...
|
[{"post_id": 82339, "ts": "202 [{"post_id": 82339, "ts": "2026-10-24T16:29:37Z", "hours": 0.6861, "text": "Readme Updates and another +200 Puzzles This is the final devlog for WordChains v0.5b! Only a couple things were changed, one of which being adding another 200 Puzzles! This brings us up to 400 Puzzles in total (not including daily puzzles). Other than that I just made some small README updates and officially changed the version number to v0.5b! Thanks to everyone following the project so far! If you want to continue to follow this project after stardance ends, you can go follow it on itch.io ! Thanks for everyone’s feedback and support! WordChains will be shipped latter today!"}, {"post_id": 81908, "ts": "2026-10-22T23:04:41Z", "hours": 1.9497, "text": "New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io"}, {"post_id": 80845, "ts": "2026-10-19T00:18:28Z", "hours": 3.6275, "text": "Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!"}, {"post_id": 80156, "ts": "2026-10-16T13:17:16Z", "hours": 1.2933, "text": "Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!"}, {"post_id": 78868, "ts": "2026-10-11T20:18:16Z", "hours": 3.7161, "text": "New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles."}, {"post_id": 78421, "ts": "2026-10-10T19:19:56Z", "hours": 4.1831, "text": "#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!"}, {"post_id": 75232, "ts": "2026-09-29T15:20:11Z", "hours": 1.5033, "text": "Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from."}, {"post_id": 74604, "ts": "2026-09-27T19:09:55Z", "hours": 1.6953, "text": "Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add."}, {"post_id": 72901, "ts": "2026-09-24T00:02:32Z", "hours": 1.2467, "text": "Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!"}, {"post_id": 72457, "ts": "2026-09-23T00:46:57Z", "hours": 2.2489, "text": "Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates."}, {"post_id": 71531, "ts": "2026-09-21T00:48:06Z", "hours": 6.2325, "text": "200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!"}, {"post_id": 69418, "ts": "2026-09-17T00:42:52Z", "hours": 1.68, "text": "New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day."}, {"post_id": 68375, "ts": "2026-09-15T00:59:59Z", "hours": 2.6225, "text": "Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!"}, {"post_id": 67742, "ts": "2026-09-13T23:45:07Z", "hours": 5.4233, "text": "Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me."}, {"post_id": 66015, "ts": "2026-09-11T15:31:23Z", "hours": 1.6583, "text": "Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it."}, {"post_id": 65611, "ts": "2026-09-10T21:06:12Z", "hours": 0.7383, "text": "Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!"}, {"post_id": 62935, "ts": "2026-09-06T14:09:04Z", "hours": 0.5508, "text": "v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought."}, {"post_id": 62534, "ts": "2026-09-05T23:22:18Z", "hours": 3.0839, "text": "Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature."}, {"post_id": 58165, "ts": "2026-08-30T15:01:32Z", "hours": 1.7544, "text": "Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here ."}, {"post_id": 57616, "ts": "2026-08-29T20:31:48Z", "hours": 1.6956, "text": "Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains"}, {"post_id": 56293, "ts": "2026-08-28T00:35:53Z", "hours": 0.7311, "text": "First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge."}]...
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Title: Word Chains by @Chicken502 | Stardance
Dev Title: Word Chains by @Chicken502 | Stardance
Devlogs:
First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge.
Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains
Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here .
Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature.
v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought.
Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!
Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it.
Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me.
Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!
New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day.
200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!
Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates.
Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!
Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add.
Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from.
#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!
New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles.
Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!
Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!
New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io
Readme Updates and another +200 Puzzles This is the final devlog for WordChains v0.5b! Only a couple things were changed, one of which being adding another 200 Puzzles! This brings us up to 400 Puzzles in total (not including daily puzzles). Other than that I just made some small README updates and officially changed the version number to v0.5b! Thanks to everyone following the project so far! If you want to continue to follow this project after stardance ends, you can go follow it on itch.io ! Thanks for everyone’s feedback and support! WordChains will be shipped latter today!
Ships:
I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!
Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!
WordChains V0.5b is here! I’ve added a lot of new features since the last ship! Its been a fun couple of months since I started this project, and I’ve learned a lot. New Features : Timed mode, 200 more puzzles, Dictionary look up feature, level reset, and lots of bug fixes. One feature that was highly requested from the last ship was the level reset feature, so players didn’t have to spam the undo button, which is what I figured they would do, so I didn’t bother adding it. But so many people mentioned it would be nice, I went ahead and added it. How to play Word Chains is very simple: drag a letter onto the current word to change it into a new word. Your trying to get to the target word. (if this sounds a bit complicated don’t worry there is a tutorial) Lastly… Thanks for play, and I hope you have fun! If you want to follow the project after stardance ends, go follow on itch.io !...
|
1793001168.392795
|
1793087568.392795
|
|
58248
|
Darmigan by @darmigan2011 | Stardance
|
darmigan2011
|
1
|
15.04
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T11:10:33Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections.", "repo": "https://github.com/darmigan2011-ops/-personal-profile-for-my-business-", "demo": "https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/"}]...
|
[{"post_id": 82333, "ts": "202 [{"post_id": 82333, "ts": "2026-10-24T16:22:01Z", "hours": 2.6378, "text": "Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?"}, {"post_id": 77046, "ts": "2026-10-05T14:07:35Z", "hours": 1.4014, "text": "I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations."}, {"post_id": 76620, "ts": "2026-10-04T06:13:34Z", "hours": 10.9781, "text": "Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building."}]...
|
Title: Darmigan by @darmigan2011 | Stardance
Devl Title: Darmigan by @darmigan2011 | Stardance
Devlogs:
Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building.
I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations.
Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?
Ships:
I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections....
|
1793008065.399607
|
1793094465.399607
|
|
13523
|
My very own WebOS by @Zstar | Stardance
|
Zstar
|
0
|
1.3
|
0
|
[]
|
[{"post_id": 8233, "ts": "2026 [{"post_id": 8233, "ts": "2026-06-13T18:11:43Z", "hours": 1.3006, "text": "I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love"}]...
|
Title: My very own WebOS by @Zstar | Stardance
De Title: My very own WebOS by @Zstar | Stardance
Devlogs:
I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love...
|
1792529503.6613972
|
1793134303.6613972
|
|
67043
|
COSMIC LENS! by @vashi_21 | Stardance
|
vashi_21
|
1
|
13.04
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T15:34:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!", "repo": "https://github.com/wizard21-sudo/cosmic-lens", "demo": "https://wizard21-sudo.github.io/cosmic-lens/"}]...
|
[{"post_id": 82329, "ts": "202 [{"post_id": 82329, "ts": "2026-10-24T15:59:02Z", "hours": 1.8481, "text": "Worked on the API integration today so it handles both new and old space data smoothly. Ran into a weird bug where older dates kept showing random NASA logo placeholders instead of actual pictures. Added some validation logic to catch those placeholders before they break the image tags. Set up clean fallback links too, so if a record doesn’t have a direct image file, it just sends you straight to the original NASA page."}, {"post_id": 82035, "ts": "2026-10-23T15:13:48Z", "hours": 3.4556, "text": "Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages."}, {"post_id": 81233, "ts": "2026-10-20T12:06:33Z", "hours": 1.6819, "text": "Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫"}, {"post_id": 80416, "ts": "2026-10-17T15:55:20Z", "hours": 2.0514, "text": "Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!"}, {"post_id": 77611, "ts": "2026-10-07T16:48:22Z", "hours": 0.6575, "text": "Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠"}, {"post_id": 77335, "ts": "2026-10-06T16:10:33Z", "hours": 1.2447, "text": "Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end."}, {"post_id": 77107, "ts": "2026-10-05T17:26:29Z", "hours": 0.5842, "text": "Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow ."}, {"post_id": 76779, "ts": "2026-10-04T15:34:38Z", "hours": 0.5897, "text": "Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3"}, {"post_id": 76472, "ts": "2026-10-03T17:06:22Z", "hours": 0.3836, "text": "Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!"}, {"post_id": 76452, "ts": "2026-10-03T16:04:11Z", "hours": 0.3317, "text": "Started new project. Just finished linking my repository to VS JavaScript and CSS. <3"}]...
|
Title: COSMIC LENS! by @vashi_21 | Stardance
Devl Title: COSMIC LENS! by @vashi_21 | Stardance
Devlogs:
Started new project. Just finished linking my repository to VS JavaScript and CSS. <3
Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!
Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3
Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow .
Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end.
Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠
Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!
Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫
Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages.
Worked on the API integration today so it handles both new and old space data smoothly. Ran into a weird bug where older dates kept showing random NASA logo placeholders instead of actual pictures. Added some validation logic to catch those placeholders before they break the image tags. Set up clean fallback links too, so if a record doesn’t have a direct image file, it just sends you straight to the original NASA page.
Ships:
I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!...
|
1793062232.450551
|
1793148632.450551
|
|
71193
|
Regatta by @aarivpatel | Stardance
|
aarivpatel
|
0
|
7.48
|
0
|
[]
|
[{"post_id": 82321, "ts": "202 [{"post_id": 82321, "ts": "2026-10-24T15:32:12Z", "hours": 7.4767, "text": "Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron."}]...
|
Title: Regatta by @aarivpatel | Stardance
Devlogs Title: Regatta by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron....
|
1792856824.8370223
|
1793461624.8370223
|
|
71191
|
wasitme by @aarivpatel | Stardance
|
aarivpatel
|
0
|
32.16
|
0
|
[]
|
[{"post_id": 82317, "ts": "202 [{"post_id": 82317, "ts": "2026-10-24T15:23:24Z", "hours": 32.155, "text": "Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site."}]...
|
Title: wasitme by @aarivpatel | Stardance
Devlogs Title: wasitme by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site....
|
1792856822.3513188
|
1793461622.3513188
|
|
71190
|
Aariv's web studio by @aarivpatel | Stardance
|
aarivpatel
|
0
|
88.05
|
0
|
[]
|
[{"post_id": 82314, "ts": "202 [{"post_id": 82314, "ts": "2026-10-24T15:20:58Z", "hours": 88.0472, "text": "Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me."}]...
|
Title: Aariv's web studio by @aarivpatel | Sta Title: Aariv's web studio by @aarivpatel | Stardance
Devlogs:
Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me....
|
1792856821.4827006
|
1793461621.4827006
|
|
65250
|
Safety Drone by @IshanM | Stardance
|
IshanM
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T15:15:17Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed a AI-powered search-and-rescue drone by training multiple AI models to detect people and emergencies in cities, forests, and water, while also building the physical drone using a Raspberry Pi and Pixhawk. Some of my biggest challenges included not blowing up circuits with my Pixhawk (Might have happened a bit too many times..). I’m most proud of building a working drone (Although it doesn’t fly YET) and training some of my own AI’s which can actually detect these dangers. More info about how to run the code and BOM in the GitHub!", "repo": "https://github.com/Ishan-M2011/stardance_drone_project", "demo": ""}]...
|
[{"post_id": 82310, "ts": "202 [{"post_id": 82310, "ts": "2026-10-24T15:08:57Z", "hours": 0.4319, "text": "Worked on finalizing the readme alongside finishing up the code. More to do, but stardance is gonna end soon"}, {"post_id": 81701, "ts": "2026-10-22T04:23:00Z", "hours": 1.6197, "text": "Worked on training the AI even more, got all the models trained but might need to retrain due to low accuracy rates. Next step should be figuring out the simulations part of stuff."}, {"post_id": 78913, "ts": "2026-10-12T00:48:12Z", "hours": 1.4919, "text": "Worked on researching different search methods such as Bayesian Greedy Search and Monte Carlo Tree Search. This includes what datasets I should implement to better suit the methods."}, {"post_id": 77993, "ts": "2026-10-09T04:09:17Z", "hours": 1.1092, "text": "Working on getting test results for a baseline of YOLO detection on mountain and beach areas. Next step to is train it with custom data!"}, {"post_id": 77739, "ts": "2026-10-08T04:18:42Z", "hours": 1.3672, "text": "Trained a simple YOLO AI"}, {"post_id": 77472, "ts": "2026-10-07T04:35:01Z", "hours": 0.7833, "text": "Dataset research and idea refining"}, {"post_id": 77469, "ts": "2026-10-07T03:43:27Z", "hours": 0.7419, "text": "Finished the logs of everything"}, {"post_id": 77437, "ts": "2026-10-07T00:40:30Z", "hours": 0.5167, "text": "Did tons of planning based on some general questions"}, {"post_id": 74310, "ts": "2026-09-27T05:10:48Z", "hours": 2.9086, "text": "Putting everything into the frame"}, {"post_id": 74027, "ts": "2026-09-26T15:33:02Z", "hours": 0.6667, "text": "Synced up a second motor while putting some extra pins so my pixhawk doesn’t shout out again. Hoping this works bc I’ve already fried a pixhawk or 2.."}, {"post_id": 73448, "ts": "2026-09-25T03:30:01Z", "hours": 0.4667, "text": "Pixhawk and Motor Movement"}]...
|
Title: Safety Drone by @IshanM | Stardance
Devlog Title: Safety Drone by @IshanM | Stardance
Devlogs:
Pixhawk and Motor Movement
Synced up a second motor while putting some extra pins so my pixhawk doesn’t shout out again. Hoping this works bc I’ve already fried a pixhawk or 2..
Putting everything into the frame
Did tons of planning based on some general questions
Finished the logs of everything
Dataset research and idea refining
Trained a simple YOLO AI
Working on getting test results for a baseline of YOLO detection on mountain and beach areas. Next step to is train it with custom data!
Worked on researching different search methods such as Bayesian Greedy Search and Monte Carlo Tree Search. This includes what datasets I should implement to better suit the methods.
Worked on training the AI even more, got all the models trained but might need to retrain due to low accuracy rates. Next step should be figuring out the simulations part of stuff.
Worked on finalizing the readme alongside finishing up the code. More to do, but stardance is gonna end soon
Ships:
I developed a AI-powered search-and-rescue drone by training multiple AI models to detect people and emergencies in cities, forests, and water, while also building the physical drone using a Raspberry Pi and Pixhawk. Some of my biggest challenges included not blowing up circuits with my Pixhawk (Might have happened a bit too many times..). I’m most proud of building a working drone (Although it doesn’t fly YET) and training some of my own AI’s which can actually detect these dangers. More info about how to run the code and BOM in the GitHub!...
|
1793084174.2033956
|
1793170574.2033956
|
|
64428
|
My APOD by @Kaori | Stardance
|
Kaori
|
0
|
2.25
|
0
|
[]
|
[{"post_id": 82304, "ts": "202 [{"post_id": 82304, "ts": "2026-10-24T14:55:33Z", "hours": 0.8183, "text": "I’m making my APOD website look similar to my first website because I prefer using something I already know instead of trying something completely new ;-;"}, {"post_id": 77715, "ts": "2026-10-08T02:15:52Z", "hours": 0.2678, "text": "I’m going to add a button to download the APOD of the day."}, {"post_id": 77201, "ts": "2026-10-06T02:26:32Z", "hours": 0.8236, "text": "I’m trying to make this. Well, I really liked how it turned out, so I think I’ll change it a little to make it more similar to my old website =)"}, {"post_id": 75777, "ts": "2026-10-01T02:42:53Z", "hours": 0.3408, "text": "I’m trying to make this ;-; Apparently, this is going to be harder than making a regular website."}]...
|
Title: My APOD by @Kaori | Stardance
Devlogs:
I’m Title: My APOD by @Kaori | Stardance
Devlogs:
I’m trying to make this ;-; Apparently, this is going to be harder than making a regular website.
I’m trying to make this. Well, I really liked how it turned out, so I think I’ll change it a little to make it more similar to my old website =)
I’m going to add a button to download the APOD of the day.
I’m making my APOD website look similar to my first website because I prefer using something I already know instead of trying something completely new ;-;...
|
1793062471.4541993
|
1793667271.4541993
|
|
71184
|
mcpmiddleware by @shouryasharan27 | Stardance
|
shouryasharan27
|
0
|
8.02
|
0
|
[]
|
[{"post_id": 82292, "ts": "202 [{"post_id": 82292, "ts": "2026-10-24T14:20:36Z", "hours": 8.0236, "text": "An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads."}]...
|
Title: mcpmiddleware by @shouryasharan27 | Stardan Title: mcpmiddleware by @shouryasharan27 | Stardance
Devlogs:
An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads....
|
1792853229.6385908
|
1793458029.6385908
|
|
6233
|
Ctrlpad by @brainlesslukas | Stardance
|
brainlesslukas
|
1
|
113.51
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:50:42Z", "hours": 97.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions).", "repo": "https://github.com/CtrlPad/firmware", "demo": ""}]...
|
[{"post_id": 82289, "ts": "202 [{"post_id": 82289, "ts": "2026-10-24T14:13:56Z", "hours": 6.5797, "text": "Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)"}, {"post_id": 74628, "ts": "2026-09-27T20:09:54Z", "hours": 6.8083, "text": "Devlog #20 Today i created this fancy feature page on the website :)."}, {"post_id": 71859, "ts": "2026-09-21T17:43:40Z", "hours": 3.1214, "text": "Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP"}, {"post_id": 59956, "ts": "2026-09-02T01:01:38Z", "hours": 2.4636, "text": "Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)"}, {"post_id": 59284, "ts": "2026-09-01T00:04:06Z", "hours": 3.7492, "text": "Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad."}, {"post_id": 57712, "ts": "2026-08-29T23:27:07Z", "hours": 7.4522, "text": "Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!"}, {"post_id": 52374, "ts": "2026-08-22T14:17:41Z", "hours": 5.5839, "text": "Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :("}, {"post_id": 45411, "ts": "2026-08-11T20:47:02Z", "hours": 2.315, "text": "Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains."}, {"post_id": 44701, "ts": "2026-08-10T17:19:22Z", "hours": 4.3517, "text": "Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap."}, {"post_id": 41974, "ts": "2026-08-06T14:44:36Z", "hours": 2.2144, "text": "#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly."}, {"post_id": 40655, "ts": "2026-08-04T10:36:17Z", "hours": 4.1378, "text": "Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon"}, {"post_id": 40080, "ts": "2026-08-03T13:44:48Z", "hours": 11.7772, "text": "Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing"}, {"post_id": 35902, "ts": "2026-07-27T17:08:35Z", "hours": 6.8169, "text": "Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!"}, {"post_id": 21048, "ts": "2026-07-02T20:29:04Z", "hours": 8.6403, "text": "Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process."}, {"post_id": 15883, "ts": "2026-06-25T20:13:12Z", "hours": 1.1181, "text": "Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad."}, {"post_id": 15320, "ts": "2026-06-24T21:44:20Z", "hours": 7.8344, "text": "Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string"}, {"post_id": 10903, "ts": "2026-06-17T21:22:54Z", "hours": 10.435, "text": "Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials."}, {"post_id": 6485, "ts": "2026-06-10T22:07:05Z", "hours": 7.2067, "text": "Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them."}, {"post_id": 5176, "ts": "2026-06-08T21:19:28Z", "hours": 4.3003, "text": "Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!"}, {"post_id": 3059, "ts": "2026-06-05T23:01:18Z", "hours": 0.8392, "text": "Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”"}, {"post_id": 2769, "ts": "2026-06-05T15:45:09Z", "hours": 5.5439, "text": "Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!"}]...
|
Title: Ctrlpad by @brainlesslukas | Stardance
Dev Title: Ctrlpad by @brainlesslukas | Stardance
Devlogs:
Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!
Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”
Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!
Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them.
Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials.
Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string
Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad.
Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process.
Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!
Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing
Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon
#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly.
Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap.
Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains.
Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :(
Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!
Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad.
Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)
Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP
Devlog #20 Today i created this fancy feature page on the website :).
Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)
Ships:
Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions)....
|
1793004732.3934894
|
1793091132.3934894
|
|
13529
|
TormentOS by @Rithik | Stardance
|
Rithik
|
0
|
2.46
|
0
|
[]
|
[{"post_id": 8228, "ts": "2026 [{"post_id": 8228, "ts": "2026-06-13T18:00:42Z", "hours": 1.6042, "text": "Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there."}, {"post_id": 6650, "ts": "2026-06-11T04:38:21Z", "hours": 0.8575, "text": "TormentOS Heed the welcome screen, or pay the price."}]...
|
Title: TormentOS by @Rithik | Stardance
Devlogs:
Title: TormentOS by @Rithik | Stardance
Devlogs:
TormentOS Heed the welcome screen, or pay the price.
Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there....
|
1792504097.6890914
|
1793108897.6890914
|
|
52241
|
DDSim by @yaasshh | Stardance
|
yaasshh
|
1
|
124.76
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T16:51:16Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that", "repo": "https://github.com/yaasshh09/DDSim", "demo": "https://ddsim.fly.dev"}]...
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[{"post_id": 82276, "ts": "202 [{"post_id": 82276, "ts": "2026-10-24T13:22:27Z", "hours": 9.6742, "text": "Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics."}, {"post_id": 80341, "ts": "2026-10-17T10:12:36Z", "hours": 1.9553, "text": "Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values"}, {"post_id": 80105, "ts": "2026-10-16T07:52:45Z", "hours": 4.8328, "text": "Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K."}, {"post_id": 79306, "ts": "2026-10-13T13:29:32Z", "hours": 4.9631, "text": "Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live."}, {"post_id": 76513, "ts": "2026-10-03T19:43:47Z", "hours": 7.6606, "text": "Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time."}, {"post_id": 74357, "ts": "2026-09-27T07:21:49Z", "hours": 2.1619, "text": "Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down."}, {"post_id": 73883, "ts": "2026-09-26T07:55:09Z", "hours": 4.0261, "text": "Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)"}, {"post_id": 73631, "ts": "2026-09-25T15:22:18Z", "hours": 2.4842, "text": "Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally."}, {"post_id": 73215, "ts": "2026-09-24T16:47:16Z", "hours": 1.6669, "text": "Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments"}, {"post_id": 72803, "ts": "2026-09-23T19:24:31Z", "hours": 2.5789, "text": "Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]"}, {"post_id": 72407, "ts": "2026-09-22T21:05:00Z", "hours": 1.9161, "text": "Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it."}, {"post_id": 72227, "ts": "2026-09-22T14:20:14Z", "hours": 2.8683, "text": "Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again"}, {"post_id": 70662, "ts": "2026-09-19T15:24:06Z", "hours": 2.4228, "text": "Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again"}, {"post_id": 70075, "ts": "2026-09-18T12:25:44Z", "hours": 3.6847, "text": "Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded"}, {"post_id": 69600, "ts": "2026-09-17T12:07:30Z", "hours": 6.0439, "text": "Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device."}, {"post_id": 68669, "ts": "2026-09-15T14:33:26Z", "hours": 1.7181, "text": "Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow."}, {"post_id": 67223, "ts": "2026-09-13T08:42:33Z", "hours": 3.7983, "text": "Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB."}, {"post_id": 66590, "ts": "2026-09-12T13:16:11Z", "hours": 3.9589, "text": "Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates."}, {"post_id": 65940, "ts": "2026-09-11T12:39:46Z", "hours": 2.6142, "text": "Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds."}, {"post_id": 65618, "ts": "2026-09-10T21:14:24Z", "hours": 1.4086, "text": "Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history."}, {"post_id": 65362, "ts": "2026-09-10T13:29:09Z", "hours": 2.1169, "text": "Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done."}, {"post_id": 64702, "ts": "2026-09-09T10:05:49Z", "hours": 15.2131, "text": "Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors"}, {"post_id": 54968, "ts": "2026-08-26T12:21:42Z", "hours": 35.26, "text": "DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes."}]...
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Title: DDSim by @yaasshh | Stardance
Devlogs:
DDS Title: DDSim by @yaasshh | Stardance
Devlogs:
DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes.
Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors
Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done.
Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history.
Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds.
Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates.
Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB.
Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow.
Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device.
Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded
Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again
Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again
Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it.
Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]
Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments
Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally.
Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)
Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down.
Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time.
Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live.
Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K.
Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values
Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics.
Ships:
I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that...
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City of the forgotten by @Ling | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T17:17:44Z", "hours": 22.0, "multiplier": 13.63, "payout": 305, "blessing": "neutral", "text": "I made a Raylib Noir Adventue and point and click game My bigest Challenge Was by Far learning Raylib and code logic for collision", "repo": "https://github.com/Miyamoto-web/City-Of-the-Forgoten-Beta-", "demo": "https://miyamoto-web.itch.io/city-of-the-forgotten"}]...
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[{"post_id": 82267, "ts": "202 [{"post_id": 82267, "ts": "2026-10-24T12:47:00Z", "hours": 8.4553, "text": "Dev Log 2.1 I made a lot of new Models for the Ofice cenario Incluinding a Arquive a Ofice Chair a Sofa"}, {"post_id": 80704, "ts": "2026-10-18T15:52:08Z", "hours": 7.6203, "text": "Dev Log 2.0 I debugged the hud by replacing the Rich text label for a label I also made the hud reactable to your actions -## Also I fixed a bug in one of the main buttons of the main screen"}, {"post_id": 79674, "ts": "2026-10-15T01:10:40Z", "hours": 3.5631, "text": "Dev Log 1.9 Making cinematic cameras with collision shapes Fixing Ui text bugs Working on the visuals"}, {"post_id": 78746, "ts": "2026-10-11T14:15:16Z", "hours": 11.7417, "text": "Dev Log 1.8 Working Hud for the objectives Made by Creating global bool variables to mark if the objective is done Functional Terminal password puzle I used If states and == to Know if the player writed the wrong or the right password Also I added a system to make each objective that goes to the ui go to right tab"}, {"post_id": 76772, "ts": "2026-10-04T15:11:59Z", "hours": 14.4964, "text": "Dev Log 1.7 Button to exit the menu Finished move and intereact system I made the mechanic using nav agent and area 3d Stored Position when you change scenes I used Global Variant to make this system which saves the Player global position when you go to the menu and loads when you go bak to the game extends Node var player: CharacterBody3D var player_global: Vector3 var good_pos : bool func _ready() -> void: good_pos = false"}, {"post_id": 75274, "ts": "2026-09-29T16:46:44Z", "hours": 6.7075, "text": "Dev Log 1.6 -New and Better Point and Click -Ui visuals done"}, {"post_id": 72438, "ts": "2026-09-22T23:10:36Z", "hours": 10.0053, "text": "Dev Log 1.5 -New Ui and Hud -Trying to program the Hud -New Main Menu (again i realy need to get more creative for the game’s art)"}, {"post_id": 70389, "ts": "2026-09-19T02:57:56Z", "hours": 6.3439, "text": "New Dev log 1.4 -Making UI -Making Case Menu -Trying to learn UI desing"}, {"post_id": 69930, "ts": "2026-09-18T02:41:46Z", "hours": 3.5856, "text": "New Changes! -Making UI (Notes Case and Lore) -More Polished Point and Click Mechanic"}, {"post_id": 68405, "ts": "2026-09-15T02:08:07Z", "hours": 2.0369, "text": "Devlog 1.2 -New Script Point and Click Moviment -I used Rays, get.position and Lots of Variables -I realy need to configurate a decent Camera"}, {"post_id": 67714, "ts": "2026-09-13T22:21:53Z", "hours": 8.7006, "text": "New version on godot -Script for the moviment -Custom Made 3d Model (Made by me) -Third Person Camera -Version Text -A Prototipe Menu Ps: If you want to see the developement of the 3d model go to my other Project Modeling Assetsd for City of the Forgotten (My Project)"}, {"post_id": 66716, "ts": "2026-09-12T16:35:08Z", "hours": 1.2506, "text": "New Readme"}, {"post_id": 64214, "ts": "2026-09-08T13:37:08Z", "hours": 2.4339, "text": "I realy tried to make the web version work propely but i couldn’t make all the features in the game work in the web version i am realy sorry (next version will be on godot raylib is to messy)"}, {"post_id": 53131, "ts": "2026-08-23T15:42:23Z", "hours": 0.4392, "text": "Final touch in the code"}, {"post_id": 48419, "ts": "2026-08-16T19:11:00Z", "hours": 8.6686, "text": "New models desk and terminal new texture for the ground and walls and hitboxs for the desk and walls"}, {"post_id": 42118, "ts": "2026-08-06T18:09:37Z", "hours": 5.5647, "text": "More modeling and fuctional hack mini game"}, {"post_id": 37375, "ts": "2026-07-30T01:24:44Z", "hours": 1.2122, "text": "Working itens!"}, {"post_id": 36762, "ts": "2026-07-29T01:01:24Z", "hours": 0.2667, "text": "more coding"}, {"post_id": 36105, "ts": "2026-07-27T23:53:07Z", "hours": 2.0636, "text": "working inventory system"}, {"post_id": 34847, "ts": "2026-07-25T21:35:54Z", "hours": 1.2464, "text": "Working Persona style menu"}, {"post_id": 34763, "ts": "2026-07-25T19:04:13Z", "hours": 1.2956, "text": "working point and click system!"}, {"post_id": 34633, "ts": "2026-07-25T15:00:59Z", "hours": 0.5706, "text": "working controls and music!"}, {"post_id": 34376, "ts": "2026-07-25T01:17:02Z", "hours": 0.4106, "text": "3d model in the game"}, {"post_id": 34276, "ts": "2026-07-24T20:55:19Z", "hours": 0.6428, "text": "working text"}]...
|
Title: City of the forgotten by @Ling | Stardance
Title: City of the forgotten by @Ling | Stardance
Devlogs:
working text
3d model in the game
working controls and music!
working point and click system!
Working Persona style menu
working inventory system
more coding
Working itens!
More modeling and fuctional hack mini game
New models desk and terminal new texture for the ground and walls and hitboxs for the desk and walls
Final touch in the code
I realy tried to make the web version work propely but i couldn’t make all the features in the game work in the web version i am realy sorry (next version will be on godot raylib is to messy)
New Readme
New version on godot -Script for the moviment -Custom Made 3d Model (Made by me) -Third Person Camera -Version Text -A Prototipe Menu Ps: If you want to see the developement of the 3d model go to my other Project Modeling Assetsd for City of the Forgotten (My Project)
Devlog 1.2 -New Script Point and Click Moviment -I used Rays, get.position and Lots of Variables -I realy need to configurate a decent Camera
New Changes! -Making UI (Notes Case and Lore) -More Polished Point and Click Mechanic
New Dev log 1.4 -Making UI -Making Case Menu -Trying to learn UI desing
Dev Log 1.5 -New Ui and Hud -Trying to program the Hud -New Main Menu (again i realy need to get more creative for the game’s art)
Dev Log 1.6 -New and Better Point and Click -Ui visuals done
Dev Log 1.7 Button to exit the menu Finished move and intereact system I made the mechanic using nav agent and area 3d Stored Position when you change scenes I used Global Variant to make this system which saves the Player global position when you go to the menu and loads when you go bak to the game extends Node var player: CharacterBody3D var player_global: Vector3 var good_pos : bool func _ready() -> void: good_pos = false
Dev Log 1.8 Working Hud for the objectives Made by Creating global bool variables to mark if the objective is done Functional Terminal password puzle I used If states and == to Know if the player writed the wrong or the right password Also I added a system to make each objective that goes to the ui go to right tab
Dev Log 1.9 Making cinematic cameras with collision shapes Fixing Ui text bugs Working on the visuals
Dev Log 2.0 I debugged the hud by replacing the Rich text label for a label I also made the hud reactable to your actions -## Also I fixed a bug in one of the main buttons of the main screen
Dev Log 2.1 I made a lot of new Models for the Ofice cenario Incluinding a Arquive a Ofice Chair a Sofa
Ships:
I made a Raylib Noir Adventue and point and click game My bigest Challenge Was by Far learning Raylib and code logic for collision...
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1793062491.7476377
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1793148891.7476377
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71174
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unipards_fms by @ElvisTang | Stardance
|
ElvisTang
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1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T12:22:57Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modified come of the visuals shown to the audience.", "repo": "https://github.com/ElvisTang0823/unipards-2027fms", "demo": "https://github.com/ElvisTang0823/unipards-2027fms/blob/main/README.md"}]...
|
[{"post_id": 82257, "ts": "202 [{"post_id": 82257, "ts": "2026-10-24T12:18:02Z", "hours": 21.5606, "text": "I modified some of the visuals shown to the audience."}]...
|
Title: unipards_fms by @ElvisTang | Stardance
Dev Title: unipards_fms by @ElvisTang | Stardance
Devlogs:
I modified some of the visuals shown to the audience.
Ships:
I modified come of the visuals shown to the audience....
|
1792993983.7654564
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1793080383.7654564
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71171
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halloween chess by @fadyalber2009 | Stardance
|
fadyalber2009
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0
|
11.15
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0
|
[]
|
[{"post_id": 82248, "ts": "202 [{"post_id": 82248, "ts": "2026-10-24T11:57:46Z", "hours": 11.1506, "text": "play chess to improve your skils"}]...
|
Title: halloween chess by @fadyalber2009 | Stardan Title: halloween chess by @fadyalber2009 | Stardance
Devlogs:
play chess to improve your skils...
|
1792846045.9721534
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1793450845.9721534
|
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6483
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Orbital Assembly by @Astro-Duck | Stardance
|
Astro-Duck
|
0
|
8.21
|
0
|
[]
|
[{"post_id": 82242, "ts": "202 [{"post_id": 82242, "ts": "2026-10-24T11:31:49Z", "hours": 1.6167, "text": "orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file"}, {"post_id": 78695, "ts": "2026-10-11T10:15:01Z", "hours": 1.8503, "text": "actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned"}, {"post_id": 67459, "ts": "2026-09-13T15:54:03Z", "hours": 1.2167, "text": "TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off"}, {"post_id": 47056, "ts": "2026-08-14T17:41:12Z", "hours": 0.3167, "text": "ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-"}, {"post_id": 46303, "ts": "2026-08-13T13:08:51Z", "hours": 0.45, "text": "orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off."}, {"post_id": 45798, "ts": "2026-08-12T14:46:21Z", "hours": 1.4053, "text": "decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B"}, {"post_id": 43945, "ts": "2026-08-09T12:16:51Z", "hours": 0.8753, "text": "I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-"}, {"post_id": 24758, "ts": "2026-07-08T15:21:29Z", "hours": 0.4803, "text": "started work on the core module model it is pretty simple but i still like it"}]...
|
Title: Orbital Assembly by @Astro-Duck | Stardance Title: Orbital Assembly by @Astro-Duck | Stardance
Devlogs:
started work on the core module model it is pretty simple but i still like it
I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-
decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B
orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off.
ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-
TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off
actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned
orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file...
|
1793029751.9340463
|
1793634551.9340463
|
|
70522
|
Stalltop by @F3rro_32 | Stardance
|
F3rro_32
|
0
|
7.25
|
0
|
[]
|
[{"post_id": 82240, "ts": "202 [{"post_id": 82240, "ts": "2026-10-24T11:25:00Z", "hours": 7.2464, "text": "Hey guys, welcome to StallTop. In the AI agents era, managing your agents well and getting the most out of them is an important skill. So I decided to create StallTop, an htop for AI coding agents. I built it out of a need of my own: one day, I was using Claude Code, Gemini CLI, Antigravity, and Codex all together for a big project I was working on; my agents hit their usage limit and sat idle for hours while I thought they were still working. For that reason, I decided to create StallTop, for managing resources, sessions advancements and limits. The idea: StallTop should list every session, how many tokens used (it’s also calculated the cost, based on the model used, I still didn’t manage cost increase when context becomes larger), and above all, which one is stuck waiting for you : it could be a permission prompt, or just a usage limit. I’m using Rust. I strated by creating the skeleton of the project, mainly by creating Cargo.lock and Cargo.toml, and starting by creating lib.rs and limit.rs The limit parser (limit.rs) was the first module. When Claude Code hits a usage limit, the transcript gets a line like You've hit your session limit · resets 2:40am (Europe/Rome) . That string is the whole reason the tool exists, so limits.rs turns it into a kind ( session , weekly , monthly spend ) and a real UTC timestamp for the reset. Three details took the time: “resets 4am” has no date. The parser looks at when the line was written: if 4am already passed it means tomorrow. Otherwise it’s today. The monthly-spend message contains two resets. “Raise your limit… your session limit resets 6:40pm”. I take the last one, because that’s the limit that actually blocks you. Time zone names are case-sensitive, my matching isn’t. I lowercase the text to find the keywords, and europe/rome isn’t a zone. So I restore the casing word by word, including America/New_York . [It has 9 tests: same day, next-day rollover, 12am, 24-hour clock, an explicit date, and three “garbage in” cases that must keep the limit hit but drop the reset time instead of crashing.] I also worked on model.rs, which contains all of shared types (agent, token counters, status, a session with its last 20 events) Then pricing.rs , which contains a price table for each model, with input and output cost for tokens and cache cost. Then I worked on status, which are the rules. A dead session beats everything, then “waiting for you”, then a usage limit, busy and then idle. Six tests The last two files were tail.rs and procfs.rs . The first one reads onyl the new lines of a growing file, while the otehr reads /proc behind a trait, so tests can use a fake process table. Next I’m gonna work on a minimal TUI."}]...
|
Title: Stalltop by @F3rro_32 | Stardance
Devlogs: Title: Stalltop by @F3rro_32 | Stardance
Devlogs:
Hey guys, welcome to StallTop. In the AI agents era, managing your agents well and getting the most out of them is an important skill. So I decided to create StallTop, an htop for AI coding agents. I built it out of a need of my own: one day, I was using Claude Code, Gemini CLI, Antigravity, and Codex all together for a big project I was working on; my agents hit their usage limit and sat idle for hours while I thought they were still working. For that reason, I decided to create StallTop, for managing resources, sessions advancements and limits. The idea: StallTop should list every session, how many tokens used (it’s also calculated the cost, based on the model used, I still didn’t manage cost increase when context becomes larger), and above all, which one is stuck waiting for you : it could be a permission prompt, or just a usage limit. I’m using Rust. I strated by creating the skeleton of the project, mainly by creating Cargo.lock and Cargo.toml, and starting by creating lib.rs and limit.rs The limit parser (limit.rs) was the first module. When Claude Code hits a usage limit, the transcript gets a line like You've hit your session limit · resets 2:40am (Europe/Rome) . That string is the whole reason the tool exists, so limits.rs turns it into a kind ( session , weekly , monthly spend ) and a real UTC timestamp for the reset. Three details took the time: “resets 4am” has no date. The parser looks at when the line was written: if 4am already passed it means tomorrow. Otherwise it’s today. The monthly-spend message contains two resets. “Raise your limit… your session limit resets 6:40pm”. I take the last one, because that’s the limit that actually blocks you. Time zone names are case-sensitive, my matching isn’t. I lowercase the text to find the keywords, and europe/rome isn’t a zone. So I restore the casing word by word, including America/New_York . [It has 9 tests: same day, next-day rollover, 12am, 24-hour clock, an explicit date, and three “garbage in” cases that must keep the limit hit but drop the reset time instead of crashing.] I also worked on model.rs, which contains all of shared types (agent, token counters, status, a session with its last 20 events) Then pricing.rs , which contains a price table for each model, with input and output cost for tokens and cache cost. Then I worked on status, which are the rules. A dead session beats everything, then “waiting for you”, then a usage limit, busy and then idle. Six tests The last two files were tail.rs and procfs.rs . The first one reads onyl the new lines of a growing file, while the otehr reads /proc behind a trait, so tests can use a fake process table. Next I’m gonna work on a minimal TUI....
|
1793033561.4652789
|
1793638361.4652789
|
|
58651
|
Pirate Pack (Minecraft plugin/datapack) by @FishyM Pirate Pack (Minecraft plugin/datapack) by @FishyMC | Stardance...
|
FishyMC
|
1
|
9.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T17:53:49Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a purely client side custom forge and cutlass plugin, with folia multi threaded support. On top of this, there is a datpack for pirate-like world generation :) Hard parts were the boring automation parts, and stuff like that. Also creating it all server-side was hard, but paper docs helped me!!! https://youtu.be/JcB3DCDgQ-M", "repo": "https://github.com/FishyMCDev/Pirates-and-stuff", "demo": "https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview"}]...
|
[{"post_id": 82238, "ts": "202 [{"post_id": 82238, "ts": "2026-10-24T11:18:30Z", "hours": 3.0858, "text": "Updated the entire readme.md I also added a whole lot of lag control for this! The datapack works really well now, updated curseforge, waiting for modrinth to verify"}, {"post_id": 70115, "ts": "2026-09-18T14:22:03Z", "hours": 0.2514, "text": "CURSEFORGE > MODRINTH You may now access the curseforge link at: https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview"}, {"post_id": 65540, "ts": "2026-09-10T19:01:59Z", "hours": 1.0453, "text": "Finally updated the Modrinth page! **Currently under review, can be seen at: https://modrinth.com/datapack/pirate-pack ** Enjoy some cooler photos now :)"}, {"post_id": 62328, "ts": "2026-09-05T17:09:43Z", "hours": 5.0383, "text": "Long overdue devlog This datpack incoroporates: Terralith Incendium Continents Dungeons and Taverns All together to create pirate-like world generation for the popular server PiratesMC (2.5k $ goal met!!!) The nether and end also have purple and red water oceans, and caves, so people can sail in the nether! In this devlog, I added all of the features, but there are still errors with startup, and level.dat crashes out if you remove the datapack. Incendium has a native error with the incendium:clock which INCENERATES the server thread and TPS. so that needs to be fixed in the next commit! I have also worked on a CUTLASSES plugin, which adds cutlasses to the game. This is really cool In the meantime, enjoy some AMAZING worldgeneration!"}]...
|
Title: Pirate Pack (Minecraft plugin/datapack) by Title: Pirate Pack (Minecraft plugin/datapack) by @FishyMC | Stardance
Devlogs:
Long overdue devlog This datpack incoroporates: Terralith Incendium Continents Dungeons and Taverns All together to create pirate-like world generation for the popular server PiratesMC (2.5k $ goal met!!!) The nether and end also have purple and red water oceans, and caves, so people can sail in the nether! In this devlog, I added all of the features, but there are still errors with startup, and level.dat crashes out if you remove the datapack. Incendium has a native error with the incendium:clock which INCENERATES the server thread and TPS. so that needs to be fixed in the next commit! I have also worked on a CUTLASSES plugin, which adds cutlasses to the game. This is really cool In the meantime, enjoy some AMAZING worldgeneration!
Finally updated the Modrinth page! **Currently under review, can be seen at: https://modrinth.com/datapack/pirate-pack ** Enjoy some cooler photos now :)
CURSEFORGE > MODRINTH You may now access the curseforge link at: https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview
Updated the entire readme.md I also added a whole lot of lag control for this! The datapack works really well now, updated curseforge, waiting for modrinth to verify
Ships:
I made a purely client side custom forge and cutlass plugin, with folia multi threaded support. On top of this, there is a datpack for pirate-like world generation :) Hard parts were the boring automation parts, and stuff like that. Also creating it all server-side was hard, but paper docs helped me!!! https://youtu.be/JcB3DCDgQ-M...
|
1793094939.812612
|
1793181339.812612
|
|
37997
|
AvatarLegacy by @FishyMC | Stardance
|
FishyMC
|
1
|
25.36
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:40:59Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!", "repo": "https://github.com/FishyMCDev/AL", "demo": "https://fishymcdev.github.io/websiterq/"}]...
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[{"post_id": 82236, "ts": "202 [{"post_id": 82236, "ts": "2026-10-24T11:06:20Z", "hours": 1.0569, "text": "Added the .jar with more bending moves into the releases folder for github, shipped again!"}, {"post_id": 79056, "ts": "2026-10-12T14:55:36Z", "hours": 11.3025, "text": "Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!"}, {"post_id": 69766, "ts": "2026-09-17T19:05:09Z", "hours": 6.23, "text": "I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN"}, {"post_id": 54521, "ts": "2026-08-25T15:29:41Z", "hours": 4.5844, "text": "Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno"}, {"post_id": 45037, "ts": "2026-08-11T06:17:23Z", "hours": 2.4381, "text": "AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D"}]...
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Title: AvatarLegacy by @FishyMC | Stardance
Devlo Title: AvatarLegacy by @FishyMC | Stardance
Devlogs:
AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D
Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno
I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN
Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!
Added the .jar with more bending moves into the releases folder for github, shipped again!
Ships:
THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!...
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