|
71171
|
halloween chess by @fadyalber2009 | Stardance
|
fadyalber2009
|
0
|
11.15
|
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
|
1793450845.9721534
|
|
6483
|
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
|
[{"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/"}]...
|
[{"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"}]...
|
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!...
|
1793004602.676639
|
1793091002.676639
|
|
69795
|
ProtPilot by @madushankarajapaksha999 | Stardance
|
madushankarajapaksha999
|
0
|
8.55
|
0
|
[]
|
[{"post_id": 82234, "ts": "202 [{"post_id": 82234, "ts": "2026-10-24T11:01:22Z", "hours": 1.5772, "text": "Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet."}, {"post_id": 80665, "ts": "2026-10-18T13:12:37Z", "hours": 1.6608, "text": "Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place."}, {"post_id": 80171, "ts": "2026-10-16T15:26:28Z", "hours": 3.2597, "text": "Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC."}, {"post_id": 79766, "ts": "2026-10-15T09:48:03Z", "hours": 1.0514, "text": "I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard."}, {"post_id": 79724, "ts": "2026-10-15T07:02:20Z", "hours": 1.0033, "text": "I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward."}]...
|
Title: ProtPilot by @madushankarajapaksha999 | Sta Title: ProtPilot by @madushankarajapaksha999 | Stardance
Devlogs:
I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward.
I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard.
Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC.
Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place.
Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet....
|
1792860464.6961102
|
1793465264.6961102
|
|
54169
|
Starr Journey by @KelvinY | Stardance
|
KelvinY
|
4
|
44.0
|
632
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T13:00:36Z", "hours": 4.0, "multiplier": 18.78, "payout": 100, "blessing": "neutral", "text": "This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 2, "ts": "2026-10-14T13:02:13Z", "hours": 18.0, "multiplier": 15.48, "payout": 343, "blessing": "neutral", "text": "[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 3, "ts": "2026-09-20T08:28:47Z", "hours": 16.0, "multiplier": 8.61, "payout": 136, "blessing": "neutral", "text": "[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 4, "ts": "2026-08-31T12:46:24Z", "hours": 6.0, "multiplier": 9.01, "payout": 53, "blessing": "neutral", "text": "[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}]...
|
[{"post_id": 82228, "ts": "202 [{"post_id": 82228, "ts": "2026-10-24T10:30:20Z", "hours": 0.6769, "text": "No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!"}, {"post_id": 81481, "ts": "2026-10-21T13:14:35Z", "hours": 3.7656, "text": "( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈"}, {"post_id": 79520, "ts": "2026-10-14T12:52:52Z", "hours": 4.2778, "text": "Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet"}, {"post_id": 78329, "ts": "2026-10-10T13:44:05Z", "hours": 8.8819, "text": "Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!"}, {"post_id": 74330, "ts": "2026-09-27T05:47:17Z", "hours": 5.3258, "text": "It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)"}, {"post_id": 70944, "ts": "2026-09-20T02:45:28Z", "hours": 3.5514, "text": "SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)"}, {"post_id": 69117, "ts": "2026-09-16T12:42:30Z", "hours": 10.1, "text": "90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)"}, {"post_id": 62586, "ts": "2026-09-06T01:35:48Z", "hours": 2.2442, "text": "Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!"}, {"post_id": 58826, "ts": "2026-08-31T12:30:42Z", "hours": 1.1892, "text": "Added game logo, loading screen, and spark effect"}, {"post_id": 58062, "ts": "2026-08-30T12:32:48Z", "hours": 1.2697, "text": "Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)"}, {"post_id": 57016, "ts": "2026-08-29T02:46:24Z", "hours": 1.1647, "text": "Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag"}, {"post_id": 56356, "ts": "2026-08-28T03:14:53Z", "hours": 1.1786, "text": "Added coins label + health system"}, {"post_id": 56315, "ts": "2026-08-28T01:31:22Z", "hours": 1.0969, "text": "Added Starr and obstacles. Player can now control Starr by dragging cursor/finger"}]...
|
Title: Starr Journey by @KelvinY | Stardance
Devl Title: Starr Journey by @KelvinY | Stardance
Devlogs:
Added Starr and obstacles. Player can now control Starr by dragging cursor/finger
Added coins label + health system
Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag
Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)
Added game logo, loading screen, and spark effect
Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!
90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)
SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)
It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)
Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!
Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet
( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈
No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!
Ships:
[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..
[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)
[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3
This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️...
|
1793000893.5329442
|
1793087293.5329442
|
|
36706
|
hariharan ( portfolio ) by @hariharann | Stardance
|
hariharann
|
1
|
74.68
|
895
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": 19.0, "payout": 895, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
|
[{"post_id": 82222, "ts": "202 [{"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
|
Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !...
|
1793004881.3465424
|
1793091281.3465424
|
|
65339
|
CarSim by @CharlieCatMeow | Stardance
|
CharlieCatMeow
|
0
|
11.82
|
0
|
[]
|
[{"post_id": 82219, "ts": "202 [{"post_id": 82219, "ts": "2026-10-24T09:55:57Z", "hours": 4.7225, "text": "CarSim Devlof #6 Long one :O I added a bunch of things, this is my attempt to list them all. Menus! I added a start menu and some other stuff. While the game is running, you can press ESC to pause the game and get some stuff you can tweak. You can now change almost everything about the cars which is nice. New Visuals The cars aren’t rectangles anymore and actually look like cars! The track also looks a bit better with some curbs (thought they are a bit weird). New brain The neurons were hardcoded before, now you can have more hidden layers more easily. There could be some small stuff I forgot but I think I remembered everything!"}, {"post_id": 79041, "ts": "2026-10-12T13:57:56Z", "hours": 2.3422, "text": "Car Simulation Thingy Devlog #5 It drives better now! I added a small HUD in the top left so you can see some stats. There were a couple of bugs with the AI itself so I fixed those as well. You can also speed up the simulation or hide all the cars except the best one. That’s it!"}, {"post_id": 76356, "ts": "2026-10-03T09:06:03Z", "hours": 1.1989, "text": "Car Simulation Thingy Devlog #4 AI and stuff. The learning algorithm is not perfect but it gets the job done. It uses five rays and its own velocity as input and outputs some steering and throttle value. This thing wasn’t as hard as I expected and not complicated at all. I also removed the rays since that was impacting performance a lot D: The program is still kind of slow tho, I’ll have to fix that."}, {"post_id": 74518, "ts": "2026-09-27T15:29:01Z", "hours": 1.0194, "text": "Car Simulation Thingy Devlog #3 I have now changed the code a bit so that I can easily add multiple cars. The checkpoint system has also been changed so they are evenly spaced. Rays The car now measures the distance of five different rays coming out of it. This will be used later (maybe) You can see the blue lines, they’re the rays"}, {"post_id": 73894, "ts": "2026-09-26T08:48:54Z", "hours": 1.6181, "text": "Car Simulation thingy Devlog #2 The track is now a bit smoother. I also added something to calculate the distance to the track. There is also a checkpoint system in place so the program know when the car has driven one lap. That’s it I think."}, {"post_id": 73034, "ts": "2026-09-24T07:47:36Z", "hours": 0.9178, "text": "Car Simulation thingy Since Stardance got extended and I need something to work on I’m doing this now. Right now it’s just a turquoise rectangle that can be driven on the screen. There’s also a track that you can drive on. I’m not sure what I should do in the future, something like training a program to drive on a track would be cool. Still a long way to go though."}]...
|
Title: CarSim by @CharlieCatMeow | Stardance
Devl Title: CarSim by @CharlieCatMeow | Stardance
Devlogs:
Car Simulation thingy Since Stardance got extended and I need something to work on I’m doing this now. Right now it’s just a turquoise rectangle that can be driven on the screen. There’s also a track that you can drive on. I’m not sure what I should do in the future, something like training a program to drive on a track would be cool. Still a long way to go though.
Car Simulation thingy Devlog #2 The track is now a bit smoother. I also added something to calculate the distance to the track. There is also a checkpoint system in place so the program know when the car has driven one lap. That’s it I think.
Car Simulation Thingy Devlog #3 I have now changed the code a bit so that I can easily add multiple cars. The checkpoint system has also been changed so they are evenly spaced. Rays The car now measures the distance of five different rays coming out of it. This will be used later (maybe) You can see the blue lines, they’re the rays
Car Simulation Thingy Devlog #4 AI and stuff. The learning algorithm is not perfect but it gets the job done. It uses five rays and its own velocity as input and outputs some steering and throttle value. This thing wasn’t as hard as I expected and not complicated at all. I also removed the rays since that was impacting performance a lot D: The program is still kind of slow tho, I’ll have to fix that.
Car Simulation Thingy Devlog #5 It drives better now! I added a small HUD in the top left so you can see some stats. There were a couple of bugs with the AI itself so I fixed those as well. You can also speed up the simulation or hide all the cars except the best one. That’s it!
CarSim Devlof #6 Long one :O I added a bunch of things, this is my attempt to list them all. Menus! I added a start menu and some other stuff. While the game is running, you can press ESC to pause the game and get some stuff you can tweak. You can now change almost everything about the cars which is nice. New Visuals The cars aren’t rectangles anymore and actually look like cars! The track also looks a bit better with some curbs (thought they are a bit weird). New brain The neurons were hardcoded before, now you can have more hidden layers more easily. There could be some small stuff I forgot but I think I remembered everything!...
|
1793087283.0160172
|
1793692083.0160172
|
|
66722
|
YouSpeak by @James15 | Stardance
|
James15
|
0
|
5.18
|
0
|
[]
|
[{"post_id": 82216, "ts": "202 [{"post_id": 82216, "ts": "2026-10-24T09:47:29Z", "hours": 2.4622, "text": "Added new ways to add audio samples. New status indicators for processes and slightly different UI layout. You can now add audio by just pasting a youtube link and use the shorten option to cut it down to the first 10 seconds so that it processes faster. You can also add both .mp3 and .wav files."}, {"post_id": 77034, "ts": "2026-10-05T13:07:44Z", "hours": 2.7128, "text": "Finished first iteration of app. Turns text into speech that is a clone of a voice of the user’s choosing. Very basic interface that allows users to add new voices or choose from a list of previous ones and then input text and have the output generated and added to the project folder. This should allow other people to use the app if they just install the Qwen-TTS model. I want to improve the interface and add the ability to extract audio from Youtube videos."}]...
|
Title: YouSpeak by @James15 | Stardance
Devlogs:
Title: YouSpeak by @James15 | Stardance
Devlogs:
Finished first iteration of app. Turns text into speech that is a clone of a voice of the user’s choosing. Very basic interface that allows users to add new voices or choose from a list of previous ones and then input text and have the output generated and added to the project folder. This should allow other people to use the app if they just install the Qwen-TTS model. I want to improve the interface and add the ability to extract audio from Youtube videos.
Added new ways to add audio samples. New status indicators for processes and slightly different UI layout. You can now add audio by just pasting a youtube link and use the shorten option to cut it down to the first 10 seconds so that it processes faster. You can also add both .mp3 and .wav files....
|
1793101898.9092693
|
1793706698.9092693
|
|
70254
|
Owl Hunter by @iku_dev | Stardance
|
iku_dev
|
0
|
10.93
|
0
|
[]
|
[{"post_id": 82213, "ts": "202 [{"post_id": 82213, "ts": "2026-10-24T09:36:01Z", "hours": 5.2222, "text": "LONG TIME NO SEE DEAR READER okay I know I been not posting because of school but I got some big things done!!! Firstly I finally got my damage system working with a heal and damage function or should I say “func” I should not -_- secondly I add dialogue in my game with even choices that send signals I also, add a new: -idle animation GREATEST PART I add this points (drawn by me and also animated by me :D). *tree of life- heals you but reduces damage *grave- takes your life add increase your damage in addition I also add a health bar that responsive and reloads the scene when health == 0 :P"}, {"post_id": 81077, "ts": "2026-10-19T19:43:52Z", "hours": 1.0689, "text": "HELLO as for today I add background sound, expanded the map and add new ablitites (drawn by me :]), but i can’t get it to play. *I fixed * .this bug when player got stuck randomly .i made the song loop (i wacthed like 3 vids) —————––today was real light cuz of school——————"}, {"post_id": 80736, "ts": "2026-10-18T17:20:21Z", "hours": 2.8764, "text": "HELLO: reader as for today i add orbs and a counting system that tracks it, a death zone when payers fall of the map and animations for: -jumping -running also add a animation for the orb :) i fixed the character now changes direction depending wether they are moving (left or right) a camera bound i changed the veiw size (camera sizes) !!!!BEST PART OF THE DAY!!!! i add a enemy with idle animation :_[ I crashed out so many times drawing the assist"}, {"post_id": 80519, "ts": "2026-10-18T00:27:49Z", "hours": 1.76, "text": "MY SECOND PROJECT!!! Am happy to present to you my second project. OWL HUNTER today I draw all the assist and character I add collision and physics I honestly used the built in movement pack cuz am still learning how to code in Godot’s language"}]...
|
Title: Owl Hunter by @iku_dev | Stardance
Devlogs Title: Owl Hunter by @iku_dev | Stardance
Devlogs:
MY SECOND PROJECT!!! Am happy to present to you my second project. OWL HUNTER today I draw all the assist and character I add collision and physics I honestly used the built in movement pack cuz am still learning how to code in Godot’s language
HELLO: reader as for today i add orbs and a counting system that tracks it, a death zone when payers fall of the map and animations for: -jumping -running also add a animation for the orb :) i fixed the character now changes direction depending wether they are moving (left or right) a camera bound i changed the veiw size (camera sizes) !!!!BEST PART OF THE DAY!!!! i add a enemy with idle animation :_[ I crashed out so many times drawing the assist
HELLO as for today I add background sound, expanded the map and add new ablitites (drawn by me :]), but i can’t get it to play. *I fixed * .this bug when player got stuck randomly .i made the song loop (i wacthed like 3 vids) —————––today was real light cuz of school——————
LONG TIME NO SEE DEAR READER okay I know I been not posting because of school but I got some big things done!!! Firstly I finally got my damage system working with a heal and damage function or should I say “func” I should not -_- secondly I add dialogue in my game with even choices that send signals I also, add a new: -idle animation GREATEST PART I add this points (drawn by me and also animated by me :D). *tree of life- heals you but reduces damage *grave- takes your life add increase your damage in addition I also add a health bar that responsive and reloads the scene when health == 0 :P...
|
1792961348.388087
|
1793566148.388087
|
|
63447
|
hek-pad by @krisander | Stardance
|
krisander
|
0
|
22.56
|
0
|
[]
|
[{"post_id": 82212, "ts": "202 [{"post_id": 82212, "ts": "2026-10-24T09:33:12Z", "hours": 0.9006, "text": "I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways."}, {"post_id": 81449, "ts": "2026-10-21T10:14:55Z", "hours": 2.4669, "text": "i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways."}, {"post_id": 80950, "ts": "2026-10-19T11:06:21Z", "hours": 1.6344, "text": "I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-("}, {"post_id": 80583, "ts": "2026-10-18T06:30:55Z", "hours": 4.1603, "text": "I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)"}, {"post_id": 80310, "ts": "2026-10-17T07:18:41Z", "hours": 4.1194, "text": "This is the last of the PCB editor. I ran DRC and it came back without errors and warnings."}, {"post_id": 78811, "ts": "2026-10-11T17:50:46Z", "hours": 4.9436, "text": "I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP"}, {"post_id": 78362, "ts": "2026-10-10T15:40:47Z", "hours": 0.9336, "text": "i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C."}, {"post_id": 78274, "ts": "2026-10-10T07:44:33Z", "hours": 2.7681, "text": "i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next."}, {"post_id": 73651, "ts": "2026-09-25T16:13:05Z", "hours": 0.6336, "text": "started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over."}]...
|
Title: hek-pad by @krisander | Stardance
Devlogs: Title: hek-pad by @krisander | Stardance
Devlogs:
started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over.
i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next.
i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C.
I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP
This is the last of the PCB editor. I ran DRC and it came back without errors and warnings.
I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)
I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-(
i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways.
I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways....
|
1793051455.1455827
|
1793656255.1455827
|
|
71152
|
OilPainter by @Axy | Stardance
|
Axy
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 82205, "ts": "202 [{"post_id": 82205, "ts": "2026-10-24T08:59:53Z", "hours": 0.5403, "text": "Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!"}]...
|
Title: OilPainter by @Axy | Stardance
Devlogs:
Re Title: OilPainter by @Axy | Stardance
Devlogs:
Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!...
|
1792835229.6084335
|
1793440029.6084335
|
|
70476
|
mathman by @furgenramen | Stardance
|
furgenramen
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T09:03:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own Slackbot that can do some basic functions-related functions (pun intended). I really enjoyed testing it and connecting it to Newton’s API. It was kind of challenging to make the bot function 24/7 at first, but once I understood it, it was very easy. Overall, this was a low-cortisol mission that I really enjoyed making. Hopefully, it will be more powerful in the future. (more calculus??!!)", "repo": "https://github.com/furgenramen04/mathman", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*de0wgy*_gcl_au*NzYyNDExMTM3LjE3OTEwNjYwNzQuLS4tLjE3OTEwNjYwODQuMTIyMzg0MjUyNy4xNzkyODA3MTI2LjE3OTI4MTcwMjM."}]...
|
[{"post_id": 82198, "ts": "202 [{"post_id": 82198, "ts": "2026-10-24T08:07:20Z", "hours": 0.9594, "text": "Ready to ship! After a good hour or so, I’m done making my Slackbot! Mathman has various features (including a catfact feature), specialising in functions. Using Newton’s API, he can calculate derivatives, integrals, zeroes, as well as simplify and factorise functions."}]...
|
Title: mathman by @furgenramen | Stardance
Devlog Title: mathman by @furgenramen | Stardance
Devlogs:
Ready to ship! After a good hour or so, I’m done making my Slackbot! Mathman has various features (including a catfact feature), specialising in functions. Using Newton’s API, he can calculate derivatives, integrals, zeroes, as well as simplify and factorise functions.
Ships:
I made my own Slackbot that can do some basic functions-related functions (pun intended). I really enjoyed testing it and connecting it to Newton’s API. It was kind of challenging to make the bot function 24/7 at first, but once I understood it, it was very easy. Overall, this was a low-cortisol mission that I really enjoyed making. Hopefully, it will be more powerful in the future. (more calculus??!!)...
|
1793015269.6543941
|
1793101669.6543941
|
|
70146
|
will it fly? by @emmanuel67 | Stardance
|
emmanuel67
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T08:27:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an app that lets you tinker with the parts of the flight of a butterfly, then you see if your modified butterfly can fly or not. I struggled with the math, im in 9th grade after all, so understanding all the different variables of flight was really difficult, i also struggled with the animation, ive only animated stuff for my self but i am lucky that i can already draw pretty well. Im proud of the lock in, i really tried focusing way more with this project, this also decreased my dependence on AI. Click try project, it will lead you to my github realese, youll get further instructions from there", "repo": "https://github.com/emmanuelnkangolo319-hash/will-it-fly", "demo": "https://github.com/emmanuelnkangolo319-hash/will-it-fly/releases/tag/v1.0.0"}]...
|
[{"post_id": 82192, "ts": "202 [{"post_id": 82192, "ts": "2026-10-24T07:07:41Z", "hours": 0.3589, "text": "ok, i have something to say, i didnt want to ship this project, it was just for me to do quick calculations of lift, drag and thrust. thats why i barely have any minutes on this, oh because i had to move the folder but thats another story. we are done, and thanks to anybody who was interested, i hope yall use it and please remember to enjoy the math and science you do, knowing that we are the investigators of the universe."}, {"post_id": 80675, "ts": "2026-10-18T13:40:21Z", "hours": 0.3178, "text": "This is a small app made in tkinter to simulate the flight of a butterfly, i put like 10h in this project only to find out that it was registered in another project. Im makig this as a side quest, since i am actually trying to make a bionic butterfly, this is just a tool im making so we, a friend and i, can simulate it a hundred times in about 30min. Agent will soon be replaced with a fully man made animation of a butterfly, i just need to finish the animation."}]...
|
Title: will it fly? by @emmanuel67 | Stardance
De Title: will it fly? by @emmanuel67 | Stardance
Devlogs:
This is a small app made in tkinter to simulate the flight of a butterfly, i put like 10h in this project only to find out that it was registered in another project. Im makig this as a side quest, since i am actually trying to make a bionic butterfly, this is just a tool im making so we, a friend and i, can simulate it a hundred times in about 30min. Agent will soon be replaced with a fully man made animation of a butterfly, i just need to finish the animation.
ok, i have something to say, i didnt want to ship this project, it was just for me to do quick calculations of lift, drag and thrust. thats why i barely have any minutes on this, oh because i had to move the folder but thats another story. we are done, and thanks to anybody who was interested, i hope yall use it and please remember to enjoy the math and science you do, knowing that we are the investigators of the universe.
Ships:
i made an app that lets you tinker with the parts of the flight of a butterfly, then you see if your modified butterfly can fly or not. I struggled with the math, im in 9th grade after all, so understanding all the different variables of flight was really difficult, i also struggled with the animation, ive only animated stuff for my self but i am lucky that i can already draw pretty well. Im proud of the lock in, i really tried focusing way more with this project, this also decreased my dependence on AI. Click try project, it will lead you to my github realese, youll get further instructions from there...
|
1793051324.4149916
|
1793137724.4149916
|
|
71125
|
adapt cat by @nour0hony | Stardance
|
nour0hony
|
0
|
5.57
|
0
|
[]
|
[{"post_id": 82186, "ts": "202 [{"post_id": 82186, "ts": "2026-10-24T06:19:41Z", "hours": 5.5733, "text": "Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary."}]...
|
Title: adapt cat by @nour0hony | Stardance
Devlog Title: adapt cat by @nour0hony | Stardance
Devlogs:
Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary....
|
1792824442.5041218
|
1793429242.5041218
|
|
62383
|
larping alarm clock by @kunshyuh | Stardance
|
kunshyuh
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 82171, "ts": "202 [{"post_id": 82171, "ts": "2026-10-24T04:58:22Z", "hours": 1.2669, "text": "update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons"}]...
|
Title: larping alarm clock by @kunshyuh | Stardanc Title: larping alarm clock by @kunshyuh | Stardance
Devlogs:
update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons...
|
1793044387.8169904
|
1793649187.8169904
|
|
42222
|
My own site! by @Kartikey26 | Stardance
|
Kartikey26
|
2
|
6.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:52:44Z", "hours": 3.0, "multiplier": 1.05, "payout": 3, "blessing": "neutral", "text": "Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-08-01T09:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}]...
|
[{"post_id": 82166, "ts": "202 [{"post_id": 82166, "ts": "2026-10-24T04:47:09Z", "hours": 3.2667, "text": "Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live."}, {"post_id": 38733, "ts": "2026-08-01T09:04:20Z", "hours": 3.2106, "text": "Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site"}]...
|
Title: My own site! by @Kartikey26 | Stardance
De Title: My own site! by @Kartikey26 | Stardance
Devlogs:
Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site
Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live.
Ships:
I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site
Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!...
|
1792983372.1362543
|
1793069772.1362543
|
|
68038
|
Solar System Explorer by @brlin888 | Stardance
|
brlin888
|
1
|
7.77
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:44:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!", "repo": "https://github.com/brlin888-create/SolarSystem", "demo": "https://brlin888-create.github.io/SolarSystem/"}]...
|
[{"post_id": 82162, "ts": "202 [{"post_id": 82162, "ts": "2026-10-24T04:41:01Z", "hours": 0.2786, "text": "Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!"}, {"post_id": 81154, "ts": "2026-10-20T04:02:11Z", "hours": 1.4944, "text": "Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!"}, {"post_id": 80570, "ts": "2026-10-18T05:38:57Z", "hours": 0.3333, "text": "Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!"}, {"post_id": 80474, "ts": "2026-10-17T19:33:40Z", "hours": 3.3383, "text": "Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!"}, {"post_id": 78461, "ts": "2026-10-10T20:58:48Z", "hours": 1.8503, "text": "Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation."}, {"post_id": 77216, "ts": "2026-10-06T04:00:25Z", "hours": 0.5456, "text": "Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual"}, {"post_id": 76940, "ts": "2026-10-05T04:36:39Z", "hours": 0.3092, "text": "Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation."}]...
|
Title: Solar System Explorer by @brlin888 | Starda Title: Solar System Explorer by @brlin888 | Stardance
Devlogs:
Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation.
Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual
Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation.
Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!
Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!
Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!
Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!
Ships:
Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!...
|
1793008280.1101956
|
1793094680.1101956
|
|
4359
|
6-Key Macropad by @itscharz | Stardance
|
itscharz
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:57:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)", "repo": "https://github.com/itscharz12-boop/Hackpad_6X", "demo": ""}]...
|
[{"post_id": 82158, "ts": "202 [{"post_id": 82158, "ts": "2026-10-24T04:10:46Z", "hours": 7.1872, "text": "ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :("}, {"post_id": 35065, "ts": "2026-07-26T07:51:28Z", "hours": 0.4714, "text": "The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video."}, {"post_id": 35038, "ts": "2026-07-26T06:10:16Z", "hours": 1.5333, "text": "Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!"}, {"post_id": 25845, "ts": "2026-07-10T10:18:04Z", "hours": 2.1736, "text": "SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!"}, {"post_id": 24644, "ts": "2026-07-08T11:24:11Z", "hours": 2.8906, "text": "LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!"}, {"post_id": 22578, "ts": "2026-07-05T03:21:27Z", "hours": 0.5236, "text": "After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed."}, {"post_id": 19035, "ts": "2026-06-30T06:36:28Z", "hours": 2.725, "text": "Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars."}, {"post_id": 11172, "ts": "2026-06-18T08:25:12Z", "hours": 3.1, "text": "Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with."}, {"post_id": 6774, "ts": "2026-06-11T10:54:25Z", "hours": 0.2758, "text": "Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through."}, {"post_id": 6711, "ts": "2026-06-11T07:42:12Z", "hours": 0.4467, "text": "Finishing up PCB, trying and failing to set up Wakatime for fusion."}, {"post_id": 5443, "ts": "2026-06-09T06:48:47Z", "hours": 0.3686, "text": "Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)"}, {"post_id": 2539, "ts": "2026-06-05T02:27:33Z", "hours": 0.9622, "text": "After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,"}, {"post_id": 2016, "ts": "2026-06-04T09:17:59Z", "hours": 0.6403, "text": "Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!"}]...
|
Title: 6-Key Macropad by @itscharz | Stardance
De Title: 6-Key Macropad by @itscharz | Stardance
Devlogs:
Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!
After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,
Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)
Finishing up PCB, trying and failing to set up Wakatime for fusion.
Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through.
Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with.
Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars.
After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed.
LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!
SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!
Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!
The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video.
ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :(
Ships:
For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)...
|
1792986691.7545464
|
1793073091.7545464
|
|
65484
|
Projectile Simulation In C by @Axy | Stardance
|
Axy
|
0
|
0.67
|
0
|
[]
|
[{"post_id": 82151, "ts": "202 [{"post_id": 82151, "ts": "2026-10-24T03:38:59Z", "hours": 0.6667, "text": "Hello Everyone , i just finished simulating horizontal projectile using C.I would say it was fun for me.I am just a beginner messing around with these and i would say its fun too.I used to do webdev but its just boring and oversaturated you know recently im loving random stuffs and its just feels alive to do anything your heart says!"}]...
|
Title: Projectile Simulation In C by @Axy | Starda Title: Projectile Simulation In C by @Axy | Stardance
Devlogs:
Hello Everyone , i just finished simulating horizontal projectile using C.I would say it was fun for me.I am just a beginner messing around with these and i would say its fun too.I used to do webdev but its just boring and oversaturated you know recently im loving random stuffs and its just feels alive to do anything your heart says!...
|
1793087569.0655136
|
1793692369.0655136
|
|
60195
|
ls command by @Axy | Stardance
|
Axy
|
0
|
0.93
|
0
|
[]
|
[{"post_id": 82150, "ts": "202 [{"post_id": 82150, "ts": "2026-10-24T03:38:04Z", "hours": 0.9303, "text": "Hey everyone I again attempted on creating another command “ls” in c which was difficult but I got the results !yay!!"}]...
|
Title: ls command by @Axy | Stardance
Devlogs:
He Title: ls command by @Axy | Stardance
Devlogs:
Hey everyone I again attempted on creating another command “ls” in c which was difficult but I got the results !yay!!...
|
1793033322.236908
|
1793638122.236908
|
|
66608
|
PULSAR OS by @N1kamaro | Stardance
|
N1kamaro
|
1
|
40.01
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:49:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!", "repo": "https://github.com/N1kamaro/Project-PULSAR-OS", "demo": "https://n1kamaro.github.io/Project-PULSAR-OS/"}]...
|
[{"post_id": 82143, "ts": "202 [{"post_id": 82143, "ts": "2026-10-24T03:02:22Z", "hours": 6.56, "text": "FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)"}, {"post_id": 78172, "ts": "2026-10-09T21:04:34Z", "hours": 6.5275, "text": "THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )"}, {"post_id": 76585, "ts": "2026-10-04T02:01:03Z", "hours": 8.9256, "text": "Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D"}, {"post_id": 76133, "ts": "2026-10-02T13:29:44Z", "hours": 7.5233, "text": "YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE."}, {"post_id": 75649, "ts": "2026-09-30T17:17:00Z", "hours": 5.0481, "text": "OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D"}, {"post_id": 75297, "ts": "2026-09-29T17:45:11Z", "hours": 5.8247, "text": "YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D"}]...
|
Title: PULSAR OS by @N1kamaro | Stardance
Devlogs Title: PULSAR OS by @N1kamaro | Stardance
Devlogs:
YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D
OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D
YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE.
Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D
THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )
FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)
Ships:
This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!...
|
1793062205.3073149
|
1793148605.3073149
|
|
17962
|
My first slack bot! by @rhenisam2008 | Stardance
|
rhenisam2008
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:26:04Z", "hours": 1.0, "multiplier": 2.98, "payout": 2, "blessing": "neutral", "text": "I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project.", "repo": "https://github.com/rhenisam2008-max/Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8P5DRDB3"}]...
|
[{"post_id": 8213, "ts": "2026 [{"post_id": 8213, "ts": "2026-06-13T17:39:43Z", "hours": 0.7911, "text": "JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API"}]...
|
Title: My first slack bot! by @rhenisam2008 | Star Title: My first slack bot! by @rhenisam2008 | Stardance
Devlogs:
JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API
Ships:
I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project....
|
1793083770.4245317
|
1793170170.4245317
|
|
70567
|
Quiz by @syedakhter | Stardance
|
syedakhter
|
2
|
3.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:48:00Z", "hours": 2.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "i ADDED MORE QUESTIONS", "repo": "https://github.com/8051987-eng/quiz", "demo": "https://8051987-eng.github.io/quiz/"}, {"ship_num": 2, "ts": "2026-10-21T01:53:20Z", "hours": 1.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "This project is a quiz", "repo": "https://github.com/8051987-eng/quiz", "demo": "https://8051987-eng.github.io/quiz/"}]...
|
[{"post_id": 82129, "ts": "202 [{"post_id": 82129, "ts": "2026-10-24T01:21:18Z", "hours": 2.045, "text": "Quiz"}, {"post_id": 81144, "ts": "2026-10-20T02:16:31Z", "hours": 1.0067, "text": "A quiz only spent 1hr on this because im busy"}]...
|
Title: Quiz by @syedakhter | Stardance
Devlogs:
A Title: Quiz by @syedakhter | Stardance
Devlogs:
A quiz only spent 1hr on this because im busy
Quiz
Ships:
This project is a quiz
i ADDED MORE QUESTIONS...
|
1793105313.5576465
|
1793191713.5576465
|
|
70157
|
NewTab by @ellie_wood | Stardance
|
ellie_wood
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:45:23Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before.", "repo": "https://github.com/elliewoodward2024-ops/NewTab", "demo": "https://elliewoodward2024-ops.github.io/NewTab/"}]...
|
[{"post_id": 82128, "ts": "202 [{"post_id": 82128, "ts": "2026-10-24T01:14:14Z", "hours": 0.5047, "text": "Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)"}, {"post_id": 81985, "ts": "2026-10-23T10:35:41Z", "hours": 1.7422, "text": "Got the personalised bookmarks made and working. Otherwise just did some styling."}, {"post_id": 81781, "ts": "2026-10-22T13:44:19Z", "hours": 2.4061, "text": "Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see."}, {"post_id": 81432, "ts": "2026-10-21T08:19:11Z", "hours": 2.5864, "text": "I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with."}]...
|
Title: NewTab by @ellie_wood | Stardance
Devlogs: Title: NewTab by @ellie_wood | Stardance
Devlogs:
I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with.
Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see.
Got the personalised bookmarks made and working. Otherwise just did some styling.
Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)
Ships:
I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before....
|
1793051339.3609068
|
1793137739.3609068
|
|
29599
|
Holy Moley by @GeorgeSun | Stardance
|
GeorgeSun
|
3
|
96.74
|
1613
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T23:43:28Z", "hours": 65.0, "multiplier": 19.59, "payout": 1513, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 2, "ts": "2026-09-03T22:02:25Z", "hours": 2.0, "multiplier": 12.89, "payout": 24, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 3, "ts": "2026-07-10T14:24:37Z", "hours": 12.0, "multiplier": 12.93, "payout": 76, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}]...
|
[{"post_id": 82122, "ts": "202 [{"post_id": 82122, "ts": "2026-10-24T00:29:19Z", "hours": 9.1569, "text": "I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!"}, {"post_id": 80043, "ts": "2026-10-16T01:49:13Z", "hours": 8.5842, "text": "I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode."}, {"post_id": 77696, "ts": "2026-10-07T23:19:00Z", "hours": 3.3469, "text": "I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!"}, {"post_id": 77189, "ts": "2026-10-06T00:18:02Z", "hours": 10.3744, "text": "This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data"}, {"post_id": 75730, "ts": "2026-09-30T21:36:11Z", "hours": 9.2133, "text": "I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper"}, {"post_id": 73767, "ts": "2026-09-25T21:55:35Z", "hours": 7.4275, "text": "I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue."}, {"post_id": 72415, "ts": "2026-09-22T21:35:48Z", "hours": 10.3656, "text": "I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better"}, {"post_id": 70715, "ts": "2026-09-19T17:16:05Z", "hours": 8.8269, "text": "There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!"}, {"post_id": 69410, "ts": "2026-09-17T00:24:37Z", "hours": 7.6839, "text": "I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features"}, {"post_id": 68317, "ts": "2026-09-14T22:37:20Z", "hours": 5.8411, "text": "Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook"}, {"post_id": 64521, "ts": "2026-09-09T00:01:03Z", "hours": 2.0364, "text": "I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking"}, {"post_id": 52028, "ts": "2026-08-22T02:07:00Z", "hours": 1.5547, "text": "I ported my Game onto Android and Apple phones and added mobile support!"}, {"post_id": 23539, "ts": "2026-07-06T15:49:12Z", "hours": 10.8819, "text": "Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!"}, {"post_id": 20425, "ts": "2026-07-02T00:51:13Z", "hours": 0.8114, "text": "Added a cave parallax background, the player sprite animations and the health indicator"}]...
|
Title: Holy Moley by @GeorgeSun | Stardance
Devlo Title: Holy Moley by @GeorgeSun | Stardance
Devlogs:
Added a cave parallax background, the player sprite animations and the health indicator
Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!
I ported my Game onto Android and Apple phones and added mobile support!
I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking
Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook
I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features
There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!
I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better
I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue.
I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper
This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data
I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!
I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode.
I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!
Ships:
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.
Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!...
|
1793069394.3579435
|
1793155794.3579435
|
|
71097
|
Cat Camera by @euanripper2 | Stardance
|
euanripper2
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 82121, "ts": "202 [{"post_id": 82121, "ts": "2026-10-24T00:25:31Z", "hours": 1.0778, "text": "Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together"}]...
|
Title: Cat Camera by @euanripper2 | Stardance
Dev Title: Cat Camera by @euanripper2 | Stardance
Devlogs:
Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together...
|
1792802833.1805048
|
1793407633.1805048
|
|
27538
|
Welcome to The Pathways: The Game by @E_k | Starda Welcome to The Pathways: The Game by @E_k | Stardance...
|
E_k
|
1
|
58.11
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T21:17:02Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}]...
|
[{"post_id": 82119, "ts": "202 [{"post_id": 82119, "ts": "2026-10-24T00:02:57Z", "hours": 1.9764, "text": "Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again"}, {"post_id": 79276, "ts": "2026-10-13T09:15:45Z", "hours": 10.1331, "text": "Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!"}, {"post_id": 66817, "ts": "2026-09-12T18:35:13Z", "hours": 8.2342, "text": "Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3"}, {"post_id": 50921, "ts": "2026-08-20T12:03:05Z", "hours": 0.2761, "text": "Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D"}, {"post_id": 50892, "ts": "2026-08-20T11:04:50Z", "hours": 3.5822, "text": "Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D"}, {"post_id": 43891, "ts": "2026-08-09T10:36:34Z", "hours": 9.6606, "text": "Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD"}, {"post_id": 35774, "ts": "2026-07-27T12:38:55Z", "hours": 8.4728, "text": "Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)"}, {"post_id": 26493, "ts": "2026-07-11T09:50:54Z", "hours": 8.5944, "text": "Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog."}, {"post_id": 19964, "ts": "2026-07-01T12:58:49Z", "hours": 1.3281, "text": "Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder."}, {"post_id": 19870, "ts": "2026-07-01T08:57:37Z", "hours": 4.9956, "text": "Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D"}, {"post_id": 18364, "ts": "2026-06-29T14:24:17Z", "hours": 0.9494, "text": "Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay"}]...
|
Title: Welcome to The Pathways: The Game by @E_k | Title: Welcome to The Pathways: The Game by @E_k | Stardance
Devlogs:
Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay
Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D
Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder.
Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog.
Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)
Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD
Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D
Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D
Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3
Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!
Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again
Ships:
What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder...
|
1793008197.589878
|
1793094597.589878
|
|
69376
|
K2 Polyphonic Sampler by @KibbTheFox | Stardance
|
KibbTheFox
|
0
|
7.71
|
0
|
[]
|
[{"post_id": 82117, "ts": "202 [{"post_id": 82117, "ts": "2026-10-23T23:29:53Z", "hours": 1.2003, "text": "Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!"}, {"post_id": 81916, "ts": "2026-10-23T01:36:40Z", "hours": 0.4428, "text": "Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number"}, {"post_id": 81660, "ts": "2026-10-21T23:04:31Z", "hours": 1.1253, "text": "Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up."}, {"post_id": 81383, "ts": "2026-10-21T02:45:42Z", "hours": 0.7228, "text": "Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp"}, {"post_id": 81113, "ts": "2026-10-19T22:36:04Z", "hours": 0.7244, "text": "Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog"}, {"post_id": 80790, "ts": "2026-10-18T19:56:04Z", "hours": 0.6656, "text": "Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3"}, {"post_id": 80495, "ts": "2026-10-17T21:10:42Z", "hours": 0.5889, "text": "Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog."}, {"post_id": 80276, "ts": "2026-10-17T02:37:56Z", "hours": 0.5444, "text": "Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR."}, {"post_id": 80010, "ts": "2026-10-15T23:27:59Z", "hours": 0.4222, "text": "Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions."}, {"post_id": 79605, "ts": "2026-10-14T17:59:25Z", "hours": 0.5694, "text": "Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts"}, {"post_id": 79384, "ts": "2026-10-13T19:19:54Z", "hours": 0.6989, "text": "Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error"}]...
|
Title: K2 Polyphonic Sampler by @KibbTheFox | Star Title: K2 Polyphonic Sampler by @KibbTheFox | Stardance
Devlogs:
Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error
Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts
Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions.
Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR.
Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog.
Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3
Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog
Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp
Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up.
Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number
Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!...
|
1792810308.5189862
|
1793415108.5189862
|
|
69764
|
Flight Controller by @reyansh_saindane | Stardance
|
reyansh_saindane
|
0
|
11.34
|
0
|
[]
|
[{"post_id": 82115, "ts": "202 [{"post_id": 82115, "ts": "2026-10-23T23:15:11Z", "hours": 2.105, "text": "Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)."}, {"post_id": 81655, "ts": "2026-10-21T22:29:02Z", "hours": 1.6125, "text": "Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components."}, {"post_id": 80775, "ts": "2026-10-18T19:05:10Z", "hours": 1.1106, "text": "Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera."}, {"post_id": 80732, "ts": "2026-10-18T17:15:28Z", "hours": 1.1161, "text": "Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU."}, {"post_id": 80447, "ts": "2026-10-17T17:24:55Z", "hours": 1.2597, "text": "Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS."}, {"post_id": 80285, "ts": "2026-10-17T03:43:42Z", "hours": 1.0483, "text": "Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models."}, {"post_id": 80006, "ts": "2026-10-15T23:02:06Z", "hours": 1.3125, "text": "Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on."}, {"post_id": 79675, "ts": "2026-10-15T01:10:41Z", "hours": 1.7739, "text": "First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts."}]...
|
Title: Flight Controller by @reyansh_saindane | St Title: Flight Controller by @reyansh_saindane | Stardance
Devlogs:
First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts.
Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on.
Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models.
Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS.
Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU.
Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera.
Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components.
Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)....
|
1792857365.3303962
|
1793462165.3303962
|
|
71093
|
MausSite by @dahmaus | Stardance
|
dahmaus
|
0
|
2.46
|
0
|
[]
|
[{"post_id": 82110, "ts": "202 [{"post_id": 82110, "ts": "2026-10-23T22:46:36Z", "hours": 2.4625, "text": "MausSite is my own personal site :D First and last devlog lol check it out :^"}]...
|
Title: MausSite by @dahmaus | Stardance
Devlogs:
Title: MausSite by @dahmaus | Stardance
Devlogs:
MausSite is my own personal site :D First and last devlog lol check it out :^...
|
1792795635.00457
|
1793400435.00457
|
|
71092
|
Slack Onboarding by @Eternal | Stardance
|
Eternal
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 82104, "ts": "202 [{"post_id": 82104, "ts": "2026-10-23T22:16:31Z", "hours": 1.0808, "text": "Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again."}]...
|
Title: Slack Onboarding by @Eternal | Stardance
D Title: Slack Onboarding by @Eternal | Stardance
Devlogs:
Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again....
|
1792795633.5165355
|
1793400433.5165355
|
|
18107
|
Vi Encrypt by @violetdoesntexist | Stardance
|
violetdoesntexist
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:23:31Z", "hours": 2.0, "multiplier": 1.46, "payout": 3, "blessing": "neutral", "text": "i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt", "repo": "https://github.com/violetdoesntexist/vi-encrypt", "demo": "https://github.com/violetdoesntexist/vi-encrypt/releases/tag/viencrypt"}]...
|
[{"post_id": 8210, "ts": "2026 [{"post_id": 8210, "ts": "2026-06-13T17:37:03Z", "hours": 2.2092, "text": "i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!"}]...
|
Title: Vi Encrypt by @violetdoesntexist | Stardanc Title: Vi Encrypt by @violetdoesntexist | Stardance
Devlogs:
i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!
Ships:
i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt...
|
1793065666.569634
|
1793152066.569634
|
|
70414
|
CosmoSpark by @MasterCoder | Stardance
|
MasterCoder
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:22:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend.", "repo": "https://github.com/MasterCoder360/cosmospark", "demo": "https://cosmospark.org"}]...
|
[{"post_id": 82099, "ts": "202 [{"post_id": 82099, "ts": "2026-10-23T21:50:26Z", "hours": 1.3667, "text": "Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)"}, {"post_id": 81369, "ts": "2026-10-21T00:40:08Z", "hours": 0.45, "text": "After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best."}, {"post_id": 81347, "ts": "2026-10-20T22:10:41Z", "hours": 0.8383, "text": "After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers"}, {"post_id": 81122, "ts": "2026-10-19T23:46:09Z", "hours": 0.6742, "text": "After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser"}]...
|
Title: CosmoSpark by @MasterCoder | Stardance
Dev Title: CosmoSpark by @MasterCoder | Stardance
Devlogs:
After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser
After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers
After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best.
Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)
Ships:
I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend....
|
1793008422.5209148
|
1793094822.5209148
|
|
66379
|
Longshot by @Kerolous | Stardance
|
Kerolous
|
0
|
0.88
|
0
|
[]
|
[{"post_id": 82098, "ts": "202 [{"post_id": 82098, "ts": "2026-10-23T21:20:11Z", "hours": 0.8769, "text": "First use of blender!"}]...
|
Title: Longshot by @Kerolous | Stardance
Devlogs: Title: Longshot by @Kerolous | Stardance
Devlogs:
First use of blender!...
|
1793098283.102542
|
1793703083.102542
|
|
3491
|
Playlist Analizer by @ReidS28 | Stardance
|
ReidS28
|
0
|
28.09
|
0
|
[]
|
[{"post_id": 8209, "ts": "2026 [{"post_id": 8209, "ts": "2026-06-13T17:36:22Z", "hours": 20.6417, "text": "Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist."}, {"post_id": 1539, "ts": "2026-06-03T16:53:00Z", "hours": 7.4511, "text": "A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length."}]...
|
Title: Playlist Analizer by @ReidS28 | Stardance
Title: Playlist Analizer by @ReidS28 | Stardance
Devlogs:
A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length.
Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist....
|
1792626656.0470796
|
1793231456.0470796
|
|
50555
|
NeuralNetwork by @BeytiKebab | Stardance
|
BeytiKebab
|
1
|
19.29
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:52:43Z", "hours": 18.0, "multiplier": 17.25, "payout": 153, "blessing": "neutral", "text": "I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!", "repo": "https://github.com/alr11118/NeuralNetwokFromStratch", "demo": "https://pypi.org/project/digitReader/"}]...
|
[{"post_id": 82084, "ts": "202 [{"post_id": 82084, "ts": "2026-10-23T20:07:33Z", "hours": 0.3256, "text": "Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds"}, {"post_id": 81874, "ts": "2026-10-22T20:29:46Z", "hours": 0.3194, "text": "Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)"}, {"post_id": 78257, "ts": "2026-10-10T05:40:37Z", "hours": 0.6431, "text": "Touch up on the readme and installation"}, {"post_id": 72536, "ts": "2026-09-23T05:01:34Z", "hours": 0.9611, "text": "I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!"}, {"post_id": 72109, "ts": "2026-09-22T05:56:02Z", "hours": 3.1719, "text": "Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme"}, {"post_id": 71442, "ts": "2026-09-20T20:27:55Z", "hours": 1.0694, "text": "Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!"}, {"post_id": 71009, "ts": "2026-09-20T06:20:35Z", "hours": 0.9586, "text": "I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!"}, {"post_id": 70378, "ts": "2026-09-19T02:15:29Z", "hours": 0.8175, "text": "Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!"}, {"post_id": 70360, "ts": "2026-09-19T01:19:18Z", "hours": 0.7417, "text": "Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!"}, {"post_id": 69834, "ts": "2026-09-17T21:28:37Z", "hours": 1.9986, "text": "I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes."}, {"post_id": 65796, "ts": "2026-09-11T05:26:02Z", "hours": 1.9072, "text": "Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!"}, {"post_id": 63702, "ts": "2026-09-07T17:08:14Z", "hours": 2.3275, "text": "I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219"}, {"post_id": 61914, "ts": "2026-09-05T02:46:01Z", "hours": 0.3, "text": "Did the backtpolation to work with many x’s and y’s"}, {"post_id": 61006, "ts": "2026-09-03T18:21:31Z", "hours": 0.9353, "text": "Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each."}, {"post_id": 60408, "ts": "2026-09-02T18:26:06Z", "hours": 1.1461, "text": "I added a hidden neuron and used backpropagation to set the weights"}, {"post_id": 49127, "ts": "2026-08-17T19:20:35Z", "hours": 1.3722, "text": "Started practicing with a simple linear regression with 3 points!"}]...
|
Title: NeuralNetwork by @BeytiKebab | Stardance
D Title: NeuralNetwork by @BeytiKebab | Stardance
Devlogs:
Started practicing with a simple linear regression with 3 points!
I added a hidden neuron and used backpropagation to set the weights
Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each.
Did the backtpolation to work with many x’s and y’s
I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219
Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!
I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes.
Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!
Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!
I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!
Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!
Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme
I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!
Touch up on the readme and installation
Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)
Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds
Ships:
I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!...
|
1793004781.3026135
|
1793091181.3026135
|
|
69693
|
Stardust Incremental by @craicrat | Stardance
|
craicrat
|
0
|
9.28
|
0
|
[]
|
[{"post_id": 82077, "ts": "202 [{"post_id": 82077, "ts": "2026-10-23T19:09:00Z", "hours": 3.4603, "text": "FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?"}, {"post_id": 81544, "ts": "2026-10-21T17:06:46Z", "hours": 2.9656, "text": "Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/"}, {"post_id": 80200, "ts": "2026-10-16T18:15:54Z", "hours": 2.2483, "text": "Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues."}, {"post_id": 79624, "ts": "2026-10-14T18:57:56Z", "hours": 0.6033, "text": "My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again."}]...
|
Title: Stardust Incremental by @craicrat | Stardan Title: Stardust Incremental by @craicrat | Stardance
Devlogs:
My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again.
Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues.
Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/
FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?...
|
1792857326.4292798
|
1793462126.4292798
|
|
70067
|
Shifter Converter by @Djayden | Stardance
|
Djayden
|
0
|
5.43
|
0
|
[]
|
[{"post_id": 82067, "ts": "202 [{"post_id": 82067, "ts": "2026-10-23T18:06:53Z", "hours": 3.4069, "text": "Decided to simplify the idea Originally I was planning on making the program connect with your Google account to make it automatically upload the calendar. But since Stardance is almost ending and I have a lot of other projects I also want to finish I decided on just turning the file into an .ics and just manually uploading the file to Google Calendar. Below you can see I have already made the program parse the .Shifter into a list of standard classes, so turning that into an .ics file is easy as cake."}, {"post_id": 80197, "ts": "2026-10-16T17:39:12Z", "hours": 2.0281, "text": "Finished importing shifts from file The file that I am trying to convert has a . Shifter file extension, but is just an SQLite3 database file. So it should be pretty easy to work with, except for the fact that all tables and columns are in Spanish and have no documentation whatsoever. So I made a demo file and used Google Translate to convert all the names, and with some context it is pretty easy to understand the data. I have already made the code that gathers all the shifts from the file. I should probably explain what this file even is. It is from a program called Shifter from LHRSoft, its goal is to inventarise all your work shifts. My parents use this program as the family calendar, but the problem is that there is no easy way to upload the full calendar to Google Calendar (atleast none that is quick and easy to understand). And that is why I am making this project; to make it possible to easily upload the . Shifter to Google Calendar"}]...
|
Title: Shifter Converter by @Djayden | Stardance
Title: Shifter Converter by @Djayden | Stardance
Devlogs:
Finished importing shifts from file The file that I am trying to convert has a . Shifter file extension, but is just an SQLite3 database file. So it should be pretty easy to work with, except for the fact that all tables and columns are in Spanish and have no documentation whatsoever. So I made a demo file and used Google Translate to convert all the names, and with some context it is pretty easy to understand the data. I have already made the code that gathers all the shifts from the file. I should probably explain what this file even is. It is from a program called Shifter from LHRSoft, its goal is to inventarise all your work shifts. My parents use this program as the family calendar, but the problem is that there is no easy way to upload the full calendar to Google Calendar (atleast none that is quick and easy to understand). And that is why I am making this project; to make it possible to easily upload the . Shifter to Google Calendar
Decided to simplify the idea Originally I was planning on making the program connect with your Google account to make it automatically upload the calendar. But since Stardance is almost ending and I have a lot of other projects I also want to finish I decided on just turning the file into an .ics and just manually uploading the file to Google Calendar. Below you can see I have already made the program parse the .Shifter into a list of standard classes, so turning that into an .ics file is easy as cake....
|
1792958008.7058918
|
1793562808.7058918
|
|
64871
|
My awesome macropad! by @florian | Stardance
|
florian
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 82058, "ts": "202 [{"post_id": 82058, "ts": "2026-10-23T17:08:12Z", "hours": 0.2731, "text": "Yeah so I think I have completed everything and hope it will get approved :) <3"}]...
|
Title: My awesome macropad! by @florian | Stardanc Title: My awesome macropad! by @florian | Stardance
Devlogs:
Yeah so I think I have completed everything and hope it will get approved :) <3...
|
1793069304.5270534
|
1793674104.5270534
|
|
54643
|
GeastureClick by @MoonRock | Stardance
|
MoonRock
|
0
|
15.45
|
0
|
[]
|
[{"post_id": 82055, "ts": "202 [{"post_id": 82055, "ts": "2026-10-23T16:53:25Z", "hours": 1.5764, "text": "devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain."}, {"post_id": 80472, "ts": "2026-10-17T19:28:20Z", "hours": 0.7881, "text": "devlog #20:: completed scale_normalisation ."}, {"post_id": 79961, "ts": "2026-10-15T18:13:31Z", "hours": 0.8292, "text": "Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on."}, {"post_id": 76774, "ts": "2026-10-04T15:16:28Z", "hours": 0.3453, "text": "DEYLOG #18 :: setup on other laptop and basic normalisation configuration"}, {"post_id": 76402, "ts": "2026-10-03T13:02:41Z", "hours": 1.2678, "text": "devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables."}, {"post_id": 76170, "ts": "2026-10-02T15:47:50Z", "hours": 0.7189, "text": "devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit"}, {"post_id": 66495, "ts": "2026-09-12T10:27:59Z", "hours": 0.5492, "text": "devlog#15::started the normalization process."}, {"post_id": 65469, "ts": "2026-09-10T16:58:03Z", "hours": 0.8347, "text": "devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed."}, {"post_id": 64311, "ts": "2026-09-08T16:29:28Z", "hours": 0.2811, "text": "devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks"}, {"post_id": 63707, "ts": "2026-09-07T17:14:36Z", "hours": 0.3817, "text": "devlog#12::basic clean up and final touchup for the file"}, {"post_id": 63042, "ts": "2026-09-06T16:44:08Z", "hours": 0.8858, "text": "devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window"}, {"post_id": 62314, "ts": "2026-09-05T16:52:05Z", "hours": 0.6514, "text": "devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-"}, {"post_id": 61616, "ts": "2026-09-04T16:27:58Z", "hours": 0.7956, "text": "devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :("}, {"post_id": 60954, "ts": "2026-09-03T17:12:06Z", "hours": 0.5889, "text": "devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward"}, {"post_id": 60310, "ts": "2026-09-02T16:22:42Z", "hours": 0.5897, "text": "devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class"}, {"post_id": 59572, "ts": "2026-09-01T13:54:27Z", "hours": 0.5661, "text": "devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of ."}, {"post_id": 59044, "ts": "2026-08-31T17:07:21Z", "hours": 0.5864, "text": "devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark."}, {"post_id": 57982, "ts": "2026-08-30T09:59:10Z", "hours": 0.9319, "text": "devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule."}, {"post_id": 57465, "ts": "2026-08-29T16:49:28Z", "hours": 1.12, "text": "Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network"}, {"post_id": 56726, "ts": "2026-08-28T16:25:29Z", "hours": 0.6461, "text": "Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now"}, {"post_id": 55681, "ts": "2026-08-27T17:24:08Z", "hours": 0.5167, "text": "gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement"}]...
|
Title: GeastureClick by @MoonRock | Stardance
Dev Title: GeastureClick by @MoonRock | Stardance
Devlogs:
gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement
Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now
Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network
devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule.
devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark.
devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of .
devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class
devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward
devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :(
devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-
devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window
devlog#12::basic clean up and final touchup for the file
devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks
devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed.
devlog#15::started the normalization process.
devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit
devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables.
DEYLOG #18 :: setup on other laptop and basic normalisation configuration
Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on.
devlog #20:: completed scale_normalisation .
devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain....
|
1792799247.8951142
|
1793404047.8951142
|
|
40406
|
part-of.my.id revived by @satr14 | Stardance
|
satr14
|
3
|
47.19
|
430
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T03:56:39Z", "hours": 15.0, "multiplier": 10.93, "payout": 165, "blessing": "neutral", "text": "okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 2, "ts": "2026-09-15T09:35:30Z", "hours": 4.0, "multiplier": 13.65, "payout": 60, "blessing": "neutral", "text": "this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 3, "ts": "2026-08-16T05:45:34Z", "hours": 14.0, "multiplier": 14.89, "payout": 205, "blessing": "neutral", "text": "VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}]...
|
[{"post_id": 82051, "ts": "202 [{"post_id": 82051, "ts": "2026-10-23T16:39:48Z", "hours": 2.9956, "text": "well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry"}, {"post_id": 80984, "ts": "2026-10-19T14:46:48Z", "hours": 1.7822, "text": "this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step"}, {"post_id": 80413, "ts": "2026-10-17T15:47:36Z", "hours": 0.7022, "text": "genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting"}, {"post_id": 80168, "ts": "2026-10-16T15:08:22Z", "hours": 1.3353, "text": "all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors"}, {"post_id": 79810, "ts": "2026-10-15T14:39:47Z", "hours": 2.6617, "text": "i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section"}, {"post_id": 79335, "ts": "2026-10-13T15:29:43Z", "hours": 1.45, "text": "a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website"}, {"post_id": 79068, "ts": "2026-10-12T15:48:11Z", "hours": 2.2858, "text": "last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation"}, {"post_id": 78696, "ts": "2026-10-11T10:29:20Z", "hours": 0.9756, "text": "last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks"}, {"post_id": 78247, "ts": "2026-10-10T03:53:00Z", "hours": 1.5075, "text": "last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed"}, {"post_id": 78113, "ts": "2026-10-09T16:25:13Z", "hours": 2.5431, "text": "last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files"}, {"post_id": 78022, "ts": "2026-10-09T07:10:39Z", "hours": 3.5436, "text": "last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names"}, {"post_id": 76291, "ts": "2026-10-03T03:10:53Z", "hours": 1.1539, "text": "last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow"}, {"post_id": 75789, "ts": "2026-10-01T04:41:44Z", "hours": 1.0119, "text": "made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership"}, {"post_id": 75593, "ts": "2026-09-30T14:57:47Z", "hours": 1.2486, "text": "ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore"}, {"post_id": 75220, "ts": "2026-09-29T14:41:31Z", "hours": 1.475, "text": "so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes"}, {"post_id": 74331, "ts": "2026-09-27T05:47:48Z", "hours": 1.6714, "text": "split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able"}, {"post_id": 69643, "ts": "2026-09-17T14:04:10Z", "hours": 0.9692, "text": "okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess."}, {"post_id": 68541, "ts": "2026-09-15T09:17:00Z", "hours": 1.2439, "text": "edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings"}, {"post_id": 67994, "ts": "2026-09-14T10:36:43Z", "hours": 1.8175, "text": "almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken"}, {"post_id": 66670, "ts": "2026-09-12T15:11:06Z", "hours": 1.3625, "text": "changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website"}, {"post_id": 47895, "ts": "2026-08-16T05:16:20Z", "hours": 0.5, "text": "added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)"}, {"post_id": 47881, "ts": "2026-08-16T04:27:20Z", "hours": 1.2019, "text": "fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now"}, {"post_id": 47536, "ts": "2026-08-15T14:44:42Z", "hours": 2.2581, "text": "mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow"}, {"post_id": 47253, "ts": "2026-08-15T01:50:28Z", "hours": 1.3742, "text": "split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs"}, {"post_id": 45763, "ts": "2026-08-12T13:47:31Z", "hours": 1.5139, "text": "felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer"}, {"post_id": 43670, "ts": "2026-08-09T02:03:31Z", "hours": 1.1919, "text": "thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas"}, {"post_id": 43375, "ts": "2026-08-08T16:04:06Z", "hours": 0.6681, "text": "small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih"}, {"post_id": 43319, "ts": "2026-08-08T14:49:31Z", "hours": 1.8528, "text": "took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths"}, {"post_id": 43146, "ts": "2026-08-08T07:52:31Z", "hours": 1.4406, "text": "mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here"}, {"post_id": 41933, "ts": "2026-08-06T13:42:52Z", "hours": 1.1564, "text": "back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page"}, {"post_id": 35748, "ts": "2026-07-27T11:57:51Z", "hours": 0.595, "text": "humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design"}]...
|
Title: part-of.my.id revived by @satr14 | Stardanc Title: part-of.my.id revived by @satr14 | Stardance
Devlogs:
humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design
back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page
mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here
took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths
small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih
thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas
felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer
split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs
mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow
fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now
added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)
changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website
almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken
edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings
okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess.
split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able
so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes
ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore
made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership
last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow
last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names
last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files
last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed
last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks
last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation
a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website
i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section
all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors
genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting
this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step
well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry
Ships:
VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation
this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive
okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering...
|
1793000871.815676
|
1793087271.815676
|
|
70076
|
My first slack bot! by @bahan_hime | Stardance
|
bahan_hime
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 82041, "ts": "202 [{"post_id": 82041, "ts": "2026-10-23T15:25:19Z", "hours": 2.7583, "text": "Almost done! Waiting for my nest application to get approved"}]...
|
Title: My first slack bot! by @bahan_hime | Starda Title: My first slack bot! by @bahan_hime | Stardance
Devlogs:
Almost done! Waiting for my nest application to get approved...
|
1792958015.4646301
|
1793562815.4646301
|
|
65226
|
webos by @darbens | Stardance
|
darbens
|
1
|
33.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:02:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!", "repo": "https://github.com/airshift1/OrbitOS", "demo": "https://orbit-os-drab.vercel.app/"}]...
|
[{"post_id": 82034, "ts": "202 [{"post_id": 82034, "ts": "2026-10-23T15:09:18Z", "hours": 29.0625, "text": "I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development"}, {"post_id": 73742, "ts": "2026-09-25T20:20:07Z", "hours": 1.0478, "text": "tryed to get Bluetooth working but no success yet"}, {"post_id": 73578, "ts": "2026-09-25T12:55:42Z", "hours": 1.1044, "text": "td i js updated read.me"}, {"post_id": 73338, "ts": "2026-09-24T22:25:26Z", "hours": 0.6283, "text": "OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system."}, {"post_id": 72865, "ts": "2026-09-23T21:52:19Z", "hours": 1.9808, "text": "Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately."}]...
|
Title: webos by @darbens | Stardance
Devlogs:
Dev Title: webos by @darbens | Stardance
Devlogs:
Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately.
OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system.
td i js updated read.me
tryed to get Bluetooth working but no success yet
I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development
Ships:
at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!...
|
1792965145.4127357
|
1793829145.4127357
|
|
70488
|
Billie by @Yousuff | Stardance
|
Yousuff
|
1
|
8.42
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T08:01:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Meet Billie, a little pixel-art cat who lives on your desktop! Built with Godot, Billie is a small desktop pet designed to bring a bit of life to your screen. She wanders around, changes direction when she reaches the screen edges, takes occasional breaks, and reacts when you interact with her. What Billie can do: Walk around your desktop automatically. Change direction when she reaches the edge of the screen. Play her turn_around animation during idle moments. Stop walking when you single-click her. Resume walking when you click her again. Meow when you double-click her. Do a little jump reaction when clicked. Billie is still a work in progress, and this is just the beginning. More cat-like behaviors, including sleeping, waking up, and additional interactions, are planned as development continues. She’s not here to do your work for you. She’s just here to keep you company while you do it.", "repo": "https://github.com/YousufProjs-exe/Billie/", "demo": "https://1M8ANANA.itch.io/billie"}]...
|
[{"post_id": 82028, "ts": "202 [{"post_id": 82028, "ts": "2026-10-23T14:42:08Z", "hours": 1.6614, "text": "Billie !! SHe now can be picked Up !!!!!!!!!!!!!! and ive smoothen all the animations too check got Billie and play with her on your Windows at https://1m8anana.itch.io/billie"}, {"post_id": 81782, "ts": "2026-10-22T13:44:27Z", "hours": 1.0003, "text": "Fixed Billies moments she getting stuck into the wall sleeping and waking up immediately to sleeps and wakes up only if the user interact with her ! smoothen waling animations !!!"}, {"post_id": 81752, "ts": "2026-10-22T11:21:01Z", "hours": 1.1156, "text": "Billie now listens you !! Single tab - Billie ‘meow’ Double tab - she ‘spins’ Triple tab - she sleeps"}, {"post_id": 81739, "ts": "2026-10-22T09:49:40Z", "hours": 1.6408, "text": "Billie now walks on floor ! fixed her broken walk animation and removed sleep to add again as - that too got broke :: but Billie is here !!!!"}, {"post_id": 81339, "ts": "2026-10-20T21:43:28Z", "hours": 0.6222, "text": "Billie - she spins ! she stops when you click one her she meow at you when you double tap her !"}, {"post_id": 81327, "ts": "2026-10-20T20:51:43Z", "hours": 0.5358, "text": "Billie now says Meow!!"}, {"post_id": 81309, "ts": "2026-10-20T19:28:06Z", "hours": 0.4783, "text": "Billie 😭 whts happening ! she got stuck!!!!"}, {"post_id": 81299, "ts": "2026-10-20T18:31:54Z", "hours": 1.1236, "text": "Billie can Move !!!!! but the animation is lil off ill fix it soon !"}, {"post_id": 81261, "ts": "2026-10-20T14:45:25Z", "hours": 0.3678, "text": "Billie is ready ! - finished the Godot setup and Billie design! - part 2 of the guide is done."}]...
|
Title: Billie by @Yousuff | Stardance
Devlogs:
Bi Title: Billie by @Yousuff | Stardance
Devlogs:
Billie is ready ! - finished the Godot setup and Billie design! - part 2 of the guide is done.
Billie can Move !!!!! but the animation is lil off ill fix it soon !
Billie 😭 whts happening ! she got stuck!!!!
Billie now says Meow!!
Billie - she spins ! she stops when you click one her she meow at you when you double tap her !
Billie now walks on floor ! fixed her broken walk animation and removed sleep to add again as - that too got broke :: but Billie is here !!!!
Billie now listens you !! Single tab - Billie ‘meow’ Double tab - she ‘spins’ Triple tab - she sleeps
Fixed Billies moments she getting stuck into the wall sleeping and waking up immediately to sleeps and wakes up only if the user interact with her ! smoothen waling animations !!!
Billie !! SHe now can be picked Up !!!!!!!!!!!!!! and ive smoothen all the animations too check got Billie and play with her on your Windows at https://1m8anana.itch.io/billie
Ships:
Meet Billie, a little pixel-art cat who lives on your desktop! Built with Godot, Billie is a small desktop pet designed to bring a bit of life to your screen. She wanders around, changes direction when she reaches the screen edges, takes occasional breaks, and reacts when you interact with her. What Billie can do: Walk around your desktop automatically. Change direction when she reaches the edge of the screen. Play her turn_around animation during idle moments. Stop walking when you single-click her. Resume walking when you click her again. Meow when you double-click her. Do a little jump reaction when clicked. Billie is still a work in progress, and this is just the beginning. More cat-like behaviors, including sleeping, waking up, and additional interactions, are planned as development continues. She’s not here to do your work for you. She’s just here to keep you company while you do it....
|
1793022453.1093376
|
1793108853.1093376
|
|
43488
|
Argo by @Pollo | Stardance
|
Pollo
|
1
|
1.05
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
|
1793008349.0802996
|
1793094749.0802996
|
|
69200
|
PDFTools by @itzdeep2 | Stardance
|
itzdeep2
|
4
|
23.0
|
252
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T13:57:40Z", "hours": 10.0, "multiplier": 10.9, "payout": 106, "blessing": "neutral", "text": "🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 2, "ts": "2026-10-18T17:20:17Z", "hours": 8.0, "multiplier": 15.48, "payout": 123, "blessing": "neutral", "text": "this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 3, "ts": "2026-10-13T15:36:01Z", "hours": 3.0, "multiplier": 4.22, "payout": 16, "blessing": "neutral", "text": "I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 4, "ts": "2026-10-12T14:18:16Z", "hours": 2.0, "multiplier": 2.82, "payout": 7, "blessing": "neutral", "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}]...
|
[{"post_id": 82017, "ts": "202 [{"post_id": 82017, "ts": "2026-10-23T13:55:08Z", "hours": 2.3939, "text": "fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!"}, {"post_id": 81747, "ts": "2026-10-22T10:30:09Z", "hours": 2.49, "text": "The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!"}, {"post_id": 81508, "ts": "2026-10-21T15:11:08Z", "hours": 2.1814, "text": "added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!"}, {"post_id": 81427, "ts": "2026-10-21T07:21:04Z", "hours": 0.8461, "text": "Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!"}, {"post_id": 81221, "ts": "2026-10-20T10:49:54Z", "hours": 1.855, "text": "added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!"}, {"post_id": 80733, "ts": "2026-10-18T17:18:34Z", "hours": 1.5733, "text": "added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)"}, {"post_id": 80663, "ts": "2026-10-18T13:05:08Z", "hours": 0.6958, "text": "the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!"}, {"post_id": 80651, "ts": "2026-10-18T12:09:11Z", "hours": 2.2322, "text": "tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!"}, {"post_id": 80355, "ts": "2026-10-17T11:51:43Z", "hours": 3.4286, "text": "in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment"}, {"post_id": 79332, "ts": "2026-10-13T15:27:28Z", "hours": 3.0969, "text": "As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast."}, {"post_id": 78789, "ts": "2026-10-11T16:39:18Z", "hours": 2.0847, "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed."}]...
|
Title: PDFTools by @itzdeep2 | Stardance
Devlogs: Title: PDFTools by @itzdeep2 | Stardance
Devlogs:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast.
in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment
tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!
the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!
added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!
Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!
added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!
The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!
fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!
Ships:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!
this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy....
|
1793062389.0722203
|
1793148789.0722203
|
|
43941
|
MY GOAT WEBSITE by @shouryasharan27 | Stardance
|
shouryasharan27
|
1
|
66.56
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T17:54:46Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my own portfolio website", "repo": "https://github.com/shouryasharan7-netizen/shourya-portfolio", "demo": "https://www.shouryasharan.xyz"}]...
|
[{"post_id": 82011, "ts": "202 [{"post_id": 82011, "ts": "2026-10-23T13:19:36Z", "hours": 14.2069, "text": "I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues"}, {"post_id": 74428, "ts": "2026-09-27T11:16:59Z", "hours": 16.81, "text": "i completely revamped the website"}, {"post_id": 69133, "ts": "2026-09-16T13:24:23Z", "hours": 25.5425, "text": "hi changed over the overall design"}, {"post_id": 41849, "ts": "2026-08-06T10:04:07Z", "hours": 9.7272, "text": "I made a website showcasing everything I have done like achievements, work experience etc"}]...
|
Title: MY GOAT WEBSITE by @shouryasharan27 | Stard Title: MY GOAT WEBSITE by @shouryasharan27 | Stardance
Devlogs:
I made a website showcasing everything I have done like achievements, work experience etc
hi changed over the overall design
i completely revamped the website
I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues
Ships:
my own portfolio website...
|
1792997389.502539
|
1793083789.502539
|
|
931
|
RISC-V 32bit CPU by @captaintriton10 | Stardance
|
captaintriton10
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T20:41:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it.", "repo": "https://github.com/CaptainTriton10/risc-v_v2", "demo": ""}]...
|
[{"post_id": 8201, "ts": "2026 [{"post_id": 8201, "ts": "2026-06-13T17:18:13Z", "hours": 1.6106, "text": "Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking."}, {"post_id": 7699, "ts": "2026-06-12T21:05:48Z", "hours": 5.1781, "text": "As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!"}, {"post_id": 5201, "ts": "2026-06-08T21:59:22Z", "hours": 1.5792, "text": "I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction."}, {"post_id": 4881, "ts": "2026-06-08T13:22:18Z", "hours": 5.6975, "text": "Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions."}, {"post_id": 2053, "ts": "2026-06-04T10:47:06Z", "hours": 2.4369, "text": "This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)"}]...
|
Title: RISC-V 32bit CPU by @captaintriton10 | Star Title: RISC-V 32bit CPU by @captaintriton10 | Stardance
Devlogs:
This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)
Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions.
I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction.
As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!
Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking.
Ships:
This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it....
|
1792997731.4790623
|
1793084131.4790623
|