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Look Up | Astronomy Observation Helper by @ASTRY | Look Up | Astronomy Observation Helper by @ASTRY | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T01:22:20Z", "hours": 57.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY", "repo": "https://github.com/Rukkoa17/LookUp2", "demo": "https://lookup2-1d9v.vercel.app"}]...
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[{"post_id": 82004, "ts": "202 [{"post_id": 82004, "ts": "2026-10-23T12:37:50Z", "hours": 4.49, "text": "After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:"}, {"post_id": 75058, "ts": "2026-09-29T00:51:15Z", "hours": 3.2325, "text": "H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;"}, {"post_id": 74644, "ts": "2026-09-27T20:44:18Z", "hours": 10.0178, "text": "H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:"}, {"post_id": 69832, "ts": "2026-09-17T21:23:54Z", "hours": 10.4528, "text": "Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (="}, {"post_id": 60981, "ts": "2026-09-03T17:42:30Z", "hours": 9.9806, "text": "HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !"}, {"post_id": 51945, "ts": "2026-08-21T21:57:04Z", "hours": 12.3083, "text": "BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3"}, {"post_id": 46185, "ts": "2026-08-13T07:11:07Z", "hours": 1.7561, "text": "DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333"}, {"post_id": 45437, "ts": "2026-08-11T21:34:22Z", "hours": 1.2208, "text": "Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!"}, {"post_id": 44807, "ts": "2026-08-10T20:40:51Z", "hours": 0.5775, "text": "Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!"}, {"post_id": 44209, "ts": "2026-08-09T20:23:08Z", "hours": 1.6989, "text": "DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!"}, {"post_id": 43752, "ts": "2026-08-09T05:23:37Z", "hours": 2.1511, "text": "Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;"}, {"post_id": 42617, "ts": "2026-08-07T13:09:50Z", "hours": 2.0531, "text": "D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!"}, {"post_id": 42224, "ts": "2026-08-06T20:51:18Z", "hours": 0.7856, "text": "DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment)."}, {"post_id": 41503, "ts": "2026-08-05T19:05:25Z", "hours": 0.8856, "text": "DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3"}]...
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Title: Look Up | Astronomy Observation Helper by @ Title: Look Up | Astronomy Observation Helper by @ASTRY | Stardance
Devlogs:
DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3
DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment).
D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!
Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;
DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!
Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!
Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!
DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333
BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3
HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !
Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (=
H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:
H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;
After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:
Ships:
H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY...
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1793004606.7454238
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1793091006.7454238
|
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66486
|
Nullscape OS by @Dotty | Stardance
|
Dotty
|
0
|
12.04
|
0
|
[]
|
[{"post_id": 82001, "ts": "202 [{"post_id": 82001, "ts": "2026-10-23T12:06:37Z", "hours": 9.3458, "text": "Devlog 3, The welcome window can now be dragged, opened, and closed"}, {"post_id": 75275, "ts": "2026-09-29T16:52:00Z", "hours": 1.9219, "text": "Added background and some description today"}, {"post_id": 74930, "ts": "2026-09-28T16:46:56Z", "hours": 0.7756, "text": "I didn’t get much done today but it was pretty fun, I will be definitely back again tommorrow it’s almost midnight now"}]...
|
Title: Nullscape OS by @Dotty | Stardance
Devlogs Title: Nullscape OS by @Dotty | Stardance
Devlogs:
I didn’t get much done today but it was pretty fun, I will be definitely back again tommorrow it’s almost midnight now
Added background and some description today
Devlog 3, The welcome window can now be dragged, opened, and closed...
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1793098445.4071414
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1793703245.4071414
|
|
4723
|
melodyguesser by @divya | Stardance
|
divya
|
0
|
2.07
|
0
|
[]
|
[{"post_id": 820, "ts": "2026- [{"post_id": 820, "ts": "2026-06-02T14:36:51Z", "hours": 0.3422, "text": "messed up the project working on bringing back the updates"}, {"post_id": 772, "ts": "2026-06-02T13:10:09Z", "hours": 0.4181, "text": "working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes"}, {"post_id": 760, "ts": "2026-06-02T12:21:21Z", "hours": 1.3125, "text": "astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…"}]...
|
Title: melodyguesser by @divya | Stardance
Devlog Title: melodyguesser by @divya | Stardance
Devlogs:
astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…
working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes
messed up the project working on bringing back the updates...
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1792500776.6149647
|
1793105576.6149647
|
|
62770
|
Home Alone game by @Kinza | Stardance
|
Kinza
|
3
|
20.0
|
78
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T11:29:18Z", "hours": 4.0, "multiplier": 2.33, "payout": 10, "blessing": "neutral", "text": "I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 2, "ts": "2026-10-20T11:10:33Z", "hours": 7.0, "multiplier": 6.21, "payout": 42, "blessing": "neutral", "text": "I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 3, "ts": "2026-09-19T16:30:09Z", "hours": 9.0, "multiplier": 2.84, "payout": 26, "blessing": "neutral", "text": "I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}]...
|
[{"post_id": 81993, "ts": "202 [{"post_id": 81993, "ts": "2026-10-23T11:23:55Z", "hours": 3.4161, "text": "Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it."}, {"post_id": 81612, "ts": "2026-10-21T19:23:47Z", "hours": 0.7736, "text": "I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!"}, {"post_id": 81222, "ts": "2026-10-20T10:52:50Z", "hours": 3.5461, "text": "Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!"}, {"post_id": 79323, "ts": "2026-10-13T15:02:50Z", "hours": 3.2119, "text": "Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!"}, {"post_id": 70691, "ts": "2026-09-19T16:25:53Z", "hours": 1.1692, "text": "Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here."}, {"post_id": 69568, "ts": "2026-09-17T10:13:15Z", "hours": 7.8775, "text": "Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!"}]...
|
Title: Home Alone game by @Kinza | Stardance
Devl Title: Home Alone game by @Kinza | Stardance
Devlogs:
Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!
Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here.
Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!
Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!
I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!
Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it.
Ships:
I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.
I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!
I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!...
|
1793058652.954149
|
1793145052.954149
|
|
46541
|
The most epic minigame game ever made by @Tyo | St The most epic minigame game ever made by @Tyo | Stardance...
|
Tyo
|
4
|
40.0
|
440
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:58:37Z", "hours": 3.0, "multiplier": 13.36, "payout": 34, "blessing": "neutral", "text": "WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 2, "ts": "2026-10-20T03:19:05Z", "hours": 14.0, "multiplier": 12.17, "payout": 175, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 3, "ts": "2026-08-20T14:18:55Z", "hours": 16.0, "multiplier": 14.05, "payout": 231, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 4, "ts": "2026-08-12T09:19:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}]...
|
[{"post_id": 81988, "ts": "202 [{"post_id": 81988, "ts": "2026-10-23T10:58:15Z", "hours": 0.2833, "text": "Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~"}, {"post_id": 81984, "ts": "2026-10-23T10:21:13Z", "hours": 1.0364, "text": "Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)"}, {"post_id": 81795, "ts": "2026-10-22T15:31:39Z", "hours": 1.2072, "text": "Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~"}, {"post_id": 81123, "ts": "2026-10-19T23:47:54Z", "hours": 4.8461, "text": "The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)"}, {"post_id": 79830, "ts": "2026-10-15T15:47:09Z", "hours": 3.2686, "text": "Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai"}, {"post_id": 79294, "ts": "2026-10-13T11:14:51Z", "hours": 2.3611, "text": "2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~"}, {"post_id": 78680, "ts": "2026-10-11T09:00:13Z", "hours": 1.2086, "text": "Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~"}, {"post_id": 78641, "ts": "2026-10-11T04:56:17Z", "hours": 1.9064, "text": "Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3"}, {"post_id": 60038, "ts": "2026-09-02T04:36:58Z", "hours": 0.7608, "text": "Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~"}, {"post_id": 50984, "ts": "2026-08-20T13:57:32Z", "hours": 1.3917, "text": "Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~"}, {"post_id": 50343, "ts": "2026-08-19T14:53:15Z", "hours": 3.3358, "text": "Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)"}, {"post_id": 49270, "ts": "2026-08-17T23:43:00Z", "hours": 4.0203, "text": "Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~"}, {"post_id": 47888, "ts": "2026-08-16T04:44:16Z", "hours": 2.145, "text": "Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p"}, {"post_id": 47347, "ts": "2026-08-15T07:14:06Z", "hours": 3.9703, "text": "Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)"}, {"post_id": 46659, "ts": "2026-08-14T02:44:35Z", "hours": 1.5992, "text": "New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!"}, {"post_id": 45662, "ts": "2026-08-12T09:18:14Z", "hours": 6.8956, "text": "A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)"}]...
|
Title: The most epic minigame game ever made by @T Title: The most epic minigame game ever made by @Tyo | Stardance
Devlogs:
A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)
New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!
Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)
Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p
Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~
Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)
Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~
Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~
Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3
Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~
2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~
Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai
The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)
Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~
Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)
Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~
Ships:
WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!
The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~
The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)
WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)...
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1792990398.8530123
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1793076798.8530123
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63594
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Retro Pad by @Sanadofe | Stardance
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Sanadofe
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0
|
12.88
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0
|
[]
|
[{"post_id": 81983, "ts": "202 [{"post_id": 81983, "ts": "2026-10-23T10:15:27Z", "hours": 0.9667, "text": "Just finished soldering. Not perfect but everything works"}, {"post_id": 72582, "ts": "2026-09-23T08:52:16Z", "hours": 1.1464, "text": "Made a start on the firmware, using KMK. Also recoloured the keycaps for a vintage-retro look instead of a kids toy 😅"}, {"post_id": 72102, "ts": "2026-09-22T05:25:44Z", "hours": 0.6944, "text": "Added The keycaps and knob on fusion. Could improve the colours. Knob should be orange, but 🤷♂️"}, {"post_id": 71679, "ts": "2026-09-21T09:22:53Z", "hours": 1.1147, "text": "Final touches to the RetroPad"}, {"post_id": 71078, "ts": "2026-09-20T08:40:33Z", "hours": 3.9119, "text": "Finished Making the case."}, {"post_id": 70918, "ts": "2026-09-20T01:11:23Z", "hours": 0.5275, "text": "Reworked The PCB,🥲 . Forgot about the mounting holes and switch distancing"}, {"post_id": 70540, "ts": "2026-09-19T10:26:00Z", "hours": 0.7706, "text": "Started Making the case. Going for a Retro Tech look"}, {"post_id": 70506, "ts": "2026-09-19T09:18:13Z", "hours": 0.7819, "text": "Finished off the PCB"}, {"post_id": 70465, "ts": "2026-09-19T07:49:05Z", "hours": 2.2189, "text": "Updated Schematics for Macro-pad. Is this decent?"}, {"post_id": 70383, "ts": "2026-09-19T02:47:24Z", "hours": 0.7447, "text": "Currently Working on the Schematics for my Macro-pad, kinda lost tbh. Also I think everything i’ve done is wrong :("}]...
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Title: Retro Pad by @Sanadofe | Stardance
Devlogs Title: Retro Pad by @Sanadofe | Stardance
Devlogs:
Currently Working on the Schematics for my Macro-pad, kinda lost tbh. Also I think everything i’ve done is wrong :(
Updated Schematics for Macro-pad. Is this decent?
Finished off the PCB
Started Making the case. Going for a Retro Tech look
Reworked The PCB,🥲 . Forgot about the mounting holes and switch distancing
Finished Making the case.
Final touches to the RetroPad
Added The keycaps and knob on fusion. Could improve the colours. Knob should be orange, but 🤷♂️
Made a start on the firmware, using KMK. Also recoloured the keycaps for a vintage-retro look instead of a kids toy 😅
Just finished soldering. Not perfect but everything works...
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1793051636.4135938
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1793656436.4135938
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71015
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Coffee-Clicker by @rehankasim | Stardance
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rehankasim
|
0
|
11.57
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0
|
[]
|
[{"post_id": 81979, "ts": "202 [{"post_id": 81979, "ts": "2026-10-23T10:08:26Z", "hours": 11.5672, "text": "Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have"}]...
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Title: Coffee-Clicker by @rehankasim | Stardance
Title: Coffee-Clicker by @rehankasim | Stardance
Devlogs:
Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have...
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1792752431.1925008
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1793357231.1925008
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67047
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What_to_e@T by @VeD_18 | Stardance
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VeD_18
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0
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0.26
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0
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[]
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[{"post_id": 81975, "ts": "202 [{"post_id": 81975, "ts": "2026-10-23T09:26:21Z", "hours": 0.2611, "text": "Hi. This is my fist ever devloggg"}]...
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Title: What_to_e@T by @VeD_18 | Stardance
Devlogs Title: What_to_e@T by @VeD_18 | Stardance
Devlogs:
Hi. This is my fist ever devloggg...
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1793105598.9362702
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1793710398.9362702
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17968
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Pokédex CLI by @nightswamp | Stardance
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nightswamp
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0
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1.27
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0
|
[]
|
[{"post_id": 8197, "ts": "2026 [{"post_id": 8197, "ts": "2026-06-13T17:17:51Z", "hours": 1.2672, "text": "Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon"}]...
|
Title: Pokédex CLI by @nightswamp | Stardance
Dev Title: Pokédex CLI by @nightswamp | Stardance
Devlogs:
Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon...
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1792727505.3024874
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1793332305.3024874
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61635
|
15919ify+ by @sox123 | Stardance
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sox123
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2
|
24.17
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242
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:12:52Z", "hours": 12.0, "multiplier": 9.68, "payout": 117, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}, {"ship_num": 2, "ts": "2026-09-28T12:28:21Z", "hours": 11.0, "multiplier": 11.03, "payout": 125, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}]...
|
[{"post_id": 81968, "ts": "202 [{"post_id": 81968, "ts": "2026-10-23T07:35:53Z", "hours": 0.5181, "text": "Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.)."}, {"post_id": 81304, "ts": "2026-10-20T19:17:24Z", "hours": 0.6564, "text": "Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc."}, {"post_id": 81050, "ts": "2026-10-19T17:39:25Z", "hours": 1.1714, "text": "Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers"}, {"post_id": 80369, "ts": "2026-10-17T12:54:19Z", "hours": 1.5278, "text": "Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay."}, {"post_id": 78363, "ts": "2026-10-10T15:44:18Z", "hours": 0.5742, "text": "Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge."}, {"post_id": 78125, "ts": "2026-10-09T17:07:49Z", "hours": 1.51, "text": "So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives."}, {"post_id": 77095, "ts": "2026-10-05T16:57:18Z", "hours": 0.365, "text": "Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)"}, {"post_id": 77071, "ts": "2026-10-05T15:31:32Z", "hours": 0.8778, "text": "Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion."}, {"post_id": 76451, "ts": "2026-10-03T15:48:32Z", "hours": 1.2714, "text": "So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls."}, {"post_id": 76174, "ts": "2026-10-02T16:06:26Z", "hours": 1.6156, "text": "Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good"}, {"post_id": 75868, "ts": "2026-10-01T12:38:30Z", "hours": 1.8589, "text": "So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console."}, {"post_id": 75818, "ts": "2026-10-01T07:50:40Z", "hours": 0.5394, "text": "Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js"}, {"post_id": 75583, "ts": "2026-09-30T14:12:09Z", "hours": 0.5403, "text": "Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)"}, {"post_id": 75165, "ts": "2026-09-29T10:59:05Z", "hours": 0.2714, "text": "I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory."}, {"post_id": 74831, "ts": "2026-09-28T12:07:43Z", "hours": 0.7611, "text": "finalised everything for the shipping"}, {"post_id": 74737, "ts": "2026-09-28T03:07:29Z", "hours": 0.3892, "text": "attempt at learning kannada logic"}, {"post_id": 74323, "ts": "2026-09-27T05:28:36Z", "hours": 1.4225, "text": "added a ton of shi"}, {"post_id": 72636, "ts": "2026-09-23T12:29:39Z", "hours": 0.5022, "text": "Rewrote CSS and added fonts, icons to make site look better."}, {"post_id": 72296, "ts": "2026-09-22T16:33:29Z", "hours": 1.3769, "text": "cooked up a good enough css for the site."}, {"post_id": 72236, "ts": "2026-09-22T14:42:46Z", "hours": 0.9306, "text": "update readme to add instructions."}, {"post_id": 71060, "ts": "2026-09-20T07:58:10Z", "hours": 0.7111, "text": "Added proper chillu support, and fixed example html bugs."}, {"post_id": 70675, "ts": "2026-09-19T15:56:05Z", "hours": 2.1819, "text": "Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l])."}, {"post_id": 69682, "ts": "2026-09-17T16:00:09Z", "hours": 1.0994, "text": "made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try."}, {"post_id": 67192, "ts": "2026-09-13T07:55:46Z", "hours": 1.2806, "text": "Rewrite most of the stuff, it was stupid."}, {"post_id": 67133, "ts": "2026-09-13T06:09:19Z", "hours": 0.6619, "text": "Start of the code, setting up dicts"}]...
|
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Start of the code, setting up dicts
Rewrite most of the stuff, it was stupid.
made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try.
Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l]).
Added proper chillu support, and fixed example html bugs.
update readme to add instructions.
cooked up a good enough css for the site.
Rewrote CSS and added fonts, icons to make site look better.
added a ton of shi
attempt at learning kannada logic
finalised everything for the shipping
I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory.
Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)
Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js
So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console.
Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good
So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls.
Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion.
Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)
So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives.
Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge.
Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay.
Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers
Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc.
Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.).
Ships:
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;...
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1793058439.9745483
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1793144839.9745483
|
|
40024
|
My very own WebOS by @Vestige | Stardance
|
Vestige
|
1
|
18.91
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T06:52:47Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Web OS. A top status bar tracks a localized clock, the system name, and a banner reading “You learn something new everyday!”. On the left side of the screen, desktop shortcuts for “Notes” and “Fortfact” sit next to an open, stylized “Welcome” window that explains the system’s core capabilities. In the bottom right corner, a window states that the environment has initialized successfully. At the start getting the features up and running was challenging but over time as I progressed and got used to it I was able to get it up and running and add new features and code freely without needing too much help. I am proud that I have built this because I have never done coding a web page before and it was a wonderful experience. But, if you asked me for one thing in my Web OS that I am especially proud of I would say that would be my notes app because I am so happy with how I built it so far and the new features I added to it that makes it uniquely mine. Along the way I accomplished stuff and improved stuff but I also ran into errors and problems in my code which was frustrating and sometimes shocking because I had expected it to work. To test my project you can just click the link I have put in or click the link I have put in my ReadMe and it launches directly from there, no extra steps!", "repo": "https://github.com/Hi-G-max/WebOS1", "demo": "https://hi-g-max.github.io/WebOS1/"}]...
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[{"post_id": 81967, "ts": "202 [{"post_id": 81967, "ts": "2026-10-23T07:33:07Z", "hours": 0.9136, "text": "Refining and Changing! 👌 I had to change and delete some of my code because I had asked AI to do it and so it took me some time to try to figure out how to change it without breaking the code though there wasn’t much I needed to change because most of the time I hadn’t used AI much other than to point me in the right direction(and most of time no answers, I wanted to figure it out by myself if I could) and also I had looked at some code I had done before to help me out. In the middle of all that I actually found a block of code that did nothing it was just sitting there dormant and I remembered that when I wrote it I had tried doing something new but then abandoned it and moved on to another piece of code. I didn’t delete that block of code though, I was thinking I can eventually get back to it. I tried the site again and I was so relieved to see that it still worked perfectly and nothing had broken😮💨. Finally I was thinking if this devlog needed a picture but I don’t know what to put this time so I’m just going to put a picture of the working website again😅."}, {"post_id": 81711, "ts": "2026-10-22T05:45:56Z", "hours": 0.7956, "text": "Progress, Polishing, and a Sudden Deployment Scare! Hey everyone! Since I wasn’t able to write much in my last devlog—because I was low on time and only posted a few sentences as a summary—I’ve decided to write more this time. I’ve been chipping away at the Fortfact app and just pushed some fun updates. I’ve expanded the pool of content with a handful of brand-new facts and fortunes for you to discover, and I also refreshed the text in the welcome box to make it a bit more inviting. I also gave the UI a little makeover—I shrunk the welcome window’s overall size so it feels less intrusive, and tucked it neatly into the bottom-right corner of the screen and changed the text inside it. Behind the scenes, I also took some time to dive into the codebase and refine a few areas that felt a bit rushed and messy during the initial build. It wasn’t all smooth sailing, though. I ran into a massive roadblock trying to deploy to GitHub Pages. For a moment, everything broke and it gave me quite a shock! It took a solid chunk of troubleshooting time, but I managed to untangle the issue and get everything live."}, {"post_id": 80921, "ts": "2026-10-19T07:58:34Z", "hours": 2.6297, "text": "I added a new app that gives you a fortune or fact and i refined the code in places."}, {"post_id": 64097, "ts": "2026-09-08T08:57:54Z", "hours": 7.5708, "text": "ok, so i ran into a few bugs when i was doing this and it took me a surprising amount of time to fix it but finally I fixed it! yay for me! anyway, after that i put in a few more additions to my notes app, like putting in buttons to open a brand new note or delete one or to save your current note."}, {"post_id": 49422, "ts": "2026-08-18T08:02:12Z", "hours": 4.7342, "text": "I’ve created the first app!!! and I’ve added detail to it : letting you open it , close it, edit it, move it and resize it! I’ve put some base text into it but the user can change that text or add to it. Next I’m going to learn and develop this wonderful thing more!"}, {"post_id": 37478, "ts": "2026-07-30T08:00:14Z", "hours": 2.5747, "text": "I’ve been working on the welcome page .It took me some time to get it working right, and I’ve finally got it to . I’ve put an image as the background and also have done a simple message. I have just finished doing the top bar (with a clock) as well as a draggable window."}]...
|
Title: My very own WebOS by @Vestige | Stardance
Title: My very own WebOS by @Vestige | Stardance
Devlogs:
I’ve been working on the welcome page .It took me some time to get it working right, and I’ve finally got it to . I’ve put an image as the background and also have done a simple message. I have just finished doing the top bar (with a clock) as well as a draggable window.
I’ve created the first app!!! and I’ve added detail to it : letting you open it , close it, edit it, move it and resize it! I’ve put some base text into it but the user can change that text or add to it. Next I’m going to learn and develop this wonderful thing more!
ok, so i ran into a few bugs when i was doing this and it took me a surprising amount of time to fix it but finally I fixed it! yay for me! anyway, after that i put in a few more additions to my notes app, like putting in buttons to open a brand new note or delete one or to save your current note.
I added a new app that gives you a fortune or fact and i refined the code in places.
Progress, Polishing, and a Sudden Deployment Scare! Hey everyone! Since I wasn’t able to write much in my last devlog—because I was low on time and only posted a few sentences as a summary—I’ve decided to write more this time. I’ve been chipping away at the Fortfact app and just pushed some fun updates. I’ve expanded the pool of content with a handful of brand-new facts and fortunes for you to discover, and I also refreshed the text in the welcome box to make it a bit more inviting. I also gave the UI a little makeover—I shrunk the welcome window’s overall size so it feels less intrusive, and tucked it neatly into the bottom-right corner of the screen and changed the text inside it. Behind the scenes, I also took some time to dive into the codebase and refine a few areas that felt a bit rushed and messy during the initial build. It wasn’t all smooth sailing, though. I ran into a massive roadblock trying to deploy to GitHub Pages. For a moment, everything broke and it gave me quite a shock! It took a solid chunk of troubleshooting time, but I managed to untangle the issue and get everything live.
Refining and Changing! 👌 I had to change and delete some of my code because I had asked AI to do it and so it took me some time to try to figure out how to change it without breaking the code though there wasn’t much I needed to change because most of the time I hadn’t used AI much other than to point me in the right direction(and most of time no answers, I wanted to figure it out by myself if I could) and also I had looked at some code I had done before to help me out. In the middle of all that I actually found a block of code that did nothing it was just sitting there dormant and I remembered that when I wrote it I had tried doing something new but then abandoned it and moved on to another piece of code. I didn’t delete that block of code though, I was thinking I can eventually get back to it. I tried the site again and I was so relieved to see that it still worked perfectly and nothing had broken😮💨. Finally I was thinking if this devlog needed a picture but I don’t know what to put this time so I’m just going to put a picture of the working website again😅.
Ships:
I made a Web OS. A top status bar tracks a localized clock, the system name, and a banner reading “You learn something new everyday!”. On the left side of the screen, desktop shortcuts for “Notes” and “Fortfact” sit next to an open, stylized “Welcome” window that explains the system’s core capabilities. In the bottom right corner, a window states that the environment has initialized successfully. At the start getting the features up and running was challenging but over time as I progressed and got used to it I was able to get it up and running and add new features and code freely without needing too much help. I am proud that I have built this because I have never done coding a web page before and it was a wonderful experience. But, if you asked me for one thing in my Web OS that I am especially proud of I would say that would be my notes app because I am so happy with how I built it so far and the new features I added to it that makes it uniquely mine. Along the way I accomplished stuff and improved stuff but I also ran into errors and problems in my code which was frustrating and sometimes shocking because I had expected it to work. To test my project you can just click the link I have put in or click the link I have put in my ReadMe and it launches directly from there, no extra steps!...
|
1793048058.0471342
|
1793134458.0471342
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7333
|
Website by @robopugo | Stardance
|
robopugo
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0
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14.94
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0
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[]
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[{"post_id": 8196, "ts": "2026 [{"post_id": 8196, "ts": "2026-06-13T17:16:50Z", "hours": 0.7256, "text": "Did some debugging And some styling"}, {"post_id": 7534, "ts": "2026-06-12T16:08:45Z", "hours": 1.1167, "text": "added ability to upload imgs as bgs and made contrast theme work better."}, {"post_id": 6995, "ts": "2026-06-11T19:02:03Z", "hours": 0.745, "text": "added a scrollbar and the option for no img when selecting a bg."}, {"post_id": 6966, "ts": "2026-06-11T17:59:32Z", "hours": 1.5217, "text": "added a BG selector and a clock"}, {"post_id": 6879, "ts": "2026-06-11T15:13:42Z", "hours": 1.0558, "text": "added a sidebar."}, {"post_id": 6579, "ts": "2026-06-11T01:43:51Z", "hours": 2.9075, "text": "Added custom Bg’s, also did a lot of bug fixing and organization."}, {"post_id": 5671, "ts": "2026-06-09T15:29:36Z", "hours": 2.0917, "text": "Added more settings, and way to change birb colors and a way to asses my web-os."}, {"post_id": 2511, "ts": "2026-06-05T01:18:38Z", "hours": 1.555, "text": "added custom color themes, with a color picker, also add a button to hide the main part and just see the birds."}, {"post_id": 2427, "ts": "2026-06-04T22:07:37Z", "hours": 3.2222, "text": "finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens."}]...
|
Title: Website by @robopugo | Stardance
Devlogs:
Title: Website by @robopugo | Stardance
Devlogs:
finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens.
added custom color themes, with a color picker, also add a button to hide the main part and just see the birds.
Added more settings, and way to change birb colors and a way to asses my web-os.
Added custom Bg’s, also did a lot of bug fixing and organization.
added a sidebar.
added a BG selector and a clock
added a scrollbar and the option for no img when selecting a bg.
added ability to upload imgs as bgs and made contrast theme work better.
Did some debugging And some styling...
|
1792792413.814371
|
1793397213.814371
|
|
70265
|
Tandoori Restaurant by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
15.66
|
0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T03:50:15Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!", "repo": "https://github.com/Ankit-dev-7/Restaurant", "demo": "https://ankit-dev-7.github.io/Restaurant/"}]...
|
[{"post_id": 81958, "ts": "202 [{"post_id": 81958, "ts": "2026-10-23T05:28:21Z", "hours": 0.6622, "text": "Bug fix"}, {"post_id": 81457, "ts": "2026-10-21T10:48:03Z", "hours": 0.5578, "text": "Project Complete"}, {"post_id": 81438, "ts": "2026-10-21T09:16:17Z", "hours": 1.1678, "text": "QR Added and language translation Complete"}, {"post_id": 81430, "ts": "2026-10-21T07:59:07Z", "hours": 1.6897, "text": "Working on Language Translation"}, {"post_id": 81184, "ts": "2026-10-20T06:57:05Z", "hours": 2.8411, "text": "Just completed by adding Menu PDF download and Dish Customization."}, {"post_id": 80981, "ts": "2026-10-19T14:33:04Z", "hours": 1.1519, "text": "Just completed by adding offers section"}, {"post_id": 80965, "ts": "2026-10-19T12:30:30Z", "hours": 2.5581, "text": "Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu ."}, {"post_id": 80916, "ts": "2026-10-19T07:37:50Z", "hours": 1.3347, "text": "Reviews in the webpage were added"}, {"post_id": 80684, "ts": "2026-10-18T14:39:11Z", "hours": 1.7081, "text": "Feature Update : Signature Dishes were added and Location& Contact"}, {"post_id": 80579, "ts": "2026-10-18T06:03:53Z", "hours": 0.5794, "text": "Home Page complete and Menu was added"}, {"post_id": 80547, "ts": "2026-10-18T04:09:00Z", "hours": 1.185, "text": "I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done"}]...
|
Title: Tandoori Restaurant by @Ankit_7 | Stardance Title: Tandoori Restaurant by @Ankit_7 | Stardance
Devlogs:
I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done
Home Page complete and Menu was added
Feature Update : Signature Dishes were added and Location& Contact
Reviews in the webpage were added
Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu .
Just completed by adding offers section
Just completed by adding Menu PDF download and Dish Customization.
Working on Language Translation
QR Added and language translation Complete
Project Complete
Bug fix
Ships:
I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!...
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1793055030.190393
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1793141430.190393
|
|
59229
|
AnnoyingClock by @StarCoder | Stardance
|
StarCoder
|
0
|
6.39
|
0
|
[]
|
[{"post_id": 81955, "ts": "202 [{"post_id": 81955, "ts": "2026-10-23T05:18:33Z", "hours": 3.3725, "text": "Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!"}, {"post_id": 75802, "ts": "2026-10-01T05:50:32Z", "hours": 3.0158, "text": "Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info."}]...
|
Title: AnnoyingClock by @StarCoder | Stardance
De Title: AnnoyingClock by @StarCoder | Stardance
Devlogs:
Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info.
Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!...
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1792788741.9521506
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1793393541.9521506
|
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53182
|
Better Bedrock Menus by @xeo | Stardance
|
xeo
|
0
|
5.36
|
0
|
[]
|
[{"post_id": 81954, "ts": "202 [{"post_id": 81954, "ts": "2026-10-23T05:12:21Z", "hours": 0.7397, "text": "BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail"}, {"post_id": 74238, "ts": "2026-09-27T00:58:18Z", "hours": 2.1269, "text": "Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!"}, {"post_id": 53401, "ts": "2026-08-23T22:50:53Z", "hours": 1.1986, "text": "(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!"}, {"post_id": 53211, "ts": "2026-08-23T17:31:40Z", "hours": 1.295, "text": "BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *"}]...
|
Title: Better Bedrock Menus by @xeo | Stardance
D Title: Better Bedrock Menus by @xeo | Stardance
Devlogs:
BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *
(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!
Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!
BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail...
|
1792738409.5113766
|
1793343209.5113766
|
|
59685
|
Aspera -- Voice Assistant by @Hengtime787 | Starda Aspera -- Voice Assistant by @Hengtime787 | Stardance...
|
Hengtime787
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T05:38:38Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey! I started the creation of an acutally helpful digital voice assistant: Aspera. The name comes from one of my favourite phrases “Ad Astra Per Aspera” (meaning something along the lines of To The Stars through Hardships). I noticed that almost every single voice assistant I’ve ebver uised has been either sluggish or useless. Right now, you have two options, Big corperate ones with lots of integrations, but slow EVERYTHING, or a small scale Llama model that you build yourself and pipe eveyrhting through home assistant. Both of those choices seem super bad for me! I wanted a voiece assistant that had maximum performence, whilenot comprimising on features, integrations, or polish. Enter Aspera. Aspera uses a custom and fully local Intent Engine, to figure out what the user is requesting. This intent engine runs using Fasttext, which infers it’s labels in 0.01ms - 0.5ms. My assistant takes advantage of this, and pipes it to various low-cost-no-comprimise security checks, using native android apis, and then runs the action. Unfortunately, I would have to run an Android Emulator inside of the demo website, so I will just provide an APK. Any android users will be able to instaloy install from it, however unappealing that may seem. NOTE: Aspera right now is VERY MUCH UNFINISHED. There are TONS of bugs and features to work out, and most systems, like the argument parser or device control aren’t even there yet, For now, all it can do is control media, tell you what song’s playing, tell the time, and tell the date. This is the baseline for my next creations, but I thinik it is interestingto see the speed, and how the idea has evolved over time throughout tall of the devlogs. Thanks for reading!", "repo": "https://github.com/Hengtime787/Atlas", "demo": "https://matthew.heng.org/atlas"}]...
|
[{"post_id": 81952, "ts": "202 [{"post_id": 81952, "ts": "2026-10-23T05:09:19Z", "hours": 8.3492, "text": "Big updates on my new voice assistant! Aspera (renamed from Atlas because it sounds better) is actually working. It has been for a while. I just worked out the security systems and some argument engine develpment that will not be done before stardance, so I’m going to ship it. The intent engine needs a little more tuning for requests, but media requestrs seem to work reparkabley well as well as device acontrol requests. Maybe some of you will review it for the ship! Thanks for reading!"}, {"post_id": 71026, "ts": "2026-09-20T07:03:52Z", "hours": 2.4656, "text": "Hi Everyone! Finally decided on a real pipeline for Atlas’ intent engine. I wrote off fasttext before for being unintelligent. Fasttext doesn’t know real language like that audio and sound are related to each other. MiniLM or SnipsNLU might, but they would be so heavy. The end goal of Atlas is to be able to run on not just iOS, Android, and Linux, but also very low end linux devices like a first gen Raspberry Pi Zero. The intent engine stage should not be any source of bottlenecks or slowness. Fasttext is doing quite well. It kept failing, but with more training data, parameters, and random flags in the training step, it’s not half bad! The only major problem that I’ll run into is with arguments. For example, when you say “What’s the time in Tokyo?”, it can figure out that you’re asking what the time is pretty fast. The problem is making sure that it passes along “Tokyo” as an argument (or entity as some call it), or else it will just completely fail. This step is hard, but keywords should be easier to sneak in if I am desparate. Keyword based intent is very very unreliable though, so I’ll have to see and do some more research on fasttext’s potential. For now, it’s quite nice. If you want to use fasttext yourself, you just clone a git repo, compile into a binary, feed it one file with your examples and intents, and watch it fail and fail until it doesn’t. Massive respect to FastText devs (even though it’s Meta eww, it’s open source), and happy coding everyone! Ps– it’s unlikely that an Atlas version will be completed during the duration of stardance, but I’ll try. Thanks for reading!"}, {"post_id": 67892, "ts": "2026-09-14T06:05:00Z", "hours": 1.5683, "text": "Hey everyone! Today, I tried using FastText (a local clasification model) as Atlas’ intent engine. It was pretty awesome seeing it actually kinda work! The setup is super easy, you just clone a repo, make a file, then run that file with a few args to load in your training data in a literal .txt file, and just test it there in the command line in literally under five minutes. FastText was looking like it would become Atlas’ intent engine, but unfortunatly, it’s kinda dumb, and I mean that in a very loving way. FastText doesn’t seem to know enough about language to be very confident or accurate in classifying sentances into back-end hooks. Given enough specifically equal training data (because too much data in one hook will make it be the most confident in that hook. Not exactly useful when “Play music” turns into AIRPLANE_ON), it could definitely work out, but for every single feature that i add in the future it would have to gen a GIANT list of examples, and even then, it woudln’t be great at something unpredictable. So I’m going to try flipping the script to some sort of NLU or LM, like MiniLM to use with some sort of ONNX integration so that I can make it work good on not just Android with Kotlin, but also linux, for a raspberry pi hardware project I’m calling Scout, which will basically be like a baofeng radio with a bunch of extra features (I can only work on that once I get my HAM liscense though.) Anyways, FastText proved that the whole pipeline works, and it might work as a ffallback if things go south and i really need something to ship or something for the end of stardance’s prototype. I also tried updating some app UI stuff, but going from HTML + CSS to Jetpack Compose is a wild ride. Anyhow, thanks for reading! ps– in the android studio screenshot, what am I even doing????"}, {"post_id": 66371, "ts": "2026-09-12T05:13:23Z", "hours": 2.7994, "text": "Hi everyone! Atlas – CLI Version’s framework is finished! Once I add in the actions to actually do things, it will start being useful. It’s really rough, and relies on specific keywords for this prototype, but it’s a good framework concept for later. At this rate, I may be able to finish the full project by the end of October! Because my first time using Android Studio was a few days ago, I messed up a lot of the file structure because there isn’t a clear rename button in Android Studio, so I just started a new project and transferred all of the key files over. Fun stuff. Anyways, thanks for reading, and I’ll hopefully report in tomorrow. Or in a week, who knows."}, {"post_id": 65791, "ts": "2026-09-11T05:13:49Z", "hours": 1.5772, "text": "Hey everyone! Atlas is one step closer to it’s prototype release. Basically, since it’s designed to first roll out as an Android app (then a linux version later with KMP), and I want to get something tangible to ship as a prototype for the end of stardance, I’m making a version of Atlas that doesn’t have a comprehensive or accurate intent engine (for prototype it will just use keywords), doesn’t have any integrations (like Google Maps, Weather, or any APIs). I’ll try to make it shippable as an apk or in some other way where you can try the app without having to download it. It won’t run the wake word detector for the prototype either, it will just be activated by a button, and stt might not even be in place yet, I’ll have to see how much I can get done before Stardance ends. Anyways, on a completely different note, the old wake word detector that I was planning on using (once I actually start working on the not prototype version), called Porcupine apparently is closed source, and has some stupid limits to the custom wake word stuff, like model regeneration. Gross. So my new plan for that will be to take some open source TinyML implementation and modify it to be a wake word detector, to be as efficient as porcupine, but without a company in control. For the final intent engine, SnipsNLU is still probably going to be the plan, even though it’s a bit outdated. Anyhow, hopefully Atlas will have a ready and working CLI style prototype by September 20th ish. As always, thanks for reading my long rambles! PS– jetpack compose is so nice to use! I basically have nothing down for the front end regardless."}, {"post_id": 64624, "ts": "2026-09-09T05:06:26Z", "hours": 0.6369, "text": "Hi Everyone! Today I migrated my workflow from VS Code (Code -OSS) to Android Studio. It makes a lot of the integrations with other things, like the wake word detector a lot easier, for my digital voice assistant, Atlas (hopefully Jarvis level speed and helpfulness). If you are coding with any other code editor right now, and are making an android app, I would strongly advise moving to Android Studio. It has a built in emulator, and while the file structure is extremely complex, at least compared to my old like 4 directories, it’ll be totally worth it, and anyways, to make the apk, you’ll probably have to use gradle, which is built into it anyways. There a little bit of new like AI stuff in it which is like a little annoying, but it has cool stuff like autocomplete in the terminal (past normal bash autocomplete). Anyways, happy coding! ps– made itself a bunch of errors in the code as a bonus : ."}, {"post_id": 64038, "ts": "2026-09-08T05:10:04Z", "hours": 1.4397, "text": "Hi! My Voice Assistant, Atlas is officially underway for Stardance. It’s a late start, due to the fact that I started coding this on vacation, with SPCK editor, on my S21, which sadly, doesn’t support Hackatime. But whatever. Atlas is aimed to be a fast, local, and smart voice assistant. Google Assistant, Bixby, Alexa, and Siri seem to be quite sluggish in my experience, while offering little customisability. I mean it’s 2026, we should have custom wake words for google by now. Anyways, Atlas will have many custom features and integrations with services. Link to the github is here, if you’re interested. https://github.com/Hengtime787/Atlas/blob/main/README.md . It’s not ready yet. I still have to work out the entirity of the Intent Engine, the Personality Engine, TTS, Wake Word Detection, and STT. Atlas likely won’t be finished before the end Stardance, but a small scale prototype (without smart intent) might be integrated into a linux CLI or something just to showcase some features. Thanks for reading! – (Below is the logo concept.) –"}]...
|
Title: Aspera -- Voice Assistant by @Hengtime787 | Title: Aspera -- Voice Assistant by @Hengtime787 | Stardance
Devlogs:
Hi! My Voice Assistant, Atlas is officially underway for Stardance. It’s a late start, due to the fact that I started coding this on vacation, with SPCK editor, on my S21, which sadly, doesn’t support Hackatime. But whatever. Atlas is aimed to be a fast, local, and smart voice assistant. Google Assistant, Bixby, Alexa, and Siri seem to be quite sluggish in my experience, while offering little customisability. I mean it’s 2026, we should have custom wake words for google by now. Anyways, Atlas will have many custom features and integrations with services. Link to the github is here, if you’re interested. https://github.com/Hengtime787/Atlas/blob/main/README.md . It’s not ready yet. I still have to work out the entirity of the Intent Engine, the Personality Engine, TTS, Wake Word Detection, and STT. Atlas likely won’t be finished before the end Stardance, but a small scale prototype (without smart intent) might be integrated into a linux CLI or something just to showcase some features. Thanks for reading! – (Below is the logo concept.) –
Hi Everyone! Today I migrated my workflow from VS Code (Code -OSS) to Android Studio. It makes a lot of the integrations with other things, like the wake word detector a lot easier, for my digital voice assistant, Atlas (hopefully Jarvis level speed and helpfulness). If you are coding with any other code editor right now, and are making an android app, I would strongly advise moving to Android Studio. It has a built in emulator, and while the file structure is extremely complex, at least compared to my old like 4 directories, it’ll be totally worth it, and anyways, to make the apk, you’ll probably have to use gradle, which is built into it anyways. There a little bit of new like AI stuff in it which is like a little annoying, but it has cool stuff like autocomplete in the terminal (past normal bash autocomplete). Anyways, happy coding! ps– made itself a bunch of errors in the code as a bonus : .
Hey everyone! Atlas is one step closer to it’s prototype release. Basically, since it’s designed to first roll out as an Android app (then a linux version later with KMP), and I want to get something tangible to ship as a prototype for the end of stardance, I’m making a version of Atlas that doesn’t have a comprehensive or accurate intent engine (for prototype it will just use keywords), doesn’t have any integrations (like Google Maps, Weather, or any APIs). I’ll try to make it shippable as an apk or in some other way where you can try the app without having to download it. It won’t run the wake word detector for the prototype either, it will just be activated by a button, and stt might not even be in place yet, I’ll have to see how much I can get done before Stardance ends. Anyways, on a completely different note, the old wake word detector that I was planning on using (once I actually start working on the not prototype version), called Porcupine apparently is closed source, and has some stupid limits to the custom wake word stuff, like model regeneration. Gross. So my new plan for that will be to take some open source TinyML implementation and modify it to be a wake word detector, to be as efficient as porcupine, but without a company in control. For the final intent engine, SnipsNLU is still probably going to be the plan, even though it’s a bit outdated. Anyhow, hopefully Atlas will have a ready and working CLI style prototype by September 20th ish. As always, thanks for reading my long rambles! PS– jetpack compose is so nice to use! I basically have nothing down for the front end regardless.
Hi everyone! Atlas – CLI Version’s framework is finished! Once I add in the actions to actually do things, it will start being useful. It’s really rough, and relies on specific keywords for this prototype, but it’s a good framework concept for later. At this rate, I may be able to finish the full project by the end of October! Because my first time using Android Studio was a few days ago, I messed up a lot of the file structure because there isn’t a clear rename button in Android Studio, so I just started a new project and transferred all of the key files over. Fun stuff. Anyways, thanks for reading, and I’ll hopefully report in tomorrow. Or in a week, who knows.
Hey everyone! Today, I tried using FastText (a local clasification model) as Atlas’ intent engine. It was pretty awesome seeing it actually kinda work! The setup is super easy, you just clone a repo, make a file, then run that file with a few args to load in your training data in a literal .txt file, and just test it there in the command line in literally under five minutes. FastText was looking like it would become Atlas’ intent engine, but unfortunatly, it’s kinda dumb, and I mean that in a very loving way. FastText doesn’t seem to know enough about language to be very confident or accurate in classifying sentances into back-end hooks. Given enough specifically equal training data (because too much data in one hook will make it be the most confident in that hook. Not exactly useful when “Play music” turns into AIRPLANE_ON), it could definitely work out, but for every single feature that i add in the future it would have to gen a GIANT list of examples, and even then, it woudln’t be great at something unpredictable. So I’m going to try flipping the script to some sort of NLU or LM, like MiniLM to use with some sort of ONNX integration so that I can make it work good on not just Android with Kotlin, but also linux, for a raspberry pi hardware project I’m calling Scout, which will basically be like a baofeng radio with a bunch of extra features (I can only work on that once I get my HAM liscense though.) Anyways, FastText proved that the whole pipeline works, and it might work as a ffallback if things go south and i really need something to ship or something for the end of stardance’s prototype. I also tried updating some app UI stuff, but going from HTML + CSS to Jetpack Compose is a wild ride. Anyhow, thanks for reading! ps– in the android studio screenshot, what am I even doing????
Hi Everyone! Finally decided on a real pipeline for Atlas’ intent engine. I wrote off fasttext before for being unintelligent. Fasttext doesn’t know real language like that audio and sound are related to each other. MiniLM or SnipsNLU might, but they would be so heavy. The end goal of Atlas is to be able to run on not just iOS, Android, and Linux, but also very low end linux devices like a first gen Raspberry Pi Zero. The intent engine stage should not be any source of bottlenecks or slowness. Fasttext is doing quite well. It kept failing, but with more training data, parameters, and random flags in the training step, it’s not half bad! The only major problem that I’ll run into is with arguments. For example, when you say “What’s the time in Tokyo?”, it can figure out that you’re asking what the time is pretty fast. The problem is making sure that it passes along “Tokyo” as an argument (or entity as some call it), or else it will just completely fail. This step is hard, but keywords should be easier to sneak in if I am desparate. Keyword based intent is very very unreliable though, so I’ll have to see and do some more research on fasttext’s potential. For now, it’s quite nice. If you want to use fasttext yourself, you just clone a git repo, compile into a binary, feed it one file with your examples and intents, and watch it fail and fail until it doesn’t. Massive respect to FastText devs (even though it’s Meta eww, it’s open source), and happy coding everyone! Ps– it’s unlikely that an Atlas version will be completed during the duration of stardance, but I’ll try. Thanks for reading!
Big updates on my new voice assistant! Aspera (renamed from Atlas because it sounds better) is actually working. It has been for a while. I just worked out the security systems and some argument engine develpment that will not be done before stardance, so I’m going to ship it. The intent engine needs a little more tuning for requests, but media requestrs seem to work reparkabley well as well as device acontrol requests. Maybe some of you will review it for the ship! Thanks for reading!
Ships:
Hey! I started the creation of an acutally helpful digital voice assistant: Aspera. The name comes from one of my favourite phrases “Ad Astra Per Aspera” (meaning something along the lines of To The Stars through Hardships). I noticed that almost every single voice assistant I’ve ebver uised has been either sluggish or useless. Right now, you have two options, Big corperate ones with lots of integrations, but slow EVERYTHING, or a small scale Llama model that you build yourself and pipe eveyrhting through home assistant. Both of those choices seem super bad for me! I wanted a voiece assistant that had maximum performence, whilenot comprimising on features, integrations, or polish. Enter Aspera. Aspera uses a custom and fully local Intent Engine, to figure out what the user is requesting. This intent engine runs using Fasttext, which infers it’s labels in 0.01ms - 0.5ms. My assistant takes advantage of this, and pipes it to various low-cost-no-comprimise security checks, using native android apis, and then runs the action. Unfortunately, I would have to run an Android Emulator inside of the demo website, so I will just provide an APK. Any android users will be able to instaloy install from it, however unappealing that may seem. NOTE: Aspera right now is VERY MUCH UNFINISHED. There are TONS of bugs and features to work out, and most systems, like the argument parser or device control aren’t even there yet, For now, all it can do is control media, tell you what song’s playing, tell the time, and tell the date. This is the baseline for my next creations, but I thinik it is interestingto see the speed, and how the idea has evolved over time throughout tall of the devlogs. Thanks for reading!...
|
1793029638.3457484
|
1793116038.3457484
|
|
1172
|
Unity Motion Matching System by @NintedoAsh12 | St Unity Motion Matching System by @NintedoAsh12 | Stardance...
|
NintedoAsh12
|
0
|
140.12
|
0
|
[]
|
[{"post_id": 81951, "ts": "202 [{"post_id": 81951, "ts": "2026-10-23T04:55:45Z", "hours": 4.4681, "text": "I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS"}, {"post_id": 81124, "ts": "2026-10-19T23:48:27Z", "hours": 3.2969, "text": "Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done"}, {"post_id": 80294, "ts": "2026-10-17T05:11:06Z", "hours": 4.6256, "text": "OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early"}, {"post_id": 79321, "ts": "2026-10-13T14:51:10Z", "hours": 2.2531, "text": "The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!"}, {"post_id": 78971, "ts": "2026-10-12T06:56:58Z", "hours": 5.7781, "text": "LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something"}, {"post_id": 78190, "ts": "2026-10-09T22:29:56Z", "hours": 1.3486, "text": "I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon"}, {"post_id": 77746, "ts": "2026-10-08T04:44:35Z", "hours": 6.5831, "text": "OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)"}, {"post_id": 75040, "ts": "2026-09-28T23:29:30Z", "hours": 4.0911, "text": "Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses"}, {"post_id": 72963, "ts": "2026-09-24T03:42:38Z", "hours": 3.4628, "text": "HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings."}, {"post_id": 70896, "ts": "2026-09-19T23:38:42Z", "hours": 9.4997, "text": "WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 67146, "ts": "2026-09-13T06:34:17Z", "hours": 6.7892, "text": "we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue"}, {"post_id": 63393, "ts": "2026-09-07T06:09:06Z", "hours": 5.9814, "text": "sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory"}, {"post_id": 60036, "ts": "2026-09-02T04:33:58Z", "hours": 1.2344, "text": "OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)"}, {"post_id": 59736, "ts": "2026-09-01T17:45:26Z", "hours": 8.6739, "text": "IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position"}, {"post_id": 54275, "ts": "2026-08-25T05:45:45Z", "hours": 8.4231, "text": "Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself"}, {"post_id": 46135, "ts": "2026-08-13T04:38:45Z", "hours": 3.9642, "text": "WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)"}, {"post_id": 43104, "ts": "2026-08-08T06:02:03Z", "hours": 2.9892, "text": "THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind."}, {"post_id": 40564, "ts": "2026-08-04T06:14:32Z", "hours": 3.9083, "text": "There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later."}, {"post_id": 38041, "ts": "2026-07-31T06:49:07Z", "hours": 7.1853, "text": "Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS"}, {"post_id": 34122, "ts": "2026-07-24T16:47:29Z", "hours": 8.3331, "text": "#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)"}, {"post_id": 29976, "ts": "2026-07-17T06:02:22Z", "hours": 10.1758, "text": "sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time"}, {"post_id": 19015, "ts": "2026-06-30T05:40:05Z", "hours": 2.9392, "text": "FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation."}, {"post_id": 15199, "ts": "2026-06-24T18:20:54Z", "hours": 10.0492, "text": "WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm"}, {"post_id": 8844, "ts": "2026-06-14T18:22:33Z", "hours": 7.4806, "text": "DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding."}, {"post_id": 5233, "ts": "2026-06-08T22:55:23Z", "hours": 1.5761, "text": "HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)"}, {"post_id": 5031, "ts": "2026-06-08T18:06:54Z", "hours": 1.1372, "text": "at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans."}, {"post_id": 4545, "ts": "2026-06-07T21:49:20Z", "hours": 0.8836, "text": "Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting"}, {"post_id": 4362, "ts": "2026-06-07T17:35:54Z", "hours": 1.3164, "text": "This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!"}, {"post_id": 1659, "ts": "2026-06-03T19:53:43Z", "hours": 1.2667, "text": "fighting unity and blender animation systems"}, {"post_id": 335, "ts": "2026-06-01T17:11:13Z", "hours": 0.4014, "text": "I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory."}]...
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Title: Unity Motion Matching System by @NintedoAsh Title: Unity Motion Matching System by @NintedoAsh12 | Stardance
Devlogs:
I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory.
fighting unity and blender animation systems
This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!
Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting
at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans.
HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)
DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding.
WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm
FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation.
sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time
#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)
Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS
There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later.
THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind.
WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)
Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself
IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position
OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)
sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory
we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue
WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!
HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings.
Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses
OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)
I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon
LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something
The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!
OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early
Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done
I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS...
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1792760004.6095197
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1793364804.6095197
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70561
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Kden Desk Companion by @Kiril | Stardance
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Kiril
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0
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5.77
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0
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[]
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[{"post_id": 81945, "ts": "202 [{"post_id": 81945, "ts": "2026-10-23T04:14:33Z", "hours": 3.6833, "text": "Today I worked on the head of the robot and also improved the base. Hopefully I did the right measurements before printing the model."}, {"post_id": 81407, "ts": "2026-10-21T05:07:52Z", "hours": 2.0914, "text": "Hello everyone. I started working on my new project: Robot Desk Companion. I modeled the base and hopefully the measurements are right for electronics."}]...
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Title: Kden Desk Companion by @Kiril | Stardance
Title: Kden Desk Companion by @Kiril | Stardance
Devlogs:
Hello everyone. I started working on my new project: Robot Desk Companion. I modeled the base and hopefully the measurements are right for electronics.
Today I worked on the head of the robot and also improved the base. Hopefully I did the right measurements before printing the model....
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1793087900.4899607
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1793692700.4899607
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63324
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Yahtzee by @BlueCheckmate | Stardance
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BlueCheckmate
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1
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19.03
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T23:30:41Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out", "repo": "https://github.com/checkmateman57/Yahtzee-with-UI", "demo": "https://checkmateman57.github.io/Yahtzee-with-UI/"}]...
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[{"post_id": 81944, "ts": "202 [{"post_id": 81944, "ts": "2026-10-23T04:05:35Z", "hours": 2.0292, "text": "First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall."}, {"post_id": 81354, "ts": "2026-10-20T23:11:17Z", "hours": 0.5653, "text": "ReadME!!!"}, {"post_id": 80869, "ts": "2026-10-19T03:31:38Z", "hours": 0.9897, "text": "WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping."}, {"post_id": 80507, "ts": "2026-10-17T22:00:11Z", "hours": 0.5361, "text": "NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!"}, {"post_id": 80286, "ts": "2026-10-17T03:49:09Z", "hours": 1.9294, "text": "I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector(\"#GrandTotalScore2) its GrandTotalScore = document.querySelector(\"#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog."}, {"post_id": 79223, "ts": "2026-10-13T02:48:21Z", "hours": 0.6819, "text": "So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that."}, {"post_id": 78917, "ts": "2026-10-12T01:20:18Z", "hours": 0.3247, "text": "So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested"}, {"post_id": 78914, "ts": "2026-10-12T00:55:05Z", "hours": 0.7431, "text": "Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere"}, {"post_id": 78513, "ts": "2026-10-11T01:44:14Z", "hours": 0.5286, "text": "Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!"}, {"post_id": 78483, "ts": "2026-10-10T22:33:35Z", "hours": 0.3814, "text": "Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = \"\" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out."}, {"post_id": 78474, "ts": "2026-10-10T21:58:58Z", "hours": 0.8186, "text": "Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro"}, {"post_id": 78450, "ts": "2026-10-10T20:28:56Z", "hours": 0.6828, "text": "Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better."}, {"post_id": 78246, "ts": "2026-10-10T03:52:14Z", "hours": 0.7481, "text": "Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here."}, {"post_id": 78240, "ts": "2026-10-10T02:45:56Z", "hours": 0.4528, "text": "So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does."}, {"post_id": 77977, "ts": "2026-10-09T02:52:34Z", "hours": 0.785, "text": "So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow."}, {"post_id": 77727, "ts": "2026-10-08T03:10:38Z", "hours": 0.4811, "text": "Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it."}, {"post_id": 77455, "ts": "2026-10-07T02:28:08Z", "hours": 0.6047, "text": "I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me."}, {"post_id": 77209, "ts": "2026-10-06T03:05:54Z", "hours": 0.6022, "text": "Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios"}, {"post_id": 76921, "ts": "2026-10-05T02:50:28Z", "hours": 0.4847, "text": "Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:"}, {"post_id": 76539, "ts": "2026-10-03T21:25:26Z", "hours": 0.2736, "text": "It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)"}, {"post_id": 76271, "ts": "2026-10-03T00:52:44Z", "hours": 0.4636, "text": "So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well"}, {"post_id": 76014, "ts": "2026-10-02T01:51:25Z", "hours": 0.385, "text": "So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times."}, {"post_id": 75765, "ts": "2026-10-01T01:13:23Z", "hours": 0.6214, "text": "YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me"}, {"post_id": 75760, "ts": "2026-10-01T00:10:08Z", "hours": 0.5294, "text": "Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like."}, {"post_id": 74204, "ts": "2026-09-26T22:18:35Z", "hours": 1.1225, "text": "I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class=\"dice dice1 dice2> <div class=\"dicepip\"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect"}, {"post_id": 74170, "ts": "2026-09-26T20:31:55Z", "hours": 0.5367, "text": "I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff"}, {"post_id": 69949, "ts": "2026-09-18T03:47:10Z", "hours": 0.5142, "text": "I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put."}]...
|
Title: Yahtzee by @BlueCheckmate | Stardance
Devl Title: Yahtzee by @BlueCheckmate | Stardance
Devlogs:
I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put.
I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff
I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class="dice dice1 dice2> <div class="dicepip"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect
Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like.
YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me
So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times.
So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well
It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)
Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:
Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios
I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me.
Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it.
So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow.
So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does.
Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here.
Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better.
Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro
Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = "" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out.
Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!
Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere
So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested
So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that.
I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector("#GrandTotalScore2) its GrandTotalScore = document.querySelector("#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog.
NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!
WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping.
ReadME!!!
First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall.
Ships:
Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out...
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1793051353.432192
|
1793137753.432192
|
|
69953
|
My awesome macropad! by @Fomdomsom | Stardance
|
Fomdomsom
|
0
|
4.19
|
0
|
[]
|
[{"post_id": 81941, "ts": "202 [{"post_id": 81941, "ts": "2026-10-23T03:56:39Z", "hours": 0.8842, "text": "Almost finished the case for my macropad"}, {"post_id": 81703, "ts": "2026-10-22T04:50:38Z", "hours": 0.9508, "text": "Trying to finish the case, didn’t get far. Most of my time was spent remodeling"}, {"post_id": 81384, "ts": "2026-10-21T02:53:50Z", "hours": 0.5003, "text": "This was the result of me just fighting for my life on SolidWorks for 30 minutes. Tried to model the case for my macropad, I only got the very basics down and the holes in, but now I know how SolidWorks works (a little…)."}, {"post_id": 81157, "ts": "2026-10-20T04:19:29Z", "hours": 0.6006, "text": "Figuring out how to model the case/very basics"}, {"post_id": 80771, "ts": "2026-10-18T18:53:45Z", "hours": 1.2503, "text": "Basic PCB of my macropad"}]...
|
Title: My awesome macropad! by @Fomdomsom | Starda Title: My awesome macropad! by @Fomdomsom | Stardance
Devlogs:
Basic PCB of my macropad
Figuring out how to model the case/very basics
This was the result of me just fighting for my life on SolidWorks for 30 minutes. Tried to model the case for my macropad, I only got the very basics down and the holes in, but now I know how SolidWorks works (a little…).
Trying to finish the case, didn’t get far. Most of my time was spent remodeling
Almost finished the case for my macropad...
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1792957871.0066545
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1793562671.0066545
|
|
65306
|
GameGram - Game Scroller by @ctanmay334 | Stardanc GameGram - Game Scroller by @ctanmay334 | Stardance...
|
ctanmay334
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T03:23:53Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally the app is done and Bug free, there aare a few changes still to be made, but by far i have fixed the audio issue and the new graphics have also been implemented. The Live Link has also been added. I have tried to give this a Complete MVP look now lets see how do people like it or not.", "repo": "https://github.com/tanmayybuilds/GameGram", "demo": "https://tanmayybuilds.github.io/GameGram/"}]...
|
[{"post_id": 81934, "ts": "202 [{"post_id": 81934, "ts": "2026-10-23T03:20:47Z", "hours": 9.2189, "text": "Fixed some bugs and added a few Games"}, {"post_id": 73662, "ts": "2026-09-25T16:46:53Z", "hours": 10.1683, "text": "Devlog #2 We have the database Infrastructure in Progress, and we have fixed the ui of each and every game in the app. We have till now 26 games made in the Webapp. Also we have our new Profile and notifications section. We can now edit our username and bio and upload highlights, we have started working on have started working on the security as well. We have fixed around 10-12 bugs today. Busy Day."}, {"post_id": 73446, "ts": "2026-09-25T03:28:40Z", "hours": 9.5956, "text": "GameGram Devlog #1 So till now I have completed the MVP part, like the basics of each and every feature adn shown perfeclty in the demo, gamelights, story, play and share games easily. Reels have now become boring people need something better. Now next planning to finish the backend or FIx the Frontend, this is just the startign basic frontend, i want to make it a premium app."}]...
|
Title: GameGram - Game Scroller by @ctanmay334 | S Title: GameGram - Game Scroller by @ctanmay334 | Stardance
Devlogs:
GameGram Devlog #1 So till now I have completed the MVP part, like the basics of each and every feature adn shown perfeclty in the demo, gamelights, story, play and share games easily. Reels have now become boring people need something better. Now next planning to finish the backend or FIx the Frontend, this is just the startign basic frontend, i want to make it a premium app.
Devlog #2 We have the database Infrastructure in Progress, and we have fixed the ui of each and every game in the app. We have till now 26 games made in the Webapp. Also we have our new Profile and notifications section. We can now edit our username and bio and upload highlights, we have started working on have started working on the security as well. We have fixed around 10-12 bugs today. Busy Day.
Fixed some bugs and added a few Games
Ships:
Finally the app is done and Bug free, there aare a few changes still to be made, but by far i have fixed the audio issue and the new graphics have also been implemented. The Live Link has also been added. I have tried to give this a Complete MVP look now lets see how do people like it or not....
|
1793084281.5402367
|
1793170681.5402367
|
|
66936
|
Smart Lamp by @sangyupl511 | Stardance
|
sangyupl511
|
0
|
6.37
|
0
|
[]
|
[{"post_id": 81932, "ts": "202 [{"post_id": 81932, "ts": "2026-10-23T03:02:07Z", "hours": 0.45, "text": "I studied the math and kinematics needed to solve for the lamp’s positions. The picture below is one of the things that I studied. Apparently forward kinematics turns inputs of angles into positions and inverse kinematics just does the opposite."}, {"post_id": 79242, "ts": "2026-10-13T05:48:10Z", "hours": 1.1667, "text": "I made a really early prototype for the servo joint that will connect the lower and upper arms of the lamp. I got the servo to work just with the Arduino, but when I tried to implement the servo driver module into the mix, I couldn’t get the servo to move. I think that’s the next step for this project; getting the servo to sweep up and down with the arm attached."}, {"post_id": 79090, "ts": "2026-10-12T17:07:11Z", "hours": 0.7669, "text": "I created version 3 of the piston head that will push the parachute out of the body. This new version has a latch that the servo arm locks on to, instead of the old version where the servo had to latch onto the physical spring."}, {"post_id": 78988, "ts": "2026-10-12T08:26:56Z", "hours": 1.0503, "text": "I built version 2 of the wheel cap for the servo joint. The new design put the connecter on one side instead of in the middle so that it can actually connect to the servo and allow it to rotate freely."}, {"post_id": 78185, "ts": "2026-10-09T22:12:38Z", "hours": 0.3503, "text": "Sliced the parts in the 3D printing software and started the 3D print."}, {"post_id": 77212, "ts": "2026-10-06T03:33:10Z", "hours": 1.9503, "text": "Today I created the “cap” for the servo. The cap attaches the shaft of the lamp to the servo to allow the servo to control the angle of the lamp arm."}, {"post_id": 76516, "ts": "2026-10-03T19:49:03Z", "hours": 0.6336, "text": "Implemented an open source eye and head tracking algorithm into the raspberry pi 5. Confirmed camera + pi algorithm is working. Next step is to build the lamp."}]...
|
Title: Smart Lamp by @sangyupl511 | Stardance
Dev Title: Smart Lamp by @sangyupl511 | Stardance
Devlogs:
Implemented an open source eye and head tracking algorithm into the raspberry pi 5. Confirmed camera + pi algorithm is working. Next step is to build the lamp.
Today I created the “cap” for the servo. The cap attaches the shaft of the lamp to the servo to allow the servo to control the angle of the lamp arm.
Sliced the parts in the 3D printing software and started the 3D print.
I built version 2 of the wheel cap for the servo joint. The new design put the connecter on one side instead of in the middle so that it can actually connect to the servo and allow it to rotate freely.
I created version 3 of the piston head that will push the parachute out of the body. This new version has a latch that the servo arm locks on to, instead of the old version where the servo had to latch onto the physical spring.
I made a really early prototype for the servo joint that will connect the lower and upper arms of the lamp. I got the servo to work just with the Arduino, but when I tried to implement the servo driver module into the mix, I couldn’t get the servo to move. I think that’s the next step for this project; getting the servo to sweep up and down with the arm attached.
I studied the math and kinematics needed to solve for the lamp’s positions. The picture below is one of the things that I studied. Apparently forward kinematics turns inputs of angles into positions and inverse kinematics just does the opposite....
|
1793105421.158273
|
1793710221.158273
|
|
69362
|
KeyCalc by @Blockaid | Stardance
|
Blockaid
|
0
|
3.53
|
0
|
[]
|
[{"post_id": 81927, "ts": "202 [{"post_id": 81927, "ts": "2026-10-23T02:32:58Z", "hours": 0.9608, "text": "Added more features to KeyCalc for better math usage"}, {"post_id": 79198, "ts": "2026-10-13T00:12:38Z", "hours": 0.5072, "text": "Finished the first design of my KeyCalc project (Missing screen and other components and is just a simple macro pad)"}, {"post_id": 79188, "ts": "2026-10-12T23:17:32Z", "hours": 0.8847, "text": "Worked on PCB Design for keycalc"}, {"post_id": 79087, "ts": "2026-10-12T16:57:24Z", "hours": 1.1739, "text": "Worked on making the basic design of the KeyCalc."}]...
|
Title: KeyCalc by @Blockaid | Stardance
Devlogs:
Title: KeyCalc by @Blockaid | Stardance
Devlogs:
Worked on making the basic design of the KeyCalc.
Worked on PCB Design for keycalc
Finished the first design of my KeyCalc project (Missing screen and other components and is just a simple macro pad)
Added more features to KeyCalc for better math usage...
|
1792810297.1613958
|
1793415097.1613958
|
|
52077
|
My Personal Website by @mrliamcarlson | Stardance
|
mrliamcarlson
|
2
|
9.06
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T00:38:01Z", "hours": 5.0, "multiplier": 2.88, "payout": 14, "blessing": "neutral", "text": "I improved my personal website by adding a dashboard page complete with my discord presence activity (chatgibbidy helped), the weather of my city, my school year countdown and finally some things that i like. I also worked on some other parts of the website like clocks on the dashboard and main page.", "repo": "https://github.com/willybilly31/My-personal-Website", "demo": "https://willybilly31.github.io/My-personal-Website/"}, {"ship_num": 2, "ts": "2026-08-22T13:48:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website using HTML, CSS, and some JavaScript. It includes an introduction, a projects section, contact information, a custom cursor, and custom styling. I built the site to practice web development and create a place where I can show some of the projects I have worked on.", "repo": "https://github.com/willybilly31/My-personal-Website", "demo": "https://willybilly31.github.io/My-personal-Website/"}]...
|
[{"post_id": 81925, "ts": "202 [{"post_id": 81925, "ts": "2026-10-23T02:25:34Z", "hours": 2.0647, "text": "I added a widget to the dashboard and i made some other changes to styling and look of the website."}, {"post_id": 68904, "ts": "2026-09-16T00:35:58Z", "hours": 0.8464, "text": "I added a simple widget with my favourite things to complete the page."}, {"post_id": 67791, "ts": "2026-09-14T01:18:01Z", "hours": 0.92, "text": "I added a school year stat widget. Simple countdown with a progress bar and also made countdowns to the next break off school. GOD WHYS IT SO LONG"}, {"post_id": 67337, "ts": "2026-09-13T12:34:25Z", "hours": 2.1186, "text": "Finished working on the dashboard. Includes weather from Open Météo. And discord presence from lanyard. This is still a WIP as you can see from the coming soon tiles. GPT my savior for the discord implementation 🙏"}, {"post_id": 66853, "ts": "2026-09-12T19:38:43Z", "hours": 1.0767, "text": "I added a simple clock that hovers above the main body. It only displays Ottawa time. While making this i realized that Ottawa is spelt pretty weirdly.. Also i started working on a seperate page with a dashboard with like weather and stuff."}, {"post_id": 52338, "ts": "2026-08-22T13:28:42Z", "hours": 0.5936, "text": "I finally completed the projects page i had mentionned in my first devlog. I started by making the main page container and adding the “Projects” title and back button. Then I made a grid for the project cards so they could sit in two rows. Each project has a title, description and an image to go along with it. I used css styling to add the rounded look to everything."}, {"post_id": 51688, "ts": "2026-08-21T14:37:21Z", "hours": 0.7431, "text": "I added a custom cursor to the website using CSS and JavaScript. The normal mouse cursor is hidden and replaced with a small circle that follows the mouse. The cursor gets bigger when hovering over links. When hovering over text, it changes into a small vertical line like a normal text selector. I used JavaScript to track the mouse position and CSS classes to change how the cursor looks depending on what the mouse is over."}, {"post_id": 51374, "ts": "2026-08-21T01:07:29Z", "hours": 0.8256, "text": "I made this website using HTML and CSS.I started with a simple dark background and added a picture of Ottawa (Parliament Hill) in the background. I made the picture grayscale and faded it so it doesnt interfere with the page. I made a profile box using CSS with rounded corners and a border. I used flexbox to put my picture beside my information. This is still pretty simple, but i want to keep it that way, i like it. I also Started working on a page displaying projects with a similar styling."}]...
|
Title: My Personal Website by @mrliamcarlson | Sta Title: My Personal Website by @mrliamcarlson | Stardance
Devlogs:
I made this website using HTML and CSS.I started with a simple dark background and added a picture of Ottawa (Parliament Hill) in the background. I made the picture grayscale and faded it so it doesnt interfere with the page. I made a profile box using CSS with rounded corners and a border. I used flexbox to put my picture beside my information. This is still pretty simple, but i want to keep it that way, i like it. I also Started working on a page displaying projects with a similar styling.
I added a custom cursor to the website using CSS and JavaScript. The normal mouse cursor is hidden and replaced with a small circle that follows the mouse. The cursor gets bigger when hovering over links. When hovering over text, it changes into a small vertical line like a normal text selector. I used JavaScript to track the mouse position and CSS classes to change how the cursor looks depending on what the mouse is over.
I finally completed the projects page i had mentionned in my first devlog. I started by making the main page container and adding the “Projects” title and back button. Then I made a grid for the project cards so they could sit in two rows. Each project has a title, description and an image to go along with it. I used css styling to add the rounded look to everything.
I added a simple clock that hovers above the main body. It only displays Ottawa time. While making this i realized that Ottawa is spelt pretty weirdly.. Also i started working on a seperate page with a dashboard with like weather and stuff.
Finished working on the dashboard. Includes weather from Open Météo. And discord presence from lanyard. This is still a WIP as you can see from the coming soon tiles. GPT my savior for the discord implementation 🙏
I added a school year stat widget. Simple countdown with a progress bar and also made countdowns to the next break off school. GOD WHYS IT SO LONG
I added a simple widget with my favourite things to complete the page.
I added a widget to the dashboard and i made some other changes to styling and look of the website.
Ships:
I made a personal website using HTML, CSS, and some JavaScript. It includes an introduction, a projects section, contact information, a custom cursor, and custom styling. I built the site to practice web development and create a place where I can show some of the projects I have worked on.
I improved my personal website by adding a dashboard page complete with my discord presence activity (chatgibbidy helped), the weather of my city, my school year countdown and finally some things that i like. I also worked on some other parts of the website like clocks on the dashboard and main page....
|
1792997790.092546
|
1793084190.092546
|
|
30710
|
Me!!! by @Shambhavi | Stardance
|
Shambhavi
|
2
|
44.0
|
194
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T02:04:33Z", "hours": 28.0, "multiplier": 2.83, "payout": 78, "blessing": "neutral", "text": "Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine.", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}, {"ship_num": 2, "ts": "2026-08-06T23:23:41Z", "hours": 16.0, "multiplier": 7.39, "payout": 116, "blessing": "neutral", "text": "I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}]...
|
[{"post_id": 81920, "ts": "202 [{"post_id": 81920, "ts": "2026-10-23T01:58:19Z", "hours": 3.2364, "text": "DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!"}, {"post_id": 78234, "ts": "2026-10-10T02:17:22Z", "hours": 2.4539, "text": "DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)"}, {"post_id": 76275, "ts": "2026-10-03T01:35:42Z", "hours": 6.7547, "text": "DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:"}, {"post_id": 66786, "ts": "2026-09-12T17:48:25Z", "hours": 7.1833, "text": "DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!"}, {"post_id": 59721, "ts": "2026-09-01T17:22:23Z", "hours": 8.0917, "text": "DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:"}, {"post_id": 42298, "ts": "2026-08-06T22:58:49Z", "hours": 1.16, "text": "LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!"}, {"post_id": 42177, "ts": "2026-08-06T19:54:53Z", "hours": 3.7856, "text": "DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:"}, {"post_id": 37155, "ts": "2026-07-29T17:30:09Z", "hours": 5.0958, "text": "DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:"}, {"post_id": 34754, "ts": "2026-07-25T18:48:57Z", "hours": 3.1286, "text": "DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!"}, {"post_id": 30351, "ts": "2026-07-17T20:29:11Z", "hours": 1.6864, "text": "DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page."}, {"post_id": 29720, "ts": "2026-07-16T20:13:30Z", "hours": 0.8933, "text": "DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images."}]...
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Title: Me!!! by @Shambhavi | Stardance
Devlogs:
D Title: Me!!! by @Shambhavi | Stardance
Devlogs:
DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images.
DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page.
DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!
DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:
DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:
LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!
DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:
DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!
DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:
DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)
DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!
Ships:
I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!
Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine....
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1793109257.4921257
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1793195657.4921257
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69970
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uselessshitidoforfun by @geg | Stardance
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geg
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1
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20.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T23:54:08Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a lot of stuff, like basically stuff i code when i have nothing to do. this took SO LONG i cant post a screenshot, as there are like 7 things in there. go check out the repo and maybe try them for yourself?", "repo": "https://github.com/greg-webdev/useless-shit-i-do-for-fun/", "demo": "https://greg-webdev.github.io/useless-shit-i-do-for-fun/"}]...
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[{"post_id": 81910, "ts": "202 [{"post_id": 81910, "ts": "2026-10-22T23:39:45Z", "hours": 9.4431, "text": "i made casio apps to play games on my calculator!!!"}, {"post_id": 81454, "ts": "2026-10-21T10:41:07Z", "hours": 3.1789, "text": "i have done something."}, {"post_id": 80667, "ts": "2026-10-18T13:13:07Z", "hours": 2.0983, "text": "idk some stuff"}, {"post_id": 80083, "ts": "2026-10-16T05:46:35Z", "hours": 0.2744, "text": "made file copier for vscode extentiom"}, {"post_id": 80075, "ts": "2026-10-16T05:13:54Z", "hours": 4.7389, "text": "fixing mod"}]...
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Title: uselessshitidoforfun by @geg | Stardance
D Title: uselessshitidoforfun by @geg | Stardance
Devlogs:
fixing mod
made file copier for vscode extentiom
idk some stuff
i have done something.
i made casio apps to play games on my calculator!!!
Ships:
its a lot of stuff, like basically stuff i code when i have nothing to do. this took SO LONG i cant post a screenshot, as there are like 7 things in there. go check out the repo and maybe try them for yourself?...
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1793047975.6508045
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1793134375.6508045
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34928
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M.I.S.E (Milorad Interactive Slides Engine) by @No M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance...
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Nolan-L-from-Milorad
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1
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28.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T22:50:45Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)", "repo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine", "demo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine/-/releases/v0.1.0"}]...
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[{"post_id": 81902, "ts": "202 [{"post_id": 81902, "ts": "2026-10-22T22:19:42Z", "hours": 2.7428, "text": "Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS"}, {"post_id": 78491, "ts": "2026-10-10T23:20:35Z", "hours": 1.1789, "text": "Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took"}, {"post_id": 77948, "ts": "2026-10-08T22:24:58Z", "hours": 1.5053, "text": "I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image."}, {"post_id": 72046, "ts": "2026-09-22T01:53:55Z", "hours": 2.2422, "text": "It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)"}, {"post_id": 69867, "ts": "2026-09-17T23:21:32Z", "hours": 2.1, "text": "I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings."}, {"post_id": 67786, "ts": "2026-09-14T01:06:07Z", "hours": 0.5347, "text": "I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story"}, {"post_id": 65780, "ts": "2026-09-11T04:46:55Z", "hours": 1.8044, "text": "Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu."}, {"post_id": 52747, "ts": "2026-08-23T02:33:53Z", "hours": 2.1347, "text": "I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!"}, {"post_id": 39845, "ts": "2026-08-03T03:15:29Z", "hours": 1.8086, "text": "I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \\n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider"}, {"post_id": 37442, "ts": "2026-07-30T05:56:14Z", "hours": 2.2256, "text": "trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3"}, {"post_id": 34977, "ts": "2026-07-26T03:30:28Z", "hours": 0.4947, "text": "got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/"}, {"post_id": 34932, "ts": "2026-07-26T01:31:33Z", "hours": 0.6436, "text": "kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!"}, {"post_id": 34309, "ts": "2026-07-24T21:59:59Z", "hours": 0.4467, "text": "finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog"}, {"post_id": 33819, "ts": "2026-07-24T01:55:26Z", "hours": 2.8561, "text": "Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :("}, {"post_id": 31981, "ts": "2026-07-20T20:20:02Z", "hours": 1.5064, "text": "I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box"}, {"post_id": 30026, "ts": "2026-07-17T08:45:46Z", "hours": 1.7794, "text": "Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!"}, {"post_id": 28713, "ts": "2026-07-15T04:15:40Z", "hours": 1.5383, "text": "just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff"}]...
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Title: M.I.S.E (Milorad Interactive Slides Engine) Title: M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance
Devlogs:
just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff
Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!
I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box
Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :(
finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog
kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!
got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/
trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3
I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider
I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!
Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu.
I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story
I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings.
It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)
I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image.
Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took
Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS
Ships:
Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)...
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1793051336.114955
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1793137736.114955
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69851
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MB Miggy Bot by @Miguelito | Stardance
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Miguelito
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0
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4.22
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0
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[]
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[{"post_id": 81900, "ts": "202 [{"post_id": 81900, "ts": "2026-10-22T22:17:19Z", "hours": 1.4658, "text": "I’m now integrating the touch sensor so you can interact with the robot but it is’nt finish yet because I’m having a problem at the r4 because it remembers the old code I uploaded then it cannot upload the new code i want to upload"}, {"post_id": 81344, "ts": "2026-10-20T21:52:06Z", "hours": 0.6286, "text": "IT’S WORKING, finally the oled is working now, today I’ve added eyes to my project, my next step is adding a touch sensor, RTC module and a buzzer so I can finish the project then enhance it in the future :D"}, {"post_id": 80613, "ts": "2026-10-18T09:39:35Z", "hours": 2.1283, "text": "I’m working on a robot where it can be your personal assistant, though it may be basic or a beginner as you can say because it can help you wake up early in the morning for school, there will be some future upgrades! :D"}]...
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Title: MB Miggy Bot by @Miguelito | Stardance
Dev Title: MB Miggy Bot by @Miguelito | Stardance
Devlogs:
I’m working on a robot where it can be your personal assistant, though it may be basic or a beginner as you can say because it can help you wake up early in the morning for school, there will be some future upgrades! :D
IT’S WORKING, finally the oled is working now, today I’ve added eyes to my project, my next step is adding a touch sensor, RTC module and a buzzer so I can finish the project then enhance it in the future :D
I’m now integrating the touch sensor so you can interact with the robot but it is’nt finish yet because I’m having a problem at the r4 because it remembers the old code I uploaded then it cannot upload the new code i want to upload...
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1792878623.4200127
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1793483423.4200127
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70245
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My own site! by @Kanishqmaloo | Stardance
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Kanishqmaloo
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T23:13:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a minimalist, dark-themed personal website from scratch using HTML5, CSS3 and JavaScript (no external heavy frameworks). It features a full screen hero section scroll triggered section fade-in animations using IntersectionObserver, an intrective idea generator. Since this was my first ever website and I only had about 2-3 hours to build it, Time management was a big hurdle. On top of that handling responsive layout without CSS framework and making sure smooth navigation work alongside the scroll-based header zoom animation took some tweaking. I’m proud that I took the initiative to read W3Schools documentation, figure out low-level concepts on the fly, and build a clean, dependency-free site from scratch in one sitting. When I looked at other entries, I briefly felt like mine couldn’t compare, but I realized that everyone starts somewhere and this is just the beginning of my learning journey. You can test the live website directly in any desktop or mobile browser at- live link: https://unknownmaloo.github.io/personal-website/ Source Code: https://github.com/unknownmaloo/personal-website If anyone notices any bugs or has feadbacks, plez let me know!", "repo": "https://github.com/unknownmaloo/personal-website", "demo": "https://unknownmaloo.github.io/personal-website/"}]...
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[{"post_id": 81897, "ts": "202 [{"post_id": 81897, "ts": "2026-10-22T22:00:17Z", "hours": 1.23, "text": "It’s finally done i thought i should just keep going and didnt devlog the JS i just completed it my personal website. Built a minimalist, dark-themed Website using pure HTML, CSS, and JS. -Design: Carbon Black (#0b0f19) & Crystal Red (#ff3366) theme. -Features: Fullscreen hero section, scroll-triggered fade-ins, random idea generator, and a smooth Back to Top button. Repo: https://github.com/unknownmaloo/personal-website"}, {"post_id": 81866, "ts": "2026-10-22T20:02:43Z", "hours": 0.4725, "text": "Done with my CSS code! It only took about 25–30 minutes—pretty fast. I used Gemini to grab the background color code and a few styling tweaks, but wrote the rest myself. Moving on to JavaScript now, shouldn’t take too long!"}, {"post_id": 81829, "ts": "2026-10-22T17:37:10Z", "hours": 1.2672, "text": "Working on personal site just wrote all HTML code now going for css and js at last going to link it to github in the end. working on CSS code will be updating soon.."}]...
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Title: My own site! by @Kanishqmaloo | Stardance
Title: My own site! by @Kanishqmaloo | Stardance
Devlogs:
Working on personal site just wrote all HTML code now going for css and js at last going to link it to github in the end. working on CSS code will be updating soon..
Done with my CSS code! It only took about 25–30 minutes—pretty fast. I used Gemini to grab the background color code and a few styling tweaks, but wrote the rest myself. Moving on to JavaScript now, shouldn’t take too long!
It’s finally done i thought i should just keep going and didnt devlog the JS i just completed it my personal website. Built a minimalist, dark-themed Website using pure HTML, CSS, and JS. -Design: Carbon Black (#0b0f19) & Crystal Red (#ff3366) theme. -Features: Fullscreen hero section, scroll-triggered fade-ins, random idea generator, and a smooth Back to Top button. Repo: https://github.com/unknownmaloo/personal-website
Ships:
I built a minimalist, dark-themed personal website from scratch using HTML5, CSS3 and JavaScript (no external heavy frameworks). It features a full screen hero section scroll triggered section fade-in animations using IntersectionObserver, an intrective idea generator. Since this was my first ever website and I only had about 2-3 hours to build it, Time management was a big hurdle. On top of that handling responsive layout without CSS framework and making sure smooth navigation work alongside the scroll-based header zoom animation took some tweaking. I’m proud that I took the initiative to read W3Schools documentation, figure out low-level concepts on the fly, and build a clean, dependency-free site from scratch in one sitting. When I looked at other entries, I briefly felt like mine couldn’t compare, but I realized that everyone starts somewhere and this is just the beginning of my learning journey. You can test the live website directly in any desktop or mobile browser at- live link: https://unknownmaloo.github.io/personal-website/ Source Code: https://github.com/unknownmaloo/personal-website If anyone notices any bugs or has feadbacks, plez let me know!...
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1793051489.151598
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1793137889.151598
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8972
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My Portfolio Site by @nitishvankina | Stardance
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nitishvankina
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T17:14:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wanted to make a simple portfolio site. A lot of the times when I see my peers sites, they are often overdesigned, or hard to use. This is why I tried making mine simple, and wanted something that could get the point across simply.", "repo": "https://github.com/nitish-vankina/portfolio", "demo": "https://nitish-vankina.github.io/portfolio/"}]...
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[{"post_id": 8189, "ts": "2026 [{"post_id": 8189, "ts": "2026-06-13T17:13:58Z", "hours": 0.3, "text": "I think that most portfolio sites are overdesigned (unless youre doing ui) so I made mine super simple. It really just gets the facts across. Its coded 100% in HTML and is truly just a simple site."}]...
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Title: My Portfolio Site by @nitishvankina | Stard Title: My Portfolio Site by @nitishvankina | Stardance
Devlogs:
I think that most portfolio sites are overdesigned (unless youre doing ui) so I made mine super simple. It really just gets the facts across. Its coded 100% in HTML and is truly just a simple site.
Ships:
I wanted to make a simple portfolio site. A lot of the times when I see my peers sites, they are often overdesigned, or hard to use. This is why I tried making mine simple, and wanted something that could get the point across simply....
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1792875261.257668
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1793739261.257668
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59
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2d game in unity by @blunt | Stardance
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blunt
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0
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11.58
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0
|
[]
|
[{"post_id": 8188, "ts": "2026 [{"post_id": 8188, "ts": "2026-06-13T17:13:04Z", "hours": 11.5842, "text": "I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it."}]...
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Title: 2d game in unity by @blunt | Stardance
Dev Title: 2d game in unity by @blunt | Stardance
Devlogs:
I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it....
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1792706074.3898997
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1793310874.3898997
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66137
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Ultimate Custom Platformer by @Martisos | Stardanc Ultimate Custom Platformer by @Martisos | Stardance...
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Martisos
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1
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30.0
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362
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:41:44Z", "hours": 30.0, "multiplier": 12.17, "payout": 362, "blessing": "neutral", "text": "I’ve made 2D platformer. But not like others slop ones. This is special slop inspired by FNAF Ultimate Custom Night! Player chooses from 15 unique modifiers to make the game hard for theirself. Some of them affect Player directly, some others are just popups… Check the game to see all of them. I am so excited to ship the game. At first I was wandering if the game will be good… Now I know that the project if silly and fun to play! It was hard… I had limited time and had to speedrun some stuff. The game is more like a demo, I might update it in the future! Every hour of making it was a good hour. I’ve enjoyed it and I hope you also will enjoy playing the game! Good luck with the challenges! It is my third game made in godot and I am sure i made progress. The game looks awesome to me, and the fact that I’ve made it in just 30h is insane", "repo": "https://github.com/Martisos/Ultimate-Custom-Platformer-Game", "demo": "https://martisos.itch.io/ultimate-custom-platformer"}]...
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[{"post_id": 81879, "ts": "202 [{"post_id": 81879, "ts": "2026-10-22T20:35:56Z", "hours": 0.2775, "text": "Last changes before ship I was so excited to ship that I forgot about small changes, code cleanup and debug things… Ooopss. The game is now ready to be played!"}, {"post_id": 81865, "ts": "2026-10-22T19:58:24Z", "hours": 3.6194, "text": "THE GAME IS READY So i made last changes. Audio System, Music, SFX, images, icons… A lot of work but it is now finished… Quick summary here, because i want to ship it already Audio Player I made custom audio player, so i can overlap a lot of sounds. Only one music can play at once and it’s really easy to change them. Music & SFX I found really cool artist. You can find him here: https://hydrogene.itch.io/high-quality-16-bit-music Also I’ve downloaded some sound effects, like flashbang, meows, jackpot… See for yourself ! Read me I wrote a quick readme explaining the controls and how the game works. I mainly looked at my previous game read me and wrote it that way it’s describing this one… crazy i know. IM SO EXCITED Another 30h project is completed! I really want to see how people combo those effects, so I would appreciate YOU checking the game (it should be out in couple of minutes)"}, {"post_id": 81334, "ts": "2026-10-20T21:27:04Z", "hours": 8.7597, "text": "ULTIMATE Update For Ultimate Custom Platformer I had a lot of work, and so much fun creating this. For last 8 hours I was creating menu, system points, saving system, tooltips, presets and moreee Here are some major things I’ve made: Menu Update Points System Presets New look So I am happy how it looks and operates now! You can choose a preset and try to beat it! If you manage to do it, preset will turn green! Like in UCN, those are just “fun” ideas how you can beat the game. Win Screen I wanted it to look really similar to the UCN. I think I did a good job? I like watching the numbers going up, the text changing, font size going up… YOU watching it -> Death Screen Again, something that looks like UCN. I know it is kinda annoying in the long run. There will be option in settings (which i did not make while writing the devlog :P) that automaticly restarts the game. Like geometry dash. New Challenge - Visual Effects So I got inspider by Fnaf World. The fireworks can pop up on your screen and just distract you. I also used same fireworks on Win Screen, but in game there is… a little bit more than 5 fireworks at one time. Todo There is still some work to be done. Music & Sounds More presets general game feel icons and poppups And probably i forgot about something really important… Yup probably yeah. But I will continue developing the game! See ya on itchio (hopefuly in 2-3 days?)"}, {"post_id": 80224, "ts": "2026-10-16T19:48:16Z", "hours": 6.3192, "text": "Ultimate Custom Platformer Hiii again ! I’m back with some new features! One new challenge, new world and a basic menu! You can clearly see the menu is not finished. The world needs some changes, but I will do it only if i have time. GAMBLING This challenge is just random (as the name might suggest). Slot machine spawns on your screen. You have 5% to just die. That’s it, because gambling is bad or something idk. World-1 I called it 1 because I thought there will be more… There is no way, maybe in later patches… Not on this hackclub project. I think it looks good. The paralax layers (sky and forest) looks awesome. It is not hard, as intended. The player (you :D) has to choose the challenges to make it hard. Challenges Menu I’m using saves, so even if you close the app (or browser in this case, because it will be aviable on itch.io) your highscore will be saved! Even the challenges configuration will, so you dont have to change it every time you go back to menu. A lot minor changes So in this 6h I’ve made so much things, but those were major ones! I hope you like it!"}, {"post_id": 78805, "ts": "2026-10-11T17:26:26Z", "hours": 1.8358, "text": "New Challenges So today I’ve made 2 unique things. Lagging and Flashlight Mode. Am I proud of those two? Yes! (and no!) I’ve tried to beat the game on every challenge turned on… It’s quite… uhh “almost humanly impossible”. So my debug world takes 8 seconds to beat without anything… With everything I beat it once. Lagging So I’ve added lagging to my game because it was too smoth… Of course I’m kidding and the lags are not permament. It can randomly show and limit your fps (depends on level of lag) for 0.5s - 2.5s. It also gives a cool screen effect. Flashlight Mode Happy Spooky Month! Sooo… I’m not that proud of myself here. The idea is REALLY ANNOYING and not really fun. I’ve added it anyways. Move your mouse to see - that’s it. I’ve used (someone else’s) shader to make it. You can still see the cats because it would be impossible for sure (Trust me, I’ve tried). Now you have to operate with your mouse WHILE STILL PLAYING the platformer part. Woooo Spooky Month. Background I’ve made background using 5 paralaxes. I think it looks awesome! It was quite annoying to set up all 5 layers but I’ve somehow did it! Small Summary When I was creating this project I wasn’t sure if it is a good idea. Now I see that it (almost) is! The challenges are unique and most of them are silly. I hope I’ll be able to finish it (I have less than 2 weeks…) Anyways: In case I don’t see ya, good afternoon, good evening, and good night! (wherever you are)"}, {"post_id": 78146, "ts": "2026-10-09T19:36:18Z", "hours": 3.2839, "text": "I made 4 unique Challenges Sooooo I wrote some funny ideas for my game. You can find all on my github > ideas.txt, but here are 4 NEW IMPLEMENTED ONES Flashbang cat So I thought “How can i distract the player…” and then i got a brilliant idea: “cat… and flashbang”. Basicly cat spawn of your screen and just explodes. That’s it. You can hover the cat to make it dissapear, but more of those will come for you. (3 color variants) Immortal Snail Yup. It is always behind you. Always. The higher level of Challenge, the faster it moves. You can easily escape it, but remember… It is always going towards you. (Just slowly flies towards you) Fall Damge - Dark Souls Edition ☠️ So you know the memes (and gameplay) of DS1 where you fall from 0.1 meters and you just die? I implemented it here! You won’t be able to just jump around… Think about every jump as if it will kill you (literally will). Mix it with Rigid Jump and you are cooked (but it will still be possible to beat) Random Sprite Animations That one is not that bad. Your sprite now does a lot of random animations, flips etc. It might be a bit distracting, but it wont kill you. Is it all??? NOPE Of course not. I have planed over 13 more challenges and I hope I will have time to implement everything, then actually make the game playable. I hope you like (or you don’t -> that’s a silly rage game so it’s better if you don’t like it i guess) the ideas and will play the game soon!"}, {"post_id": 75603, "ts": "2026-09-30T15:16:58Z", "hours": 2.3844, "text": "Another 3 Unique Challenges! Hiiii I made another 3 challenges for my platformer game. One is another popup and other two are shaders! “Wanna Keep Playing?” Challenge It might be one of the best there will be in the game. There is a popup that says “Wanna keep playing?” but there is 50% that it won’t be in english… I find it kinda funny. When you click “no” you just die, and if you want to continue my awesome game you just do that. “Mirror” Challenge Sooo kinda explains itself. There is a chance that your screen will get reversed. That’s it. I’m planning to add icon that your screen is actually reversed because now it just happens -> so if you have ad popup visible you won’t see the screen reversing… and you are almost for sure dead. “Random Shader” Challenge There is a chance that your screen will apply a random shader. For now I only have 3 of those: grayscale, inverted colors, distortion (that one is the worst). There will be much more I now have 6 challenges, and there will be much more. Some of them will be boring and somehow annoying… I know that, but there have to be bad challenges so the good one look more unique or something idk. I have some funny ideas, but if you have something cool let me know! That’s all for now"}, {"post_id": 74650, "ts": "2026-09-27T21:05:55Z", "hours": 2.9628, "text": "Ultra Custom Platformer So I started with my super evil plan for the game. The player customizes their own expirience in the game and can feel as much pain as they want. As you can see in the video I have 3 challenges working. Most of challenges have 3 levels, but some will be just ON/OFF. Here they are: Ice floor It messes up with acceleration and friction. Silly but not that fun to play with Rigid Jump Watch the video. You might see that I can make small jump by tapping the jump key… It’s impossible with Rigid Jump challange! You always jump with the same power even if you just tap the key. That one is evil… but not that hard tbh. Popups One of my favourites (of all I could think of). Like in fnaf UCN there are “ads” inside the game. It randomly pops up if the player is on ground. IT DOES NOT pause the game, so the player has to be really carefull… Temporarily L sits in his chair but I’ll make couple of unique popups. Textures I did not create them… But the assets looks soooo gooood. Here are the links on itchio: Player Tileset It’s just the begining So i have 14 challenges in mind. I hope there will be more, but for now i implemented only 3… This will be pure chaos"}, {"post_id": 74197, "ts": "2026-09-26T22:07:38Z", "hours": 0.2769, "text": "Diabolical Idea… I want to make 2D platformer where the player chooses challenges. Something like in Fnaf UCN. My ideas: Easy but Hard There will be simple level, but player will make it harder. Challenges You can see everything on github in my idea.txt, but here are some examples: ice floor - really bad acceleration and friction Popups - random ads(not actually ads, maybe my games and some memes), close with a mouse Lagging - the game will get glitched frame and fps will drop Gambling - you get small animation and you can randomly die idk lol Visual Effects - too much distraction on screen I am really limited by time this month so I hope I will at least make it playable with some challenges… It will be my second (almost) “professional” game, so I hope it won’t take too much time. I would love to start it today but i’m eepy and it’s already past midnight I hope you like the (really bad) idea, I’ll try my best"}]...
|
Title: Ultimate Custom Platformer by @Martisos | S Title: Ultimate Custom Platformer by @Martisos | Stardance
Devlogs:
Diabolical Idea… I want to make 2D platformer where the player chooses challenges. Something like in Fnaf UCN. My ideas: Easy but Hard There will be simple level, but player will make it harder. Challenges You can see everything on github in my idea.txt, but here are some examples: ice floor - really bad acceleration and friction Popups - random ads(not actually ads, maybe my games and some memes), close with a mouse Lagging - the game will get glitched frame and fps will drop Gambling - you get small animation and you can randomly die idk lol Visual Effects - too much distraction on screen I am really limited by time this month so I hope I will at least make it playable with some challenges… It will be my second (almost) “professional” game, so I hope it won’t take too much time. I would love to start it today but i’m eepy and it’s already past midnight I hope you like the (really bad) idea, I’ll try my best
Ultra Custom Platformer So I started with my super evil plan for the game. The player customizes their own expirience in the game and can feel as much pain as they want. As you can see in the video I have 3 challenges working. Most of challenges have 3 levels, but some will be just ON/OFF. Here they are: Ice floor It messes up with acceleration and friction. Silly but not that fun to play with Rigid Jump Watch the video. You might see that I can make small jump by tapping the jump key… It’s impossible with Rigid Jump challange! You always jump with the same power even if you just tap the key. That one is evil… but not that hard tbh. Popups One of my favourites (of all I could think of). Like in fnaf UCN there are “ads” inside the game. It randomly pops up if the player is on ground. IT DOES NOT pause the game, so the player has to be really carefull… Temporarily L sits in his chair but I’ll make couple of unique popups. Textures I did not create them… But the assets looks soooo gooood. Here are the links on itchio: Player Tileset It’s just the begining So i have 14 challenges in mind. I hope there will be more, but for now i implemented only 3… This will be pure chaos
Another 3 Unique Challenges! Hiiii I made another 3 challenges for my platformer game. One is another popup and other two are shaders! “Wanna Keep Playing?” Challenge It might be one of the best there will be in the game. There is a popup that says “Wanna keep playing?” but there is 50% that it won’t be in english… I find it kinda funny. When you click “no” you just die, and if you want to continue my awesome game you just do that. “Mirror” Challenge Sooo kinda explains itself. There is a chance that your screen will get reversed. That’s it. I’m planning to add icon that your screen is actually reversed because now it just happens -> so if you have ad popup visible you won’t see the screen reversing… and you are almost for sure dead. “Random Shader” Challenge There is a chance that your screen will apply a random shader. For now I only have 3 of those: grayscale, inverted colors, distortion (that one is the worst). There will be much more I now have 6 challenges, and there will be much more. Some of them will be boring and somehow annoying… I know that, but there have to be bad challenges so the good one look more unique or something idk. I have some funny ideas, but if you have something cool let me know! That’s all for now
I made 4 unique Challenges Sooooo I wrote some funny ideas for my game. You can find all on my github > ideas.txt, but here are 4 NEW IMPLEMENTED ONES Flashbang cat So I thought “How can i distract the player…” and then i got a brilliant idea: “cat… and flashbang”. Basicly cat spawn of your screen and just explodes. That’s it. You can hover the cat to make it dissapear, but more of those will come for you. (3 color variants) Immortal Snail Yup. It is always behind you. Always. The higher level of Challenge, the faster it moves. You can easily escape it, but remember… It is always going towards you. (Just slowly flies towards you) Fall Damge - Dark Souls Edition ☠️ So you know the memes (and gameplay) of DS1 where you fall from 0.1 meters and you just die? I implemented it here! You won’t be able to just jump around… Think about every jump as if it will kill you (literally will). Mix it with Rigid Jump and you are cooked (but it will still be possible to beat) Random Sprite Animations That one is not that bad. Your sprite now does a lot of random animations, flips etc. It might be a bit distracting, but it wont kill you. Is it all??? NOPE Of course not. I have planed over 13 more challenges and I hope I will have time to implement everything, then actually make the game playable. I hope you like (or you don’t -> that’s a silly rage game so it’s better if you don’t like it i guess) the ideas and will play the game soon!
New Challenges So today I’ve made 2 unique things. Lagging and Flashlight Mode. Am I proud of those two? Yes! (and no!) I’ve tried to beat the game on every challenge turned on… It’s quite… uhh “almost humanly impossible”. So my debug world takes 8 seconds to beat without anything… With everything I beat it once. Lagging So I’ve added lagging to my game because it was too smoth… Of course I’m kidding and the lags are not permament. It can randomly show and limit your fps (depends on level of lag) for 0.5s - 2.5s. It also gives a cool screen effect. Flashlight Mode Happy Spooky Month! Sooo… I’m not that proud of myself here. The idea is REALLY ANNOYING and not really fun. I’ve added it anyways. Move your mouse to see - that’s it. I’ve used (someone else’s) shader to make it. You can still see the cats because it would be impossible for sure (Trust me, I’ve tried). Now you have to operate with your mouse WHILE STILL PLAYING the platformer part. Woooo Spooky Month. Background I’ve made background using 5 paralaxes. I think it looks awesome! It was quite annoying to set up all 5 layers but I’ve somehow did it! Small Summary When I was creating this project I wasn’t sure if it is a good idea. Now I see that it (almost) is! The challenges are unique and most of them are silly. I hope I’ll be able to finish it (I have less than 2 weeks…) Anyways: In case I don’t see ya, good afternoon, good evening, and good night! (wherever you are)
Ultimate Custom Platformer Hiii again ! I’m back with some new features! One new challenge, new world and a basic menu! You can clearly see the menu is not finished. The world needs some changes, but I will do it only if i have time. GAMBLING This challenge is just random (as the name might suggest). Slot machine spawns on your screen. You have 5% to just die. That’s it, because gambling is bad or something idk. World-1 I called it 1 because I thought there will be more… There is no way, maybe in later patches… Not on this hackclub project. I think it looks good. The paralax layers (sky and forest) looks awesome. It is not hard, as intended. The player (you :D) has to choose the challenges to make it hard. Challenges Menu I’m using saves, so even if you close the app (or browser in this case, because it will be aviable on itch.io) your highscore will be saved! Even the challenges configuration will, so you dont have to change it every time you go back to menu. A lot minor changes So in this 6h I’ve made so much things, but those were major ones! I hope you like it!
ULTIMATE Update For Ultimate Custom Platformer I had a lot of work, and so much fun creating this. For last 8 hours I was creating menu, system points, saving system, tooltips, presets and moreee Here are some major things I’ve made: Menu Update Points System Presets New look So I am happy how it looks and operates now! You can choose a preset and try to beat it! If you manage to do it, preset will turn green! Like in UCN, those are just “fun” ideas how you can beat the game. Win Screen I wanted it to look really similar to the UCN. I think I did a good job? I like watching the numbers going up, the text changing, font size going up… YOU watching it -> Death Screen Again, something that looks like UCN. I know it is kinda annoying in the long run. There will be option in settings (which i did not make while writing the devlog :P) that automaticly restarts the game. Like geometry dash. New Challenge - Visual Effects So I got inspider by Fnaf World. The fireworks can pop up on your screen and just distract you. I also used same fireworks on Win Screen, but in game there is… a little bit more than 5 fireworks at one time. Todo There is still some work to be done. Music & Sounds More presets general game feel icons and poppups And probably i forgot about something really important… Yup probably yeah. But I will continue developing the game! See ya on itchio (hopefuly in 2-3 days?)
THE GAME IS READY So i made last changes. Audio System, Music, SFX, images, icons… A lot of work but it is now finished… Quick summary here, because i want to ship it already Audio Player I made custom audio player, so i can overlap a lot of sounds. Only one music can play at once and it’s really easy to change them. Music & SFX I found really cool artist. You can find him here: https://hydrogene.itch.io/high-quality-16-bit-music Also I’ve downloaded some sound effects, like flashbang, meows, jackpot… See for yourself ! Read me I wrote a quick readme explaining the controls and how the game works. I mainly looked at my previous game read me and wrote it that way it’s describing this one… crazy i know. IM SO EXCITED Another 30h project is completed! I really want to see how people combo those effects, so I would appreciate YOU checking the game (it should be out in couple of minutes)
Last changes before ship I was so excited to ship that I forgot about small changes, code cleanup and debug things… Ooopss. The game is now ready to be played!
Ships:
I’ve made 2D platformer. But not like others slop ones. This is special slop inspired by FNAF Ultimate Custom Night! Player chooses from 15 unique modifiers to make the game hard for theirself. Some of them affect Player directly, some others are just popups… Check the game to see all of them. I am so excited to ship the game. At first I was wandering if the game will be good… Now I know that the project if silly and fun to play! It was hard… I had limited time and had to speedrun some stuff. The game is more like a demo, I might update it in the future! Every hour of making it was a good hour. I’ve enjoyed it and I hope you also will enjoy playing the game! Good luck with the challenges! It is my third game made in godot and I am sure i made progress. The game looks awesome to me, and the fact that I’ve made it in just 30h is insane...
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1793094740.9544425
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1793181140.9544425
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70101
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Water this Plant! v2 by @LeonOMO | Stardance
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LeonOMO
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0
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2.05
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0
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[]
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[{"post_id": 81873, "ts": "202 [{"post_id": 81873, "ts": "2026-10-22T20:28:03Z", "hours": 0.3833, "text": "Devlog #4 WtP!v2. Ive finished everything form the code to the github to the case its all done well maybe the code isnt but it did verify. This was more fun than i thought it would be even as a side project."}, {"post_id": 81623, "ts": "2026-10-21T20:00:17Z", "hours": 0.5, "text": "Devlog #3 WtP!v2. My friend had the amazing idea of just not adding the solar panels to the case and just have them nearby so you can postion them anywhere and also have the case close to you. So i just added holes for the cables last thing i should add is like somewhere for the batteries to stay."}, {"post_id": 81008, "ts": "2026-10-19T16:06:52Z", "hours": 0.2833, "text": "Devlog #2 WtPv2. Well the Case will be more chunky since the solar panels turned out bigger than i expected ill try to find better ones but as of now this is the case. yea…"}, {"post_id": 80726, "ts": "2026-10-18T16:57:36Z", "hours": 0.8833, "text": "Devlog #2. WtPv2. After getting feedback on my old design i will make a v2 with the improvments. Simply said it will be autonomous now. Ive made a Github & searched far and wide for the new components i will need (Solar Panel, Batteries, ESP32(with JST attachment)…) and next ill update the TinkerCAD aswell as the Case in Onshape"}]...
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Title: Water this Plant! v2 by @LeonOMO | Stardanc Title: Water this Plant! v2 by @LeonOMO | Stardance
Devlogs:
Devlog #2. WtPv2. After getting feedback on my old design i will make a v2 with the improvments. Simply said it will be autonomous now. Ive made a Github & searched far and wide for the new components i will need (Solar Panel, Batteries, ESP32(with JST attachment)…) and next ill update the TinkerCAD aswell as the Case in Onshape
Devlog #2 WtPv2. Well the Case will be more chunky since the solar panels turned out bigger than i expected ill try to find better ones but as of now this is the case. yea…
Devlog #3 WtP!v2. My friend had the amazing idea of just not adding the solar panels to the case and just have them nearby so you can postion them anywhere and also have the case close to you. So i just added holes for the cables last thing i should add is like somewhere for the batteries to stay.
Devlog #4 WtP!v2. Ive finished everything form the code to the github to the case its all done well maybe the code isnt but it did verify. This was more fun than i thought it would be even as a side project....
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1792958045.7130194
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1793562845.7130194
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58887
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Curiosity's Card by @Mateus | Stardance
|
Mateus
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:16:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!", "repo": "https://github.com/mat808ofc/Curiosity-s-Card", "demo": ""}]...
|
[{"post_id": 81867, "ts": "202 [{"post_id": 81867, "ts": "2026-10-22T20:09:07Z", "hours": 0.3272, "text": "I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭"}, {"post_id": 76697, "ts": "2026-10-04T11:15:44Z", "hours": 1.0331, "text": "I made the complete BOM file and had to change the capacitor footprint because it was out of stock."}, {"post_id": 63691, "ts": "2026-09-07T17:00:04Z", "hours": 0.6986, "text": "I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB."}, {"post_id": 63652, "ts": "2026-09-07T16:00:21Z", "hours": 0.4586, "text": "I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!"}, {"post_id": 63472, "ts": "2026-09-07T10:54:46Z", "hours": 1.2694, "text": "I graphic designed the pcb business card!"}, {"post_id": 63224, "ts": "2026-09-06T22:13:56Z", "hours": 2.1622, "text": "Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms"}, {"post_id": 63008, "ts": "2026-09-06T15:59:56Z", "hours": 3.04, "text": "In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc."}]...
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Title: Curiosity's Card by @Mateus | Stardance Title: Curiosity's Card by @Mateus | Stardance
Devlogs:
In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc.
Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms
I graphic designed the pcb business card!
I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!
I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB.
I made the complete BOM file and had to change the capacitor footprint because it was out of stock.
I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭
Ships:
I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!...
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1793051399.2511497
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1793137799.2511497
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54189
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Dragon Launcher by @elnix | Stardance
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elnix
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0
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463.3
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0
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[]
|
[{"post_id": 81864, "ts": "202 [{"post_id": 81864, "ts": "2026-10-22T19:58:20Z", "hours": 5.58, "text": "Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets"}, {"post_id": 80602, "ts": "2026-10-18T08:41:41Z", "hours": 8.3169, "text": "Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day"}, {"post_id": 78692, "ts": "2026-10-11T09:52:15Z", "hours": 4.7783, "text": "Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked."}, {"post_id": 78145, "ts": "2026-10-09T19:31:33Z", "hours": 5.2208, "text": "I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen"}, {"post_id": 77557, "ts": "2026-10-07T13:37:44Z", "hours": 7.5189, "text": "4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes"}, {"post_id": 76706, "ts": "2026-10-04T11:48:27Z", "hours": 8.4739, "text": "Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0"}, {"post_id": 76370, "ts": "2026-10-03T10:24:13Z", "hours": 6.8339, "text": "Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!"}, {"post_id": 75601, "ts": "2026-09-30T15:11:22Z", "hours": 8.0675, "text": "Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions."}, {"post_id": 74641, "ts": "2026-09-27T20:41:59Z", "hours": 3.7736, "text": "Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost."}, {"post_id": 73718, "ts": "2026-09-25T19:33:20Z", "hours": 8.7417, "text": "Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon"}, {"post_id": 71087, "ts": "2026-09-20T08:55:55Z", "hours": 6.4903, "text": "Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!"}, {"post_id": 67407, "ts": "2026-09-13T14:37:35Z", "hours": 6.14, "text": "Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣"}, {"post_id": 66704, "ts": "2026-09-12T16:17:03Z", "hours": 7.2258, "text": "Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!"}, {"post_id": 64840, "ts": "2026-09-09T15:12:34Z", "hours": 4.3044, "text": "I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!"}, {"post_id": 61777, "ts": "2026-09-04T21:03:22Z", "hours": 4.4594, "text": "Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes."}, {"post_id": 58953, "ts": "2026-08-31T14:52:16Z", "hours": 2.5906, "text": "Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint."}, {"post_id": 58232, "ts": "2026-08-30T16:18:42Z", "hours": 3.9097, "text": "New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity."}, {"post_id": 57938, "ts": "2026-08-30T08:42:03Z", "hours": 2.9967, "text": "Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods"}, {"post_id": 57585, "ts": "2026-08-29T19:36:39Z", "hours": 7.3111, "text": "Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning"}, {"post_id": 56664, "ts": "2026-08-28T14:52:08Z", "hours": 7.9608, "text": "#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab"}, {"post_id": 55220, "ts": "2026-08-26T20:04:08Z", "hours": 5.0217, "text": "Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old."}, {"post_id": 55008, "ts": "2026-08-26T13:11:50Z", "hours": 8.0697, "text": "Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!"}, {"post_id": 54411, "ts": "2026-08-25T12:43:23Z", "hours": 329.5175, "text": "Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol"}]...
|
Title: Dragon Launcher by @elnix | Stardance
Devl Title: Dragon Launcher by @elnix | Stardance
Devlogs:
Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol
Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!
Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old.
#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab
Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning
Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods
New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity.
Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint.
Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes.
I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!
Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!
Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣
Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!
Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon
Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost.
Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions.
Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!
Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0
4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes
I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen
Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked.
Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day
Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets...
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1792777991.8261201
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1793382791.8261201
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58345
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a small video game by @DJriptide | Stardance
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DJriptide
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0
|
12.26
|
0
|
[]
|
[{"post_id": 81861, "ts": "202 [{"post_id": 81861, "ts": "2026-10-22T19:40:14Z", "hours": 3.405, "text": "Added a new animation and started world 2"}, {"post_id": 81516, "ts": "2026-10-21T15:38:01Z", "hours": 8.8583, "text": "Close to finished with my first world on my game"}]...
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Title: a small video game by @DJriptide | Stardanc Title: a small video game by @DJriptide | Stardance
Devlogs:
Close to finished with my first world on my game
Added a new animation and started world 2...
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1792745641.986388
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1793350441.986388
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|
67058
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Logify by @gdev | Stardance
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gdev
|
0
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4.24
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0
|
[]
|
[{"post_id": 81852, "ts": "202 [{"post_id": 81852, "ts": "2026-10-22T18:45:48Z", "hours": 0.7508, "text": "DEVLOG #3 I made a page for fortnite but I am still trying to add all the settings and styling to make it look and function exactly how it should."}, {"post_id": 77731, "ts": "2026-10-08T03:26:31Z", "hours": 0.9772, "text": "DEVLOG #2 I worked on making the front page look better so I deleted the image on the header and replaced it with animated header text and also I redesigned the footer to match the website more now I am going to work on the first setting logging page this page will be designed for Fortnite"}, {"post_id": 76930, "ts": "2026-10-05T03:31:26Z", "hours": 2.5083, "text": "DEVLOG #1 I wanted to really work on a good base for this so I experimented different styles until I ended with this final design that I really like. First I started with a black and white design then I did a blue design then back to black and white then added some colors ending with purple and black until I finally ended with this current style"}]...
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Title: Logify by @gdev | Stardance
Devlogs:
DEVLO Title: Logify by @gdev | Stardance
Devlogs:
DEVLOG #1 I wanted to really work on a good base for this so I experimented different styles until I ended with this final design that I really like. First I started with a black and white design then I did a blue design then back to black and white then added some colors ending with purple and black until I finally ended with this current style
DEVLOG #2 I worked on making the front page look better so I deleted the image on the header and replaced it with animated header text and also I redesigned the footer to match the website more now I am going to work on the first setting logging page this page will be designed for Fortnite
DEVLOG #3 I made a page for fortnite but I am still trying to add all the settings and styling to make it look and function exactly how it should....
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1793105610.3796885
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1793710410.3796885
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70957
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Plantsafe AI by @rounaknayak17649 | Stardance
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rounaknayak17649
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0
|
2.88
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0
|
[]
|
[{"post_id": 81850, "ts": "202 [{"post_id": 81850, "ts": "2026-10-22T18:34:07Z", "hours": 2.8775, "text": "collecting dataset for different plants and creating categories"}]...
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Title: Plantsafe AI by @rounaknayak17649 | Stardan Title: Plantsafe AI by @rounaknayak17649 | Stardance
Devlogs:
collecting dataset for different plants and creating categories...
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1792694833.2459664
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1793299633.2459664
|
|
46496
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Light by @Eclipse | Stardance
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Eclipse
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1
|
52.27
|
835
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:28:48Z", "hours": 48.0, "multiplier": 16.49, "payout": 835, "blessing": "neutral", "text": "Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹", "repo": "https://github.com/Alchemic-Eclipse/light", "demo": "https://alchemic-eclipse.github.io/light/"}]...
|
[{"post_id": 81847, "ts": "202 [{"post_id": 81847, "ts": "2026-10-22T18:28:24Z", "hours": 4.2711, "text": "Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)"}, {"post_id": 75684, "ts": "2026-09-30T19:06:50Z", "hours": 0.9286, "text": "Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️"}, {"post_id": 75640, "ts": "2026-09-30T17:01:59Z", "hours": 6.8375, "text": "Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋"}, {"post_id": 74879, "ts": "2026-09-28T14:20:34Z", "hours": 4.4908, "text": "Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!"}, {"post_id": 73589, "ts": "2026-09-25T13:08:56Z", "hours": 5.705, "text": "Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)"}, {"post_id": 72825, "ts": "2026-09-23T20:23:53Z", "hours": 3.5156, "text": "Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀"}, {"post_id": 72239, "ts": "2026-09-22T14:52:12Z", "hours": 2.65, "text": "Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!"}, {"post_id": 71391, "ts": "2026-09-20T18:52:49Z", "hours": 4.5592, "text": "Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈"}, {"post_id": 51095, "ts": "2026-08-20T16:20:04Z", "hours": 2.9694, "text": "Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃"}, {"post_id": 48873, "ts": "2026-08-17T13:16:35Z", "hours": 15.4381, "text": "Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!"}, {"post_id": 45127, "ts": "2026-08-11T12:47:00Z", "hours": 0.5603, "text": "The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}"}]...
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Title: Light by @Eclipse | Stardance
Devlogs:
The Title: Light by @Eclipse | Stardance
Devlogs:
The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}
Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!
Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃
Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈
Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!
Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀
Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)
Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!
Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋
Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️
Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)
Ships:
Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹...
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Onlinja by @DoMax | Stardance
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DoMax
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2
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55.02
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946
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T20:31:45Z", "hours": 23.0, "multiplier": 17.29, "payout": 394, "blessing": "neutral", "text": "This is Onlinja, and it’s probably one of the best “easy to understand, hard to master” board games you will ever play. It’s built as a passion project, taking the game Linja as inspiration, but adapting it to be accessible anytime, anywhere! This is the second ship and it focuses entirely on making the most out of this app as possible, without making it feel janky. New additions are heavily impacted by community’s own responses to what should be improved, such as clearer indication of turns, tutorial progress saving, and a bit of my own additions, such as the Settings tab and Post-Game Statistics. While the game itself was kept true to its original core look and feel, the codebase underneath was heavily redefined! With new architecture decisions and SoC (separation of concerns) implementations, now it’s not only easy to expand the code, but easy to use in-person too! I really hope you will like this project and show much support for it. Let’s grow a beautiful and open source world together!", "repo": "https://github.com/domasles/onlinja", "demo": "https://onlinja.domax.lt"}, {"ship_num": 2, "ts": "2026-06-28T21:08:16Z", "hours": 29.0, "multiplier": 19.24, "payout": 552, "blessing": "neutral", "text": "After gifting Linja game to my dad on father’s day, I fell in love with it. And I thought to myself - what if there was a digital version? There was none when I started working on the project, so I decided to give it a shot myself. Just imagine - two players face off across eight parallel lanes, calculating every shift in momentum, where one misstep can cause the opponent to leap past. A game, where you need to balance your positions and plan your moves. And, of course, have fun! Inspired by the classic board game Linja, Onlinja brings minimalist, tactical warfare straight to your pocket. Onlinja features Aggressive (one piece moves twice) and Strategic (two different pieces move) gameplay modes, smart UI, bots, and a lightweight mono-repository utilizing React Native/Expo for the frontend, plus a way to both learn the game and play with your friends, not only against highly competitive bots. This game is very portable, as it was designed to be responsive to your screen size. You can try out the Live Demo instantly at https://onlinja.domax.lt Happy playing! I hope you enjoy this game and become a fan of Onlinja yourself!", "repo": "https://github.com/domasles/onlinja", "demo": "https://onlinja.domax.lt"}]...
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[{"post_id": 81846, "ts": "202 [{"post_id": 81846, "ts": "2026-10-22T18:23:23Z", "hours": 3.0192, "text": "Quality of life improvements I’m happy to report work on Onlinja took one more step further! Before Stardance closes… After contacting Steffen Spiele directly and telling them about Onlinja, a love letter to one of their games, we settled on a mutual opinion of lack of attribution. Luckily, I managed to implement a distinct “credits” tab without casualties :) And, I am happy to present improvements for both developers and users!! 1. User-end improvements Taking a better look at your newest suggestions, I noticed 2 issues: Unclear tutorial Bland highlight colors I tried tackling both. While I couldn’t shorten the tutorial (as I’m not willing to update the rule spec), a new “Try it out” button was added to notify the player about an action block. The colors were boosted to have better distinction compared to standard lanes :) A spinning loader wheel now indicates when the app is ready to use. 2. Dev-end improvements To make Onlinja’s source also feel welcoming for developers, naming conventions, redundant code and skills were upgraded. Imports were refactored for code that’s easier to read and navigate, SoC is a priority while developing (to not make a mess). Expo 57 makes it easier for anyone to develop and test Onlinja, as newer Expo Go versions expect strict Expo 57+ compatibility. Centralized animation and other systems help when making consistent changes :) Conclusion This devlog (likely the last) demonstrates the most mature version of Onlinja singleplayer. As virtually no time is left before Stardance closes, and I won’t be able to implement multiplayer services, I want to conclude this project by saying a big Thank You to every supported and tester, and I hope I can see a big community grow when multiplayer eventually releases :P"}, {"post_id": 21718, "ts": "2026-07-03T20:12:55Z", "hours": 8.8967, "text": "You want it, I got it! How feedback from the community helped me improve Onlinja When I shipped Onlinja, I did not think about much. I had plans, and I still do, but the most important direction this project went to, I think, is the direction real users wanted the project to evolve in. I am super glad that the community’s notes are actually reported back to the developers. And, to my surprise, many opinions were highly similar. This shows 2 aspects: I am doing something well, when most of the personalized reviews say they love the same features. I missed some crucial points, when the same reviews point out similar improvements to be made, even without knowing what others pointed out. Happily, I wasn’t lazy and I read through the opinions. Not only did they make my heart warmer, but also shown that I was not moving forward with the right features. What exactly did I improve? Although the UI/UX experience was regarded as one of THE best by some, it lacked one thing - clarity when playing. Whose turn was it? No clear indication when a turn changed if you didn’t notice small text changing in the header when staring down to a monitor for minutes straight. This is now fixed. Also, a very simple addition included a “save and resume” feature within the tutorial. Now, even if you refresh the tab or browser crashes, you can’t lose tutorial progress! What won’t likely be implemented and why that makes me sad All of the things I said seem great - feedback-based improvements, better clarity and quality-of-life updates that make a project be worth the time spent creating it. But the 2 features I wish I could’ve added were: BotLabs (custom bot maker) Post-game analysis (like in Chess.com ) First feature was impossible to make the way I wanted due to how the game’s layout is constructed. I sacrificed this feature for a better overall coding experience. It’s not as vital for the project to live, but sad that I could not implement it. The second feature was entirely possible, but very difficult to plan out. What should be the data flow? What controls what? That led to me making a compromise - post-game statistics, that tell you these things: How many moves each player took? How many extra turns each player got? How many pieces ran all the way to the opponent’s base? And I think it’s a fair update :) In conclusion I am very pleased with the reviews and Stardance in general. I get to create what I love and share it with people who might love it as well. I am happy that the feedback made me grow stronger and I am thankful for every single person that helped me improve this project anyhow, opening my eyes on what were the real issues. This project is one of my most ambitious yet, and if you want to check it out, the latest version is out at Onlinja’s official site ! If you can, also follow me and star the project on GitHub !"}, {"post_id": 20305, "ts": "2026-07-01T21:21:25Z", "hours": 8.6608, "text": "Control and power - that’s all that I’m after! This devlog brings new ways to control your experience with Onlinja not only as a user, but also a developer. Great news all along! With the latest update in Onlinja, new systems have launched: Settings System: A system where you can tweak your settings and default preferences for when you launch the app (also, replay the tutorial, as the old dedicated tab is now gone). Tab System: More important for developers, but now the development of Onlinja can speed up significantly because of a convenient tab making system. Major Architecture Overhaul: By working on the imports and general structure, the codebase can feel free of 400-lined files that choked the app. New Animations: Although it’s a side effect of that new Tab System, it makes the tab animations feel consistent, and the UX undoubtedly better. Mobile app issues fixed: Even when a dedicated app is not Onlinja’s primary choice for delivery, I will not abandon it as that’s why I picked React Native instead of normal React (this, and animation issues with normal React). So, now the mobile port functions almost exactly as intended, but if you want to have the designed experience, and are a fan of dedicated apps, you can always click “Add to home screen” in your browser! That sounds great! What about BotLabs? BotLabs are currently in the works. I am still thinking about how to make the architecture right and the UX smooth, but they’re soon to be implemented, letting users customize bots and make Bot vs Bot matches or have personalized bots to play against. A playable demo is live with latest changes! Check out Onlinja’s official site !"}, {"post_id": 18292, "ts": "2026-06-29T12:06:12Z", "hours": 5.2406, "text": "PWA and updated experience That’s right, now you can enjoy Onlinja as a pseudo-standalone app! By finally implementing PWA (Progressive Web Application) support to Onlinja, you can simply install it from any mobile browser. Updated experience? What’s it about? This update features several enhancements: The tutorial was revamped to be easier to follow for anyone. This means no more confusing terms and big text chunks where unnecessary. The app is now excluded from any dark mode settings (possible that some rare instances might change the color scheme, but popular plugins and systems should not alter any styling). Slight performance and UX tweaks to make the game feel smoother. Any more updates planned? Yes! I want to implement an analysis tool to every match or “Bot Labs” where everyone can tweak bot parameters and experiment with the algorithms freely. A second ship should be issued when these are implemented. Online crossplay isn’t in any of my near-future plans. A huge thank you for everyone that supports, tests and anyhow helps me build this project!"}, {"post_id": 17273, "ts": "2026-06-28T00:12:42Z", "hours": 9.8469, "text": "How to play this game?? Great news! No more wondering of how this game works! Today I implemented a fully working tutorial system to Onlinja, and it tells everyone about any aspect of the game you could think of. Onboarding will be really easy now! What do I see there? A ship? Correct! Only a good README, logos and deployment left until a ship can be made. The rest of time will be dedicated just for that. What about standalone, non-web builds? This is React Native! Well, I have some good news and some bad news. Good news is that when I tested it, the standalone app build succeeded. Bad news is that it’s full of visual bugs and inconsistencies with the web build. So web builds will be the primary target of this app before I dedicate a separate week just for transformation to a unified solution. But I see no priority for this as web builds work wonderfully!"}, {"post_id": 15995, "ts": "2026-06-25T23:41:51Z", "hours": 7.2086, "text": "A very friendly update! Want to play Onlinja with your friends? No problem, not anymore! Today I finalized implementing the Pass & Play mode, together with some UI and bot logic enhancements. Gameplay is smoother than ever, offering a very pleasing experience! UI upgrades? Finally! After many thoughts of making the game not feel like a slideshow with very static-feeling updates, this devlog’s changes also include a whole new animation overhaul! With fade transitions and more movement the app finally feels responsive. Anything more? Yes! An architectural refactor and a bot logic upgrade was issued. This makes the game both easier to develop and the bot less prone to errors. Previously, if the second move of a turn was illegal, the bot (and the whole game) had no way of knowing and would just freeze. Today it’s been fixed! So, when’s the ship? Soon. Only thing left is a tutorial before playing to easily onboard everyone. As expected, I can’t dedicate myself fully towards this project and the first ship won’t include any networking code. But it might include an analysis tool inspired by chess.com , so stay tuned!"}, {"post_id": 15302, "ts": "2026-06-24T21:03:43Z", "hours": 3.1514, "text": "A bot-tacular evening! What’s new in today’s devlog Finally I have implemented a working bot within Onlinja - it’s configurable, and damn it plays well! The reason it can be so competitive is because it uses a deep-search minimax algorithm, always assuming you make the best move and making the best move itself (with some randomness sparkled on top). Also, it reacts to awards, where more benefit created for itself through several moves, even if 2 distinct move sequences create same amount of value in points, is valued higher for the bot. This helps create insane accuracy, exploitation of game features and more! Note: there’s an easter egg hidden somewhere in plain sight, try to find it! Next steps Aside from the bot, I made the game capable of receiving different controller settings. A controller is the setting of who controls your opponent, current available settings being HUMAN, BOT and SERVER (for future implementation). As the next step I’m planning to make a local one-phone mode to share like a physical board across 2 people. Also, a pre-game tutorial awaits. I’d very much love to implement more whacky gamemodes, that would include powerups, more configuration, different piece setups and more. But I am not sure how much time that would cost me. Conclusion With the first ship of Onlinja coming closer everyday, I am trying to make the user experience as polished as can be. I really hope everyone playing will enjoy this game as much as I do!"}, {"post_id": 14373, "ts": "2026-06-23T14:11:23Z", "hours": 5.3936, "text": "User interface has been implemented! The good After long hours of development, countless design choices gone through and many thoughts of how to structure the project, its base has been laid and it finally features a working UI with an easy to understand UX. The bad It wasn’t easy to set correct boundaries and enginner instructions for AI in a way that it doesn’t have too much freedom hallucinating. After many iterations of edits within AGENTS.md file I hope it won’t eat as much time ever again (but I don’t know). Even though everything seems fine so far, nothing is promised this early in development, and the instruction document may change. What does the current code offer? In the current version of Onlinja players can’t do much - only play with themselves. This was done just to show off how the game will look. Next devlog will most likely include the full bot implementation. What are my further plans? The first ship most likely won’t have any networking code (unless I can learn websockets within the next 5 days), but will offer a human-like bot. Subsequent ships will offer enhanced online capabilities, accounts, leveling, and friend systems, as well as an anonymous mode. I want to make the game similar in mechanics to chess.com - a fully fledged Linja-inspired game, with an online hub!"}, {"post_id": 13415, "ts": "2026-06-21T23:28:57Z", "hours": 3.195, "text": "Today I started working on my project Onlinja! Storytime When I was searching gift ideas for father’s day I suddenly thought of board games. He loves them! And was learning chess at that time too. Having no exact ideas in mind, I went searching. Many games were too complex for me to teach, and I wanted that game to be 3D-printable. I stumbled upon Linja - an abstract and simple strategy game for 2 players. It’s no too popular, but I fell in love with it, made 3D files myself and printed it out! After gifting it, I feel like it’s very much underrated, so I got an idea! The idea The idea is simple - making a local bot and online application that lets anyone enjoy a Linja-inspired game from their phones and browsers! The plan The plan is to take React Native and target web, Android and iOS builds of the app, code a server architecture and a bot algorithm. Why’s it a great project? Not only will I be able to develop my skills in agent harness engineering, testing, web deelopment and websockets (things I haven’t touched yet), but the completed project will be fully functional and entertaining! I have nothing to show off yet, as only the initialization stage is being completed, but I will update you all as soon as I finish doing something!"}]...
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Title: Onlinja by @DoMax | Stardance
Devlogs:
Tod Title: Onlinja by @DoMax | Stardance
Devlogs:
Today I started working on my project Onlinja! Storytime When I was searching gift ideas for father’s day I suddenly thought of board games. He loves them! And was learning chess at that time too. Having no exact ideas in mind, I went searching. Many games were too complex for me to teach, and I wanted that game to be 3D-printable. I stumbled upon Linja - an abstract and simple strategy game for 2 players. It’s no too popular, but I fell in love with it, made 3D files myself and printed it out! After gifting it, I feel like it’s very much underrated, so I got an idea! The idea The idea is simple - making a local bot and online application that lets anyone enjoy a Linja-inspired game from their phones and browsers! The plan The plan is to take React Native and target web, Android and iOS builds of the app, code a server architecture and a bot algorithm. Why’s it a great project? Not only will I be able to develop my skills in agent harness engineering, testing, web deelopment and websockets (things I haven’t touched yet), but the completed project will be fully functional and entertaining! I have nothing to show off yet, as only the initialization stage is being completed, but I will update you all as soon as I finish doing something!
User interface has been implemented! The good After long hours of development, countless design choices gone through and many thoughts of how to structure the project, its base has been laid and it finally features a working UI with an easy to understand UX. The bad It wasn’t easy to set correct boundaries and enginner instructions for AI in a way that it doesn’t have too much freedom hallucinating. After many iterations of edits within AGENTS.md file I hope it won’t eat as much time ever again (but I don’t know). Even though everything seems fine so far, nothing is promised this early in development, and the instruction document may change. What does the current code offer? In the current version of Onlinja players can’t do much - only play with themselves. This was done just to show off how the game will look. Next devlog will most likely include the full bot implementation. What are my further plans? The first ship most likely won’t have any networking code (unless I can learn websockets within the next 5 days), but will offer a human-like bot. Subsequent ships will offer enhanced online capabilities, accounts, leveling, and friend systems, as well as an anonymous mode. I want to make the game similar in mechanics to chess.com - a fully fledged Linja-inspired game, with an online hub!
A bot-tacular evening! What’s new in today’s devlog Finally I have implemented a working bot within Onlinja - it’s configurable, and damn it plays well! The reason it can be so competitive is because it uses a deep-search minimax algorithm, always assuming you make the best move and making the best move itself (with some randomness sparkled on top). Also, it reacts to awards, where more benefit created for itself through several moves, even if 2 distinct move sequences create same amount of value in points, is valued higher for the bot. This helps create insane accuracy, exploitation of game features and more! Note: there’s an easter egg hidden somewhere in plain sight, try to find it! Next steps Aside from the bot, I made the game capable of receiving different controller settings. A controller is the setting of who controls your opponent, current available settings being HUMAN, BOT and SERVER (for future implementation). As the next step I’m planning to make a local one-phone mode to share like a physical board across 2 people. Also, a pre-game tutorial awaits. I’d very much love to implement more whacky gamemodes, that would include powerups, more configuration, different piece setups and more. But I am not sure how much time that would cost me. Conclusion With the first ship of Onlinja coming closer everyday, I am trying to make the user experience as polished as can be. I really hope everyone playing will enjoy this game as much as I do!
A very friendly update! Want to play Onlinja with your friends? No problem, not anymore! Today I finalized implementing the Pass & Play mode, together with some UI and bot logic enhancements. Gameplay is smoother than ever, offering a very pleasing experience! UI upgrades? Finally! After many thoughts of making the game not feel like a slideshow with very static-feeling updates, this devlog’s changes also include a whole new animation overhaul! With fade transitions and more movement the app finally feels responsive. Anything more? Yes! An architectural refactor and a bot logic upgrade was issued. This makes the game both easier to develop and the bot less prone to errors. Previously, if the second move of a turn was illegal, the bot (and the whole game) had no way of knowing and would just freeze. Today it’s been fixed! So, when’s the ship? Soon. Only thing left is a tutorial before playing to easily onboard everyone. As expected, I can’t dedicate myself fully towards this project and the first ship won’t include any networking code. But it might include an analysis tool inspired by chess.com , so stay tuned!
How to play this game?? Great news! No more wondering of how this game works! Today I implemented a fully working tutorial system to Onlinja, and it tells everyone about any aspect of the game you could think of. Onboarding will be really easy now! What do I see there? A ship? Correct! Only a good README, logos and deployment left until a ship can be made. The rest of time will be dedicated just for that. What about standalone, non-web builds? This is React Native! Well, I have some good news and some bad news. Good news is that when I tested it, the standalone app build succeeded. Bad news is that it’s full of visual bugs and inconsistencies with the web build. So web builds will be the primary target of this app before I dedicate a separate week just for transformation to a unified solution. But I see no priority for this as web builds work wonderfully!
PWA and updated experience That’s right, now you can enjoy Onlinja as a pseudo-standalone app! By finally implementing PWA (Progressive Web Application) support to Onlinja, you can simply install it from any mobile browser. Updated experience? What’s it about? This update features several enhancements: The tutorial was revamped to be easier to follow for anyone. This means no more confusing terms and big text chunks where unnecessary. The app is now excluded from any dark mode settings (possible that some rare instances might change the color scheme, but popular plugins and systems should not alter any styling). Slight performance and UX tweaks to make the game feel smoother. Any more updates planned? Yes! I want to implement an analysis tool to every match or “Bot Labs” where everyone can tweak bot parameters and experiment with the algorithms freely. A second ship should be issued when these are implemented. Online crossplay isn’t in any of my near-future plans. A huge thank you for everyone that supports, tests and anyhow helps me build this project!
Control and power - that’s all that I’m after! This devlog brings new ways to control your experience with Onlinja not only as a user, but also a developer. Great news all along! With the latest update in Onlinja, new systems have launched: Settings System: A system where you can tweak your settings and default preferences for when you launch the app (also, replay the tutorial, as the old dedicated tab is now gone). Tab System: More important for developers, but now the development of Onlinja can speed up significantly because of a convenient tab making system. Major Architecture Overhaul: By working on the imports and general structure, the codebase can feel free of 400-lined files that choked the app. New Animations: Although it’s a side effect of that new Tab System, it makes the tab animations feel consistent, and the UX undoubtedly better. Mobile app issues fixed: Even when a dedicated app is not Onlinja’s primary choice for delivery, I will not abandon it as that’s why I picked React Native instead of normal React (this, and animation issues with normal React). So, now the mobile port functions almost exactly as intended, but if you want to have the designed experience, and are a fan of dedicated apps, you can always click “Add to home screen” in your browser! That sounds great! What about BotLabs? BotLabs are currently in the works. I am still thinking about how to make the architecture right and the UX smooth, but they’re soon to be implemented, letting users customize bots and make Bot vs Bot matches or have personalized bots to play against. A playable demo is live with latest changes! Check out Onlinja’s official site !
You want it, I got it! How feedback from the community helped me improve Onlinja When I shipped Onlinja, I did not think about much. I had plans, and I still do, but the most important direction this project went to, I think, is the direction real users wanted the project to evolve in. I am super glad that the community’s notes are actually reported back to the developers. And, to my surprise, many opinions were highly similar. This shows 2 aspects: I am doing something well, when most of the personalized reviews say they love the same features. I missed some crucial points, when the same reviews point out similar improvements to be made, even without knowing what others pointed out. Happily, I wasn’t lazy and I read through the opinions. Not only did they make my heart warmer, but also shown that I was not moving forward with the right features. What exactly did I improve? Although the UI/UX experience was regarded as one of THE best by some, it lacked one thing - clarity when playing. Whose turn was it? No clear indication when a turn changed if you didn’t notice small text changing in the header when staring down to a monitor for minutes straight. This is now fixed. Also, a very simple addition included a “save and resume” feature within the tutorial. Now, even if you refresh the tab or browser crashes, you can’t lose tutorial progress! What won’t likely be implemented and why that makes me sad All of the things I said seem great - feedback-based improvements, better clarity and quality-of-life updates that make a project be worth the time spent creating it. But the 2 features I wish I could’ve added were: BotLabs (custom bot maker) Post-game analysis (like in Chess.com ) First feature was impossible to make the way I wanted due to how the game’s layout is constructed. I sacrificed this feature for a better overall coding experience. It’s not as vital for the project to live, but sad that I could not implement it. The second feature was entirely possible, but very difficult to plan out. What should be the data flow? What controls what? That led to me making a compromise - post-game statistics, that tell you these things: How many moves each player took? How many extra turns each player got? How many pieces ran all the way to the opponent’s base? And I think it’s a fair update :) In conclusion I am very pleased with the reviews and Stardance in general. I get to create what I love and share it with people who might love it as well. I am happy that the feedback made me grow stronger and I am thankful for every single person that helped me improve this project anyhow, opening my eyes on what were the real issues. This project is one of my most ambitious yet, and if you want to check it out, the latest version is out at Onlinja’s official site ! If you can, also follow me and star the project on GitHub !
Quality of life improvements I’m happy to report work on Onlinja took one more step further! Before Stardance closes… After contacting Steffen Spiele directly and telling them about Onlinja, a love letter to one of their games, we settled on a mutual opinion of lack of attribution. Luckily, I managed to implement a distinct “credits” tab without casualties :) And, I am happy to present improvements for both developers and users!! 1. User-end improvements Taking a better look at your newest suggestions, I noticed 2 issues: Unclear tutorial Bland highlight colors I tried tackling both. While I couldn’t shorten the tutorial (as I’m not willing to update the rule spec), a new “Try it out” button was added to notify the player about an action block. The colors were boosted to have better distinction compared to standard lanes :) A spinning loader wheel now indicates when the app is ready to use. 2. Dev-end improvements To make Onlinja’s source also feel welcoming for developers, naming conventions, redundant code and skills were upgraded. Imports were refactored for code that’s easier to read and navigate, SoC is a priority while developing (to not make a mess). Expo 57 makes it easier for anyone to develop and test Onlinja, as newer Expo Go versions expect strict Expo 57+ compatibility. Centralized animation and other systems help when making consistent changes :) Conclusion This devlog (likely the last) demonstrates the most mature version of Onlinja singleplayer. As virtually no time is left before Stardance closes, and I won’t be able to implement multiplayer services, I want to conclude this project by saying a big Thank You to every supported and tester, and I hope I can see a big community grow when multiplayer eventually releases :P
Ships:
After gifting Linja game to my dad on father’s day, I fell in love with it. And I thought to myself - what if there was a digital version? There was none when I started working on the project, so I decided to give it a shot myself. Just imagine - two players face off across eight parallel lanes, calculating every shift in momentum, where one misstep can cause the opponent to leap past. A game, where you need to balance your positions and plan your moves. And, of course, have fun! Inspired by the classic board game Linja, Onlinja brings minimalist, tactical warfare straight to your pocket. Onlinja features Aggressive (one piece moves twice) and Strategic (two different pieces move) gameplay modes, smart UI, bots, and a lightweight mono-repository utilizing React Native/Expo for the frontend, plus a way to both learn the game and play with your friends, not only against highly competitive bots. This game is very portable, as it was designed to be responsive to your screen size. You can try out the Live Demo instantly at https://onlinja.domax.lt Happy playing! I hope you enjoy this game and become a fan of Onlinja yourself!
This is Onlinja, and it’s probably one of the best “easy to understand, hard to master” board games you will ever play. It’s built as a passion project, taking the game Linja as inspiration, but adapting it to be accessible anytime, anywhere! This is the second ship and it focuses entirely on making the most out of this app as possible, without making it feel janky. New additions are heavily impacted by community’s own responses to what should be improved, such as clearer indication of turns, tutorial progress saving, and a bit of my own additions, such as the Settings tab and Post-Game Statistics. While the game itself was kept true to its original core look and feel, the codebase underneath was heavily redefined! With new architecture decisions and SoC (separation of concerns) implementations, now it’s not only easy to expand the code, but easy to use in-person too! I really hope you will like this project and show much support for it. Let’s grow a beautiful and open source world together!...
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MNT ~ Minimal New Tab by @wtfisquantum | Stardance
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wtfisquantum
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4
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91.28
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706
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T16:55:29Z", "hours": 58.0, "multiplier": 15.51, "payout": 589, "blessing": "neutral", "text": "I built MNT ~ Minimal New Tab , a customizable browser dashboard that has grown into something much bigger than a simple new tab page. It brings together multi-search engine support, todos, website shortcuts, technology news, a dynamic Leaflet map background, laptop battery information, RGB mode, custom backgrounds and now a built-in music player, all in one place. The biggest challenge was getting all these features to work together without making the interface feel cluttered or slow. I spent a lot of time building reusable components, handling local storage, integrating APIs, fixing map issues and refining the overall UI. One of my favourite parts was designing the music player with a glassmorphism-inspired interface, rotating album artwork and animated equalizer. I also converted the project into a standalone PWA, so you can install it and use it more like a lightweight desktop app instead of opening it through the browser every time. I’m most proud of how customizable the whole experience has become. You can personalize your background, enable RGB effects, organize your tasks and shortcuts, check your battery status and listen to music without constantly switching between different applications. I’ve put a lot of time into this project, and seeing all these separate ideas finally come together feels genuinely rewarding. To try it out: open the website and explore the dashboard. Switch between search engines, add some todos and shortcuts, experiment with RGB mode, upload your own background and try the built-in music player. You can also install it as a PWA for a more app-like experience. Your saved preferences and customizations are stored locally in your browser. I’d genuinely appreciate it if you gave the project a try and left an honest rating and some feedback! ❤️ Last time, I received some decent feedback, but I’m hoping this version reaches a few more people. If you enjoy using it, a good rating and a follow would mean a lot and help me figure out what to improve next. I’ve still got plenty of ideas for future updates, but for now, I’m really happy with how MNT has turned out. Thanks for checking it out! :)", "repo": "https://github.com/wtfisquantum/minimal-new-tab", "demo": "https://minimal-new-tab.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-28T04:14:07Z", "hours": 6.0, "multiplier": 11.58, "payout": 69, "blessing": "neutral", "text": "I built MNT ~ Minimal New Tab , a clean and customizable browser new tab experience designed to turn the default blank page into a useful everyday dashboard. It combines multi-search engine support, a Todo Manager, customizable website shortcuts, a latest news feed and a dynamic location-aware Leaflet background into a single minimal interface. The biggest challenge was bringing all these independent features together without making the interface feel cluttered. I spent a lot of time working on reusable components, persistent local storage, search engine switching, API integrations and the dynamic map background while keeping the overall design minimal and responsive. I’m most proud of how the project evolved from a simple new tab concept into something that I can actually see myself using every day. The dashboard remembers your tasks, shortcuts and preferences locally, lets you quickly switch between search engines, keeps you updated with recent technology news and adds a dynamic map background based on your location. To test it, simply open the website and start using it as a new tab. Try switching between the different search engines, add a few todos and shortcuts, check out the latest news and reload the page to see how your saved data persists. The map background will also adapt to your approximate location. I’ve really enjoyed building this one and there are still a bunch of ideas I want to experiment with in future updates. If you get a chance to try it out, I’d really appreciate some feedback and a good rating! ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building projects that are actually useful in everyday workflows, and i hope that comes across in this one. if you like the project, consider following it and leaving a rating. every bit of feedback helps me figure out what to improve next. thank you! :)", "repo": "https://github.com/wtfisquantum/minimal-new-tab", "demo": "https://minimal-new-tab.vercel.app/"}, {"ship_num": 3, "ts": "2026-08-02T14:23:18Z", "hours": 4.0, "multiplier": 11.23, "payout": 48, "blessing": "neutral", "text": "I built Minimal New Tab , a modern and customizable browser start page that combines productivity, quick search and useful everyday tools into a single clean dashboard. Instead of opening a blank new tab, users get a personalized workspace where they can search the web using multiple search engines, manage todos, save their favorite websites as quick-access shortcuts, read the latest news and enjoy a dynamic location-aware background powered by Leaflet. One of the biggest challenges was keeping all of these independent features connected while maintaining a clean and consistent user experience. I spent a lot of time designing reusable components, refining the UI, handling local persistence for todos and shortcuts, integrating multiple APIs and making sure everything worked smoothly together. Another fun challenge was rendering a dynamic Leaflet map in the background based on the user’s current IP location without taking away from the minimal design. I’m most proud of how the project evolved from a simple browser homepage into something that feels genuinely useful every day. It isn’t just another new tab page—it becomes a small personal dashboard that remembers your preferences, helps you stay organized and keeps commonly used information just one click away. To test the project, simply install or open it as your new tab page. Try searching with different search engines, create a few todos, add and edit homepage shortcuts, browse the latest news and explore how the background automatically adapts using your current location. Everything is stored locally, so your tasks and shortcuts will still be there the next time you open your browser. I hope you enjoy using it as much as I enjoyed building it. Feedback and suggestions are always welcome, and I already have plenty of ideas planned for future updates!", "repo": "https://github.com/wtfisquantum/minimal-new-tab", "demo": "https://minimal-new-tab.vercel.app/"}, {"ship_num": 4, "ts": "2026-07-27T18:44:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wrapped up a number of remaining fixes and gave the overall interface another round of polishing Refined the search bar with a cleaner layout and improved interactions to make searching feel more natural Finalized the cyclic search engine toggle and ensured switching between providers works reliably Improved parts of the backend logic and cleaned up the codebase to make future development easier Continued implementing a few upcoming features, including the taskbar workflow and additional new tab interactions Expanded the search functionality inside the new tab experience and polished the overall user flow Switched the project typography to Rubik and made several CSS refinements for a cleaner, more modern appearance Updated and reorganized the project README with setup instructions, features and screenshots Finished another complete testing pass, fixed a handful of minor bugs and cleaned up leftover code Finally reached a point where the project is ready to publish 🚀 really happy with how this version turned out. i’ve still got a bunch of ideas i want to experiment with, but for now it’s time to ship and start collecting feedback before working on the next set of features :)", "repo": "https://github.com/wtfisquantum/minimal-new-tab", "demo": "https://minimal-new-tab.vercel.app/"}]...
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[{"post_id": 81838, "ts": "202 [{"post_id": 81838, "ts": "2026-10-22T17:59:11Z", "hours": 9.1289, "text": "working on it will write after finishing"}, {"post_id": 80198, "ts": "2026-10-16T17:40:17Z", "hours": 11.1494, "text": "will edit it"}, {"post_id": 78114, "ts": "2026-10-09T16:27:01Z", "hours": 20.5025, "text": "finally got the built-in music player working, and honestly, this might be my favourite addition to MNT so far. the idea is simple: you shouldn’t need to open spotify or another music app just to find and play the music you want. search for a track directly inside your dashboard and enjoy your music without leaving your workspace spent quite a bit of time researching music APIs, figuring out the integration and building the entire player experience from scratch. getting the search, track information and playback flow to work together properly took more effort than i initially expected designed a dedicated music player interface that fits naturally into the existing MNT aesthetic instead of looking like an external widget pasted into the dashboard implemented a glassmorphism-inspired UI with translucent surfaces, subtle blur effects and layered elements to give the player a more polished, modern appearance added a rotating circular album-art design that gives the player that classic spinning CD vibe while music is playing also implemented an animated audio equalizer to make the interface feel more alive and provide visual feedback during playback refined the component layout, spacing, typography and animations to make everything feel cohesive with the rest of the dashboard fixed a few remaining issues across the PWA, polished some existing interactions and made sure the new music player fits properly into the standalone app experience did another round of testing and cleanup to make the overall application feel more complete, with search, productivity tools, customization, RGB mode and music all accessible from one place ngl, this took a lot longer than i expected, and i’ve now spent around 20 hours on this project, but trust me, this feature was worth it :’) MNT started as a minimal new tab page, but it’s slowly turning into my own little personal workspace. no need to keep opening different apps for every little thing when i can bring the useful stuff together in one place. finally wrapped up this update, fixed the remaining bugs and got everything ready in the standalone PWA. hope you enjoy using it as much as i enjoyed building it! if you get a chance to try it out, i’d really appreciate a rating and some feedback. ❤️"}, {"post_id": 73713, "ts": "2026-09-25T19:28:42Z", "hours": 11.1631, "text": "continued working on the customization system and finished the custom background flow properly, so users can now add their own images and use them directly as the dashboard background also made sure the custom background works nicely with the existing rgb mode , so the background can still have the rgb lighting effects on top of it without breaking the overall look after getting the customization side working, i converted the whole project into a proper standalone PWA this means MNT can now be installed and used more like an actual lightweight desktop app instead of having to keep opening it through the browser every time added the necessary PWA setup and made sure the application can run independently while still keeping all the existing local data, preferences and customizations intact honestly this makes the whole idea of MNT make much more sense to me now. instead of opening a browser just to start doing everything, you can just open MNT directly and have your search, todos, shortcuts, news, map, battery info and custom dashboard all sitting there in one lightweight app i’m still working on a few more ideas to push this further. one of the things i’m experimenting with is adding a proper music player directly into MNT so you can play your own songs from the same dashboard instead of having to open another service every time basically trying to slowly turn this from a new tab page into a small personal desktop workspace :D there’s still a lot more i want to add, but the standalone PWA setup feels like a pretty big step for the project. more features coming soon :)"}, {"post_id": 68606, "ts": "2026-09-15T11:55:52Z", "hours": 6.6394, "text": "Started working on a new godmode feature for the dashboard, basically taking the customization side of the new tab a step further and giving users much more control over how everything looks also went back to the existing rgb mode and improved it with smoother transitions and better color handling so it feels more like an actual ambient rgb setup instead of just a simple color effect the biggest thing i worked on this time was a custom background uploader . built the uploader from scratch so users can pick their own image and use it directly as the new tab background instead of relying on a server or uploading the image somewhere externally, the selected image is converted to base64 and stored locally in the browser , which means the background stays available even after closing and reopening the new tab spent quite a bit of time making the loading process efficient so larger background images don’t make the whole dashboard feel slow or unusable. the image is loaded directly from local storage and rendered back into the background whenever the page starts added the required state handling around uploading, replacing and restoring the custom background so switching between the default background and a personal image doesn’t break the rest of the dashboard honestly this was probably the most fun feature i’ve built for MNT so far. seeing the entire dashboard transform just by dropping in a custom image makes it feel much more like an actual personal workspace rather than just another new tab page :) i’m also working on another part of the godmode system where users will be able to customize individual cards, backgrounds and other visual parts of the dashboard through a dedicated sidebar the sidebar customization system is still in progress, but the basic structure is already being worked on and i’m hoping to make the whole dashboard feel almost completely customizable in the next few updates there’s still a lot more to build around this, but honestly MNT is starting to become way more interesting than what i originally planned it to be :D"}, {"post_id": 66383, "ts": "2026-09-12T05:59:42Z", "hours": 1.3456, "text": "added a fun little rgb mode to the new tab because why not :) the idea is to make the dashboard blend in with your rgb setup, so if you have rgb lights on your keyboard, mouse or pc, you can match the new tab’s colors with them and get that full rgb setup vibe kept it as a purely visual feature with some subtle color effects so it still feels like the same minimal dashboard underneath honestly added this mostly because it looked cool and i wanted to have a little fun with the project :D"}, {"post_id": 66088, "ts": "2026-09-11T17:44:11Z", "hours": 17.8528, "text": "went a little overboard with this one and spent quite a lot of time improving the project after getting feedback that it could use a bit more depth and functionality expanded the news section so it no longer shows just a single article. added a proper news carousel with navigation controls, indicators and multiple stories that can be browsed directly from the dashboard getting the carousel to fit naturally into the existing minimal design was actually more annoying than expected. had to rework the layout, add the bottom indicators and build separate previous/next controls without making the section feel too heavy added subtle fade-in animations while switching between news stories so the content transitions feel smoother instead of changing instantly replaced the old Leaflet background tile layer after the previous provider’s API access stopped working due to an expired key. switched the project over to a different tile source and reconfigured the map so the location-aware background keeps working spent some time testing the map again after the tile provider change and made sure the new layer still works properly with the existing location detection and background setup added one of the more personal features to the dashboard too: a small laptop battery status panel in the top section that shows the current battery percentage, charging state and other available battery information the idea was pretty simple because my laptop’s battery is absolutely cooked and drains way too quickly 😭 so now i can just glance at the new tab and immediately see how much battery i have left and whether it’s charging also polished a bunch of smaller UI details around these features, cleaned up some component logic and made sure the new additions still fit the original minimal design instead of turning the dashboard into a completely overloaded interface spent the remaining time testing the updated dashboard and fixing small rendering and animation issues that came up while putting everything together there’s actually another feature i’m working on right now which i’m pretty excited about, but i’ll save that one for the next devlog. hopefully i can get it finished soon and add it to the project properly :) and yes, the ultimate goal is still getting that macbook somehow, so apparently even my new tab page is now part of the grind :)"}, {"post_id": 56385, "ts": "2026-08-28T04:12:55Z", "hours": 5.9658, "text": "Continued polishing the dashboard and worked on making the dynamic background experience more reliable Improved the Leaflet map integration and fixed the issue where map state and configuration were not being persisted properly between sessions Added local persistence for the relevant map and user preferences so the new tab experience can retain its previous state instead of resetting everything on every reload Refined several existing components and cleaned up their internal logic to make them easier to reuse across the dashboard Improved the styling of the search section, shortcuts and other dashboard elements with better spacing, typography and alignment Made a few adjustments to the background map so it stays visually subtle while still providing the location-aware effect behind the interface Fixed some small state and rendering issues that appeared when switching between different sections and reopening the new tab Added a few minor interaction improvements across the dashboard and cleaned up some leftover CSS and component logic Spent some time testing the complete flow with fresh sessions and existing local data to make sure the application behaves consistently in both cases Overall, focused this session on making the existing features feel more polished, persistent and reliable rather than adding another major feature"}, {"post_id": 39496, "ts": "2026-08-02T14:16:38Z", "hours": 4.2475, "text": "Expanded the project by introducing a personal productivity layer , making it more than just an IP intelligence dashboard. Started building features that users can actually interact with every day instead of only performing IP lookups. Implemented a complete Todo Manager where users can: Create new tasks Edit existing tasks Mark tasks as completed with visual feedback Delete completed or unnecessary tasks Persist everything locally so tasks remain available even after refreshing or reopening the application Designed the todo interface to blend naturally with the rest of the application, keeping the same cards, spacing, typography and interaction patterns so it feels like a native part of the dashboard rather than an additional widget. Added a customizable Homescreen Shortcuts section that allows users to save frequently visited websites directly inside the dashboard. The feature supports: Adding custom shortcuts Editing existing shortcuts Removing shortcuts Local persistence using browser storage so every user’s personalized workspace is restored automatically Refined the component architecture behind these new modules to keep the codebase modular and easier to extend with additional dashboard widgets in future updates. Improved the visual consistency across the entire application by revisiting spacing, typography, borders, hover effects and component alignment. Focused on making every section feel like part of one cohesive experience instead of multiple independent pages. Reworked the dashboard background by replacing static visuals with a dynamic location-aware experience . The application now automatically fetches the user’s current public IP, determines the approximate location and renders the corresponding Leaflet map directly in the background. Fine-tuned the map presentation so it acts as a subtle visual element rather than distracting from the main interface, creating a cleaner and more immersive experience while still giving each user a unique background based on their own location. Performed another round of UI polish, bug fixes and responsiveness improvements to ensure the newly added dashboard features work smoothly across different screen sizes and integrate seamlessly with the existing lookup workflow. This update mainly focused on transforming the project from a simple networking utility into a more customizable and interactive dashboard while preserving the educational and technical foundation of the original idea."}, {"post_id": 35949, "ts": "2026-07-27T18:40:34Z", "hours": 0.7731, "text": "Wrapped up a number of remaining fixes and gave the overall interface another round of polishing Refined the search bar with a cleaner layout and improved interactions to make searching feel more natural Finalized the cyclic search engine toggle and ensured switching between providers works reliably Improved parts of the backend logic and cleaned up the codebase to make future development easier Continued implementing a few upcoming features, including the taskbar workflow and additional new tab interactions Expanded the search functionality inside the new tab experience and polished the overall user flow Switched the project typography to Rubik and made several CSS refinements for a cleaner, more modern appearance Updated and reorganized the project README with setup instructions, features and screenshots Finished another complete testing pass, fixed a handful of minor bugs and cleaned up leftover code Finally reached a point where the project is ready to publish 🚀 really happy with how this version turned out. i’ve still got a bunch of ideas i want to experiment with, but for now it’s time to ship and start collecting feedback before working on the next set of features :)"}, {"post_id": 35767, "ts": "2026-07-27T12:28:19Z", "hours": 0.7803, "text": "Integrated the news fetching system using the Inshorts API to retrieve the latest technology news dynamically Connected the frontend with the API layer and implemented the initial data fetching workflow for displaying fresh headlines Refined the overall interface with several UI improvements, tweaking the layout and styling to give it a cleaner, more “new tab” inspired appearance Polished the CSS across multiple sections to improve spacing, visual consistency and readability Added persistent search engine preferences using localStorage , allowing the selected search provider to remain the default even after reopening the application Improved state initialization so previously saved preferences are restored automatically on page load Performed another round of cleanup and minor refinements while preparing the remaining features for the next development session"}, {"post_id": 35348, "ts": "2026-07-26T17:53:46Z", "hours": 0.5492, "text": "Continued building the projects reusable UI foundation by implementing a few additional shared components and polishing their styling for a more consistent look and feel Built the primary search section that will act as the core interaction point of the application Implemented support for multiple search engines, including: Google DuckDuckGo Bing Added the corresponding search URL generation logic for each provider so queries are routed correctly Developed a cyclic search engine selector that loops through the available providers with each click instead of relying on a traditional dropdown Refined the component state management to ensure the active search engine updates seamlessly throughout the interface Started integrating the external API that powers the application’s backend workflow and completed the initial implementation along with part of the request handling logic Cleaned up the surrounding code while preparing the remaining API integration for the next development session"}, {"post_id": 35277, "ts": "2026-07-26T16:11:44Z", "hours": 0.6456, "text": "started setting up the project from scratch today using the latest version of vite and cleaned out all the default boilerplate to keep the codebase lightweight. configured tailwindcss and organized the initial project structure so everything is ready for building the actual application. after getting the foundation in place, i started designing and implementing a few reusable ui components that will be used throughout the project. built things like a digital clock component, pill badges, section headers and a few other shared elements while focusing on keeping the design clean, consistent and easy to extend. this should make building the rest of the interface much faster as the project grows."}]...
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Title: MNT ~ Minimal New Tab by @wtfisquantum | St Title: MNT ~ Minimal New Tab by @wtfisquantum | Stardance
Devlogs:
started setting up the project from scratch today using the latest version of vite and cleaned out all the default boilerplate to keep the codebase lightweight. configured tailwindcss and organized the initial project structure so everything is ready for building the actual application. after getting the foundation in place, i started designing and implementing a few reusable ui components that will be used throughout the project. built things like a digital clock component, pill badges, section headers and a few other shared elements while focusing on keeping the design clean, consistent and easy to extend. this should make building the rest of the interface much faster as the project grows.
Continued building the projects reusable UI foundation by implementing a few additional shared components and polishing their styling for a more consistent look and feel Built the primary search section that will act as the core interaction point of the application Implemented support for multiple search engines, including: Google DuckDuckGo Bing Added the corresponding search URL generation logic for each provider so queries are routed correctly Developed a cyclic search engine selector that loops through the available providers with each click instead of relying on a traditional dropdown Refined the component state management to ensure the active search engine updates seamlessly throughout the interface Started integrating the external API that powers the application’s backend workflow and completed the initial implementation along with part of the request handling logic Cleaned up the surrounding code while preparing the remaining API integration for the next development session
Integrated the news fetching system using the Inshorts API to retrieve the latest technology news dynamically Connected the frontend with the API layer and implemented the initial data fetching workflow for displaying fresh headlines Refined the overall interface with several UI improvements, tweaking the layout and styling to give it a cleaner, more “new tab” inspired appearance Polished the CSS across multiple sections to improve spacing, visual consistency and readability Added persistent search engine preferences using localStorage , allowing the selected search provider to remain the default even after reopening the application Improved state initialization so previously saved preferences are restored automatically on page load Performed another round of cleanup and minor refinements while preparing the remaining features for the next development session
Wrapped up a number of remaining fixes and gave the overall interface another round of polishing Refined the search bar with a cleaner layout and improved interactions to make searching feel more natural Finalized the cyclic search engine toggle and ensured switching between providers works reliably Improved parts of the backend logic and cleaned up the codebase to make future development easier Continued implementing a few upcoming features, including the taskbar workflow and additional new tab interactions Expanded the search functionality inside the new tab experience and polished the overall user flow Switched the project typography to Rubik and made several CSS refinements for a cleaner, more modern appearance Updated and reorganized the project README with setup instructions, features and screenshots Finished another complete testing pass, fixed a handful of minor bugs and cleaned up leftover code Finally reached a point where the project is ready to publish 🚀 really happy with how this version turned out. i’ve still got a bunch of ideas i want to experiment with, but for now it’s time to ship and start collecting feedback before working on the next set of features :)
Expanded the project by introducing a personal productivity layer , making it more than just an IP intelligence dashboard. Started building features that users can actually interact with every day instead of only performing IP lookups. Implemented a complete Todo Manager where users can: Create new tasks Edit existing tasks Mark tasks as completed with visual feedback Delete completed or unnecessary tasks Persist everything locally so tasks remain available even after refreshing or reopening the application Designed the todo interface to blend naturally with the rest of the application, keeping the same cards, spacing, typography and interaction patterns so it feels like a native part of the dashboard rather than an additional widget. Added a customizable Homescreen Shortcuts section that allows users to save frequently visited websites directly inside the dashboard. The feature supports: Adding custom shortcuts Editing existing shortcuts Removing shortcuts Local persistence using browser storage so every user’s personalized workspace is restored automatically Refined the component architecture behind these new modules to keep the codebase modular and easier to extend with additional dashboard widgets in future updates. Improved the visual consistency across the entire application by revisiting spacing, typography, borders, hover effects and component alignment. Focused on making every section feel like part of one cohesive experience instead of multiple independent pages. Reworked the dashboard background by replacing static visuals with a dynamic location-aware experience . The application now automatically fetches the user’s current public IP, determines the approximate location and renders the corresponding Leaflet map directly in the background. Fine-tuned the map presentation so it acts as a subtle visual element rather than distracting from the main interface, creating a cleaner and more immersive experience while still giving each user a unique background based on their own location. Performed another round of UI polish, bug fixes and responsiveness improvements to ensure the newly added dashboard features work smoothly across different screen sizes and integrate seamlessly with the existing lookup workflow. This update mainly focused on transforming the project from a simple networking utility into a more customizable and interactive dashboard while preserving the educational and technical foundation of the original idea.
Continued polishing the dashboard and worked on making the dynamic background experience more reliable Improved the Leaflet map integration and fixed the issue where map state and configuration were not being persisted properly between sessions Added local persistence for the relevant map and user preferences so the new tab experience can retain its previous state instead of resetting everything on every reload Refined several existing components and cleaned up their internal logic to make them easier to reuse across the dashboard Improved the styling of the search section, shortcuts and other dashboard elements with better spacing, typography and alignment Made a few adjustments to the background map so it stays visually subtle while still providing the location-aware effect behind the interface Fixed some small state and rendering issues that appeared when switching between different sections and reopening the new tab Added a few minor interaction improvements across the dashboard and cleaned up some leftover CSS and component logic Spent some time testing the complete flow with fresh sessions and existing local data to make sure the application behaves consistently in both cases Overall, focused this session on making the existing features feel more polished, persistent and reliable rather than adding another major feature
went a little overboard with this one and spent quite a lot of time improving the project after getting feedback that it could use a bit more depth and functionality expanded the news section so it no longer shows just a single article. added a proper news carousel with navigation controls, indicators and multiple stories that can be browsed directly from the dashboard getting the carousel to fit naturally into the existing minimal design was actually more annoying than expected. had to rework the layout, add the bottom indicators and build separate previous/next controls without making the section feel too heavy added subtle fade-in animations while switching between news stories so the content transitions feel smoother instead of changing instantly replaced the old Leaflet background tile layer after the previous provider’s API access stopped working due to an expired key. switched the project over to a different tile source and reconfigured the map so the location-aware background keeps working spent some time testing the map again after the tile provider change and made sure the new layer still works properly with the existing location detection and background setup added one of the more personal features to the dashboard too: a small laptop battery status panel in the top section that shows the current battery percentage, charging state and other available battery information the idea was pretty simple because my laptop’s battery is absolutely cooked and drains way too quickly 😭 so now i can just glance at the new tab and immediately see how much battery i have left and whether it’s charging also polished a bunch of smaller UI details around these features, cleaned up some component logic and made sure the new additions still fit the original minimal design instead of turning the dashboard into a completely overloaded interface spent the remaining time testing the updated dashboard and fixing small rendering and animation issues that came up while putting everything together there’s actually another feature i’m working on right now which i’m pretty excited about, but i’ll save that one for the next devlog. hopefully i can get it finished soon and add it to the project properly :) and yes, the ultimate goal is still getting that macbook somehow, so apparently even my new tab page is now part of the grind :)
added a fun little rgb mode to the new tab because why not :) the idea is to make the dashboard blend in with your rgb setup, so if you have rgb lights on your keyboard, mouse or pc, you can match the new tab’s colors with them and get that full rgb setup vibe kept it as a purely visual feature with some subtle color effects so it still feels like the same minimal dashboard underneath honestly added this mostly because it looked cool and i wanted to have a little fun with the project :D
Started working on a new godmode feature for the dashboard, basically taking the customization side of the new tab a step further and giving users much more control over how everything looks also went back to the existing rgb mode and improved it with smoother transitions and better color handling so it feels more like an actual ambient rgb setup instead of just a simple color effect the biggest thing i worked on this time was a custom background uploader . built the uploader from scratch so users can pick their own image and use it directly as the new tab background instead of relying on a server or uploading the image somewhere externally, the selected image is converted to base64 and stored locally in the browser , which means the background stays available even after closing and reopening the new tab spent quite a bit of time making the loading process efficient so larger background images don’t make the whole dashboard feel slow or unusable. the image is loaded directly from local storage and rendered back into the background whenever the page starts added the required state handling around uploading, replacing and restoring the custom background so switching between the default background and a personal image doesn’t break the rest of the dashboard honestly this was probably the most fun feature i’ve built for MNT so far. seeing the entire dashboard transform just by dropping in a custom image makes it feel much more like an actual personal workspace rather than just another new tab page :) i’m also working on another part of the godmode system where users will be able to customize individual cards, backgrounds and other visual parts of the dashboard through a dedicated sidebar the sidebar customization system is still in progress, but the basic structure is already being worked on and i’m hoping to make the whole dashboard feel almost completely customizable in the next few updates there’s still a lot more to build around this, but honestly MNT is starting to become way more interesting than what i originally planned it to be :D
continued working on the customization system and finished the custom background flow properly, so users can now add their own images and use them directly as the dashboard background also made sure the custom background works nicely with the existing rgb mode , so the background can still have the rgb lighting effects on top of it without breaking the overall look after getting the customization side working, i converted the whole project into a proper standalone PWA this means MNT can now be installed and used more like an actual lightweight desktop app instead of having to keep opening it through the browser every time added the necessary PWA setup and made sure the application can run independently while still keeping all the existing local data, preferences and customizations intact honestly this makes the whole idea of MNT make much more sense to me now. instead of opening a browser just to start doing everything, you can just open MNT directly and have your search, todos, shortcuts, news, map, battery info and custom dashboard all sitting there in one lightweight app i’m still working on a few more ideas to push this further. one of the things i’m experimenting with is adding a proper music player directly into MNT so you can play your own songs from the same dashboard instead of having to open another service every time basically trying to slowly turn this from a new tab page into a small personal desktop workspace :D there’s still a lot more i want to add, but the standalone PWA setup feels like a pretty big step for the project. more features coming soon :)
finally got the built-in music player working, and honestly, this might be my favourite addition to MNT so far. the idea is simple: you shouldn’t need to open spotify or another music app just to find and play the music you want. search for a track directly inside your dashboard and enjoy your music without leaving your workspace spent quite a bit of time researching music APIs, figuring out the integration and building the entire player experience from scratch. getting the search, track information and playback flow to work together properly took more effort than i initially expected designed a dedicated music player interface that fits naturally into the existing MNT aesthetic instead of looking like an external widget pasted into the dashboard implemented a glassmorphism-inspired UI with translucent surfaces, subtle blur effects and layered elements to give the player a more polished, modern appearance added a rotating circular album-art design that gives the player that classic spinning CD vibe while music is playing also implemented an animated audio equalizer to make the interface feel more alive and provide visual feedback during playback refined the component layout, spacing, typography and animations to make everything feel cohesive with the rest of the dashboard fixed a few remaining issues across the PWA, polished some existing interactions and made sure the new music player fits properly into the standalone app experience did another round of testing and cleanup to make the overall application feel more complete, with search, productivity tools, customization, RGB mode and music all accessible from one place ngl, this took a lot longer than i expected, and i’ve now spent around 20 hours on this project, but trust me, this feature was worth it :’) MNT started as a minimal new tab page, but it’s slowly turning into my own little personal workspace. no need to keep opening different apps for every little thing when i can bring the useful stuff together in one place. finally wrapped up this update, fixed the remaining bugs and got everything ready in the standalone PWA. hope you enjoy using it as much as i enjoyed building it! if you get a chance to try it out, i’d really appreciate a rating and some feedback. ❤️
will edit it
working on it will write after finishing
Ships:
Wrapped up a number of remaining fixes and gave the overall interface another round of polishing Refined the search bar with a cleaner layout and improved interactions to make searching feel more natural Finalized the cyclic search engine toggle and ensured switching between providers works reliably Improved parts of the backend logic and cleaned up the codebase to make future development easier Continued implementing a few upcoming features, including the taskbar workflow and additional new tab interactions Expanded the search functionality inside the new tab experience and polished the overall user flow Switched the project typography to Rubik and made several CSS refinements for a cleaner, more modern appearance Updated and reorganized the project README with setup instructions, features and screenshots Finished another complete testing pass, fixed a handful of minor bugs and cleaned up leftover code Finally reached a point where the project is ready to publish 🚀 really happy with how this version turned out. i’ve still got a bunch of ideas i want to experiment with, but for now it’s time to ship and start collecting feedback before working on the next set of features :)
I built Minimal New Tab , a modern and customizable browser start page that combines productivity, quick search and useful everyday tools into a single clean dashboard. Instead of opening a blank new tab, users get a personalized workspace where they can search the web using multiple search engines, manage todos, save their favorite websites as quick-access shortcuts, read the latest news and enjoy a dynamic location-aware background powered by Leaflet. One of the biggest challenges was keeping all of these independent features connected while maintaining a clean and consistent user experience. I spent a lot of time designing reusable components, refining the UI, handling local persistence for todos and shortcuts, integrating multiple APIs and making sure everything worked smoothly together. Another fun challenge was rendering a dynamic Leaflet map in the background based on the user’s current IP location without taking away from the minimal design. I’m most proud of how the project evolved from a simple browser homepage into something that feels genuinely useful every day. It isn’t just another new tab page—it becomes a small personal dashboard that remembers your preferences, helps you stay organized and keeps commonly used information just one click away. To test the project, simply install or open it as your new tab page. Try searching with different search engines, create a few todos, add and edit homepage shortcuts, browse the latest news and explore how the background automatically adapts using your current location. Everything is stored locally, so your tasks and shortcuts will still be there the next time you open your browser. I hope you enjoy using it as much as I enjoyed building it. Feedback and suggestions are always welcome, and I already have plenty of ideas planned for future updates!
I built MNT ~ Minimal New Tab , a clean and customizable browser new tab experience designed to turn the default blank page into a useful everyday dashboard. It combines multi-search engine support, a Todo Manager, customizable website shortcuts, a latest news feed and a dynamic location-aware Leaflet background into a single minimal interface. The biggest challenge was bringing all these independent features together without making the interface feel cluttered. I spent a lot of time working on reusable components, persistent local storage, search engine switching, API integrations and the dynamic map background while keeping the overall design minimal and responsive. I’m most proud of how the project evolved from a simple new tab concept into something that I can actually see myself using every day. The dashboard remembers your tasks, shortcuts and preferences locally, lets you quickly switch between search engines, keeps you updated with recent technology news and adds a dynamic map background based on your location. To test it, simply open the website and start using it as a new tab. Try switching between the different search engines, add a few todos and shortcuts, check out the latest news and reload the page to see how your saved data persists. The map background will also adapt to your approximate location. I’ve really enjoyed building this one and there are still a bunch of ideas I want to experiment with in future updates. If you get a chance to try it out, I’d really appreciate some feedback and a good rating! ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building projects that are actually useful in everyday workflows, and i hope that comes across in this one. if you like the project, consider following it and leaving a rating. every bit of feedback helps me figure out what to improve next. thank you! :)
I built MNT ~ Minimal New Tab , a customizable browser dashboard that has grown into something much bigger than a simple new tab page. It brings together multi-search engine support, todos, website shortcuts, technology news, a dynamic Leaflet map background, laptop battery information, RGB mode, custom backgrounds and now a built-in music player, all in one place. The biggest challenge was getting all these features to work together without making the interface feel cluttered or slow. I spent a lot of time building reusable components, handling local storage, integrating APIs, fixing map issues and refining the overall UI. One of my favourite parts was designing the music player with a glassmorphism-inspired interface, rotating album artwork and animated equalizer. I also converted the project into a standalone PWA, so you can install it and use it more like a lightweight desktop app instead of opening it through the browser every time. I’m most proud of how customizable the whole experience has become. You can personalize your background, enable RGB effects, organize your tasks and shortcuts, check your battery status and listen to music without constantly switching between different applications. I’ve put a lot of time into this project, and seeing all these separate ideas finally come together feels genuinely rewarding. To try it out: open the website and explore the dashboard. Switch between search engines, add some todos and shortcuts, experiment with RGB mode, upload your own background and try the built-in music player. You can also install it as a PWA for a more app-like experience. Your saved preferences and customizations are stored locally in your browser. I’d genuinely appreciate it if you gave the project a try and left an honest rating and some feedback! ❤️ Last time, I received some decent feedback, but I’m hoping this version reaches a few more people. If you enjoy using it, a good rating and a follow would mean a lot and help me figure out what to improve next. I’ve still got plenty of ideas for future updates, but for now, I’m really happy with how MNT has turned out. Thanks for checking it out! :)...
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1793051731.380824
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1793138131.380824
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70952
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Bobby by @Rohan | Stardance
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Rohan
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T17:54:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic slack bot for the slack bot mission, It is hosted on the hackclub nest!!! It has 3 commands: /bobby-ping : Checks if the bot is running and it’s latency /bobby-fact-of-the-day : Gives a random fact that refreshes daily!!! /bobby-catpics : Gives a random cat pic yayaya I used a bit of AI, mainly for debugging and some functions in JS was a bit of a learning curve since I barely use it and last time I used it was months ago however it went pretty smoothly overall : DDD", "repo": "https://github.com/Rohan317685/Bobby", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 81835, "ts": "202 [{"post_id": 81835, "ts": "2026-10-22T17:51:17Z", "hours": 0.7519, "text": "I just finished the codebase, I have to host it on nest and it should be ready to ship. I have also made the Readme and used a couple API’s to fetch a random cat pic and a random fact that refreshes everyday I found them through https://free-apis.github.io/ and I don’t code much in JS so this was a bit of a learning experience for me lol"}]...
|
Title: Bobby by @Rohan | Stardance
Devlogs:
I jus Title: Bobby by @Rohan | Stardance
Devlogs:
I just finished the codebase, I have to host it on nest and it should be ready to ship. I have also made the Readme and used a couple API’s to fetch a random cat pic and a random fact that refreshes everyday I found them through https://free-apis.github.io/ and I don’t code much in JS so this was a bit of a learning experience for me lol
Ships:
I made a basic slack bot for the slack bot mission, It is hosted on the hackclub nest!!! It has 3 commands: /bobby-ping : Checks if the bot is running and it’s latency /bobby-fact-of-the-day : Gives a random fact that refreshes daily!!! /bobby-catpics : Gives a random cat pic yayaya I used a bit of AI, mainly for debugging and some functions in JS was a bit of a learning curve since I barely use it and last time I used it was months ago however it went pretty smoothly overall : DDD...
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1793048119.3719487
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1793134519.3719487
|
|
32034
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Nova Mirror by @JTech3D | Stardance
|
JTech3D
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0
|
24.61
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0
|
[]
|
[{"post_id": 81833, "ts": "202 [{"post_id": 81833, "ts": "2026-10-22T17:42:22Z", "hours": 0.3725, "text": "Uhhm I accidentally got lucky… I won the RNG but I live in Germany sooo… …if my project gets accepted I’ll give it to someone random who responds to this Devlog. Does anyone want it?"}, {"post_id": 79317, "ts": "2026-10-13T14:37:10Z", "hours": 2.0289, "text": "Finally!! Project funding here I come! This Repo is perfected now. https://github.com/JTech3D/Nova-Mirror/tree/main Hopefully it gets accepted… but why wouldn’t it, right?"}, {"post_id": 79128, "ts": "2026-10-12T19:22:08Z", "hours": 6.0731, "text": "Ohhh my god I’m finally done… This CAD file of my Nova-Mirror took waaayy to long. But I need it for funding. With that done I actually just have to finish the BOM and add everything to the README. AND THEN I CAN SUBMIT FUNDING! I’m happy, hopefully it doesn’t get rejected…"}, {"post_id": 76352, "ts": "2026-10-03T08:57:46Z", "hours": 2.2489, "text": "Finished Spotify-Widget! Now I just need to make it beautiful…"}, {"post_id": 73907, "ts": "2026-09-26T09:25:53Z", "hours": 12.9136, "text": "Progresssss chat! I just finished the configurator-website and the display-website for my Nova-Mirror! The display-website is what is shown on the monitor (via kiosk-mode on the pi) and the configurator-website lets you configure the widgets (which widgets, where & additional information like a city for the weather-widget). Now I just need a project funding and I can build this thing! (I still have to add things to the websites though)"}, {"post_id": 24919, "ts": "2026-07-08T19:50:09Z", "hours": 0.9736, "text": "Hey there! This is the concept for my Smart Magic Mirror. (I’m still looking for a better name for this, maybe “Nova Mirror” or “Echo Glass” – any ideas?) It works just like a normal wall mirror does, but it has a build in screen at the top which projects information right into the glass. This information consists of different widgets that can be selected and positioned individually. My ideas for such widgets are: Weather Apple calender and reminders Apple fitness and health Spotify Smart-Home (e. g. smart-thermometers) (If you have Ideas for other widgets, feel free to comment those!) Ok, so those widgets show why it’s called the “Magic Mirror”, but why “Smart”? Because I want to turn this mirror into a whole Smart-Home-Assistant powered by AI. The mirror has a built in microphone. This way you can tell your mirror to Turn on your lights or change colors Close your blinds or change their position Play a song via Spotify … and much more. You can also ask your mirror for additional information from your widgets like When will the sun go down today? What should I wear today? What song is currently playing? How many calories are still missing for my goal today? or for information of the internet. The mirror basically acts like an Amazon Alexa or a Google Nest. With the help of AI your mirror can also answer your complex questions, but you don’t have to link that if you don’t want to or don’t need it. If you want your mirror to talk to you and answer your questions via TTS instead of showing them on the glass you can also add a USB-speaker to it. The mirror falls asleep after a set amount of time and automatically awakens when you step in front of it, due to the invisible radar sensor behind the glass. You can still ask it questions or give comands when its asleep. On the top are 5 buttons. One of them shuts the mirror down completely (if you want to sleep next to it like me) and starts it again, one is for muting the microphone and the other three can be bound to anything you want. Of course you can move those buttons to the side of the mirror (recommended if you are unter 1,60m), change the amount or remove them entirely (e. g. if you want to shut down or start the mirror with your phone) After building and preparing the micro-SD-card for the Pi you will be able to configure everything through a web interface. The first version will definitely require some 3D-printed parts. This is still only a concept but I hope will be able to start develloping soon. If you have any ideas for improvement please comment them. Okay, this poorly written devlog finally comes to an end, I’m sorry for every english-speaker who broke 3 bones while reading this."}]...
|
Title: Nova Mirror by @JTech3D | Stardance
Devlog Title: Nova Mirror by @JTech3D | Stardance
Devlogs:
Hey there! This is the concept for my Smart Magic Mirror. (I’m still looking for a better name for this, maybe “Nova Mirror” or “Echo Glass” – any ideas?) It works just like a normal wall mirror does, but it has a build in screen at the top which projects information right into the glass. This information consists of different widgets that can be selected and positioned individually. My ideas for such widgets are: Weather Apple calender and reminders Apple fitness and health Spotify Smart-Home (e. g. smart-thermometers) (If you have Ideas for other widgets, feel free to comment those!) Ok, so those widgets show why it’s called the “Magic Mirror”, but why “Smart”? Because I want to turn this mirror into a whole Smart-Home-Assistant powered by AI. The mirror has a built in microphone. This way you can tell your mirror to Turn on your lights or change colors Close your blinds or change their position Play a song via Spotify … and much more. You can also ask your mirror for additional information from your widgets like When will the sun go down today? What should I wear today? What song is currently playing? How many calories are still missing for my goal today? or for information of the internet. The mirror basically acts like an Amazon Alexa or a Google Nest. With the help of AI your mirror can also answer your complex questions, but you don’t have to link that if you don’t want to or don’t need it. If you want your mirror to talk to you and answer your questions via TTS instead of showing them on the glass you can also add a USB-speaker to it. The mirror falls asleep after a set amount of time and automatically awakens when you step in front of it, due to the invisible radar sensor behind the glass. You can still ask it questions or give comands when its asleep. On the top are 5 buttons. One of them shuts the mirror down completely (if you want to sleep next to it like me) and starts it again, one is for muting the microphone and the other three can be bound to anything you want. Of course you can move those buttons to the side of the mirror (recommended if you are unter 1,60m), change the amount or remove them entirely (e. g. if you want to shut down or start the mirror with your phone) After building and preparing the micro-SD-card for the Pi you will be able to configure everything through a web interface. The first version will definitely require some 3D-printed parts. This is still only a concept but I hope will be able to start develloping soon. If you have any ideas for improvement please comment them. Okay, this poorly written devlog finally comes to an end, I’m sorry for every english-speaker who broke 3 bones while reading this.
Progresssss chat! I just finished the configurator-website and the display-website for my Nova-Mirror! The display-website is what is shown on the monitor (via kiosk-mode on the pi) and the configurator-website lets you configure the widgets (which widgets, where & additional information like a city for the weather-widget). Now I just need a project funding and I can build this thing! (I still have to add things to the websites though)
Finished Spotify-Widget! Now I just need to make it beautiful…
Ohhh my god I’m finally done… This CAD file of my Nova-Mirror took waaayy to long. But I need it for funding. With that done I actually just have to finish the BOM and add everything to the README. AND THEN I CAN SUBMIT FUNDING! I’m happy, hopefully it doesn’t get rejected…
Finally!! Project funding here I come! This Repo is perfected now. https://github.com/JTech3D/Nova-Mirror/tree/main Hopefully it gets accepted… but why wouldn’t it, right?
Uhhm I accidentally got lucky… I won the RNG but I live in Germany sooo… …if my project gets accepted I’ll give it to someone random who responds to this Devlog. Does anyone want it?...
|
1792781438.1316843
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1793386238.1316843
|
|
54314
|
Aporia by @Eclipse | Stardance
|
Eclipse
|
1
|
32.62
|
528
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T16:28:28Z", "hours": 30.0, "multiplier": 14.58, "payout": 528, "blessing": "neutral", "text": "What did I make? I made Aporia: Hear Chaos, a double pendulum simulation that lets you see and hear chaos. Two almost identical pendulums, one tiny difference, and eventually two very different futures… Just physics being dramatic again, lol… What was challenging? Tbh, making the project itself was the biggest challenge for me, as I was a total Cpp beginner before starting it out, perhaps that’s why it took me so long to make this project? But anyways, it started as one small C++ file and somehow became a collection of about 17 files and several opportunities to question my life choices. Even in that ig, the hardest part was the Sonification, as Sound and waves are lwk my weakest parts of physics ;-; And also the fact that I’m not used to making huge projects like these (yes, for me it’s huge 🗿), as the project grew bigger and bigger, I encountered another problem, that is I’d sometimes randomly forget what function did what and why and stuff like that… which led to me finally learning the hard way why Comments are necessary in programming 🫠 I’m just proud that I was able to finish this project at all,, which looked like a mountain by the time I started,, but step by step, I was able to tame it.. :) If you encounter an error like “damaged file” or smth while running Aporia, do read the Readme on it’s github repo where I’ve written down the steps to solve it.. And that’s it I believe? It was fun 🍀 Thank you for reading all the way till here..!! and Have an amazing dayy!!", "repo": "https://github.com/Alchemic-Eclipse/aporia", "demo": "https://github.com/Alchemic-Eclipse/aporia/releases/tag/v1.0"}]...
|
[{"post_id": 81831, "ts": "202 [{"post_id": 81831, "ts": "2026-10-22T17:39:03Z", "hours": 2.6228, "text": "The Ultimate Return After a month, that is one hell of a title. But guess what, I’m back again!! After a long enough break, I think I’m ready to get in the quiet grind mode 🗿 . The biggest complaints with Aporia till now was the fact that it’s only for Mac and not windows…. but that shall change soon, ie. I’m working on a Windows build of Aporia, which is somewhat ready, in a way. So within the next few days, it’ll be available for both operating systems (if ur not sure why I added the cat emoji, trust me, even I’m not sure 😭) . But keeping that aside, I have made some progress today, that is, The simulation is wayy more realistic now. This is because in the shipped version of Aporia, the size of pendulum I used was 80 meters, instead of 80 centimeters,,, which is a little huge, incase you live under a rock 🗿 So after some tries n fixes here and there, I finally got it down to 0.8 meters (aka 80 cm), making the simulation even more realistic than before. I’ve adjusted the time step to be approximately the same as the real life time step of our world (1 sec per sec). Previously it used to be a little faster… making the simulation appear faster than it actually is… even tho time step was still editable, but why not just make the default one sane? . And now, even in Aporia, every 60 sec, a minute passes,,,, but together we can change that!!!! (ifukuk 🥀) . Anyways with that, let’s end today’s devlog, I have many other extra features planned as I make Aporia better everydayy lol!! . And as always Have a beautiful morning..!! 🍀 P.S. Reduce ur device volume before playing the video attached,, thank me later 💔"}, {"post_id": 69207, "ts": "2026-09-16T16:26:47Z", "hours": 1.6406, "text": "Final of the final devlog yep, turns out the build file had quite a few errors and things I should’ve fixed earlier but somehow never crossed my mind,, . along with the fact that I don’t have Apple verification or whatever it’s called 😭 . Anyways, fixed all the issues I could see, and as far as Ik, none of them are left anymore (hopefully)… And now I can finally ship Aporia after some additional testing on other devices . Thank you once againn…!! . (Also as I don’t have any specific attachments, I’ll just add the home-page of aporia as the attachment this time…)"}, {"post_id": 68755, "ts": "2026-09-15T17:55:47Z", "hours": 3.6928, "text": "Final Devlog Functions I added today: Mute / Unmute Navigation Controls menu And finally completed the Readme, that took the most time out of all… . And now I can ship the project 🙃 I’ll keep it short as I’m in a bit of rush right now… but yeah… . It has been an incredible journey..!! Thank you for being a part of it..!! 🦋"}, {"post_id": 68516, "ts": "2026-09-15T07:43:21Z", "hours": 4.8181, "text": "UI Improvements The UI speaks for itself 🗿 (ifykyk, chess)"}, {"post_id": 67522, "ts": "2026-09-13T17:16:45Z", "hours": 1.5411, "text": "Sonification yes….! now you can hear your life chaos through the positions and the angular speeds of the double pendulums… . Specifically, the angular position determines the pitch and the angular speed determines the volume of the sound. . With that, all the core features of Aporia are completely in working condition. That is, now the only things left are: Making the design/typography better. Making the sonification pleasant 🗿 Because, even though you can hear the pendulums diverge through the difference in pitch, the sound it creates is a bit…… uhh…… mathematical? 😭 . Let me clarify, the sounds it generate are derived from a Sine wave… but two simultaneous sine waves can become unpleasant surprisingly quickly, because apparently even mathematics needs a volume limit 🗿🤷🏻♂️ . So it sounds just like two aliens attempting to negotiate a treaty through a malfunctioning fax machine 💔… Which can lead to a headache pretty quickly if not cautious… so that is another thing I need to work on… . And that’s it for today? There’s no attachment as the Mac screen recorder doesn’t support system audio… so it’d be redundant to attach it without audio anyways…. (let me just attach a meme lol) . Anyways.. thank you for reading this through…!! and as always, Good morning 🍀❤️🩹"}, {"post_id": 66438, "ts": "2026-09-12T08:34:57Z", "hours": 4.1358, "text": "Interactive Screen As the title suggests I added: A home page An experiment page Made the exp. page interactive Even though Ik the UI looks awful, but that wasn’t my priority atm, it was to make it interactive, to make sure the changes we do in the values reflect in the simulation…. . Given the fact you know how much of a design freak I am, only I know how much I controlled myself from spending the entire night trying to fix the design… because apparently, projects like these have an instinctive desire to consume their creators…🗿 . But anyways, the next step would be to add proper sonification to Aporia, and then fix the design… . I took me an awful lot to do all that yesterday,,, Have you ever faced the thing, where you project becomes so huge, that you, yourself start getting confused about what things did what and why and stuff like that? 😭 Because now it has started happening to me, so from now on, I’ve decided to add comments to my code, for the sake of my future self 🤷🏻♂️. . And yeah, that’s it for today, I believe? Guten Morgen anyways..!! 🥱👋🏻"}, {"post_id": 65849, "ts": "2026-09-11T08:20:38Z", "hours": 1.9225, "text": "Atomic Difference Ladies and gentlemen, Both the pendulums started out only an “atom” apart. I don’t think I need to provide any more context 🐱 . They should always follow the same path, right? RIGHT? 😶🌫️ Let’s see…. . . . Saw the video? yep, they started only an “atom” apart, yet couldn’t even last a minute together….💔🥀 lol . Shows us how extremely small differences compound overtime in chaotic systems (like weather prediction systems, double pendulums, etc) . But anyways, the changes I made are too visible to list down, so I’ll let it be for now…. 🗿 . Good Evening 🦋🤷🏻♂️"}, {"post_id": 63766, "ts": "2026-09-07T18:43:54Z", "hours": 2.5447, "text": "Small updates Hello there,, quite tired today, so I don’t think I’ll be able to write much in today’s devlog… let me just start by writing down the things I added in Aporia today: Max Energy Error (helpful in comparing different integrators for a fixed amount of time) Pause/ Play / Reset using keys Increment the simulation by 1 step when paused by pressing N I believe I shall complete this project this week if things go according to the plan, even though, I can also do the same in next 3 days, but I genuinely don’t love the idea of me working day in and day out like a caffeinated squirrel whose rent is due the next day… So I’m trying to be a ‘bit’ reasonable here 😭 . And, that’s it for the day, I believe..? Happy Tuesday ig 🤷🏻♂️ & Good Morning 🥀 . P.S. btw sorry if I sound a bit tired, many reasons, but a bad day doesn’t imply a bad life, so I’ll just keep moving 🙃 If you genuinely take time out to read my entire devlogs, then you’re the best lol (for me, at least) ❤️🩹 Thank you ❤️🩹"}, {"post_id": 61662, "ts": "2026-09-04T18:13:00Z", "hours": 1.9792, "text": "Adding RK4 to the simulation And guess what? The Energy error dropped from roughly 10^(-1)% to 10^(-6)% orders of magnitude 💀 (Literally FIVE orders of magnitude lower 🫎) . When I first tried running the program after writing the code for RK4, the best I expected was like 10^(-2) ngl 🥀 . Tho the problem is, I’m running both the versions for an arbitrary amount of time, and then trying to compare the error, which lwk reminds me of atomic bomb vs coughing baby 😭💔 . So my next goal shall be to script a comparer or some sort, which may output things like : maximum energy error final energy error average energy error number of steps simulated time etc Should be fun lol,, . . Also also, I tried one more thing, that is, I changed dt to 1 sec 💀 and guess what was the error % of RK4? 60% 💀 (literally 10^(-6) to 60% 💔) which is basically the numerical equivalent of telling the laws of physics, “I have a better idea” 🗿✌🏻 . But nevertheless, learned a lotttt today..!! Holy productivity~~~ 🦋🥹 . But anyways, that’s it for today, Good Morning~!! P.S. I think this project is lwk going in the right direction, the experimentation, the research, the learnings, new future features, all these things mean way more to me than making a random copy-paste project saying “I made a double pendulum go brrr” 😭 lol"}, {"post_id": 61016, "ts": "2026-09-03T18:31:08Z", "hours": 2.3808, "text": "Rendering the Euler Hypothesis of Aporia yeah, fancy title innit? 🥀 (sorry 😭💔) . but as the title suggests, I finally was able to render a basic simulation of Aporia with a single, double pendulum, that renders using the Euler Integration method (for now). . This is the first major step of the simulator… which shall become clear as we move towards the future with the speed of 1 sec per second (🗿) . Alr, keeping that aside, if you pay some attention to the stuff printing out in the console (in the video), that,,, is the energy difference oscillating (and the Energy Error), which ideally should be 0 (as energy is conserved in a closed system). . Which shows us that Euler integrator doesn’t just inject extra energy into the system, but also lets some of it bleed out (which shall become important later on as we compare different integrators). . And, that’s it for the day ig? . Thank you for reading it through..!! Have a nice dayyy…!! 🌙"}, {"post_id": 60466, "ts": "2026-09-02T20:04:18Z", "hours": 2.7894, "text": "Completed CLI / Math Engine Ladies and gentlemen, guess who finally completed the complete transfer of code structures and added Energy engine in Aporia? 😭 . ngl, the experience was lwk tedious, rewriting old, long equations in new format just so they could cooperate with me as I make Aporia bigger instead of playing like a 2nd grader trying to solve a 12th grade question, and acting like everything is fine…🤷🏻♂️ . I also divided the program in multiple files for the same reason, I really don’t love the idea of one source file having 800+ lines of code and some prayers where I’m trying to fix a bug on line 265, which turns out to be blank 🗿 . With that, tomorrow I shall be starting the work on GUI and Rendering… so that it finally looks like a simulation… ❤️🩹 . btw, Good Morning~~ 🥱"}, {"post_id": 58864, "ts": "2026-08-31T13:19:12Z", "hours": 2.6917, "text": "Restarting Aporia After abandoning the project due to some technical glitches on Stardance’s website, guess who’s back once the glitch got fixed? 🗿✌🏻 . This devlog shall mark the beginning of a new start. . I had already completed the Physics Engine long ago, ie. From today I’ll be focusing on finally completing the project along with GUI and Rendering… . P.S. Ik this one sounds a bit rushed, it’s because I’m running low on time and have many deadlines this month, so can’t spend too much time writing devlogs or else I’m cooked 🥹🐈 (tho I’ll try my best to properly write the ones that come after this fs)"}]...
|
Title: Aporia by @Eclipse | Stardance
Devlogs:
Re Title: Aporia by @Eclipse | Stardance
Devlogs:
Restarting Aporia After abandoning the project due to some technical glitches on Stardance’s website, guess who’s back once the glitch got fixed? 🗿✌🏻 . This devlog shall mark the beginning of a new start. . I had already completed the Physics Engine long ago, ie. From today I’ll be focusing on finally completing the project along with GUI and Rendering… . P.S. Ik this one sounds a bit rushed, it’s because I’m running low on time and have many deadlines this month, so can’t spend too much time writing devlogs or else I’m cooked 🥹🐈 (tho I’ll try my best to properly write the ones that come after this fs)
Completed CLI / Math Engine Ladies and gentlemen, guess who finally completed the complete transfer of code structures and added Energy engine in Aporia? 😭 . ngl, the experience was lwk tedious, rewriting old, long equations in new format just so they could cooperate with me as I make Aporia bigger instead of playing like a 2nd grader trying to solve a 12th grade question, and acting like everything is fine…🤷🏻♂️ . I also divided the program in multiple files for the same reason, I really don’t love the idea of one source file having 800+ lines of code and some prayers where I’m trying to fix a bug on line 265, which turns out to be blank 🗿 . With that, tomorrow I shall be starting the work on GUI and Rendering… so that it finally looks like a simulation… ❤️🩹 . btw, Good Morning~~ 🥱
Rendering the Euler Hypothesis of Aporia yeah, fancy title innit? 🥀 (sorry 😭💔) . but as the title suggests, I finally was able to render a basic simulation of Aporia with a single, double pendulum, that renders using the Euler Integration method (for now). . This is the first major step of the simulator… which shall become clear as we move towards the future with the speed of 1 sec per second (🗿) . Alr, keeping that aside, if you pay some attention to the stuff printing out in the console (in the video), that,,, is the energy difference oscillating (and the Energy Error), which ideally should be 0 (as energy is conserved in a closed system). . Which shows us that Euler integrator doesn’t just inject extra energy into the system, but also lets some of it bleed out (which shall become important later on as we compare different integrators). . And, that’s it for the day ig? . Thank you for reading it through..!! Have a nice dayyy…!! 🌙
Adding RK4 to the simulation And guess what? The Energy error dropped from roughly 10^(-1)% to 10^(-6)% orders of magnitude 💀 (Literally FIVE orders of magnitude lower 🫎) . When I first tried running the program after writing the code for RK4, the best I expected was like 10^(-2) ngl 🥀 . Tho the problem is, I’m running both the versions for an arbitrary amount of time, and then trying to compare the error, which lwk reminds me of atomic bomb vs coughing baby 😭💔 . So my next goal shall be to script a comparer or some sort, which may output things like : maximum energy error final energy error average energy error number of steps simulated time etc Should be fun lol,, . . Also also, I tried one more thing, that is, I changed dt to 1 sec 💀 and guess what was the error % of RK4? 60% 💀 (literally 10^(-6) to 60% 💔) which is basically the numerical equivalent of telling the laws of physics, “I have a better idea” 🗿✌🏻 . But nevertheless, learned a lotttt today..!! Holy productivity~~~ 🦋🥹 . But anyways, that’s it for today, Good Morning~!! P.S. I think this project is lwk going in the right direction, the experimentation, the research, the learnings, new future features, all these things mean way more to me than making a random copy-paste project saying “I made a double pendulum go brrr” 😭 lol
Small updates Hello there,, quite tired today, so I don’t think I’ll be able to write much in today’s devlog… let me just start by writing down the things I added in Aporia today: Max Energy Error (helpful in comparing different integrators for a fixed amount of time) Pause/ Play / Reset using keys Increment the simulation by 1 step when paused by pressing N I believe I shall complete this project this week if things go according to the plan, even though, I can also do the same in next 3 days, but I genuinely don’t love the idea of me working day in and day out like a caffeinated squirrel whose rent is due the next day… So I’m trying to be a ‘bit’ reasonable here 😭 . And, that’s it for the day, I believe..? Happy Tuesday ig 🤷🏻♂️ & Good Morning 🥀 . P.S. btw sorry if I sound a bit tired, many reasons, but a bad day doesn’t imply a bad life, so I’ll just keep moving 🙃 If you genuinely take time out to read my entire devlogs, then you’re the best lol (for me, at least) ❤️🩹 Thank you ❤️🩹
Atomic Difference Ladies and gentlemen, Both the pendulums started out only an “atom” apart. I don’t think I need to provide any more context 🐱 . They should always follow the same path, right? RIGHT? 😶🌫️ Let’s see…. . . . Saw the video? yep, they started only an “atom” apart, yet couldn’t even last a minute together….💔🥀 lol . Shows us how extremely small differences compound overtime in chaotic systems (like weather prediction systems, double pendulums, etc) . But anyways, the changes I made are too visible to list down, so I’ll let it be for now…. 🗿 . Good Evening 🦋🤷🏻♂️
Interactive Screen As the title suggests I added: A home page An experiment page Made the exp. page interactive Even though Ik the UI looks awful, but that wasn’t my priority atm, it was to make it interactive, to make sure the changes we do in the values reflect in the simulation…. . Given the fact you know how much of a design freak I am, only I know how much I controlled myself from spending the entire night trying to fix the design… because apparently, projects like these have an instinctive desire to consume their creators…🗿 . But anyways, the next step would be to add proper sonification to Aporia, and then fix the design… . I took me an awful lot to do all that yesterday,,, Have you ever faced the thing, where you project becomes so huge, that you, yourself start getting confused about what things did what and why and stuff like that? 😭 Because now it has started happening to me, so from now on, I’ve decided to add comments to my code, for the sake of my future self 🤷🏻♂️. . And yeah, that’s it for today, I believe? Guten Morgen anyways..!! 🥱👋🏻
Sonification yes….! now you can hear your life chaos through the positions and the angular speeds of the double pendulums… . Specifically, the angular position determines the pitch and the angular speed determines the volume of the sound. . With that, all the core features of Aporia are completely in working condition. That is, now the only things left are: Making the design/typography better. Making the sonification pleasant 🗿 Because, even though you can hear the pendulums diverge through the difference in pitch, the sound it creates is a bit…… uhh…… mathematical? 😭 . Let me clarify, the sounds it generate are derived from a Sine wave… but two simultaneous sine waves can become unpleasant surprisingly quickly, because apparently even mathematics needs a volume limit 🗿🤷🏻♂️ . So it sounds just like two aliens attempting to negotiate a treaty through a malfunctioning fax machine 💔… Which can lead to a headache pretty quickly if not cautious… so that is another thing I need to work on… . And that’s it for today? There’s no attachment as the Mac screen recorder doesn’t support system audio… so it’d be redundant to attach it without audio anyways…. (let me just attach a meme lol) . Anyways.. thank you for reading this through…!! and as always, Good morning 🍀❤️🩹
UI Improvements The UI speaks for itself 🗿 (ifykyk, chess)
Final Devlog Functions I added today: Mute / Unmute Navigation Controls menu And finally completed the Readme, that took the most time out of all… . And now I can ship the project 🙃 I’ll keep it short as I’m in a bit of rush right now… but yeah… . It has been an incredible journey..!! Thank you for being a part of it..!! 🦋
Final of the final devlog yep, turns out the build file had quite a few errors and things I should’ve fixed earlier but somehow never crossed my mind,, . along with the fact that I don’t have Apple verification or whatever it’s called 😭 . Anyways, fixed all the issues I could see, and as far as Ik, none of them are left anymore (hopefully)… And now I can finally ship Aporia after some additional testing on other devices . Thank you once againn…!! . (Also as I don’t have any specific attachments, I’ll just add the home-page of aporia as the attachment this time…)
The Ultimate Return After a month, that is one hell of a title. But guess what, I’m back again!! After a long enough break, I think I’m ready to get in the quiet grind mode 🗿 . The biggest complaints with Aporia till now was the fact that it’s only for Mac and not windows…. but that shall change soon, ie. I’m working on a Windows build of Aporia, which is somewhat ready, in a way. So within the next few days, it’ll be available for both operating systems (if ur not sure why I added the cat emoji, trust me, even I’m not sure 😭) . But keeping that aside, I have made some progress today, that is, The simulation is wayy more realistic now. This is because in the shipped version of Aporia, the size of pendulum I used was 80 meters, instead of 80 centimeters,,, which is a little huge, incase you live under a rock 🗿 So after some tries n fixes here and there, I finally got it down to 0.8 meters (aka 80 cm), making the simulation even more realistic than before. I’ve adjusted the time step to be approximately the same as the real life time step of our world (1 sec per sec). Previously it used to be a little faster… making the simulation appear faster than it actually is… even tho time step was still editable, but why not just make the default one sane? . And now, even in Aporia, every 60 sec, a minute passes,,,, but together we can change that!!!! (ifukuk 🥀) . Anyways with that, let’s end today’s devlog, I have many other extra features planned as I make Aporia better everydayy lol!! . And as always Have a beautiful morning..!! 🍀 P.S. Reduce ur device volume before playing the video attached,, thank me later 💔
Ships:
What did I make? I made Aporia: Hear Chaos, a double pendulum simulation that lets you see and hear chaos. Two almost identical pendulums, one tiny difference, and eventually two very different futures… Just physics being dramatic again, lol… What was challenging? Tbh, making the project itself was the biggest challenge for me, as I was a total Cpp beginner before starting it out, perhaps that’s why it took me so long to make this project? But anyways, it started as one small C++ file and somehow became a collection of about 17 files and several opportunities to question my life choices. Even in that ig, the hardest part was the Sonification, as Sound and waves are lwk my weakest parts of physics ;-; And also the fact that I’m not used to making huge projects like these (yes, for me it’s huge 🗿), as the project grew bigger and bigger, I encountered another problem, that is I’d sometimes randomly forget what function did what and why and stuff like that… which led to me finally learning the hard way why Comments are necessary in programming 🫠 I’m just proud that I was able to finish this project at all,, which looked like a mountain by the time I started,, but step by step, I was able to tame it.. :) If you encounter an error like “damaged file” or smth while running Aporia, do read the Readme on it’s github repo where I’ve written down the steps to solve it.. And that’s it I believe? It was fun 🍀 Thank you for reading all the way till here..!! and Have an amazing dayy!!...
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1793008175.9253016
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1793094575.9253016
|
|
63742
|
Website by @danb1551 | Stardance
|
danb1551
|
1
|
6.76
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:47:44Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I remade my personal site. I added links to my profiles on other platforms, remade the design. The most hard part was the radial-gradient (the sun behind my name), because I cannot find any easy tutorial how to write parameters", "repo": "https://github.com/danb1551/danb1551.cz", "demo": "https://danb1551.cz"}]...
|
[{"post_id": 81830, "ts": "202 [{"post_id": 81830, "ts": "2026-10-22T17:38:41Z", "hours": 3.7583, "text": "Completed my website"}, {"post_id": 71273, "ts": "2026-09-20T15:42:15Z", "hours": 1.0625, "text": "Site created"}, {"post_id": 70769, "ts": "2026-09-19T18:46:33Z", "hours": 0.7994, "text": "Using Jinja Templates instead of separated html files"}, {"post_id": 70713, "ts": "2026-09-19T17:14:03Z", "hours": 1.1417, "text": "Recreating page. Also I choosed better template. My current page is not good looking"}]...
|
Title: Website by @danb1551 | Stardance
Devlogs:
Title: Website by @danb1551 | Stardance
Devlogs:
Recreating page. Also I choosed better template. My current page is not good looking
Using Jinja Templates instead of separated html files
Site created
Completed my website
Ships:
I remade my personal site. I added links to my profiles on other platforms, remade the design. The most hard part was the radial-gradient (the sun behind my name), because I cannot find any easy tutorial how to write parameters...
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1793058804.2050622
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1793145204.2050622
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59594
|
untitled text editor by @alessandro_09 | Stardance
|
alessandro_09
|
0
|
19.28
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0
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[]
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[{"post_id": 81826, "ts": "202 [{"post_id": 81826, "ts": "2026-10-22T17:22:50Z", "hours": 2.1894, "text": "Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH"}, {"post_id": 81305, "ts": "2026-10-20T19:19:00Z", "hours": 4.5569, "text": "Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!"}, {"post_id": 72886, "ts": "2026-09-23T22:58:08Z", "hours": 4.6356, "text": "Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!"}, {"post_id": 67187, "ts": "2026-09-13T07:48:26Z", "hours": 2.3928, "text": "Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy"}, {"post_id": 64929, "ts": "2026-09-09T17:26:30Z", "hours": 5.5047, "text": "Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!"}]...
|
Title: untitled text editor by @alessandro_09 | St Title: untitled text editor by @alessandro_09 | Stardance
Devlogs:
Day 1 - First devlog!! And just like I said before… There we are with my new project!! Yayy! My custom text editor! The project will be a simple text editor coded in C++! Since I still want to work on raylib, it will be based on that, cause I don’t want to learn OpenGL yet and do everything from 0… And even because I truly love the raylib library! Features? So, at this moment I’m still not sure of what I’m gonna add so I’ll start listing the features once I have a decent base of the project since it’s still a mess! If you have any idea or feature that you’d like, please, don’t hesitate to request it! I’m open to feedback of all kind! So just make a comment or shoot a DM! Why a text editor?… Isn’t that quite difficult? Yeah.. It is, as a matter of fact, with this devlog I logged about 5h 27mins cause nothing worked at first and there’s basically nothing. I can just press Enter and Backspace to add and remove lines. That’s all. But being a programmer is a journey that never ends. You never stop learning new things, especially from the start, or at least this is my opinion. I don’t care if the project is messy, bad, unoptimized and probably worse compared to others! My goal is to learn to make better things, and the only way to do it is to create things and push yourself even harder. Being a programmer is something that I truly love and I’m always looking to get better and learn new things, especially as a beginner. Even if it means trying to make hard projects like this one and maybe failing.. But I don’t see it as a failure, I see it as a way to get better and improve myself. And I truly hope that everyone can do the same. Do whatever you want and always believe in yourself. Last thing Alright, enough with the speech and let’s put and end to this devlog. I’ll work on creating the repo later and I’m gonna show a screenshot of the status of the project at this exact moment! Another thing… You may have notice that the project’s name has “untitled”, that’s because I don’t have a name for my software.. So please, if you have any suggestion on the name write them on the comments! Thank you everyone and see y’all on the next devlog!
Day 2 - I honestly don’t know Okay. It’s been 4 days and I haven’t made too much progress since I was busy doing things and I need to go back to school tomorrow so I’m going to be even more busier. Quick recap What did I do? I’m trying to actually make the user be able to write… It kinda worked at the start, but only in one line so know I’m trying to figure out a way to do multiple lines as it should. Rewriting the entire code And I’m also deciding if I should rewrite the entire code to use OOP and check if it’s better but it’s going to be a pain. Even because I never used OOP in C++ to be fair but I’m gonna give it a try anyway. Respectfully? I’m going crazy
Day 3 - It’s almost here.. Okay.. since I went back to school I didn’t have time and even forgot to do devlogs to be fair. Yeah I know.. I’m lazy and pretty forgetful.. BUT WORRY NOT AS STARDANCE HAS BEEN EXTENDED UNTIL 31st OF OCTOBER!! So I have enough time to continue, polish off and ship this project of mine! Anyway, even though I haven’t made any significant devlog, it doesn’t mean I haven’t done anything… Actually, I managed to refactor pretty much the entire code to use OOP and classes! yayyy! Somehow I managed to learn the basics of OOP and as of now it’s actually quite nice and easier to work with, I guess. Other than that.. I’m actually even closer to get it done than ever! As of now, I’m writing a TextBuffer class that will handle all of the attributes and methods regarding the text modification! There’s still a lot to add but eventually, I’m getting there… In the next devlogs I’ll try and explain the structure more and maybe, if I’m not lazy, in about 3-4 devlogs I might actually be able to finish the TextBuffer class and could easily write multi-line text!!! (Devlogs will probably start again from monday cause Im too busy this weekend.) See y’all on the next devlog!
Day 4 - WE ARE SO BACK Okay, it’s been like… 27 days… I know yeah, I was quite busy and didn’t pay attention at stardance at all. But I kept working on the project from time to time But now.. I decided to finally lock in! After some time, I finally managed to get it work nicely and has basic functions! MULTI LINE TEXT!!! Hell yeah! I can finally write multi line text without problems! It should work good but could give some errors from time to time. Not sure.. Anyway, I also added a cursor, two debug optiosn to just see the actual cursor position cause on the screen it shows the value + 1 and then a way to see the grid where the text goes! I also added the space when you press Tab (need to adjust it cause I think it’s not the right way to implement it) Another thing I added is the possibility to move the cursor with the arrow keys! And that’s pretty much all for now… yeah. What I’m working on now? Now, I’ll start working on a way to add the scrollbar, maybe a way to select with the mouse where the cursor go and maybe I’ll start adding a way to create, edit and save files… Hope I’ll do it in time. Oh, also I’ll start working on a GUI hopefully. As of now it’s basically ass and it’s only with a light theme. If I manage, I could try to add dark theme. Thank you for everything! Here’s some screenshot of the program!
Day 5 - First GUI Rework!! I was a bit busy so I didn’t post a devlog yesterday, but anyway.. I FINALLY DID THE FIRST GUI REWORK!!! It took some time to plan and layout everything and it’s still not perfect. I’ll keep working onto it and make it better. I wanted to make a better one real quick just because I was bored. Useless to say, I’m using Raygui (again) for the GUI! I know that there are probably better libraries but I really love all the raylib ecosystem and I just want to learn even more about it! Thank god the creatore of raygui made a layout software for it, otherwise it would have been a PAIN to make everything look good. Anyway, like I said, everything is still a WORK IN PROGRESS . What’s next? Now, it’s time to work on file loading, saving, editing and creating! After that, I’ll probably work on the GUI again since I want to add styles, some menus and other things. I’m not sure if I’ll add more things after the GUI, I’m not sure cause Stardance is ending soon so I want to ship a working software before it ends so I’ll have to be fast. I’ll keep working on this project anyway cause I’m starting to love it a lot so I want to make it even better! SCREENSHOTSSS!!! YEAH...
|
1792806545.5948596
|
1793411345.5948596
|
|
70045
|
camera by @Dalv | Stardance
|
Dalv
|
0
|
5.75
|
0
|
[]
|
[{"post_id": 81821, "ts": "202 [{"post_id": 81821, "ts": "2026-10-22T17:05:45Z", "hours": 3.25, "text": "I finished the case! :) and now I’m going to start on the PCB because wiring 40 wires individualy would be a pain but i have a problem the raspberry pi 0 2 w only has 40 pins and i need 47 so now I’m going to figure that out and after that i only need to refine the case make the PCB and the firmware and then I’m done i think and here is the finished case"}, {"post_id": 81256, "ts": "2026-10-20T14:09:33Z", "hours": 2.5028, "text": "Made the case and parts i started working on the case and i took a liltle inspiration from real cameras but the rest is from scratch and i went for the rasberry pi hq camera wich has a decent(ish) sensor but i still way better than my iphone 7 so i can’t complain and i use the rasberry pi zero 2 w as the controller because it has a sci port so i can conect the camera aand because it has pleny of gpio pins that i need for the buttons flash and the screen"}]...
|
Title: camera by @Dalv | Stardance
Devlogs:
Made Title: camera by @Dalv | Stardance
Devlogs:
Made the case and parts i started working on the case and i took a liltle inspiration from real cameras but the rest is from scratch and i went for the rasberry pi hq camera wich has a decent(ish) sensor but i still way better than my iphone 7 so i can’t complain and i use the rasberry pi zero 2 w as the controller because it has a sci port so i can conect the camera aand because it has pleny of gpio pins that i need for the buttons flash and the screen
I finished the case! :) and now I’m going to start on the PCB because wiring 40 wires individualy would be a pain but i have a problem the raspberry pi 0 2 w only has 40 pins and i need 47 so now I’m going to figure that out and after that i only need to refine the case make the PCB and the firmware and then I’m done i think and here is the finished case...
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1792957976.8437364
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1793562776.8437364
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16632
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Marunnundo by @Adarsh | Stardance
|
Adarsh
|
1
|
4.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T17:50:54Z", "hours": 4.0, "multiplier": 4.3, "payout": 16, "blessing": "neutral", "text": "I made a medicine finder for my state", "repo": "https://github.com/stairmoss/Marunnundo", "demo": "https://marunnundo.vercel.app/"}]...
|
[{"post_id": 8182, "ts": "2026 [{"post_id": 8182, "ts": "2026-06-13T17:05:42Z", "hours": 0.8606, "text": "made the portfolio website for this and also in this i have made a video from veo to animate which is showed in side"}, {"post_id": 8079, "ts": "2026-06-13T14:19:56Z", "hours": 0.8553, "text": "i have added a side bar which give the info about the pharmacy which redirects to the google search and changed the green button color to the blue"}, {"post_id": 8008, "ts": "2026-06-13T11:14:13Z", "hours": 0.8369, "text": "i have added dark mode with a lime green cuz blue wasnt perfect and also then also i added these satellite map and also the malayalam language"}, {"post_id": 6926, "ts": "2026-06-11T16:35:11Z", "hours": 0.7675, "text": "i have made the website working and which includes as we can give the current location it gives us near pharmacy and its google profile so that people get direction on map"}, {"post_id": 6853, "ts": "2026-06-11T14:41:47Z", "hours": 0.4817, "text": "worked on the UI"}]...
|
Title: Marunnundo by @Adarsh | Stardance
Devlogs: Title: Marunnundo by @Adarsh | Stardance
Devlogs:
worked on the UI
i have made the website working and which includes as we can give the current location it gives us near pharmacy and its google profile so that people get direction on map
i have added dark mode with a lime green cuz blue wasnt perfect and also then also i added these satellite map and also the malayalam language
i have added a side bar which give the info about the pharmacy which redirects to the google search and changed the green button color to the blue
made the portfolio website for this and also in this i have made a video from veo to animate which is showed in side
Ships:
I made a medicine finder for my state...
|
1793105541.4213755
|
1793191941.4213755
|
|
1507
|
Sub 100 Wh portable power station by @win7 | Stard Sub 100 Wh portable power station by @win7 | Stardance...
|
win7
|
0
|
232.03
|
0
|
[]
|
[{"post_id": 81818, "ts": "202 [{"post_id": 81818, "ts": "2026-10-22T16:59:23Z", "hours": 0.6336, "text": "Finally replaced the MDP1933 MOSFETs with beefier IRFB4110 MOSFETs, but boy was it expensive! Whenever we replace blown MOSFETs, its a good practice to replace the entire array even if one MOSFET is blown and the others work perfectly fine since you never know if the voltage spike or whatever calamity had partially destroyed it (it would fail to close properly, dropping a lot of voltage) Atleast the inverter’s been fixed now (or is it..?) and outputs a clean 230 V RMS. Tested with a 20 W lamp and it works well. Need to replace the 35 A automotive fuse on it as well since it was also blown due to the direct short that occurred, I’m using a piece of solder wire as a temporary substitute (not recommended btw) Need to test with bigger loads to ensure that its back at business and nothing else was damaged due to the overload. Also worked on the Instructable for the past two days while waiting to get the MOSFETs."}, {"post_id": 81032, "ts": "2026-10-19T16:53:58Z", "hours": 0.4167, "text": "Switching to daily devlogs from now on.. Worked on the broken inverter. Tried replacing the MOSFETS with a different ones. The original ones were MDP1933, with a drain to source resistance of less than 5 milliohms, while the ones I replaced with were IRFZ44N and featured a drain to source resistance of 15 milliohms. I need to find a stronger MOSFET than the original MDP1933 used in the build and also upgrade my table’s sticker to gray :D"}, {"post_id": 80699, "ts": "2026-10-18T15:31:28Z", "hours": 9.7653, "text": "After a full 2-week fever, I’m back into business :D. Things aren’t great to start off. To sum it up, the inverter died after I connected a chineese steamer apparently rated for “120 W”, when in reality, it drew around 500 W from my wall. My inverter tried to maintain its voltage and ended up killing its MOSFETS. I really hope the MOSFETS are the only ones damaged."}, {"post_id": 73669, "ts": "2026-09-25T17:07:41Z", "hours": 7.9381, "text": "Had to tear the unit down, do plastic welding since the screw mounting slots broke. Probably I would rate this as a 0/10 in the reparability scale by myself -_-. Also, bypassed the 10 V regulator on the charger boost converter module and now it can work from 9V. Planned to add another separate boost converter for the inverter to prevent inverter’s low voltage protection from kicking in. Bypassed the regulator here as well. I feel kinda lazy and tired, probably will log more time from tomorrow,,"}, {"post_id": 71826, "ts": "2026-09-21T16:47:09Z", "hours": 9.3172, "text": "Had to harvest a boost converter from my old bench power supply, fix it (it was dead shorted due to an internally shorted capacitor) Planning on adding a pre-boost converter for the inverter and the charger functions. They refuse to work below 10.2 V, disregarding 20~30% of battery capacity. Recorded the voltage, current, milliamp hours, power drawn along with time stamps. Gosh, my hands are numb now -_-."}, {"post_id": 71159, "ts": "2026-09-20T11:30:16Z", "hours": 9.6525, "text": "Welp, killed another boost converter. This one failed by having its output voltage always equal to the input voltage no matter what, unlike previously where the boost converter failed as a direct short. Other than this, I spent a lot of time troubleshooting the charging MPPT function, which seemed to not have proper limit and tripped whatever charger I had connected it to. Had to change the values quite a bit but nothing helped. In the end I noticed that the initial_in_voltage variable was set to the absolute minimum trigger point whenever the charger was connected, therefore the condition where the (initial_in_voltage - in_voltage variable <= 0.2) inequation is always held true and therefore the Arduino ramped up the PWM no matter what, it took a ton of time to figure out -_- In addition to this, I had also spent a around 2h in testing the power station regarding its thermals and max. power capability.."}, {"post_id": 70210, "ts": "2026-09-18T18:28:05Z", "hours": 3.8333, "text": "Successfully completed the soft started board in order to prevent the inrush current drawn by the XL4016 module from tripping certain chargers. It felt endless, I had to use 2 NPN transistors in an inverter configuration in order to not use a PNP transistor since I did not have one lol. Also 3D printed and replaced the old battery case for a newer one which has ventilation holes, helping in keeping the battery temperatures low.."}, {"post_id": 70113, "ts": "2026-09-18T14:21:50Z", "hours": 7.6569, "text": "In the process of making the soft starter circuit for the XL4016 module, since the inrush current trips some chargers, I’m set on using a 555 timer chip in order to turn on a relay 2s after powering on the relay. Anyways, tested the bare-bones version of the power station at around 100 W and/or 10A of current and it worked beautifully, though I was scared to my core when doing so, not wanting this setup to blow up like last time which killed the boost converter and both the charger modules."}, {"post_id": 69616, "ts": "2026-09-17T12:56:32Z", "hours": 9.4322, "text": "Printed the left side panel, tried to print the bottom panel but failed, also the BOM list final is ready!! Well, seems like the assembly process is going to be hard due to a ton of wires and obstacles :( Had to trim the direct source connector panel twice for it to fit in the right side panel Boost converter module is held under really high amount of tension probably due to 10mm bolt and nuts. Made orientation and placement mistakes while installing the chargers panel -_-"}, {"post_id": 69073, "ts": "2026-09-16T10:15:00Z", "hours": 9.6933, "text": "Looked through the designs and measurements, edited them when necessary, tested the charging circuit, not sure why but it trips my MacBook’s PD 30 W charger but not my Samsung PD power bank, probably due to inrush currents. After a long conflict, finally printed the right side panel, need to proceed with the left, top, bottom and back panel as well. I don’t know, I’m scared to waste ~100g of filament and ~10h of time over a failed print just because of a dimensional mistake or inaccuracy, I’m just looking through the final model in Fusion 360 countless times,!"}, {"post_id": 68037, "ts": "2026-09-14T12:41:01Z", "hours": 9.7931, "text": "Birthday devlog today🎉! Did a ton more of CAD work, including modification of slots and sketches, and boy was it painful!. I had to re-draw each sketch on top and repeat this once again since I need one for negative extrusion and one for filling the already existing slots. All caused by my poor judgement of the dimensions of the other parts But here I am! Also, had tweaked the code a little, did some power wire replacements and stuff"}, {"post_id": 66828, "ts": "2026-09-12T18:50:31Z", "hours": 7.2039, "text": "Working on the mainboard mount. The mainboard is planned to be mounted on top of the battery pack. Not sure how I’m gonna figure out how to make mounting holes on the bottom panel. Its 12:20 AM rn, need to go to bed,,,"}, {"post_id": 66084, "ts": "2026-09-11T17:35:16Z", "hours": 8.3944, "text": "Probably a really messy workbench right now. Anyways, once again, did quite a bit of working, especially in CAD and 3D printing. Finally, I’ve hit 100% of the program storage space in my Arduino Nano when uploading my code. Need to optimize the code. Had to snap off the screw mounts and the bottom section of the button mount cover for it to fit, fixed it in the later version though. Also, spent 5 full minutes troubleshooting, opening the mainboard out of its case only to find out that nothing was connected (power button, navigation buttons, etc.). Probably, late night fatigue kicking in,,"}, {"post_id": 65290, "ts": "2026-09-10T10:13:56Z", "hours": 9.3603, "text": "Printed out the front panel, got a ton of work to do on the other panels. Thinking of whether or not to add a fuse in series to the direct source connector.. I feel like fitting all of these components into their designated space might be a very tedious task. Its just a pain to measure and ensure everything is in its own designated region and every part seats in properly, and also, found a mini bug, which is to be fixed in the code,,"}, {"post_id": 64192, "ts": "2026-09-08T12:47:58Z", "hours": 7.145, "text": "Printed and assembled the chargers part And also, I’m in the middle of designing the right side panel, gonna take up a ton of time as I’m using hit and trial method"}, {"post_id": 63471, "ts": "2026-09-07T10:49:09Z", "hours": 8.2628, "text": "Completed the modelling part of the inverter case, charger panel and probably also the front panel. Did some minor bug tweaks in the code Also finished cutting the copper sheet for the inverter module"}, {"post_id": 62681, "ts": "2026-09-06T05:13:52Z", "hours": 9.9372, "text": "TERRIBLE NEWS: I lost 3D models of the main front panel, the inverter case AND the chargers panel to a power outage. I know I should’ve saved it but I either complete it and save it or just have them lying in my RAM overnight till it finishes and that power outages are rare for me, but here I am! Completed the bench power supply part, printed the front side in orange and screwed it on the gray bench power supply mount since I’m planning to use orange on gray as opposed to gray on orange. Also added an extra master XT60 connector for direct battery access connections."}, {"post_id": 62043, "ts": "2026-09-05T08:16:17Z", "hours": 5.7331, "text": "Officially over the 100h mark! 🎉 Designed the front plate of the chargers, designed a stencil to drill through the copper sheet that acts as a small ‘heatsoak’, soldered some cables and much more"}, {"post_id": 61095, "ts": "2026-09-03T20:18:00Z", "hours": 9.33, "text": "Did quite a bit of various work today, but the one that made me glad is the successfull printing of the bench power supply part after 5 devastating failed attempts. Designed the case in Fusion 360 Worked on the header connections Worked on the bench power supply part"}, {"post_id": 60231, "ts": "2026-09-02T13:52:59Z", "hours": 8.4903, "text": "Completed the case for the inverter part, switched to digital operation of the fan instead of analog due to never ending problems."}, {"post_id": 58861, "ts": "2026-08-31T13:16:28Z", "hours": 7.7978, "text": "Completed the addition fan and LED interface to the mainboard. I had to add a separate boost converter to the setup. Still the addition of fan causes fluctuation in time to empty readings, need to fix them in code,,"}, {"post_id": 57981, "ts": "2026-08-30T09:57:15Z", "hours": 9.0681, "text": "Finally completed the haptics part, there are still some areas that do not work like intended, but I cannot really do much about it. Designed as well as printed cases for the main board and batteries for enhanced safety. My streak has not extended for today despite 3h of work today.,"}, {"post_id": 56720, "ts": "2026-08-28T16:15:26Z", "hours": 8.8742, "text": "Worked on the haptics for quite a while, still need to add haptic feedback/notification for other messages displayed on the screen, though it is SOO BUGGY! I had to work on it for 3 full days, yet I still feel like the haptic patterns were inconsistent, gotta do more fixing tomorrow, or probably I might focus into something else for a while."}, {"post_id": 54409, "ts": "2026-08-25T12:36:45Z", "hours": 5.1358, "text": "Messed up and messed around using millis(), need more time to debug and fix it (I’m not an expert when it comes to dealing with millis(), open to suggestions), I don’t want to use delay() since it interferes with my mAh measurement in the code. Did a weird contraption of a capacitor, polarity protector diode on a perf board in order to act as a power distribution board since the boost converter had only 1 screw terminal.."}, {"post_id": 53145, "ts": "2026-08-23T16:06:15Z", "hours": 4.215, "text": "I have planned to integrate haptics to the power station too, though traditional ERMs felt too cheap and unreliable, therefore I made something called the “Haptic block”, an LRA (Linear Resonance Actuator)-based haptic actuator, similar to the ones found in flagship smartphones (I’m looking at you, iPhone 6S!). Used a 12V, 6N solenoid along with a MOSFET, resistor and a flyback diode for switching the solenoid with the Arduino board. It works great, started with the coding process, the timings have to be perfect, else, it feels like metal and plastic colliding (though that’s exactly what’s happening XD). With perfect timing though, it enhances the user experience by a lot!"}, {"post_id": 52310, "ts": "2026-08-22T12:55:48Z", "hours": 5.5439, "text": "Took quite a while to try various methods, debug, fix, etc. the MPPT charging. Finally, a transistor pulling the floating 100mV to ground along with an RC filter seems to work, works for now, though not the best way of doing this. (Literally screamed in joy when it finally worked lol :D)"}, {"post_id": 51662, "ts": "2026-08-21T13:48:01Z", "hours": 9.6022, "text": "A week’s worth of devlog, probably I’m gonna switch over to weekly devlogs cuz I’m a bit lazy. Anyways, once again, a ton of changes: First and foremost, replaced the charger modules and the boost converter (Boy was it expensive for me). Added ADS1115 ADC as I needed an extra analog pin for measuring input charging voltage, switched voltage, current and temperature measurement to there as well. Planning on adding 2 more temperature sensors, 1 for the battery and 1 for the charger modules. Working on charging part for now, gonna use MPPT. A mystery addition that I bet nobody can guess (its in the image btw), open to your guesses btw."}, {"post_id": 49024, "ts": "2026-08-17T16:46:02Z", "hours": 4.0364, "text": "A lot of changes and events. Spent almost an hour modifying/testing the charging lightning icon on top of the battery. Fixed the mAh counter Fixed the time to empty counter Edited the power value such that only positive values are shown Killed the boost converter and charger modules, still unsure what caused it but I suspect the boost converter overheating and then finally, a voltage spike killed the charger modules too. Any ideas/opinions are very helpful.."}, {"post_id": 46946, "ts": "2026-08-14T14:53:17Z", "hours": 2.3461, "text": "After 800 lines of code, I finally hit the 2kB RAM ceiling. Did some optimization work on the code. Had to take a backup of the flawless code, try new stuff, in split screen mode between 2 IDE screens"}, {"post_id": 46396, "ts": "2026-08-13T16:02:49Z", "hours": 2.4861, "text": "Completed the chargers part (mainly fixed the power measurement bugs). In addition to that, did the temperature controlled fan part for today, so far works perfectly."}, {"post_id": 45868, "ts": "2026-08-12T16:29:10Z", "hours": 4.4317, "text": "Finally completed the soft-latching power control part in the circuit. 2 Arduino nano(s) were k1lled during the process :*(. Used an N channel MOSFET at first in order to control power going to the Arduino, failed at it, switched to a relay (big mistake), driven by a transistor, finally got out, bought a P channel MOSFET, still driven by an NPN transistor, and in the end, it works flawlessly, gave me immense happiness watching it work flawlessly :D"}, {"post_id": 44056, "ts": "2026-08-09T16:02:34Z", "hours": 3.285, "text": "Did more soldering work, not the prettiest, has a ton of improvements to be made both on the hardware as well as the software side. So far, the charger and the inverter switching part works, need to add a transistor in between the system and the battery in order to turn it off completely when not in use.. Open to suggestions and improvements.."}, {"post_id": 42800, "ts": "2026-08-07T18:17:35Z", "hours": 3.3397, "text": "Burnt some midnight oil to disassemble the breadboard prototype and start with the actual circuitry, soldered a few components so far, yet there’s a lot more to do so, probably gonna take a month to complete -_-."}, {"post_id": 41956, "ts": "2026-08-06T14:15:24Z", "hours": 1.9422, "text": "Worked on the settings screen for a while. Added maximum power limit as well as basic RGB LED colour setting along with EEPROM memory to store the parameters"}, {"post_id": 40710, "ts": "2026-08-04T12:30:27Z", "hours": 1.1986, "text": "Completed drawing the sketch of the portable power station (sorry for the messy work, its the first sketch). Please let me know of any suggestions/improvements.."}, {"post_id": 38209, "ts": "2026-07-31T14:39:56Z", "hours": 1.9614, "text": "Did a lot of tidying and reposition work as well as addition of various controls toggles on and offs."}, {"post_id": 36412, "ts": "2026-07-28T14:57:38Z", "hours": 0.5439, "text": "Added 2 pages: Controls and Info, settings page is still pending.."}, {"post_id": 35897, "ts": "2026-07-27T16:59:50Z", "hours": 0.5722, "text": "Replaced the 20 A BMS with a 40 A one, in order to achieve the full 27 A capability"}, {"post_id": 21533, "ts": "2026-07-03T15:39:47Z", "hours": 0.7169, "text": "Started with the framework of the icons for turning the outputs on or off."}, {"post_id": 20828, "ts": "2026-07-02T15:07:41Z", "hours": 0.3336, "text": "Re-positioned the screen page indicator, fixed a bug that that was present since the start (fun fact: I thought that it was not possible to fix that till yesterday till I remembered “break” statement exists thanks to a dream I had last night using break statement to fix the same)"}, {"post_id": 20105, "ts": "2026-07-01T16:59:16Z", "hours": 0.3414, "text": "Added some adjustments, possibly also a framework of multiple screens."}, {"post_id": 19142, "ts": "2026-06-30T11:57:17Z", "hours": 1.2953, "text": "Completed the temperature reading, temperature warning, as well as temperature controlled fan pwm signal. Bugs: Temperature and PWM value fluctuate greatly when connecting an LED as a test for PWM regulation"}, {"post_id": 18287, "ts": "2026-06-29T12:00:09Z", "hours": 0.9761, "text": "Bare-bone version of the code is ready, works without any major bugs.. Next step: Continue coding of the remaining features and functions (Tested and verified on my trusty breadboard setup)"}]...
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Title: Sub 100 Wh portable power station by @win7 Title: Sub 100 Wh portable power station by @win7 | Stardance
Devlogs:
Bare-bone version of the code is ready, works without any major bugs.. Next step: Continue coding of the remaining features and functions (Tested and verified on my trusty breadboard setup)
Completed the temperature reading, temperature warning, as well as temperature controlled fan pwm signal. Bugs: Temperature and PWM value fluctuate greatly when connecting an LED as a test for PWM regulation
Added some adjustments, possibly also a framework of multiple screens.
Re-positioned the screen page indicator, fixed a bug that that was present since the start (fun fact: I thought that it was not possible to fix that till yesterday till I remembered “break” statement exists thanks to a dream I had last night using break statement to fix the same)
Started with the framework of the icons for turning the outputs on or off.
Replaced the 20 A BMS with a 40 A one, in order to achieve the full 27 A capability
Added 2 pages: Controls and Info, settings page is still pending..
Did a lot of tidying and reposition work as well as addition of various controls toggles on and offs.
Completed drawing the sketch of the portable power station (sorry for the messy work, its the first sketch). Please let me know of any suggestions/improvements..
Worked on the settings screen for a while. Added maximum power limit as well as basic RGB LED colour setting along with EEPROM memory to store the parameters
Burnt some midnight oil to disassemble the breadboard prototype and start with the actual circuitry, soldered a few components so far, yet there’s a lot more to do so, probably gonna take a month to complete -_-.
Did more soldering work, not the prettiest, has a ton of improvements to be made both on the hardware as well as the software side. So far, the charger and the inverter switching part works, need to add a transistor in between the system and the battery in order to turn it off completely when not in use.. Open to suggestions and improvements..
Finally completed the soft-latching power control part in the circuit. 2 Arduino nano(s) were k1lled during the process :*(. Used an N channel MOSFET at first in order to control power going to the Arduino, failed at it, switched to a relay (big mistake), driven by a transistor, finally got out, bought a P channel MOSFET, still driven by an NPN transistor, and in the end, it works flawlessly, gave me immense happiness watching it work flawlessly :D
Completed the chargers part (mainly fixed the power measurement bugs). In addition to that, did the temperature controlled fan part for today, so far works perfectly.
After 800 lines of code, I finally hit the 2kB RAM ceiling. Did some optimization work on the code. Had to take a backup of the flawless code, try new stuff, in split screen mode between 2 IDE screens
A lot of changes and events. Spent almost an hour modifying/testing the charging lightning icon on top of the battery. Fixed the mAh counter Fixed the time to empty counter Edited the power value such that only positive values are shown Killed the boost converter and charger modules, still unsure what caused it but I suspect the boost converter overheating and then finally, a voltage spike killed the charger modules too. Any ideas/opinions are very helpful..
A week’s worth of devlog, probably I’m gonna switch over to weekly devlogs cuz I’m a bit lazy. Anyways, once again, a ton of changes: First and foremost, replaced the charger modules and the boost converter (Boy was it expensive for me). Added ADS1115 ADC as I needed an extra analog pin for measuring input charging voltage, switched voltage, current and temperature measurement to there as well. Planning on adding 2 more temperature sensors, 1 for the battery and 1 for the charger modules. Working on charging part for now, gonna use MPPT. A mystery addition that I bet nobody can guess (its in the image btw), open to your guesses btw.
Took quite a while to try various methods, debug, fix, etc. the MPPT charging. Finally, a transistor pulling the floating 100mV to ground along with an RC filter seems to work, works for now, though not the best way of doing this. (Literally screamed in joy when it finally worked lol :D)
I have planned to integrate haptics to the power station too, though traditional ERMs felt too cheap and unreliable, therefore I made something called the “Haptic block”, an LRA (Linear Resonance Actuator)-based haptic actuator, similar to the ones found in flagship smartphones (I’m looking at you, iPhone 6S!). Used a 12V, 6N solenoid along with a MOSFET, resistor and a flyback diode for switching the solenoid with the Arduino board. It works great, started with the coding process, the timings have to be perfect, else, it feels like metal and plastic colliding (though that’s exactly what’s happening XD). With perfect timing though, it enhances the user experience by a lot!
Messed up and messed around using millis(), need more time to debug and fix it (I’m not an expert when it comes to dealing with millis(), open to suggestions), I don’t want to use delay() since it interferes with my mAh measurement in the code. Did a weird contraption of a capacitor, polarity protector diode on a perf board in order to act as a power distribution board since the boost converter had only 1 screw terminal..
Worked on the haptics for quite a while, still need to add haptic feedback/notification for other messages displayed on the screen, though it is SOO BUGGY! I had to work on it for 3 full days, yet I still feel like the haptic patterns were inconsistent, gotta do more fixing tomorrow, or probably I might focus into something else for a while.
Finally completed the haptics part, there are still some areas that do not work like intended, but I cannot really do much about it. Designed as well as printed cases for the main board and batteries for enhanced safety. My streak has not extended for today despite 3h of work today.,
Completed the addition fan and LED interface to the mainboard. I had to add a separate boost converter to the setup. Still the addition of fan causes fluctuation in time to empty readings, need to fix them in code,,
Completed the case for the inverter part, switched to digital operation of the fan instead of analog due to never ending problems.
Did quite a bit of various work today, but the one that made me glad is the successfull printing of the bench power supply part after 5 devastating failed attempts. Designed the case in Fusion 360 Worked on the header connections Worked on the bench power supply part
Officially over the 100h mark! 🎉 Designed the front plate of the chargers, designed a stencil to drill through the copper sheet that acts as a small ‘heatsoak’, soldered some cables and much more
TERRIBLE NEWS: I lost 3D models of the main front panel, the inverter case AND the chargers panel to a power outage. I know I should’ve saved it but I either complete it and save it or just have them lying in my RAM overnight till it finishes and that power outages are rare for me, but here I am! Completed the bench power supply part, printed the front side in orange and screwed it on the gray bench power supply mount since I’m planning to use orange on gray as opposed to gray on orange. Also added an extra master XT60 connector for direct battery access connections.
Completed the modelling part of the inverter case, charger panel and probably also the front panel. Did some minor bug tweaks in the code Also finished cutting the copper sheet for the inverter module
Printed and assembled the chargers part And also, I’m in the middle of designing the right side panel, gonna take up a ton of time as I’m using hit and trial method
Printed out the front panel, got a ton of work to do on the other panels. Thinking of whether or not to add a fuse in series to the direct source connector.. I feel like fitting all of these components into their designated space might be a very tedious task. Its just a pain to measure and ensure everything is in its own designated region and every part seats in properly, and also, found a mini bug, which is to be fixed in the code,,
Probably a really messy workbench right now. Anyways, once again, did quite a bit of working, especially in CAD and 3D printing. Finally, I’ve hit 100% of the program storage space in my Arduino Nano when uploading my code. Need to optimize the code. Had to snap off the screw mounts and the bottom section of the button mount cover for it to fit, fixed it in the later version though. Also, spent 5 full minutes troubleshooting, opening the mainboard out of its case only to find out that nothing was connected (power button, navigation buttons, etc.). Probably, late night fatigue kicking in,,
Working on the mainboard mount. The mainboard is planned to be mounted on top of the battery pack. Not sure how I’m gonna figure out how to make mounting holes on the bottom panel. Its 12:20 AM rn, need to go to bed,,,
Birthday devlog today🎉! Did a ton more of CAD work, including modification of slots and sketches, and boy was it painful!. I had to re-draw each sketch on top and repeat this once again since I need one for negative extrusion and one for filling the already existing slots. All caused by my poor judgement of the dimensions of the other parts But here I am! Also, had tweaked the code a little, did some power wire replacements and stuff
Looked through the designs and measurements, edited them when necessary, tested the charging circuit, not sure why but it trips my MacBook’s PD 30 W charger but not my Samsung PD power bank, probably due to inrush currents. After a long conflict, finally printed the right side panel, need to proceed with the left, top, bottom and back panel as well. I don’t know, I’m scared to waste ~100g of filament and ~10h of time over a failed print just because of a dimensional mistake or inaccuracy, I’m just looking through the final model in Fusion 360 countless times,!
Printed the left side panel, tried to print the bottom panel but failed, also the BOM list final is ready!! Well, seems like the assembly process is going to be hard due to a ton of wires and obstacles :( Had to trim the direct source connector panel twice for it to fit in the right side panel Boost converter module is held under really high amount of tension probably due to 10mm bolt and nuts. Made orientation and placement mistakes while installing the chargers panel -_-
In the process of making the soft starter circuit for the XL4016 module, since the inrush current trips some chargers, I’m set on using a 555 timer chip in order to turn on a relay 2s after powering on the relay. Anyways, tested the bare-bones version of the power station at around 100 W and/or 10A of current and it worked beautifully, though I was scared to my core when doing so, not wanting this setup to blow up like last time which killed the boost converter and both the charger modules.
Successfully completed the soft started board in order to prevent the inrush current drawn by the XL4016 module from tripping certain chargers. It felt endless, I had to use 2 NPN transistors in an inverter configuration in order to not use a PNP transistor since I did not have one lol. Also 3D printed and replaced the old battery case for a newer one which has ventilation holes, helping in keeping the battery temperatures low..
Welp, killed another boost converter. This one failed by having its output voltage always equal to the input voltage no matter what, unlike previously where the boost converter failed as a direct short. Other than this, I spent a lot of time troubleshooting the charging MPPT function, which seemed to not have proper limit and tripped whatever charger I had connected it to. Had to change the values quite a bit but nothing helped. In the end I noticed that the initial_in_voltage variable was set to the absolute minimum trigger point whenever the charger was connected, therefore the condition where the (initial_in_voltage - in_voltage variable <= 0.2) inequation is always held true and therefore the Arduino ramped up the PWM no matter what, it took a ton of time to figure out -_- In addition to this, I had also spent a around 2h in testing the power station regarding its thermals and max. power capability..
Had to harvest a boost converter from my old bench power supply, fix it (it was dead shorted due to an internally shorted capacitor) Planning on adding a pre-boost converter for the inverter and the charger functions. They refuse to work below 10.2 V, disregarding 20~30% of battery capacity. Recorded the voltage, current, milliamp hours, power drawn along with time stamps. Gosh, my hands are numb now -_-.
Had to tear the unit down, do plastic welding since the screw mounting slots broke. Probably I would rate this as a 0/10 in the reparability scale by myself -_-. Also, bypassed the 10 V regulator on the charger boost converter module and now it can work from 9V. Planned to add another separate boost converter for the inverter to prevent inverter’s low voltage protection from kicking in. Bypassed the regulator here as well. I feel kinda lazy and tired, probably will log more time from tomorrow,,
After a full 2-week fever, I’m back into business :D. Things aren’t great to start off. To sum it up, the inverter died after I connected a chineese steamer apparently rated for “120 W”, when in reality, it drew around 500 W from my wall. My inverter tried to maintain its voltage and ended up killing its MOSFETS. I really hope the MOSFETS are the only ones damaged.
Switching to daily devlogs from now on.. Worked on the broken inverter. Tried replacing the MOSFETS with a different ones. The original ones were MDP1933, with a drain to source resistance of less than 5 milliohms, while the ones I replaced with were IRFZ44N and featured a drain to source resistance of 15 milliohms. I need to find a stronger MOSFET than the original MDP1933 used in the build and also upgrade my table’s sticker to gray :D
Finally replaced the MDP1933 MOSFETs with beefier IRFB4110 MOSFETs, but boy was it expensive! Whenever we replace blown MOSFETs, its a good practice to replace the entire array even if one MOSFET is blown and the others work perfectly fine since you never know if the voltage spike or whatever calamity had partially destroyed it (it would fail to close properly, dropping a lot of voltage) Atleast the inverter’s been fixed now (or is it..?) and outputs a clean 230 V RMS. Tested with a 20 W lamp and it works well. Need to replace the 35 A automotive fuse on it as well since it was also blown due to the direct short that occurred, I’m using a piece of solder wire as a temporary substitute (not recommended btw) Need to test with bigger loads to ensure that its back at business and nothing else was damaged due to the overload. Also worked on the Instructable for the past two days while waiting to get the MOSFETs....
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1792702058.5845563
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1793306858.5845563
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69741
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Orbital! by @Yousuff | Stardance
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Yousuff
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1
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16.96
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T13:13:09Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭", "repo": "https://github.com/YousufProjs-exe/Orbital", "demo": "https://github.com/YousufProjs-exe/Orbital/releases/tag/v1"}]...
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[{"post_id": 81817, "ts": "202 [{"post_id": 81817, "ts": "2026-10-22T16:53:08Z", "hours": 0.9578, "text": "Fixed the code arrangement problem in VBM editor"}, {"post_id": 80723, "ts": "2026-10-18T16:48:05Z", "hours": 8.1406, "text": "Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful"}, {"post_id": 80001, "ts": "2026-10-15T21:08:35Z", "hours": 4.7022, "text": "Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!"}, {"post_id": 79779, "ts": "2026-10-15T11:48:25Z", "hours": 1.3194, "text": "Orbital now have - our spaceships enemy !! - dodge the derby."}, {"post_id": 79738, "ts": "2026-10-15T08:15:25Z", "hours": 2.1306, "text": "Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !"}]...
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Title: Orbital! by @Yousuff | Stardance
Devlogs:
Title: Orbital! by @Yousuff | Stardance
Devlogs:
Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !
Orbital now have - our spaceships enemy !! - dodge the derby.
Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!
Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful
Fixed the code arrangement problem in VBM editor
Ships:
ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭...
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1793008341.7080722
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1793094741.7080722
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