|
68106
|
Swift by @Koya | Stardance
|
Koya
|
0
|
4.57
|
0
|
[]
|
[{"post_id": 78043, "ts": "202 [{"post_id": 78043, "ts": "2026-10-09T10:22:16Z", "hours": 4.5742, "text": "I’m developing a social media app using Swift and Xcode! It will support three languages: English, Japanese, and Korean. I’m planning to release it in February 2027!"}]...
|
Title: Swift by @Koya | Stardance
Devlogs:
I’m de Title: Swift by @Koya | Stardance
Devlogs:
I’m developing a social media app using Swift and Xcode! It will support three languages: English, Japanese, and Korean. I’m planning to release it in February 2027!...
|
1793116477.0744596
|
1793721277.0744596
|
|
67940
|
Wallpaper.html by @THEbluefirestudios | Stardance
|
THEbluefirestudios
|
0
|
3.85
|
0
|
[]
|
[{"post_id": 78041, "ts": "202 [{"post_id": 78041, "ts": "2026-10-09T09:53:18Z", "hours": 0.7414, "text": "this project has been switched to pixl, no more devlogs here"}, {"post_id": 77787, "ts": "2026-10-08T08:37:25Z", "hours": 2.1778, "text": "Would you look at that the app is finished! This took way less time than usual but its like 500 lines o code, and a single py file, so like, what were you expecting? So now I will ship- flashbang Oh you thought I was DONE? How elementary of you! You FORGOT! I still have to make some default wallpapers, a website, a marketplace, documentation for making wallpapers! you thought 500 lines of code and project done? Noooooooo"}, {"post_id": 76985, "ts": "2026-10-05T08:12:23Z", "hours": 0.6394, "text": "Ok, so that happeend way quicker than expected, I have a nice script for setting a wallpaper where it checks for the manifest and sets the wallpaper as your wallpaper, Here are a few examples. The Blackhole New Tab Blackhole! [Animated video] Cool Dyson sphere thingy! [Static Image] Aurora Thingy [HTML code generated] This has more potential, so I’m gonna expand on this to make some defaults. I was planning on a cr wallpaper, a space themed wallpaper (prolly my blackhole), some procedurally generated wallpaper (like that medusa sim in lively wallpaper), and some are wallpaper that parallaxes."}, {"post_id": 76961, "ts": "2026-10-05T06:44:31Z", "hours": 0.2869, "text": "Well this app displays .html files as wallpaper, so naturally the 1st step was to get an .html file to be my wallpaper, some Stack Overflow later, I have this test wallpaper as my… wallpaper, I’m still working so patience!"}]...
|
Title: Wallpaper.html by @THEbluefirestudios | Sta Title: Wallpaper.html by @THEbluefirestudios | Stardance
Devlogs:
Well this app displays .html files as wallpaper, so naturally the 1st step was to get an .html file to be my wallpaper, some Stack Overflow later, I have this test wallpaper as my… wallpaper, I’m still working so patience!
Ok, so that happeend way quicker than expected, I have a nice script for setting a wallpaper where it checks for the manifest and sets the wallpaper as your wallpaper, Here are a few examples. The Blackhole New Tab Blackhole! [Animated video] Cool Dyson sphere thingy! [Static Image] Aurora Thingy [HTML code generated] This has more potential, so I’m gonna expand on this to make some defaults. I was planning on a cr wallpaper, a space themed wallpaper (prolly my blackhole), some procedurally generated wallpaper (like that medusa sim in lively wallpaper), and some are wallpaper that parallaxes.
Would you look at that the app is finished! This took way less time than usual but its like 500 lines o code, and a single py file, so like, what were you expecting? So now I will ship- flashbang Oh you thought I was DONE? How elementary of you! You FORGOT! I still have to make some default wallpapers, a website, a marketplace, documentation for making wallpapers! you thought 500 lines of code and project done? Noooooooo
this project has been switched to pixl, no more devlogs here...
|
1793116229.32111
|
1793721029.32111
|
|
68601
|
Math Essentials by @TharunVigneswarPS | Stardance
|
TharunVigneswarPS
|
0
|
8.02
|
0
|
[]
|
[{"post_id": 78036, "ts": "202 [{"post_id": 78036, "ts": "2026-10-09T09:15:49Z", "hours": 8.0178, "text": "Most Math functions done. Backend done and wokring on website for it"}]...
|
Title: Math Essentials by @TharunVigneswarPS | Sta Title: Math Essentials by @TharunVigneswarPS | Stardance
Devlogs:
Most Math functions done. Backend done and wokring on website for it...
|
1793123448.9403994
|
1793728248.9403994
|
|
68746
|
My own site! by @JestingDart4369 | Stardance
|
JestingDart4369
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T18:01:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built this site as a personal portfolio and homelab showcase. Everything on this domain runs on my own hardware: each service lives in its own Docker container and is reached through a Cloudflare Tunnel, so no ports are open to the internet. I’m the one who designed it, set it up and maintain it all myself, from the website and the API at api.novaroma-homelab.uk to the small tools behind them. The site is in English and kept simple on purpose. You’ll find my projects, my latest GitHub activity, the public services I run, and a bit about where I am in my training. Some projects are stable and running in the background, while others are experiments that taught me more than they’ll ever be used. I document them here so you can see how I approach problems, not just the finished results. Hey, just a heads-up for all you eagle-eyed readers out there: if you want to access the footer line that says “© 2026 JestingDart4369”, just give it a tap five times. That unlocks season mode, which gives the site a spring, summer, autumn or winter look. Your choice is saved in a cookie, so the site remembers your season the next time you visit. To switch back, just tap the footer five times again.", "repo": "https://github.com/JestingDart4369/Mainpage_Novaroma-Homelab", "demo": "https://novaroma-homelab.uk"}]...
|
[{"post_id": 78033, "ts": "202 [{"post_id": 78033, "ts": "2026-10-09T09:04:09Z", "hours": 0.2717, "text": "A Website for all I learned a few days ago about how The ui of a website has to be usable for all and I thought hey I should implement that to my website while going to bed Great cant sleep :). Thats why I got up and Worked on this TBH I im Writing this Behind because I did it a month ago but only found out about this place here now so yea a bit late but better late then never :) anyway I implemented many thing one being adding a alt to the image tags how I forgot them I dont know but its now added."}]...
|
Title: My own site! by @JestingDart4369 | Stardanc Title: My own site! by @JestingDart4369 | Stardance
Devlogs:
A Website for all I learned a few days ago about how The ui of a website has to be usable for all and I thought hey I should implement that to my website while going to bed Great cant sleep :). Thats why I got up and Worked on this TBH I im Writing this Behind because I did it a month ago but only found out about this place here now so yea a bit late but better late then never :) anyway I implemented many thing one being adding a alt to the image tags how I forgot them I dont know but its now added.
Ships:
I built this site as a personal portfolio and homelab showcase. Everything on this domain runs on my own hardware: each service lives in its own Docker container and is reached through a Cloudflare Tunnel, so no ports are open to the internet. I’m the one who designed it, set it up and maintain it all myself, from the website and the API at api.novaroma-homelab.uk to the small tools behind them. The site is in English and kept simple on purpose. You’ll find my projects, my latest GitHub activity, the public services I run, and a bit about where I am in my training. Some projects are stable and running in the background, while others are experiments that taught me more than they’ll ever be used. I document them here so you can see how I approach problems, not just the finished results. Hey, just a heads-up for all you eagle-eyed readers out there: if you want to access the footer line that says “© 2026 JestingDart4369”, just give it a tap five times. That unlocks season mode, which gives the site a spring, summer, autumn or winter look. Your choice is saved in a cookie, so the site remembers your season the next time you visit. To switch back, just tap the footer five times again....
|
1793217277.7228394
|
1793303677.7228394
|
|
68750
|
Test by @mahad | Stardance
|
mahad
|
0
|
9.1
|
0
|
[]
|
[{"post_id": 78032, "ts": "202 [{"post_id": 78032, "ts": "2026-10-09T08:51:09Z", "hours": 9.0981, "text": "test"}]...
|
Title: Test by @mahad | Stardance
Devlogs:
test
|
1793126858.5270746
|
1793731658.5270746
|
|
68737
|
game by @Bobfish6598 | Stardance
|
Bobfish6598
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 78030, "ts": "202 [{"post_id": 78030, "ts": "2026-10-09T07:52:30Z", "hours": 0.3378, "text": "my first bit of code for a game"}]...
|
Title: game by @Bobfish6598 | Stardance
Devlogs:
Title: game by @Bobfish6598 | Stardance
Devlogs:
my first bit of code for a game...
|
1793123648.4419231
|
1793728448.4419231
|
|
59410
|
Steno Hackpad by @WH | Stardance
|
WH
|
0
|
4.07
|
0
|
[]
|
[{"post_id": 78026, "ts": "202 [{"post_id": 78026, "ts": "2026-10-09T07:28:06Z", "hours": 2.1442, "text": "done with case finally"}, {"post_id": 68055, "ts": "2026-09-14T13:14:40Z", "hours": 1.9231, "text": "Almost finish with PCB"}]...
|
Title: Steno Hackpad by @WH | Stardance
Devlogs:
Title: Steno Hackpad by @WH | Stardance
Devlogs:
Almost finish with PCB
done with case finally...
|
1792799333.027449
|
1793404133.027449
|
|
62876
|
VictorianWareGame by @asho | Stardance
|
asho
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T07:17:48Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Victorian ware game. But it would be a lie if I said this wasn’t confusing. Don’t get me wrong, it was soo funnn to make this like I would do this again even if I have to have a few 100 more crashouts…at last I had to resort to chatgpt for the bugs(even though I didn’t want to) because I have a peanut sized brain. Sorry for not writing this properly but i cannot think straight like im so happy:) I did itttttt!!!with zero errors that issss. I also added the challenge game earlier but lo and behold I lost that file plus i hadnt even timelapsed that part. anyway. THANK YOU SO MUCH HACKCLUB AND WHOEVER IS READING THIS . This was such a good experience. May you never stub your toe:)", "repo": "https://github.com/ayeshayaya/VictoriaWareGame", "demo": "https://ayeshayayayay.itch.io/victorianwaregame"}]...
|
[{"post_id": 78020, "ts": "202 [{"post_id": 78020, "ts": "2026-10-09T07:04:07Z", "hours": 2.2869, "text": "crashing out. But atleast the projectis debugged."}, {"post_id": 71750, "ts": "2026-09-21T13:28:42Z", "hours": 5.8197, "text": "hie hiee.. so im making this which i totally suck at and i have completed it almost except there are two error one i cant collect the onions and the second one is that the game restarts the onions ones they run out. anyone help?"}, {"post_id": 69752, "ts": "2026-09-17T18:42:40Z", "hours": 5.5811, "text": "Build the entire game in one go. But it keeps showing an error of null instance timer not defined over and over again. Can anyone help me out, its really confusing><"}]...
|
Title: VictorianWareGame by @asho | Stardance
Dev Title: VictorianWareGame by @asho | Stardance
Devlogs:
Build the entire game in one go. But it keeps showing an error of null instance timer not defined over and over again. Can anyone help me out, its really confusing><
hie hiee.. so im making this which i totally suck at and i have completed it almost except there are two error one i cant collect the onions and the second one is that the game restarts the onions ones they run out. anyone help?
crashing out. But atleast the projectis debugged.
Ships:
I made a Victorian ware game. But it would be a lie if I said this wasn’t confusing. Don’t get me wrong, it was soo funnn to make this like I would do this again even if I have to have a few 100 more crashouts…at last I had to resort to chatgpt for the bugs(even though I didn’t want to) because I have a peanut sized brain. Sorry for not writing this properly but i cannot think straight like im so happy:) I did itttttt!!!with zero errors that issss. I also added the challenge game earlier but lo and behold I lost that file plus i hadnt even timelapsed that part. anyway. THANK YOU SO MUCH HACKCLUB AND WHOEVER IS READING THIS . This was such a good experience. May you never stub your toe:)...
|
1793210135.649951
|
1793296535.649951
|
|
51841
|
Oxide Keys by @RenJ | Stardance
|
RenJ
|
0
|
15.08
|
0
|
[]
|
[{"post_id": 78017, "ts": "202 [{"post_id": 78017, "ts": "2026-10-09T06:58:29Z", "hours": 4.0386, "text": "Created firmware for oxide keys which uses rust and it took me some time to understand embedded hal but it worked well with the pico W that i am using."}, {"post_id": 60136, "ts": "2026-09-02T09:55:28Z", "hours": 3.3986, "text": "Have been working on creating the PCB board. I used freerouter which is an advanced auto router and it helped a lot and saved time and also had to manage a lot of DRC errors."}, {"post_id": 57646, "ts": "2026-08-29T21:04:30Z", "hours": 6.2967, "text": "Have been working on schematics and fixing a lot of errors in the meantime. I am new to working on KiCad so I had to do a lot of research about it as well but I definitely learned a lot which I am happy about so that I can be quicker next time and have a better attention to detail. The details of the project have also become clearer to me as I delve more into it."}, {"post_id": 52041, "ts": "2026-08-22T02:40:58Z", "hours": 1.0433, "text": "Fixed the wiring diagram because it was really basic before and lacked the information needed to actually show everything. This includes the USB port and also the change to the LCD."}, {"post_id": 50915, "ts": "2026-08-20T11:55:12Z", "hours": 0.3, "text": "Started the wiring diagram for Oxide Keys. Mapped all 8 switches, the rotary encoder, OLED and Neopixel to the pins on the pico."}]...
|
Title: Oxide Keys by @RenJ | Stardance
Devlogs:
S Title: Oxide Keys by @RenJ | Stardance
Devlogs:
Started the wiring diagram for Oxide Keys. Mapped all 8 switches, the rotary encoder, OLED and Neopixel to the pins on the pico.
Fixed the wiring diagram because it was really basic before and lacked the information needed to actually show everything. This includes the USB port and also the change to the LCD.
Have been working on schematics and fixing a lot of errors in the meantime. I am new to working on KiCad so I had to do a lot of research about it as well but I definitely learned a lot which I am happy about so that I can be quicker next time and have a better attention to detail. The details of the project have also become clearer to me as I delve more into it.
Have been working on creating the PCB board. I used freerouter which is an advanced auto router and it helped a lot and saved time and also had to manage a lot of DRC errors.
Created firmware for oxide keys which uses rust and it took me some time to understand embedded hal but it worked well with the pico W that i am using....
|
1792684509.1485636
|
1793289309.1485636
|
|
63962
|
Habit and distraction tracker by @saatvik_270211 | Habit and distraction tracker by @saatvik_270211 | Stardance...
|
saatvik_270211
|
1
|
5.49
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T12:57:00Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a completely free Habit and Distraction tracker . It works simply by check the boxes as per your habits . It have four weeks almost a month . That give graph if scroll down . That way you can compare it easily and hence giving you enough dopamine for completing all the habits.", "repo": "https://github.com/Kingplayer-eng/Habit-and-distraction-tracker", "demo": "https://kingplayer-eng.github.io/Habit-and-distraction-tracker/"}]...
|
[{"post_id": 78013, "ts": "202 [{"post_id": 78013, "ts": "2026-10-09T06:03:49Z", "hours": 1.4939, "text": "Added a accidental security system . If we accidently close the tabs or refresh it the data dont get deleted. Manly use of Local Storage and debugging through AI."}, {"post_id": 77016, "ts": "2026-10-05T11:40:10Z", "hours": 1.7314, "text": "Had to use Ai and some tutorials for this graph . Its was difficult to use i didnt know how to apply graph . I am now confused should i add google account or not for saved progress."}, {"post_id": 76051, "ts": "2026-10-02T06:11:17Z", "hours": 0.7533, "text": "Day 3 of making free Habit and distraction Tracker- Today completed css layout and fixed problems and syntax errors using ai ."}, {"post_id": 75846, "ts": "2026-10-01T10:13:16Z", "hours": 0.5722, "text": "Day 2 of creating a free Habit and distraction Tracker today added weeks space and css styling ."}, {"post_id": 75210, "ts": "2026-09-29T14:24:08Z", "hours": 0.7508, "text": "Day 1 of making Habit and Distraction tracker . Today covered basic . Added no of task or habits column ."}]...
|
Title: Habit and distraction tracker by @saatvik_2 Title: Habit and distraction tracker by @saatvik_270211 | Stardance
Devlogs:
Day 1 of making Habit and Distraction tracker . Today covered basic . Added no of task or habits column .
Day 2 of creating a free Habit and distraction Tracker today added weeks space and css styling .
Day 3 of making free Habit and distraction Tracker- Today completed css layout and fixed problems and syntax errors using ai .
Had to use Ai and some tutorials for this graph . Its was difficult to use i didnt know how to apply graph . I am now confused should i add google account or not for saved progress.
Added a accidental security system . If we accidently close the tabs or refresh it the data dont get deleted. Manly use of Local Storage and debugging through AI.
Ships:
Made a completely free Habit and Distraction tracker . It works simply by check the boxes as per your habits . It have four weeks almost a month . That give graph if scroll down . That way you can compare it easily and hence giving you enough dopamine for completing all the habits....
|
1793213458.8881507
|
1793299858.8881507
|
|
53337
|
A School website by @chisomdoc157 | Stardance
|
chisomdoc157
|
0
|
12.97
|
0
|
[]
|
[{"post_id": 78012, "ts": "202 [{"post_id": 78012, "ts": "2026-10-09T05:47:29Z", "hours": 12.9739, "text": "Devlog #1: Building the Marywood Girls School website(A fictional project). What I’m building; A website for Marywood Girls School. It gives students, parents and visitors one place to find information about the school and [admission guidance, student portal]. What I’ve built so far [Home section, About section] [Navigation: responsive navbar, mobile menu] [Design: school colors, fonts, layout] Design decisions I used the school’s colors and logo so the site feels like Marywood, not a generic template. I made a simple about text, so that parents and students can see our goal. Challenges and fixes Problem: [Bad grid template] Fix: [Switched to a better one] What I learned A new CSS grid and flexbox layout. How to make images responsive."}]...
|
Title: A School website by @chisomdoc157 | Stardan Title: A School website by @chisomdoc157 | Stardance
Devlogs:
Devlog #1: Building the Marywood Girls School website(A fictional project). What I’m building; A website for Marywood Girls School. It gives students, parents and visitors one place to find information about the school and [admission guidance, student portal]. What I’ve built so far [Home section, About section] [Navigation: responsive navbar, mobile menu] [Design: school colors, fonts, layout] Design decisions I used the school’s colors and logo so the site feels like Marywood, not a generic template. I made a simple about text, so that parents and students can see our goal. Challenges and fixes Problem: [Bad grid template] Fix: [Switched to a better one] What I learned A new CSS grid and flexbox layout. How to make images responsive....
|
1792745301.85351
|
1793350101.85351
|
|
68256
|
Handheld Console by @kawaiikiten | Stardance
|
kawaiikiten
|
0
|
8.68
|
0
|
[]
|
[{"post_id": 78011, "ts": "202 [{"post_id": 78011, "ts": "2026-10-09T05:43:34Z", "hours": 8.6775, "text": "wth I didn’t realise I had to make a devlog so early. I’m making a custom handheld console for using a Raspberry Pi Zero 2 W and a 64 GB microSD card that I already have (actually got it from a HackClub event last year!) I wanted to try a more involved hardware project after making my MacroNAVI hackpad (which hopefully gets approved), combining custom PCBs, a printed enclosure, and retro game emulation. I started by deciding which systems I wanted to support. Initially, I considered everything available in the Delta emulator that I currently have on my phone, including Nintendo DS and Nintendo 64, but narrowed the scope to NES, Game Boy, Game Boy Color, Game Boy Advance, SNES, and Sega Genesis. I also wanted a vertical layout inspired by Delta’s SNES controller skin, with a D-pad, ABXY, Start, Select, and two shoulder buttons. My original size target was roughly an iPhone 13, although I eventually accepted a thicker case to make room for the components. A lot of the planning involved researching displays and figuring out how they would connect to the Pi. I considered several Waveshare displays using HDMI, DSI, and DPI before choosing the 3.5-inch 640×480 HDMI LCD. I also decided to use the headphone jack which the display includes with an opening in the case. For power, I planned around a PiSugar 3 Air and an external 3.7 V, 3000 mAh battery measuring 9.6 × 40 × 60.4 mm. I’m using a short internal USB-C extension so the charging port can be accessible from the enclosure. I have a rough idea of how everything is going to fit on the inside, and hopefully there’ll be no issues with some of the assumptions I’ve made in terms of measurements. I began modelling the enclosure in FreeCAD, the current enclosure is 84 × 147 × 34 mm. I positioned the display, Pi, power board, battery, and controller PCB, then built the front and rear shells around them. This included the screen opening, button openings, mounting posts, screw holes, and heat-set insert holes. I also added battery supports and a retainer, plus a holder and retaining bracket for the charging socket. For the controls, I wanted soft controller-style buttons using silicone membranes. I contacted RetroSix about membrane dimensions, and they were really helpul and pointed me toward an open-source SNES controller PCB. That gave me a useful reference for the contact footprints, although I still need to verify the physical membranes and their fit. In KiCad I created the main controller schematic and PCB, assigned the button contact footprints, arranged the controls, and routed the connections. This involved learning about track widths, vias, copper zones, and running the design rule checker. I also ran into problems updating the PCB from the schematic on Arch Linux; switching to Windows resolved that issue. The main board currently passes DRC. More recently, I designed a small shoulder-button PCB that can be used twice, once for L and once for R. I initially considered putting both switches on one board, but separate boards made placement around the display hardware easier. I adjusted the board outline and mounting holes to clear the display supports, checked it in KiCad, and imported both copies into FreeCAD. The latest work was adding four supports for those shoulder PCBs and their insert holes in the rear shell. Both boards are now positioned in the assembly, and I’ve planned the rear button locations. The next stage is working out the shoulder button caps and membrane retention, then checking the remaining clearances and wiring."}]...
|
Title: Handheld Console by @kawaiikiten | Stardanc Title: Handheld Console by @kawaiikiten | Stardance
Devlogs:
wth I didn’t realise I had to make a devlog so early. I’m making a custom handheld console for using a Raspberry Pi Zero 2 W and a 64 GB microSD card that I already have (actually got it from a HackClub event last year!) I wanted to try a more involved hardware project after making my MacroNAVI hackpad (which hopefully gets approved), combining custom PCBs, a printed enclosure, and retro game emulation. I started by deciding which systems I wanted to support. Initially, I considered everything available in the Delta emulator that I currently have on my phone, including Nintendo DS and Nintendo 64, but narrowed the scope to NES, Game Boy, Game Boy Color, Game Boy Advance, SNES, and Sega Genesis. I also wanted a vertical layout inspired by Delta’s SNES controller skin, with a D-pad, ABXY, Start, Select, and two shoulder buttons. My original size target was roughly an iPhone 13, although I eventually accepted a thicker case to make room for the components. A lot of the planning involved researching displays and figuring out how they would connect to the Pi. I considered several Waveshare displays using HDMI, DSI, and DPI before choosing the 3.5-inch 640×480 HDMI LCD. I also decided to use the headphone jack which the display includes with an opening in the case. For power, I planned around a PiSugar 3 Air and an external 3.7 V, 3000 mAh battery measuring 9.6 × 40 × 60.4 mm. I’m using a short internal USB-C extension so the charging port can be accessible from the enclosure. I have a rough idea of how everything is going to fit on the inside, and hopefully there’ll be no issues with some of the assumptions I’ve made in terms of measurements. I began modelling the enclosure in FreeCAD, the current enclosure is 84 × 147 × 34 mm. I positioned the display, Pi, power board, battery, and controller PCB, then built the front and rear shells around them. This included the screen opening, button openings, mounting posts, screw holes, and heat-set insert holes. I also added battery supports and a retainer, plus a holder and retaining bracket for the charging socket. For the controls, I wanted soft controller-style buttons using silicone membranes. I contacted RetroSix about membrane dimensions, and they were really helpul and pointed me toward an open-source SNES controller PCB. That gave me a useful reference for the contact footprints, although I still need to verify the physical membranes and their fit. In KiCad I created the main controller schematic and PCB, assigned the button contact footprints, arranged the controls, and routed the connections. This involved learning about track widths, vias, copper zones, and running the design rule checker. I also ran into problems updating the PCB from the schematic on Arch Linux; switching to Windows resolved that issue. The main board currently passes DRC. More recently, I designed a small shoulder-button PCB that can be used twice, once for L and once for R. I initially considered putting both switches on one board, but separate boards made placement around the display hardware easier. I adjusted the board outline and mounting holes to clear the display supports, checked it in KiCad, and imported both copies into FreeCAD. The latest work was adding four supports for those shoulder PCBs and their insert holes in the rear shell. Both boards are now positioned in the assembly, and I’ve planned the rear button locations. The next stage is working out the shoulder button caps and membrane retention, then checking the remaining clearances and wiring....
|
1793119871.5166285
|
1793724671.5166285
|
|
22772
|
Universal Existence by @JustCoding8790 | Stardance
|
JustCoding8790
|
1
|
61.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T05:36:44Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Universal Existence is a 2d platformer with many mechanics that will be explored more in-depth and combined with other mechanics to make many interesting levels. Platform through 12 levels of the UPC (Universal Platforming Course) in the game’s demo. You can also get tips from Domainus, the creator of the universe and the manager of the UPC (Universal Platforming Course), or get yelled at for dying to a stationary triangle for the 8th time. There’s four unique difficulties, with your difficulty being adjusted to try and match your skill level. I found it challenging to make certain elements of the game like the settings menu (like the speedrun timer) and a couple of enemies (like the mushroom, which was hard to figure out when the player jumped on top of it and when it killed the player [I ended up having to adjust hitboxes several times]). I’m pretty proud of how I managed to make some pretty fun levels, such as level 6 (for providing just enough space for it to be possible, but still somewhat challenging) and level 11 (which involves knowing when to use each blaster and even has a cool level skip if you discover it [hint: one of Domainus’s voicelines reveals part of it]). Where to Play If you have a windows pc, you can download the game from the itch.io link below, if you want an executable. Just make sure to unzip the ZIP folder and open the .exe file (not the .console or .pck). Otherwise, you can play the game on any computer by clicking “Run Game” on itch.io. Keep in mind the game can be hard, especially during levels 9-12. Good luck! Also, if you have a controller, feel free to test it to see if it works with the game. Currently, the XBOX controller is partially supported (controllers cannot navigate the pause menu, but you can open it up by pressing Esc on keyboard or Menu button for Xbox controller). If you don’t want to play the game, here’s a 100% playthrough with all apples and secret melons collected. https://youtu.be/cXItOPMkMOI", "repo": "https://github.com/JustCoding8790/Universal-Existence", "demo": "https://justcoding8790.itch.io/universal-existence"}]...
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[{"post_id": 78009, "ts": "202 [{"post_id": 78009, "ts": "2026-10-09T05:33:43Z", "hours": 9.9939, "text": "Devlog #10: Music, Rebalancing, and “Voicelines” This will most likely be the final devlog. At least for Stardance. There’s so much more that will happen after Stardance ends (more info later). Playtester Feedback and Rebalancing I’ve gotten feedback from multiple playtesters (all of them are listed in the credits), and they’ve all said that there’s a big difficulty spike between levels 8 and 9 (or 10), so I had to make the levels easier by removing enemies and spikes, along with nerfing enemy hp, bullet fire rates, and bullet speed. I also had to adjust level 5 due to how small the bottom section is, which gives you barely any room to avoid the snails. For any playtesters who are reading this right now, thanks for playtesting and I hope you recover from your plant PTSD (from your 20-50+ deaths). “Voiceline” System and Adaptive Difficulty If only the dialogue was actually voiced. I don’t have anyone to voice act for me right now. But anyways, this voiceline system reacts to every level you enter and every death. It’ll either give tips on how to deal with whatever you’re facing or simply mock you. Here’s a couple of sample lines: “…And you’re having trouble with a stationary triangle in the ground. I repeat… A STATIONARY TRIANGLE IN THE GROUND!” (8th death to spikes) “Looking for an easy way to counter snails? It’s called ‘double-jumping’.” (3rd death to snails) “Outplanted by the plants…” (7th death to plants) “Those bees sure do sting… But they won’t last long when you ‘sting’ them back.” (1st death to bees) It will also change your difficulty for you when you’ve died too few or too many times on one level. I’m planning on giving the commentator a name. Maybe Domainus? We’ll find out later if it becomes canon or not. New Music Licensing Agreement Remember how in a previous devlog, I found out I couldn’t use Rush’s music for my game due to legal issues? That’s been fixed now, as both of us along with our parents signed an agreement. It’s not formal or anything, but from what I’ve researched, it should do the trick for now. After everyone signed the agreement, I added some new tracks to the BGM player: Beehold the Bullets (boss battle theme) UPC Test: PASS (boss victory theme) Void Hub (plays after beating the demo) Note: The gameplay footage below does not have audio, but the actual game will. Minor Details and Changes Last devlog, last changes… Added credits with playtesters, attribution, assets, and composers Updated README (still needs a slight update, will finish before I ship) Fixed audio sliders in settings menu starting at wrong positions Added “Reset All Settings” Added speedrun timer for Speedrun Mode in settings Stopped leftover bullets from killing you Started off player on Ultra Hard instead of Extreme on game startup Future of Universal Existence I plan to post future devlogs in a Discord server for anyone that’s interested. You’ll also be able to sign up to playtest future versions of the game and give feedback, along with participating in server events. You can join here: https://discord.gg/Ztc37dcu9 This link will expire soon, which is why I’ll paste another one later in the comments. Hope to see you around!"}, {"post_id": 62673, "ts": "2026-09-06T04:52:57Z", "hours": 6.9667, "text": "Devlog #9: The Last Challenge and Stat Board We’re nearing the end of this part of the journey. I can’t believe this is only the demo part of the entire game that I’m making. Demo Boss Fight This is the last challenge of the game. Like I said last devlog, I don’t want to spoil the boss fight, and I don’t see any way to censor text for Stardance. So here’s a Google Doc for those who’d rather just see the spoilers rather than find out by playing the game’s demo. I’m pretty happy with the boss fight as it is. I don’t believe I’ll need to rework it (except for balancing purposes). I did die a lot on the boss fight, though (19 deaths). Stat/Death Board At the end of the demo, I decided to let the player see their stats on the board, including the amount of time it took for them to finish the game, how many times they died to specific causes, etc. I did end up having to globally track every death and the cause of each death using an array (if you don’t know what that is, think of a buffet where you get to decide how much of each of the foods are in each area). Copyright Problems I recently learned more about copyright policy and it turns out I cannot use music my friend Rush made, even though he gave verbal permission. We appear to need some sort of agreement as well. But I don’t want to get too deep into the legal stuff, so I’m going to have to make my own track to replace the current one soon. Honestly, I might just attempt to use a CC0 track since I’m running out of time currently. Because of this issue, I muted the audio of the gameplay footage below too. Minor Details and Changes Not as much going around this week, but nevertheless, here’s most of the small changes: Added apples to all difficulty variants of levels 1-9 and 1-11 Added disappearing animation for the player that plays after the death animation (overall looks better in my opinion) Upcoming Additions Of course, there’s work that still needs to be done. First of all, I haven’t finished the settings menu yet (if you remember from devlog 6). There’s also some tracks in the game I need to make (for the boss fight, the area ambience, etc) And most importantly, we can’t forget about the commentary that occurs when you die to specific traps/enemies (which I’ve already started). I’m hoping I can release this game by late-September at the latest, along with working on some Stardance missions. I’d like to maximize my coding time before Stardance ends, despite the fact I’m busy with all the homework I’m getting. :("}, {"post_id": 53393, "ts": "2026-08-23T22:27:54Z", "hours": 6.8183, "text": "Devlog #8: Giving Everyone Guns and Bullets (Part 2) Note: See Part 1 for context if you haven’t already. I think I’ll be done with guns for a while. After completing the first area, you most likely won’t see them again until one of the last levels of the second area (maybe not even until the next boss fight). Also, after rebalancing the harder difficulties to actually serve a good challenge, playtesting my own game took 2x longer than I usually would, as I’d keep dying to certain enemies or traps. But this game isn’t about breezing through easy levels, so… Guns for Plants and Bees These enemies are simple. Plants stay in one position, firing at random intervals. Their firerate is random and slower (average of 3.75/2.75/2/1.25 seconds), but their health is much higher compared to a Trunkwalker ( 65/75/90/100 health). Bees move around in the air, firing stinger bullets downwards. They fire often (average of 2.5/2/1.5/1 second[s]), but their health is decreased to make up for it ( 12/15/16/20 health). Since these bees will be above the player, I made an auto-firing gun that fires upwards. I decided that manual guns will instead show up in the next area after the boss. (That means the manual guns won’t be in the demo. Sorry…) These enemies show up in levels 1-10 and 1-11. Minor Details and Changes I spent a lot of time on major changes this week, but that doesn’t mean I didn’t spend time on minor problems. Here’s the small changes I made: Added Hard, Extra Hard, and Ultra Hard difficulty variants to level 1-9 Trunkwalker firing interval is more random instead of being fixed (to me, it just looks weird when they all attack at the same time) Rebalanced easier levels so they actually can somewhat serve a good challenge Resized hitbox of Mushrooms (so player can now properly die to a Mushroom when not bouncing on top of them) Moved melon in level 1-5 (for Ultra Hard and Extreme variants) to a harder-to-reach location (as it was too easy to reach the melon previously) You might think rebalancing levels would be a major change, but I honestly didn’t change much with each level. I mainly just moved traps/enemies around. Upcoming Additions Most of the time next week will be spent creating the first area’s boss fight. I won’t tell you what I plan to make for the boss fight, though. That would spoil everything. If you do want to view the spoilers, though I’ll provide a link to a Google Doc on the next devlog detailing everything about the upcoming boss fight. I suspect this boss will take more than 6 hours to make, so I’ll split it all into two devlogs (and also two weeks). Not much to say otherwise, though. Enjoy my (pretty horrible) gameplay below!"}, {"post_id": 45441, "ts": "2026-08-11T21:49:06Z", "hours": 5.0842, "text": "Devlog #7: Giving Everyone Guns and Bullets (Part 1) Honestly, I was intending to make something similar to a space shooter, where enemies come in from off-screen, but I’m still happy with what I ended up making. This devlog is a bit longer than usual, so feel free to just simply look at the video for explanation if you’re running short on time. Guns for the Player Starting with the player, remember how I wanted to make a mechanic that doesn’t just involve enemies? I ended up coming up with giving the player a gun (or, well, a blaster). I planned out the different types of guns the player will be able to equip. There will be two types of guns: auto-firing, which will automatically fire bullets every 0.2 seconds, and manual, which will only fire when the player presses a certain button, but it deals more damage per bullet (there’s a longer cooldown in between bullets, though, so better be precise). There are also three variants for each type that determine which direction the gun can fire: upwards, downwards, or horizontally. I may plan out more variants later. (But of course, this game isn’t all about guns, is it?) I implemented the auto-firing horizontal gun at the time of writing this devlog. And for the first time ever, I finally decided to make my own art instead of just using CC0 assets from Pixel Adventure. (Wild, right?) Not the best, but it’ll work for now. I don’t want to spend too much time on all the minor details to the point where I barely get anything done (like the settings menu, cough cough [refer to devlog 6 if you’re new here]). Guns for the Enemies It would be unfair if the player just simply had a significant advantage over the enemies, so I also gave guns to the enemies. Well, only a certain type of enemy, that is… Meet the Trunkwalker, a walking, square-like tree trunk part that fires bullets through its nose (aka the remains of a sliced tree branch). It can only fire a bullet horizontally every 3/2/1.5/1 second(s) depending on the difficulty ( Hard/Extra Hard/Ultra Hard/Extreme ). They also move around until they hit a wall, just like snails and mushrooms. I do find myself dying more to when they stop to shoot bullets rather than the bullets themselves. A bit concerning, but I find that it adds to the difficulty well, so… Basic Damage and Health System Anyways, there’s a reason why the player has a gun in the first place. To defeat enemies, of course. I gave the Trunkwalker a set amount of 25/30/35/40 health based on the difficulty. A bullet from an auto-firing gun deals 4 damage, so each Trunkwalker can be defeated after taking 7/8/9/10 hits. (There, I did the math for you. Happy?) Minor Details and Changes There’s still plenty to go around here. Here’s the rest of the changes: Reorganized folder structure, organized assets and scenes into subfolders Added a sound effect for when the enemy get hit by a bullet (made by tapping my laptop) Added extra frames to the mushroom’s death animation (they disappear in a similar fashion to collected fruits) Upcoming Additions I’ll have to continue all of this work in part 2. In other words, I’ll also have to make the other variants of guns, along with some more mechanics/enemies and levels. I also feel like the levels are too short and easy and don’t provide a proper challenge, mainly for the harder difficulties, so I might consider rebalancing the levels. Things are looking much better than last time. School is starting soon, however, so I may start to slow down on progress. I still think I can get the game’s demo done before Stardance ends, though. Until next time, jumpers! (And yes, I just recently came up with that name. I don’t know what else to call players without calling them “players”.)"}, {"post_id": 38618, "ts": "2026-08-01T03:24:24Z", "hours": 6.4911, "text": "Devlog #6: Underestimating the Work of a Settings Menu (for a beginner, at least) Yep, I apparently had a lot more to learn about UI, audio, and controller settings. I eventually decided to stop working on the settings menu. If there’s one thing I can take away from this experience, it’s that I should probably not focus too much on a settings menu over the actual gameplay. Audio Settings I filled the left side of the settings menu with sliders for controlling the audio volume. I used audio buses in Godot in order to separate audio into 3 main categories: Music, Sound, and Voice. Of course, there is nothing for the voice audio bus, since I haven’t recorded any voice lines yet. (I’ll get to that later!) Controller Deadzones and Assist Settings The right side contains buttons that open submenus. Players can now control the game speed and controller joystick deadzones, along with being able to practice a level as much as they want with Training Mode. I decided to save controller sensitivity, key rebinding, credits, and language translating for later, due to how much time it took to figure out what should happen with submenus in multiple cases. I know, doesn’t seem like it should take that much time, but I have to consider multiple cases in which the settings UI will stay visible and block the actual pause menu, which occurs when the player resumes and pauses again without exiting out of the UI. There’s also another thing I have to worry about… HSlider Bug When I reopen a menu after exiting out of it, the sliders seems to reset back to where it originally was when the game started. Thankfully, this issue doesn’t affect the actual gameplay, but still, it’s a visual bug that might confuse players. I managed to fix this with the audio sliders, but I haven’t done the same with the controller settings and assist settings. I’ll try to patch it next week. Minor Details and Changes There’s not much this week, sorry. (I regret spending so much time on the settings menu…) Upcoming Additions I want to start focusing on making more levels soon, but I don’t want to reuse the same mechanics from the levels I already made. I already made multiple enemies, so I want to start making a mechanic that involves more of the player, like a new action that can be enabled upon collecting something in a level. I’ll also have to come up with ideas for the area’s bossfight (yes, there are bosses in this game), since I feel like the area is almost complete. As for the settings menu, I’ll pick it back up in about a month. A not-so-productive week, I know. Hopefully I can do better."}, {"post_id": 33177, "ts": "2026-07-22T20:59:30Z", "hours": 4.6356, "text": "Devlog #5: New Mushroom Enemy + More Level Variants New Mushroom Enemy Yep, a new enemy. I had scrapped a few levels recently, and to replace them, I didn’t want to make another similar level. Mushrooms move in a certain direction until they hit a wall, causing them to move the other way and repeat this cycle. Unlike snails, though, these enemies can be defeated by jumping on top of them, giving you an extra jump boost (just like those Goombas from Super Mario Bros). Now I could’ve just brought back a scrapped level, slapped them in, and called it a day. But that seems too boring. So I instead thought about the new mechanic of being able to defeat the enemy. And that’s how I came up with using mushrooms over a spike pit to bounce your way to the end of a level. I added variants for each difficulty as well, adding more mushrooms on lower difficulties. Speaking of variants… Finished Level Variants I finished all level variants for each difficulty. I mainly did this by adjusting enemy speed and adding/removing spikes based on the difficulty. Of course, I’m going to have to do this a lot more often. The demo is going to be longer than 8 levels, and the demo is nothing compared to what I plan to release in the full game. Minor Details and Changes Added new level template Shrunk player hitbox Played and looped a track as a BGM player Imported image assets for upcoming enemies Reimported music assets New “Sign Guy” track Upcoming Additions This time, I will make the settings menu for sure, along with making another enemy for the next few levels. I plan to take no longer than 4 hours. Until then, see you soon!"}, {"post_id": 29831, "ts": "2026-07-16T23:37:59Z", "hours": 6.0467, "text": "Devlog #4: New Difficulties + UI and OST Changes (Part 1) Things are starting to look polished. I can probably get the game’s demo done by around late July. The deadline isn’t 100% confirmed, though. Four Brand New Difficulties I made four new difficulties. These will adjust how much room for error you have and the number of threats in each level. Hard : For those who have no experience and just want to have fun. No shame if this applies to you. Extra Hard : For rusty jumpers seeking to improve their skills. A casual, balanced experience. Ultra Hard : For all intermediate jumpers looking for a challenge. Serves as a fairly difficult journey. Extreme : For the most skilled jumpers of the universe. Not for the faint of heart. As you can see, there are only hard difficulties in this game. This is to remind you that even on the lower difficulties, it can be a hard game. You might not think so at first, but as more mechanics are introduced, you may find yourself getting stuck on certain levels. As shown in the recording below, for the first few levels, since they don’t contain much except platforms and fruits, I couldn’t do much except add and extend platforms for lower difficulties. Pause Menu In order for difficulties to be selected, I made a pause menu. I customized the UI and added multiple animations. I did end up having to redo the animations, however, as I not only realized there was UI overlap between the main pause menu and the difficulty description, but I also received a lot of warnings involving something called AnimationMixer, and I couldn’t find a way to get rid of them until I redid everything. I also linked the difficulty chosen in the menu to the game and added a small description for each of the 4 difficulties. New OST Yep, there’s music being composed for the game now. Rush (from Discord), a friend of mine, is helping out on creating good music for my game. I haven’t coded it so it plays in-game yet, but I’ve imported the assets in. I will upload the OST to a youtube channel after I make enough songs so you can listen to it whenever you want. (Keep in mind listening to the OST or checking the title may lead to spoiling the game demo.) Minor Changes I organized assets into more folders, but this later led me to encountering some issues involving paths to certain nodes not existing, which caused errors to appear. The issue mainly involved sound nodes like the jump sound and the death sound. Eventually, I reuploaded the sounds to each AudioStreamPlayer2D node. Additionally, the first level’s dialogue font (level 1-1) has now been changed to match with the other levels. Upcoming Additions Within the next 5 hours I spend on the game, I’m hoping to add variants for each of the remaining levels for each difficulty, along with making a background music player. I also need to add a settings menu for the player and fix multiple issues like the floating player bug (seen at the end of the recording below)."}, {"post_id": 27980, "ts": "2026-07-13T22:52:22Z", "hours": 5.9472, "text": "Devlog #3: Movement and Level Additions I’m back on Universal Existence now. I’ve spent most of the time so far on tweaking my movement system. It may seem unreasonable for me to do such at first, but believe me, there’s some important additions I needed to make, such as: Adding jump buffering and coyote time Adjusting speed, jump power, and gravity based on player size (to make bigger levels and as the framework for some size-changing mechanics) Boosting jump power for smaller sizes (since the player’s jump felt too heavy when small; you probably will especially understand this if you played other platformer games) The movement system changes took a lot longer than I expected, as I had to go through all 8 levels every time I made a change to make sure it was possible to progress. I’ve also added spikes to my game, and I created a few new levels containing them, along with remastering the old levels to make them harder. Here’s a list of other changes: Changed font for better readability Set strech mode to viewport so the game will adjust its size based on the current window size The recording below shows gameplay footage of the harder levels (collecting all melons and almost every apple). Don’t worry, I’m planning on adding a settings menu to allow you to change the difficulty to your liking, which will change the level to another variant."}, {"post_id": 16475, "ts": "2026-06-26T20:24:35Z", "hours": 5.4847, "text": "Devlog #2: More Levels and Mechanics Sorry for releasing a devlog so late. My internet went down as I was writing this. I added 5 more levels, with working exits leading to the next level, along with panels showing text that the antagonist of this game says (might turn the dialogue into voice lines). I also added a melon collectible, which is worth more points, but slightly harder to reach. Everything is going well so far. Down below is a video of me playing through the first few levels (and showing some secrets). Also, I ended up simply using the name Universal Existence instead of Simulation Overgrowth. Anyways, you might’ve noticed that I have another ongoing project. Don’t worry. I’ll still work on this game. For now, though, I want to improve my Godot skills to be able to make not only the mechanics I want to include in Universal Existence, but also more complex games in the future."}, {"post_id": 14030, "ts": "2026-06-23T00:26:55Z", "hours": 3.2917, "text": "Devlog #1: Learning about Godot + Double-Jumping and Air-Jumping I watched a series of tutorials on making a platformer in Godot and followed along, but I eventually decided to also implement my own features too. I ended up making a double-jump mechanic. In the process, I also accidentally made an air-jump mechanic, where I can also jump while falling. I hope to expand my level to include more content in the next 3 hours of work. Also, fun fact here, when I started this project, I originally named it Universal Existence, but I ended up changing the name to Simulation Overgrowth (and I might even change it again later on). I soon realized, though, that if I renamed the folder, Godot would prevent me from opening the game, as it doesn’t recognize the renamed folder as the actual game folder. Oops… (I’ll find a way to fix it in the next 3 hours as well.) Resources Used While Developing Free assets I used (CC0 license): https://pixelfrog-assets.itch.io/pixel-adventure-1 First tutorial in the series I watched: https://youtu.be/oED12Mo2018?si=6y_8LNeydut2Vyyr"}]...
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Title: Universal Existence by @JustCoding8790 | St Title: Universal Existence by @JustCoding8790 | Stardance
Devlogs:
Devlog #1: Learning about Godot + Double-Jumping and Air-Jumping I watched a series of tutorials on making a platformer in Godot and followed along, but I eventually decided to also implement my own features too. I ended up making a double-jump mechanic. In the process, I also accidentally made an air-jump mechanic, where I can also jump while falling. I hope to expand my level to include more content in the next 3 hours of work. Also, fun fact here, when I started this project, I originally named it Universal Existence, but I ended up changing the name to Simulation Overgrowth (and I might even change it again later on). I soon realized, though, that if I renamed the folder, Godot would prevent me from opening the game, as it doesn’t recognize the renamed folder as the actual game folder. Oops… (I’ll find a way to fix it in the next 3 hours as well.) Resources Used While Developing Free assets I used (CC0 license): https://pixelfrog-assets.itch.io/pixel-adventure-1 First tutorial in the series I watched: https://youtu.be/oED12Mo2018?si=6y_8LNeydut2Vyyr
Devlog #2: More Levels and Mechanics Sorry for releasing a devlog so late. My internet went down as I was writing this. I added 5 more levels, with working exits leading to the next level, along with panels showing text that the antagonist of this game says (might turn the dialogue into voice lines). I also added a melon collectible, which is worth more points, but slightly harder to reach. Everything is going well so far. Down below is a video of me playing through the first few levels (and showing some secrets). Also, I ended up simply using the name Universal Existence instead of Simulation Overgrowth. Anyways, you might’ve noticed that I have another ongoing project. Don’t worry. I’ll still work on this game. For now, though, I want to improve my Godot skills to be able to make not only the mechanics I want to include in Universal Existence, but also more complex games in the future.
Devlog #3: Movement and Level Additions I’m back on Universal Existence now. I’ve spent most of the time so far on tweaking my movement system. It may seem unreasonable for me to do such at first, but believe me, there’s some important additions I needed to make, such as: Adding jump buffering and coyote time Adjusting speed, jump power, and gravity based on player size (to make bigger levels and as the framework for some size-changing mechanics) Boosting jump power for smaller sizes (since the player’s jump felt too heavy when small; you probably will especially understand this if you played other platformer games) The movement system changes took a lot longer than I expected, as I had to go through all 8 levels every time I made a change to make sure it was possible to progress. I’ve also added spikes to my game, and I created a few new levels containing them, along with remastering the old levels to make them harder. Here’s a list of other changes: Changed font for better readability Set strech mode to viewport so the game will adjust its size based on the current window size The recording below shows gameplay footage of the harder levels (collecting all melons and almost every apple). Don’t worry, I’m planning on adding a settings menu to allow you to change the difficulty to your liking, which will change the level to another variant.
Devlog #4: New Difficulties + UI and OST Changes (Part 1) Things are starting to look polished. I can probably get the game’s demo done by around late July. The deadline isn’t 100% confirmed, though. Four Brand New Difficulties I made four new difficulties. These will adjust how much room for error you have and the number of threats in each level. Hard : For those who have no experience and just want to have fun. No shame if this applies to you. Extra Hard : For rusty jumpers seeking to improve their skills. A casual, balanced experience. Ultra Hard : For all intermediate jumpers looking for a challenge. Serves as a fairly difficult journey. Extreme : For the most skilled jumpers of the universe. Not for the faint of heart. As you can see, there are only hard difficulties in this game. This is to remind you that even on the lower difficulties, it can be a hard game. You might not think so at first, but as more mechanics are introduced, you may find yourself getting stuck on certain levels. As shown in the recording below, for the first few levels, since they don’t contain much except platforms and fruits, I couldn’t do much except add and extend platforms for lower difficulties. Pause Menu In order for difficulties to be selected, I made a pause menu. I customized the UI and added multiple animations. I did end up having to redo the animations, however, as I not only realized there was UI overlap between the main pause menu and the difficulty description, but I also received a lot of warnings involving something called AnimationMixer, and I couldn’t find a way to get rid of them until I redid everything. I also linked the difficulty chosen in the menu to the game and added a small description for each of the 4 difficulties. New OST Yep, there’s music being composed for the game now. Rush (from Discord), a friend of mine, is helping out on creating good music for my game. I haven’t coded it so it plays in-game yet, but I’ve imported the assets in. I will upload the OST to a youtube channel after I make enough songs so you can listen to it whenever you want. (Keep in mind listening to the OST or checking the title may lead to spoiling the game demo.) Minor Changes I organized assets into more folders, but this later led me to encountering some issues involving paths to certain nodes not existing, which caused errors to appear. The issue mainly involved sound nodes like the jump sound and the death sound. Eventually, I reuploaded the sounds to each AudioStreamPlayer2D node. Additionally, the first level’s dialogue font (level 1-1) has now been changed to match with the other levels. Upcoming Additions Within the next 5 hours I spend on the game, I’m hoping to add variants for each of the remaining levels for each difficulty, along with making a background music player. I also need to add a settings menu for the player and fix multiple issues like the floating player bug (seen at the end of the recording below).
Devlog #5: New Mushroom Enemy + More Level Variants New Mushroom Enemy Yep, a new enemy. I had scrapped a few levels recently, and to replace them, I didn’t want to make another similar level. Mushrooms move in a certain direction until they hit a wall, causing them to move the other way and repeat this cycle. Unlike snails, though, these enemies can be defeated by jumping on top of them, giving you an extra jump boost (just like those Goombas from Super Mario Bros). Now I could’ve just brought back a scrapped level, slapped them in, and called it a day. But that seems too boring. So I instead thought about the new mechanic of being able to defeat the enemy. And that’s how I came up with using mushrooms over a spike pit to bounce your way to the end of a level. I added variants for each difficulty as well, adding more mushrooms on lower difficulties. Speaking of variants… Finished Level Variants I finished all level variants for each difficulty. I mainly did this by adjusting enemy speed and adding/removing spikes based on the difficulty. Of course, I’m going to have to do this a lot more often. The demo is going to be longer than 8 levels, and the demo is nothing compared to what I plan to release in the full game. Minor Details and Changes Added new level template Shrunk player hitbox Played and looped a track as a BGM player Imported image assets for upcoming enemies Reimported music assets New “Sign Guy” track Upcoming Additions This time, I will make the settings menu for sure, along with making another enemy for the next few levels. I plan to take no longer than 4 hours. Until then, see you soon!
Devlog #6: Underestimating the Work of a Settings Menu (for a beginner, at least) Yep, I apparently had a lot more to learn about UI, audio, and controller settings. I eventually decided to stop working on the settings menu. If there’s one thing I can take away from this experience, it’s that I should probably not focus too much on a settings menu over the actual gameplay. Audio Settings I filled the left side of the settings menu with sliders for controlling the audio volume. I used audio buses in Godot in order to separate audio into 3 main categories: Music, Sound, and Voice. Of course, there is nothing for the voice audio bus, since I haven’t recorded any voice lines yet. (I’ll get to that later!) Controller Deadzones and Assist Settings The right side contains buttons that open submenus. Players can now control the game speed and controller joystick deadzones, along with being able to practice a level as much as they want with Training Mode. I decided to save controller sensitivity, key rebinding, credits, and language translating for later, due to how much time it took to figure out what should happen with submenus in multiple cases. I know, doesn’t seem like it should take that much time, but I have to consider multiple cases in which the settings UI will stay visible and block the actual pause menu, which occurs when the player resumes and pauses again without exiting out of the UI. There’s also another thing I have to worry about… HSlider Bug When I reopen a menu after exiting out of it, the sliders seems to reset back to where it originally was when the game started. Thankfully, this issue doesn’t affect the actual gameplay, but still, it’s a visual bug that might confuse players. I managed to fix this with the audio sliders, but I haven’t done the same with the controller settings and assist settings. I’ll try to patch it next week. Minor Details and Changes There’s not much this week, sorry. (I regret spending so much time on the settings menu…) Upcoming Additions I want to start focusing on making more levels soon, but I don’t want to reuse the same mechanics from the levels I already made. I already made multiple enemies, so I want to start making a mechanic that involves more of the player, like a new action that can be enabled upon collecting something in a level. I’ll also have to come up with ideas for the area’s bossfight (yes, there are bosses in this game), since I feel like the area is almost complete. As for the settings menu, I’ll pick it back up in about a month. A not-so-productive week, I know. Hopefully I can do better.
Devlog #7: Giving Everyone Guns and Bullets (Part 1) Honestly, I was intending to make something similar to a space shooter, where enemies come in from off-screen, but I’m still happy with what I ended up making. This devlog is a bit longer than usual, so feel free to just simply look at the video for explanation if you’re running short on time. Guns for the Player Starting with the player, remember how I wanted to make a mechanic that doesn’t just involve enemies? I ended up coming up with giving the player a gun (or, well, a blaster). I planned out the different types of guns the player will be able to equip. There will be two types of guns: auto-firing, which will automatically fire bullets every 0.2 seconds, and manual, which will only fire when the player presses a certain button, but it deals more damage per bullet (there’s a longer cooldown in between bullets, though, so better be precise). There are also three variants for each type that determine which direction the gun can fire: upwards, downwards, or horizontally. I may plan out more variants later. (But of course, this game isn’t all about guns, is it?) I implemented the auto-firing horizontal gun at the time of writing this devlog. And for the first time ever, I finally decided to make my own art instead of just using CC0 assets from Pixel Adventure. (Wild, right?) Not the best, but it’ll work for now. I don’t want to spend too much time on all the minor details to the point where I barely get anything done (like the settings menu, cough cough [refer to devlog 6 if you’re new here]). Guns for the Enemies It would be unfair if the player just simply had a significant advantage over the enemies, so I also gave guns to the enemies. Well, only a certain type of enemy, that is… Meet the Trunkwalker, a walking, square-like tree trunk part that fires bullets through its nose (aka the remains of a sliced tree branch). It can only fire a bullet horizontally every 3/2/1.5/1 second(s) depending on the difficulty ( Hard/Extra Hard/Ultra Hard/Extreme ). They also move around until they hit a wall, just like snails and mushrooms. I do find myself dying more to when they stop to shoot bullets rather than the bullets themselves. A bit concerning, but I find that it adds to the difficulty well, so… Basic Damage and Health System Anyways, there’s a reason why the player has a gun in the first place. To defeat enemies, of course. I gave the Trunkwalker a set amount of 25/30/35/40 health based on the difficulty. A bullet from an auto-firing gun deals 4 damage, so each Trunkwalker can be defeated after taking 7/8/9/10 hits. (There, I did the math for you. Happy?) Minor Details and Changes There’s still plenty to go around here. Here’s the rest of the changes: Reorganized folder structure, organized assets and scenes into subfolders Added a sound effect for when the enemy get hit by a bullet (made by tapping my laptop) Added extra frames to the mushroom’s death animation (they disappear in a similar fashion to collected fruits) Upcoming Additions I’ll have to continue all of this work in part 2. In other words, I’ll also have to make the other variants of guns, along with some more mechanics/enemies and levels. I also feel like the levels are too short and easy and don’t provide a proper challenge, mainly for the harder difficulties, so I might consider rebalancing the levels. Things are looking much better than last time. School is starting soon, however, so I may start to slow down on progress. I still think I can get the game’s demo done before Stardance ends, though. Until next time, jumpers! (And yes, I just recently came up with that name. I don’t know what else to call players without calling them “players”.)
Devlog #8: Giving Everyone Guns and Bullets (Part 2) Note: See Part 1 for context if you haven’t already. I think I’ll be done with guns for a while. After completing the first area, you most likely won’t see them again until one of the last levels of the second area (maybe not even until the next boss fight). Also, after rebalancing the harder difficulties to actually serve a good challenge, playtesting my own game took 2x longer than I usually would, as I’d keep dying to certain enemies or traps. But this game isn’t about breezing through easy levels, so… Guns for Plants and Bees These enemies are simple. Plants stay in one position, firing at random intervals. Their firerate is random and slower (average of 3.75/2.75/2/1.25 seconds), but their health is much higher compared to a Trunkwalker ( 65/75/90/100 health). Bees move around in the air, firing stinger bullets downwards. They fire often (average of 2.5/2/1.5/1 second[s]), but their health is decreased to make up for it ( 12/15/16/20 health). Since these bees will be above the player, I made an auto-firing gun that fires upwards. I decided that manual guns will instead show up in the next area after the boss. (That means the manual guns won’t be in the demo. Sorry…) These enemies show up in levels 1-10 and 1-11. Minor Details and Changes I spent a lot of time on major changes this week, but that doesn’t mean I didn’t spend time on minor problems. Here’s the small changes I made: Added Hard, Extra Hard, and Ultra Hard difficulty variants to level 1-9 Trunkwalker firing interval is more random instead of being fixed (to me, it just looks weird when they all attack at the same time) Rebalanced easier levels so they actually can somewhat serve a good challenge Resized hitbox of Mushrooms (so player can now properly die to a Mushroom when not bouncing on top of them) Moved melon in level 1-5 (for Ultra Hard and Extreme variants) to a harder-to-reach location (as it was too easy to reach the melon previously) You might think rebalancing levels would be a major change, but I honestly didn’t change much with each level. I mainly just moved traps/enemies around. Upcoming Additions Most of the time next week will be spent creating the first area’s boss fight. I won’t tell you what I plan to make for the boss fight, though. That would spoil everything. If you do want to view the spoilers, though I’ll provide a link to a Google Doc on the next devlog detailing everything about the upcoming boss fight. I suspect this boss will take more than 6 hours to make, so I’ll split it all into two devlogs (and also two weeks). Not much to say otherwise, though. Enjoy my (pretty horrible) gameplay below!
Devlog #9: The Last Challenge and Stat Board We’re nearing the end of this part of the journey. I can’t believe this is only the demo part of the entire game that I’m making. Demo Boss Fight This is the last challenge of the game. Like I said last devlog, I don’t want to spoil the boss fight, and I don’t see any way to censor text for Stardance. So here’s a Google Doc for those who’d rather just see the spoilers rather than find out by playing the game’s demo. I’m pretty happy with the boss fight as it is. I don’t believe I’ll need to rework it (except for balancing purposes). I did die a lot on the boss fight, though (19 deaths). Stat/Death Board At the end of the demo, I decided to let the player see their stats on the board, including the amount of time it took for them to finish the game, how many times they died to specific causes, etc. I did end up having to globally track every death and the cause of each death using an array (if you don’t know what that is, think of a buffet where you get to decide how much of each of the foods are in each area). Copyright Problems I recently learned more about copyright policy and it turns out I cannot use music my friend Rush made, even though he gave verbal permission. We appear to need some sort of agreement as well. But I don’t want to get too deep into the legal stuff, so I’m going to have to make my own track to replace the current one soon. Honestly, I might just attempt to use a CC0 track since I’m running out of time currently. Because of this issue, I muted the audio of the gameplay footage below too. Minor Details and Changes Not as much going around this week, but nevertheless, here’s most of the small changes: Added apples to all difficulty variants of levels 1-9 and 1-11 Added disappearing animation for the player that plays after the death animation (overall looks better in my opinion) Upcoming Additions Of course, there’s work that still needs to be done. First of all, I haven’t finished the settings menu yet (if you remember from devlog 6). There’s also some tracks in the game I need to make (for the boss fight, the area ambience, etc) And most importantly, we can’t forget about the commentary that occurs when you die to specific traps/enemies (which I’ve already started). I’m hoping I can release this game by late-September at the latest, along with working on some Stardance missions. I’d like to maximize my coding time before Stardance ends, despite the fact I’m busy with all the homework I’m getting. :(
Devlog #10: Music, Rebalancing, and “Voicelines” This will most likely be the final devlog. At least for Stardance. There’s so much more that will happen after Stardance ends (more info later). Playtester Feedback and Rebalancing I’ve gotten feedback from multiple playtesters (all of them are listed in the credits), and they’ve all said that there’s a big difficulty spike between levels 8 and 9 (or 10), so I had to make the levels easier by removing enemies and spikes, along with nerfing enemy hp, bullet fire rates, and bullet speed. I also had to adjust level 5 due to how small the bottom section is, which gives you barely any room to avoid the snails. For any playtesters who are reading this right now, thanks for playtesting and I hope you recover from your plant PTSD (from your 20-50+ deaths). “Voiceline” System and Adaptive Difficulty If only the dialogue was actually voiced. I don’t have anyone to voice act for me right now. But anyways, this voiceline system reacts to every level you enter and every death. It’ll either give tips on how to deal with whatever you’re facing or simply mock you. Here’s a couple of sample lines: “…And you’re having trouble with a stationary triangle in the ground. I repeat… A STATIONARY TRIANGLE IN THE GROUND!” (8th death to spikes) “Looking for an easy way to counter snails? It’s called ‘double-jumping’.” (3rd death to snails) “Outplanted by the plants…” (7th death to plants) “Those bees sure do sting… But they won’t last long when you ‘sting’ them back.” (1st death to bees) It will also change your difficulty for you when you’ve died too few or too many times on one level. I’m planning on giving the commentator a name. Maybe Domainus? We’ll find out later if it becomes canon or not. New Music Licensing Agreement Remember how in a previous devlog, I found out I couldn’t use Rush’s music for my game due to legal issues? That’s been fixed now, as both of us along with our parents signed an agreement. It’s not formal or anything, but from what I’ve researched, it should do the trick for now. After everyone signed the agreement, I added some new tracks to the BGM player: Beehold the Bullets (boss battle theme) UPC Test: PASS (boss victory theme) Void Hub (plays after beating the demo) Note: The gameplay footage below does not have audio, but the actual game will. Minor Details and Changes Last devlog, last changes… Added credits with playtesters, attribution, assets, and composers Updated README (still needs a slight update, will finish before I ship) Fixed audio sliders in settings menu starting at wrong positions Added “Reset All Settings” Added speedrun timer for Speedrun Mode in settings Stopped leftover bullets from killing you Started off player on Ultra Hard instead of Extreme on game startup Future of Universal Existence I plan to post future devlogs in a Discord server for anyone that’s interested. You’ll also be able to sign up to playtest future versions of the game and give feedback, along with participating in server events. You can join here: https://discord.gg/Ztc37dcu9 This link will expire soon, which is why I’ll paste another one later in the comments. Hope to see you around!
Ships:
Universal Existence is a 2d platformer with many mechanics that will be explored more in-depth and combined with other mechanics to make many interesting levels. Platform through 12 levels of the UPC (Universal Platforming Course) in the game’s demo. You can also get tips from Domainus, the creator of the universe and the manager of the UPC (Universal Platforming Course), or get yelled at for dying to a stationary triangle for the 8th time. There’s four unique difficulties, with your difficulty being adjusted to try and match your skill level. I found it challenging to make certain elements of the game like the settings menu (like the speedrun timer) and a couple of enemies (like the mushroom, which was hard to figure out when the player jumped on top of it and when it killed the player [I ended up having to adjust hitboxes several times]). I’m pretty proud of how I managed to make some pretty fun levels, such as level 6 (for providing just enough space for it to be possible, but still somewhat challenging) and level 11 (which involves knowing when to use each blaster and even has a cool level skip if you discover it [hint: one of Domainus’s voicelines reveals part of it]). Where to Play If you have a windows pc, you can download the game from the itch.io link below, if you want an executable. Just make sure to unzip the ZIP folder and open the .exe file (not the .console or .pck). Otherwise, you can play the game on any computer by clicking “Run Game” on itch.io. Keep in mind the game can be hard, especially during levels 9-12. Good luck! Also, if you have a controller, feel free to test it to see if it works with the game. Currently, the XBOX controller is partially supported (controllers cannot navigate the pause menu, but you can open it up by pressing Esc on keyboard or Menu button for Xbox controller). If you don’t want to play the game, here’s a 100% playthrough with all apples and secret melons collected. https://youtu.be/cXItOPMkMOI...
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1793148666.2856066
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1793235066.2856066
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68536
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Pancake :3 by @pancakse | Stardance
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pancakse
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0
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0.82
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0
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[]
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[{"post_id": 78007, "ts": "202 [{"post_id": 78007, "ts": "2026-10-09T05:09:04Z", "hours": 0.8186, "text": "so after a bunch of bugs and troubleshooting we managed to get a ball to show up on the screen kinda basic rn lol"}]...
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Title: Pancake :3 by @pancakse | Stardance
Devlog Title: Pancake :3 by @pancakse | Stardance
Devlogs:
so after a bunch of bugs and troubleshooting we managed to get a ball to show up on the screen kinda basic rn lol...
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1793123365.1744494
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1793728165.1744494
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44345
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learnova-v2 by @ranveergill | Stardance
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ranveergill
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2
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27.0
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259
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T04:12:17Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "active recall is usually regraded as one of the best study methods of all time, and here you can practice it indefinitely! also, if you believe that your a better debater than ai/someone you know, you can challenge that here too! live at learnova.software :)", "repo": "https://github.com/ranveerlabs/learnova-v2", "demo": "https://www.learnova.software/"}, {"ship_num": 2, "ts": "2026-08-24T09:26:40Z", "hours": 19.0, "multiplier": 13.46, "payout": 259, "blessing": "neutral", "text": "Are you smarter than AI, your friends, or alone? Learnova is a study tool that only counts it as learned once you can say it back with no help. Multiple choice, then fill in the blank, then rebuild the explanation from pieces, then explain it cold, in your own words, with nothing to lean on. Most study tools stop testing you the moment you can recognize the right answer. This one starts there. The new part is who you’re up against. Debate Mode puts you against an AI opponent that argues the other side of whatever you just explained, four speeches, then a real judge call scores who actually held their ground. Or skip the AI and go against a friend instead, live, same format, one shared link, no accounts. The room exists the moment two people are in it and nothing else. Built this week: live 1v1 debate, real time, no database, a room is just two people and a shared connection. Rewrote how the grading talks to you, since a screen that quietly claims you contradicted a source that was never there does real damage to someone trying to learn. Killed the rating system twice over, first for hiding how different a study run and a debate round actually are, then for existing at all when neither needed to accumulate into a score. Rebuilt the whole color palette off the actual logo instead of picking colors that looked fine. None of it is graded on vibes. The AI opponent isn’t told to be nice or mean, it’s told to actually argue, and the judge is a second, separate model call that never sees what the first one said about itself. The score is out of ten, not a made up elo number a language model invented on the spot, because a model asked to do arithmetic will hand you a plausible number whether or not the arithmetic happened. Live at learnova.software. Open source. Built with Claude Code, over about five weeks of actual work, dates and all in the README because a repo that predates its own hackathon submission should say so plainly. Try it against yourself first. Then a friend. Then, if you’re feeling something, the AI.", "repo": "https://github.com/ranveerlabs/learnova-v2", "demo": "https://www.learnova.software/"}]...
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[{"post_id": 77995, "ts": "202 [{"post_id": 77995, "ts": "2026-10-09T04:10:10Z", "hours": 3.2511, "text": "no idea how i have this unlogged time lol"}, {"post_id": 63383, "ts": "2026-09-07T05:35:06Z", "hours": 0.5103, "text": "trimmed it down and tried to remove anything that could be potentially flagged as ai. i kinda think it looks better now, anyways running out of devlog content haha"}, {"post_id": 61640, "ts": "2026-09-04T17:09:45Z", "hours": 0.5211, "text": "recent rejection said round mode doesnt work i think it might have just been in an api rate limit thing as i wasnt able to find anything proving thats actually true"}, {"post_id": 60528, "ts": "2026-09-02T22:30:58Z", "hours": 0.2811, "text": "idk why i keep getting rejected for ai use my last rejection literally said “emojis in readme convey ai use”, ive never had any emojis in the readme ever. anyways devlogging cuz i wanna claim my 16 mins of skimming docs"}, {"post_id": 60017, "ts": "2026-09-02T03:38:18Z", "hours": 0.3928, "text": "claiming 23 minutes"}, {"post_id": 59412, "ts": "2026-09-01T07:12:15Z", "hours": 3.0644, "text": "everything is a window now whole app reskinned. every screen sits in a title bar and a paper body on a dark desktop, hard borders, no rounded corner left anywhere, 71 of those came out the token swap broke the landing immediately. –ink went #101010, –ground went #2b2b2b, and the headline sits straight on the ground, so LEARNOVA was black on near-black. wrapping screens in a window fixed it. i would have shipped that on the arithmetic two bugs turned out to be the same shape. the notes sheet had tape, punch holes and a pencil at -right-7, all deliberately outside the container, which nobody notices until a screen has a border. and the timer was a conic-gradient ring with a bg-ground disc punched out to make its hole, so once bg-ground became the desktop it drew a dark circle on a white toolbar /feed shipped. no CI on this repo, check-runs returns total_count: 0, so the build half is the deployments api. unauthenticated github is 60 an hour per ip and that ip is the whole deployment, so the answer sits on globalThis for 60 seconds the palette went round the houses. the title bar started as the blue off the reference screenshot, the only colour in the app from outside its own set, then charcoal which read as the old learnova, then mint, then cream warmed toward the star’s gold. i said the blue was gone twice before it actually was, cuz the first pass only moved the title bar and –accent-wash is what paints ::selection worst near miss: computeRoute(“/debate/live/QBTR”, {code:“QBTR”}) came back unmasked and i had most of a paragraph written abt room codes leaking to analytics. turnValueToRegExp wasnt in scope, so it hit the function’s own catch and handed the input straight back. with the helper in scope its /debate/live/[code] still emulated chrome on one machine. analytics loads but has never reported, that only happens off a deploy"}, {"post_id": 53640, "ts": "2026-08-24T09:20:45Z", "hours": 5.425, "text": "live rooms, and the rating that stopped existing live 1v1 debate shipped. two people, a four character code, no accounts the real decision was what a room even is. serverless functions dont share memory between instances, so a Map tracking whether a room exists lies abt half the time. host creates it on one instance, the guest’s join lands on another, and the guest gets told the room doesnt exist while the host is sat inside it. so nothing tracks existence any more. presence on an ably channel is the room two bugs that only turned up by testing it properly only the host’s browser calls the judge, so the ballot came back written entirely from the host’s side. both players read the host’s strengths and the host’s weaknesses in the second person. the judge writes both ballots now and mirror swaps them for the guest and a room was ending when the first person left instead of the last, which threw out whoever had stayed this reverses the last log, twice both elo modules got deleted. one number going up and down implies a round mode run and a debate round measure the same thing, and they dont. it became a plain record instead then the record got deleted too. a debate ends on its verdict and nothing counts up across rounds results were showing +1,380 of 2,280, a division you have to do in your head at the exact moment you want one answer. its a score out of ten now. anything above ten written by an older build gets dropped rather than converted, cuz converting needs a denominator that was never stored cut suggestion chips, which turned “name a topic” into “pick one of these”. three motions that typewrote themselves onto the debate note for no functional reason. /proof, which was a third way into a landing page arguing there are two. thirteen exported symbols nothing was calling and the “get the ballot” button. the eighth speech lands and the round goes to the judge on its own palette rebuilt off the logo. the dark ground is sampled straight out of the asset, and every neutral swapped for the grey at the same relative luminance, so the contrast ratios that were already tuned still hold. type warmed to the logo’s cream and the accent became the star’s gold two prompt bugs the voice instructions were teaching third person inside their own example. and the ballot voice used bare letters A and B, which now and then came out as “a flaw in A’s hanging out point” worst near miss of the session: the case insensitive fix for the letter A also matched the article “a”, and shipped “with they cheaper alternative” thru a live judge call before anybody caught it separate one, numbered lists were coming out as a single run-on line. fixed, and property tested against 200 random chunkings copy the unavailable message used to claim nothing youd typed had been lost, which this app has no way of knowing bigger one. every ai call was failing with a raw HTTP 402 on a student’s screen, telling them to retry something that was never going to work, cuz the shared key had run out of balance. it says plainly that retrying wont fix it now readme the status section had gone stale before, so it got corrected twice this session first pass: a full eight speech live debate across two real browsers, 1.6s to join, each speech reaching the other window in 423 to 1039ms, and a 15.2 second wait before a disconnect gets noticed, written down as measured rather than rounded down. the judge was stubbed that pass, the key had no balance second pass, once the key refilled: two real judge calls, two genuinely different ballots, no stray letters still open: a judge call made from inside a live room and mirrored to the guest has only ever been checked against a stub"}, {"post_id": 48684, "ts": "2026-08-17T06:00:05Z", "hours": 5.7667, "text": "debate mode, and the source that wasnt there biggest thing this session is a second mode. round mode’s ladder tops out at saying something in your own words. debate wants something else out of you, holding a position for four speeches while an opponent tries to take it off you. own route, rather than bolting a sixth round on the end the rating is arithmetic the judge hands back a winner, a margin and ten dimension scores. the elo change gets worked out from those in integer maths the model never sees. ask a model to update an elo directly and you get a number that looks like arithmetic, and you cant catch it going wrong cuz every value it gives you is plausible two tabs and they never mix. open debate is judged on whether the argument holds up. tournament prep gets judged against a tournament bar, where a dropped argument is conceded and 60 means mediocre rather than good for a beginner. format is required and never defaulted, a Public Forum ballot handed to somebody practising Lincoln-Douglas is worse than no ballot cuz theyll act on it tritoflex somebody ran a topic-only session on Tritoflex, a spray-on rubber roofing compound, and got told over and over that it was torch-applied. he caught it cuz he installs the stuff. anybody studying something new wouldnt have ask the model cold abt an obscure term and it comes back with a protein, an alpha helix, signal transduction, implicated in cancer. none of it true, none of it reading as invented, and it never once says it doesnt know the worst bit wasnt a missing disclaimer. on a topic-only round 4 the marking screen printed “Contradicts the source” under a heading reading “The notes”, in a session where the student pasted nothing and the server blanks every citation on the way out anyway. so somebody who wrote a true sentence got told they contradicted evidence that had never existed. it says “the model disagrees” now the header badge went from “AI-generated” to “AI, unchecked”. they typed the topic in themselves so they already know who wrote it. what they have no way to know is that nothing checked it. “AI” stays in the label cuz it outlives the moment, screenshots get shared and come back a week later runs leave something behind they used to die with the tab. honest enough abt the plumbing. but retrieval practice does its work thru spacing, and meeting a concept once, failing to explain it and never seeing it again is the half that only feels like studying the session already worked out the thing worth keeping, a map of which ideas you can recognise but cant say. computed it, showed it once, threw it away on the walk to the results. one standing per concept sticks around now and the front door leads with whats still unsaid the tests that tested nothing my first two boundary assertions both passed against the exact bugs they were written for. one compared trimmed pieces, and trimming erases the evidence, so it cant tell a mid-word cut from a clean one. the other ran on a sample that had collapsed to a single chunk, so there was no join left in it to get wrong only found out bcuz i reverted the fix to watch them fail and they sat there green status the green “strong” band is verified, which closes the open item from the last log. seen in a browser by somebody who knew the answers, rather than by a driver answering option 1 every time readme the privacy section had gone from cautious to false. “nothing is stored beyond the current session” stopped being true the moment runs started leaving a record behind. thats twice a claim in there has drifted while the product moved under it, so anything that stores something now drags a readme check into the same commit still no accounts. standings are per device and clearing site data wipes them"}, {"post_id": 43181, "ts": "2026-08-08T09:29:30Z", "hours": 4.9756, "text": "deleting the score biggest change this session was taking things out. round mode had points, a running total and a combo multiplier. all three gone!!! the argument lowk fell out as soon as i said it aloud. the number at the top of the results was the run time, and the quickest way thru a round is to answer everything wrong immediately. so the headline figure was paying you for the one behaviour the app exists to catch. points and combos were the same information twice over, worked out from how fast and how often you were right, then shown next to how fast and how often you were right whats there instead weights every answer by how little help it had. warm up counts once, round 1 three times, round 2 five, round 3 six, and saying a concept in your own words in round 4 is worth 150. speed isnt in the formula anywhere and two tests hold that down: the same answers given at wildly different speeds come out identical, and fast-and-wrong lands below slow-and-right it reads +615 of 2,120. a bare number says nothing when a short session and a long one have different ceilings round 3 the chip tray used to have wrong words mixed in, so the round was a hunt for what to avoid. now it holds the sentence’s own pieces and nothing else grading stopped being fussy abt list order. seven tests, four of them cases that still have to fail: “sugar traps light” for “light traps sugar”, a scrambled non-list, a missing chip, a changed verb round 4 cant be skipped any more. there was a “stop here and see the results” button sitting right in front of the only moment in the session with nothing on screen to lean on, which is where bailing is most tempting the interface stopped hiding the header used to empty itself during a round, on the theory that chrome at the edges competes with retrieval. thats true for one person at a desk. round mode gets passed round a room with several people reading one screen, so it stays up now locking the page to the viewport turned up two bugs. one of them clipped the verdict off the bottom on a short window, and the verdict is the line that tells you the answer the run clock was a nice one. it measured wall clock from the start of the run, so it counted loading and the between-round screens, and it disagreed with the time the results reported. header said 3:20 against a reported 1:08. built off the same splits the results use now the cold open prompt trimmed it after noticing it asked the model to write explanation lines nobody reads. a/b against the real proxy over 10 topics took median completion tokens from 397 to 266, abt 33%, on the one call every student sits and waits for setTimeout i overrode it in the harness to freeze auto-advance long enough to screenshot a verdict, and it swallowed the harness’s own sleeps. script hung and i captured the wrong state. keep a reference to the real function before you replace it status the assembled round is verified, which closes the open item from the last log. full ladder played end to end, in dev and against a production build"}, {"post_id": 41804, "ts": "2026-08-06T07:19:45Z", "hours": 3.1092, "text": "round mode, inspo is hackclub mail!!!! you type a topic and start guessing. five rounds, each one takes away more of the help: two options, four options, a sentence with the word missing, the same sentence in pieces you have to put back together, then nothing on screen at all and you just say it. the ladder runs recognise -> produce bcuz thats the direction the research points, retrieval beats rereading and producing beats picking anyway that part was already built. today was worse the scores were fake correct answers kept turning up in the first slot. felt wrong, so i wrote a script that generates questions thru the real route and counts where the answer actually lands warm up came back 5 of 5 at index 0. round 1 was 7 / 5 / 3 / 0 which means every score this app has ever shown anybody was inflated. you could do well without reading the question it was my own prompt doing it. every JSON example i handed the model had “answerIndex”: 0 sitting in it, so of course it learned that. placement happens on the server after generation now, for every format with ordered options, and that includes the chip tray, which had been shuffling in the browser where nothing could measure it 197 questions across four topics. chi-square under the 5% critical value on every format repeated questions are gone too. the dedupe compares what a question asks for rather than how its worded, so a rephrasing doesnt sneak past. when a topic runs dry the generator gets told to ask abt distinctions and consequences instead of drawing from the same pool twice three things a diff would never show drove headless chrome over all 21 presentations, cuz none of this is visible in code constellation’s stars stacked into a column. tailwind emits .relative after .absolute, and Pick set relative, so it beat the absolute that was being passed in doors swung 72 degrees, which turns the correct answer edge on at the exact moment you need to read it and a burst balloon faded to 0.25 opacity. so a wrong answer got softened by becoming unreadable. that one still bugs me, the marking is the one part that has to stay honest and it was quietly making the bad news harder to look at audio the generated pad sounded like fan noise. gone. its “8bit Dungeon Level” by Kevin MacLeod now, CC BY 4.0, credited in the app and in the repo on by default, the feel is half of why the mode works, and theres a mute for anyone sitting in a library autoplay turned into its own afternoon. no browser lets a page make noise before you touch it, so the track asks to play on mount, the rejection arms a listener, and your first click or keypress is what starts it testing that turned up a bug i had already talked myself out of. react batches state, so if the first thing you touched was the mute button, the listener fired while the value still read on, started the track, then paused it a frame later. a blip of music played at exactly the person switching it off. set synchronously now Two things from the test rig mattered more than the thing it was testing. element.click() doesnt grant user activation in chrome, so my first run looked like the whole feature was broken and was just the harness lying to me. and running chrome with a permissive autoplay flag meant the gesture fallback never fired once, so i was measuring nothing at all not done nobody has played the full ladder in a real browser yet. the presentations render, thats genuinely all i know. tomorrow"}]...
|
Title: learnova-v2 by @ranveergill | Stardance
De Title: learnova-v2 by @ranveergill | Stardance
Devlogs:
round mode, inspo is hackclub mail!!!! you type a topic and start guessing. five rounds, each one takes away more of the help: two options, four options, a sentence with the word missing, the same sentence in pieces you have to put back together, then nothing on screen at all and you just say it. the ladder runs recognise -> produce bcuz thats the direction the research points, retrieval beats rereading and producing beats picking anyway that part was already built. today was worse the scores were fake correct answers kept turning up in the first slot. felt wrong, so i wrote a script that generates questions thru the real route and counts where the answer actually lands warm up came back 5 of 5 at index 0. round 1 was 7 / 5 / 3 / 0 which means every score this app has ever shown anybody was inflated. you could do well without reading the question it was my own prompt doing it. every JSON example i handed the model had “answerIndex”: 0 sitting in it, so of course it learned that. placement happens on the server after generation now, for every format with ordered options, and that includes the chip tray, which had been shuffling in the browser where nothing could measure it 197 questions across four topics. chi-square under the 5% critical value on every format repeated questions are gone too. the dedupe compares what a question asks for rather than how its worded, so a rephrasing doesnt sneak past. when a topic runs dry the generator gets told to ask abt distinctions and consequences instead of drawing from the same pool twice three things a diff would never show drove headless chrome over all 21 presentations, cuz none of this is visible in code constellation’s stars stacked into a column. tailwind emits .relative after .absolute, and Pick set relative, so it beat the absolute that was being passed in doors swung 72 degrees, which turns the correct answer edge on at the exact moment you need to read it and a burst balloon faded to 0.25 opacity. so a wrong answer got softened by becoming unreadable. that one still bugs me, the marking is the one part that has to stay honest and it was quietly making the bad news harder to look at audio the generated pad sounded like fan noise. gone. its “8bit Dungeon Level” by Kevin MacLeod now, CC BY 4.0, credited in the app and in the repo on by default, the feel is half of why the mode works, and theres a mute for anyone sitting in a library autoplay turned into its own afternoon. no browser lets a page make noise before you touch it, so the track asks to play on mount, the rejection arms a listener, and your first click or keypress is what starts it testing that turned up a bug i had already talked myself out of. react batches state, so if the first thing you touched was the mute button, the listener fired while the value still read on, started the track, then paused it a frame later. a blip of music played at exactly the person switching it off. set synchronously now Two things from the test rig mattered more than the thing it was testing. element.click() doesnt grant user activation in chrome, so my first run looked like the whole feature was broken and was just the harness lying to me. and running chrome with a permissive autoplay flag meant the gesture fallback never fired once, so i was measuring nothing at all not done nobody has played the full ladder in a real browser yet. the presentations render, thats genuinely all i know. tomorrow
deleting the score biggest change this session was taking things out. round mode had points, a running total and a combo multiplier. all three gone!!! the argument lowk fell out as soon as i said it aloud. the number at the top of the results was the run time, and the quickest way thru a round is to answer everything wrong immediately. so the headline figure was paying you for the one behaviour the app exists to catch. points and combos were the same information twice over, worked out from how fast and how often you were right, then shown next to how fast and how often you were right whats there instead weights every answer by how little help it had. warm up counts once, round 1 three times, round 2 five, round 3 six, and saying a concept in your own words in round 4 is worth 150. speed isnt in the formula anywhere and two tests hold that down: the same answers given at wildly different speeds come out identical, and fast-and-wrong lands below slow-and-right it reads +615 of 2,120. a bare number says nothing when a short session and a long one have different ceilings round 3 the chip tray used to have wrong words mixed in, so the round was a hunt for what to avoid. now it holds the sentence’s own pieces and nothing else grading stopped being fussy abt list order. seven tests, four of them cases that still have to fail: “sugar traps light” for “light traps sugar”, a scrambled non-list, a missing chip, a changed verb round 4 cant be skipped any more. there was a “stop here and see the results” button sitting right in front of the only moment in the session with nothing on screen to lean on, which is where bailing is most tempting the interface stopped hiding the header used to empty itself during a round, on the theory that chrome at the edges competes with retrieval. thats true for one person at a desk. round mode gets passed round a room with several people reading one screen, so it stays up now locking the page to the viewport turned up two bugs. one of them clipped the verdict off the bottom on a short window, and the verdict is the line that tells you the answer the run clock was a nice one. it measured wall clock from the start of the run, so it counted loading and the between-round screens, and it disagreed with the time the results reported. header said 3:20 against a reported 1:08. built off the same splits the results use now the cold open prompt trimmed it after noticing it asked the model to write explanation lines nobody reads. a/b against the real proxy over 10 topics took median completion tokens from 397 to 266, abt 33%, on the one call every student sits and waits for setTimeout i overrode it in the harness to freeze auto-advance long enough to screenshot a verdict, and it swallowed the harness’s own sleeps. script hung and i captured the wrong state. keep a reference to the real function before you replace it status the assembled round is verified, which closes the open item from the last log. full ladder played end to end, in dev and against a production build
debate mode, and the source that wasnt there biggest thing this session is a second mode. round mode’s ladder tops out at saying something in your own words. debate wants something else out of you, holding a position for four speeches while an opponent tries to take it off you. own route, rather than bolting a sixth round on the end the rating is arithmetic the judge hands back a winner, a margin and ten dimension scores. the elo change gets worked out from those in integer maths the model never sees. ask a model to update an elo directly and you get a number that looks like arithmetic, and you cant catch it going wrong cuz every value it gives you is plausible two tabs and they never mix. open debate is judged on whether the argument holds up. tournament prep gets judged against a tournament bar, where a dropped argument is conceded and 60 means mediocre rather than good for a beginner. format is required and never defaulted, a Public Forum ballot handed to somebody practising Lincoln-Douglas is worse than no ballot cuz theyll act on it tritoflex somebody ran a topic-only session on Tritoflex, a spray-on rubber roofing compound, and got told over and over that it was torch-applied. he caught it cuz he installs the stuff. anybody studying something new wouldnt have ask the model cold abt an obscure term and it comes back with a protein, an alpha helix, signal transduction, implicated in cancer. none of it true, none of it reading as invented, and it never once says it doesnt know the worst bit wasnt a missing disclaimer. on a topic-only round 4 the marking screen printed “Contradicts the source” under a heading reading “The notes”, in a session where the student pasted nothing and the server blanks every citation on the way out anyway. so somebody who wrote a true sentence got told they contradicted evidence that had never existed. it says “the model disagrees” now the header badge went from “AI-generated” to “AI, unchecked”. they typed the topic in themselves so they already know who wrote it. what they have no way to know is that nothing checked it. “AI” stays in the label cuz it outlives the moment, screenshots get shared and come back a week later runs leave something behind they used to die with the tab. honest enough abt the plumbing. but retrieval practice does its work thru spacing, and meeting a concept once, failing to explain it and never seeing it again is the half that only feels like studying the session already worked out the thing worth keeping, a map of which ideas you can recognise but cant say. computed it, showed it once, threw it away on the walk to the results. one standing per concept sticks around now and the front door leads with whats still unsaid the tests that tested nothing my first two boundary assertions both passed against the exact bugs they were written for. one compared trimmed pieces, and trimming erases the evidence, so it cant tell a mid-word cut from a clean one. the other ran on a sample that had collapsed to a single chunk, so there was no join left in it to get wrong only found out bcuz i reverted the fix to watch them fail and they sat there green status the green “strong” band is verified, which closes the open item from the last log. seen in a browser by somebody who knew the answers, rather than by a driver answering option 1 every time readme the privacy section had gone from cautious to false. “nothing is stored beyond the current session” stopped being true the moment runs started leaving a record behind. thats twice a claim in there has drifted while the product moved under it, so anything that stores something now drags a readme check into the same commit still no accounts. standings are per device and clearing site data wipes them
live rooms, and the rating that stopped existing live 1v1 debate shipped. two people, a four character code, no accounts the real decision was what a room even is. serverless functions dont share memory between instances, so a Map tracking whether a room exists lies abt half the time. host creates it on one instance, the guest’s join lands on another, and the guest gets told the room doesnt exist while the host is sat inside it. so nothing tracks existence any more. presence on an ably channel is the room two bugs that only turned up by testing it properly only the host’s browser calls the judge, so the ballot came back written entirely from the host’s side. both players read the host’s strengths and the host’s weaknesses in the second person. the judge writes both ballots now and mirror swaps them for the guest and a room was ending when the first person left instead of the last, which threw out whoever had stayed this reverses the last log, twice both elo modules got deleted. one number going up and down implies a round mode run and a debate round measure the same thing, and they dont. it became a plain record instead then the record got deleted too. a debate ends on its verdict and nothing counts up across rounds results were showing +1,380 of 2,280, a division you have to do in your head at the exact moment you want one answer. its a score out of ten now. anything above ten written by an older build gets dropped rather than converted, cuz converting needs a denominator that was never stored cut suggestion chips, which turned “name a topic” into “pick one of these”. three motions that typewrote themselves onto the debate note for no functional reason. /proof, which was a third way into a landing page arguing there are two. thirteen exported symbols nothing was calling and the “get the ballot” button. the eighth speech lands and the round goes to the judge on its own palette rebuilt off the logo. the dark ground is sampled straight out of the asset, and every neutral swapped for the grey at the same relative luminance, so the contrast ratios that were already tuned still hold. type warmed to the logo’s cream and the accent became the star’s gold two prompt bugs the voice instructions were teaching third person inside their own example. and the ballot voice used bare letters A and B, which now and then came out as “a flaw in A’s hanging out point” worst near miss of the session: the case insensitive fix for the letter A also matched the article “a”, and shipped “with they cheaper alternative” thru a live judge call before anybody caught it separate one, numbered lists were coming out as a single run-on line. fixed, and property tested against 200 random chunkings copy the unavailable message used to claim nothing youd typed had been lost, which this app has no way of knowing bigger one. every ai call was failing with a raw HTTP 402 on a student’s screen, telling them to retry something that was never going to work, cuz the shared key had run out of balance. it says plainly that retrying wont fix it now readme the status section had gone stale before, so it got corrected twice this session first pass: a full eight speech live debate across two real browsers, 1.6s to join, each speech reaching the other window in 423 to 1039ms, and a 15.2 second wait before a disconnect gets noticed, written down as measured rather than rounded down. the judge was stubbed that pass, the key had no balance second pass, once the key refilled: two real judge calls, two genuinely different ballots, no stray letters still open: a judge call made from inside a live room and mirrored to the guest has only ever been checked against a stub
everything is a window now whole app reskinned. every screen sits in a title bar and a paper body on a dark desktop, hard borders, no rounded corner left anywhere, 71 of those came out the token swap broke the landing immediately. –ink went #101010, –ground went #2b2b2b, and the headline sits straight on the ground, so LEARNOVA was black on near-black. wrapping screens in a window fixed it. i would have shipped that on the arithmetic two bugs turned out to be the same shape. the notes sheet had tape, punch holes and a pencil at -right-7, all deliberately outside the container, which nobody notices until a screen has a border. and the timer was a conic-gradient ring with a bg-ground disc punched out to make its hole, so once bg-ground became the desktop it drew a dark circle on a white toolbar /feed shipped. no CI on this repo, check-runs returns total_count: 0, so the build half is the deployments api. unauthenticated github is 60 an hour per ip and that ip is the whole deployment, so the answer sits on globalThis for 60 seconds the palette went round the houses. the title bar started as the blue off the reference screenshot, the only colour in the app from outside its own set, then charcoal which read as the old learnova, then mint, then cream warmed toward the star’s gold. i said the blue was gone twice before it actually was, cuz the first pass only moved the title bar and –accent-wash is what paints ::selection worst near miss: computeRoute(“/debate/live/QBTR”, {code:“QBTR”}) came back unmasked and i had most of a paragraph written abt room codes leaking to analytics. turnValueToRegExp wasnt in scope, so it hit the function’s own catch and handed the input straight back. with the helper in scope its /debate/live/[code] still emulated chrome on one machine. analytics loads but has never reported, that only happens off a deploy
claiming 23 minutes
idk why i keep getting rejected for ai use my last rejection literally said “emojis in readme convey ai use”, ive never had any emojis in the readme ever. anyways devlogging cuz i wanna claim my 16 mins of skimming docs
recent rejection said round mode doesnt work i think it might have just been in an api rate limit thing as i wasnt able to find anything proving thats actually true
trimmed it down and tried to remove anything that could be potentially flagged as ai. i kinda think it looks better now, anyways running out of devlog content haha
no idea how i have this unlogged time lol
Ships:
Are you smarter than AI, your friends, or alone? Learnova is a study tool that only counts it as learned once you can say it back with no help. Multiple choice, then fill in the blank, then rebuild the explanation from pieces, then explain it cold, in your own words, with nothing to lean on. Most study tools stop testing you the moment you can recognize the right answer. This one starts there. The new part is who you’re up against. Debate Mode puts you against an AI opponent that argues the other side of whatever you just explained, four speeches, then a real judge call scores who actually held their ground. Or skip the AI and go against a friend instead, live, same format, one shared link, no accounts. The room exists the moment two people are in it and nothing else. Built this week: live 1v1 debate, real time, no database, a room is just two people and a shared connection. Rewrote how the grading talks to you, since a screen that quietly claims you contradicted a source that was never there does real damage to someone trying to learn. Killed the rating system twice over, first for hiding how different a study run and a debate round actually are, then for existing at all when neither needed to accumulate into a score. Rebuilt the whole color palette off the actual logo instead of picking colors that looked fine. None of it is graded on vibes. The AI opponent isn’t told to be nice or mean, it’s told to actually argue, and the judge is a second, separate model call that never sees what the first one said about itself. The score is out of ten, not a made up elo number a language model invented on the spot, because a model asked to do arithmetic will hand you a plausible number whether or not the arithmetic happened. Live at learnova.software. Open source. Built with Claude Code, over about five weeks of actual work, dates and all in the README because a repo that predates its own hackathon submission should say so plainly. Try it against yourself first. Then a friend. Then, if you’re feeling something, the AI.
active recall is usually regraded as one of the best study methods of all time, and here you can practice it indefinitely! also, if you believe that your a better debater than ai/someone you know, you can challenge that here too! live at learnova.software :)...
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1793242203.372547
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1793328603.372547
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67421
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EN.FO by @Eucatastrophe | Stardance
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Eucatastrophe
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0
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57.57
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0
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[]
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[{"post_id": 77992, "ts": "202 [{"post_id": 77992, "ts": "2026-10-09T04:06:04Z", "hours": 0.7625, "text": "troubleshooting pcb didn’t work because of some mystery reason that I’m going to figure out later, but battery would only turn the backlight on, and the code wouldn’t turn the backlight on, even explicitly setting the pin to high. mysterious. ugh well anyway, I’m ordering another one because I also fixed a component so that it would be flush with the board"}, {"post_id": 76866, "ts": "2026-10-04T21:28:37Z", "hours": 1.0556, "text": "my pcb got here from pcbway!!! soldered some components to the board. turns out I bought the wrong size of JST connector (by a couple millimeters…) next step is fixing that, and printing the enclosure with translucent HTPLA & PETG."}, {"post_id": 76329, "ts": "2026-10-03T06:48:48Z", "hours": 2.3514, "text": "Software: fixed a bug about unit conversions, also took some pictures for the readme! Also check out this e-ink thingy, I was gonna use it for this project but it didn’t fit the use case very well. Dunno what I’ll use it for in the future. Code credits to blurPP/ssd1681_epaper_driver_micropython !! for the demo"}, {"post_id": 76076, "ts": "2026-10-02T08:25:23Z", "hours": 53.4039, "text": "Somehow we’re starting at 52 hours, probably more since I fiddled with it for a really long time while trying to learn microelectronics.. Anyway, since I joined this pretty late with this project, honestly the software part is mostly finished. I spent the last month testing the sensor drafting out figma layouts making the page navigation architecture in circuitpython making pages making a whole ass CAD model for printing an enclosure So this week I made some games! They use two buttons, since the main page navigation and UI of the environment sensor uses two buttons. It runs on a TFT LCD!!! But for ease of testing, I have a True/False flag in the code that runs it through pygame (adafruit_displayio_blinka library, I think) so I can simulate and test on the computer. Pretty neat"}]...
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Title: EN.FO by @Eucatastrophe | Stardance
Devlog Title: EN.FO by @Eucatastrophe | Stardance
Devlogs:
Somehow we’re starting at 52 hours, probably more since I fiddled with it for a really long time while trying to learn microelectronics.. Anyway, since I joined this pretty late with this project, honestly the software part is mostly finished. I spent the last month testing the sensor drafting out figma layouts making the page navigation architecture in circuitpython making pages making a whole ass CAD model for printing an enclosure So this week I made some games! They use two buttons, since the main page navigation and UI of the environment sensor uses two buttons. It runs on a TFT LCD!!! But for ease of testing, I have a True/False flag in the code that runs it through pygame (adafruit_displayio_blinka library, I think) so I can simulate and test on the computer. Pretty neat
Software: fixed a bug about unit conversions, also took some pictures for the readme! Also check out this e-ink thingy, I was gonna use it for this project but it didn’t fit the use case very well. Dunno what I’ll use it for in the future. Code credits to blurPP/ssd1681_epaper_driver_micropython !! for the demo
my pcb got here from pcbway!!! soldered some components to the board. turns out I bought the wrong size of JST connector (by a couple millimeters…) next step is fixing that, and printing the enclosure with translucent HTPLA & PETG.
troubleshooting pcb didn’t work because of some mystery reason that I’m going to figure out later, but battery would only turn the backlight on, and the code wouldn’t turn the backlight on, even explicitly setting the pin to high. mysterious. ugh well anyway, I’m ordering another one because I also fixed a component so that it would be flush with the board...
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1793109224.3450162
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1793714024.3450162
|
|
12747
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Hack-A-Gent by @to_aarav_g | Stardance
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to_aarav_g
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1
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177.01
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:09:15Z", "hours": 141.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it.", "repo": "https://github.com/Theuser1211/Hack-A-Gent", "demo": "https://github.com/Theuser1211/Hack-A-Gent/releases/"}]...
|
[{"post_id": 77987, "ts": "202 [{"post_id": 77987, "ts": "2026-10-09T03:55:17Z", "hours": 3.6219, "text": "Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues"}, {"post_id": 76687, "ts": "2026-10-04T10:37:59Z", "hours": 3.055, "text": "Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go."}, {"post_id": 76124, "ts": "2026-10-02T12:50:50Z", "hours": 3.5364, "text": "Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1"}, {"post_id": 75504, "ts": "2026-09-30T09:17:25Z", "hours": 25.7925, "text": "I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now."}, {"post_id": 72689, "ts": "2026-09-23T14:43:47Z", "hours": 20.6364, "text": "Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run."}, {"post_id": 42039, "ts": "2026-08-06T16:28:40Z", "hours": 8.8503, "text": "Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects."}, {"post_id": 41361, "ts": "2026-08-05T15:03:39Z", "hours": 13.7719, "text": "Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage."}, {"post_id": 39997, "ts": "2026-08-03T10:51:49Z", "hours": 8.8792, "text": "This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this"}, {"post_id": 39011, "ts": "2026-08-01T17:39:57Z", "hours": 14.4528, "text": "Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons."}, {"post_id": 35101, "ts": "2026-07-26T09:58:01Z", "hours": 11.1589, "text": "Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission."}, {"post_id": 33322, "ts": "2026-07-23T04:04:01Z", "hours": 8.9597, "text": "This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release."}, {"post_id": 27158, "ts": "2026-07-12T13:41:30Z", "hours": 6.4664, "text": "Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week"}, {"post_id": 26029, "ts": "2026-07-10T16:39:54Z", "hours": 22.7653, "text": "Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code."}, {"post_id": 21958, "ts": "2026-07-04T05:04:47Z", "hours": 25.1944, "text": "Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo."}]...
|
Title: Hack-A-Gent by @to_aarav_g | Stardance
Dev Title: Hack-A-Gent by @to_aarav_g | Stardance
Devlogs:
Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo.
Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code.
Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week
This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release.
Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission.
Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons.
This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this
Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage.
Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects.
Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run.
I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now.
Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1
Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go.
Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues
Ships:
What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it....
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1793152411.310006
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1793238811.310006
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|
56073
|
Hardware of CropSentry by @caigriffith | Stardance
|
caigriffith
|
0
|
20.05
|
0
|
[]
|
[{"post_id": 77983, "ts": "202 [{"post_id": 77983, "ts": "2026-10-09T03:20:27Z", "hours": 13.3661, "text": "Today was great! I got so much work done. So far, the Repo is mostly complete (still needs more work done), the README is done, the coding is done, the server configuration is done, some CAD is done, the photos are done, and I was able to organize everything. Can’t wait to see what’s going to happen next!"}, {"post_id": 63319, "ts": "2026-09-07T02:24:49Z", "hours": 1.2006, "text": "Finished the schematic and made the design electrically sound. However, my partner and I ultimately decided that due to time constraints, case fitting, and sensor exposure, we are going to hand wire the design and mount each sensor individually to the encasement (of which will be 3D modeled and printed from Fusion 360). The schematic is mostly going to be a wiring diagram of where to wire pins together when we get to that point. Looking past Stardance, we do plan to make a PCB in the future. In addition to this, I made sure to buy all the parts necessary to start wiring and CAD modeling. I also created a final and working BOM for the project."}, {"post_id": 61275, "ts": "2026-09-04T04:00:03Z", "hours": 3.0169, "text": "Worked on building schematic further, down to 3 ERC errors, and finalized any information that will be on the README."}, {"post_id": 61141, "ts": "2026-09-03T22:08:52Z", "hours": 2.4639, "text": "This week, I made a presentation that my partner and I will give to Middle Georgia State University about our project and how it can be impactful in the real world. I also created a baseline wiring schematic (We plan to use a perfboard/breadboard rather than a PCB due to time constraints) so that when the parts come in, we are able to wire everything together. I also started a BOM that will be finalized soon."}]...
|
Title: Hardware of CropSentry by @caigriffith | St Title: Hardware of CropSentry by @caigriffith | Stardance
Devlogs:
This week, I made a presentation that my partner and I will give to Middle Georgia State University about our project and how it can be impactful in the real world. I also created a baseline wiring schematic (We plan to use a perfboard/breadboard rather than a PCB due to time constraints) so that when the parts come in, we are able to wire everything together. I also started a BOM that will be finalized soon.
Worked on building schematic further, down to 3 ERC errors, and finalized any information that will be on the README.
Finished the schematic and made the design electrically sound. However, my partner and I ultimately decided that due to time constraints, case fitting, and sensor exposure, we are going to hand wire the design and mount each sensor individually to the encasement (of which will be 3D modeled and printed from Fusion 360). The schematic is mostly going to be a wiring diagram of where to wire pins together when we get to that point. Looking past Stardance, we do plan to make a PCB in the future. In addition to this, I made sure to buy all the parts necessary to start wiring and CAD modeling. I also created a final and working BOM for the project.
Today was great! I got so much work done. So far, the Repo is mostly complete (still needs more work done), the README is done, the coding is done, the server configuration is done, some CAD is done, the photos are done, and I was able to organize everything. Can’t wait to see what’s going to happen next!...
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1792648127.6422899
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1793252927.6422899
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51177
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8bit computer by @geenk | Stardance
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geenk
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0
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27.42
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0
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[]
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[{"post_id": 77979, "ts": "202 [{"post_id": 77979, "ts": "2026-10-09T03:00:47Z", "hours": 1.4667, "text": "General project updates Hey! School started so I’ve been pretty busy, but I am mostly done syncing the simulation files with the KiCad design. I’ll probably be building this out of breadboards instead of an actual PCB purely because it will be easier to modify and fix bugs on."}, {"post_id": 59782, "ts": "2026-09-01T18:32:16Z", "hours": 3.7264, "text": "It’s alive!!! The computer finally ran a fibonacci sequence code! I had to update many parts of the computer to get it to work with most of the 8080/8085 instruction set. But currently it can run a simple program! I was dealing with an issue where the step counter just would not count, but that was just me messing up in the SC_RST logic. Changes Instruction set: Wrote the python code to implement most of the 8080 instruction set, and code to generate the control EEPROM data based on the instruction set ALU: Had to add the hardware to enable for RRC/RAR instructions PC: Had to add output to data bus functionality for Jcc instructions MAR: Had to add functionality to increment MAR to save on time (not having to route through ALU) Temporary register: for XCHG instructions and JMP Misc: Made sure other signals were clock gated"}, {"post_id": 54825, "ts": "2026-08-25T23:50:04Z", "hours": 3.7103, "text": "Instruction decoder and connecting modules together I connected most of the modules together, for now the computer works when controlled manually. I’ve also manually tested some modules by hand, and they seem to be working well together. I’ve had some bugs wiring the control EEPROMs to the control signals since I forgot the multiplexer outputs were inverted. For the instruction decoders, to save on control EEPROMs, I’ve multiplexed some of the control signals that wont be used together. For instance the outputs to bus control signals, two should never be turned on together, so I can use multiplexing to reduce from 16 control pins to 4."}, {"post_id": 54473, "ts": "2026-08-25T14:24:04Z", "hours": 1.8619, "text": "MAR, RAM updates, address decoder and ROM simulation files I added DIP programming switches (their equivalent) to the MAR and RAM simulation files. I also changed most modules to expose their inner LEDs since you couldn’t see them when adding them as components. Also added the address decoder and ROM simulation files. The address decoder and ROM seems to work pretty well."}, {"post_id": 54249, "ts": "2026-08-25T04:16:15Z", "hours": 1.1514, "text": "RAM, Output register simulation files I built the RAM module in simulation with DIP switches to test, but I prob will actually build that into the actual computer. The Digital simulator didn’t have the MCU I planned on using, so I used the ol persistence of vision multiplexing used by Ben Eater in his videos."}, {"post_id": 53516, "ts": "2026-08-24T03:05:35Z", "hours": 2.3503, "text": "MAR, PC, ALU simulation files Made the simulation files for the memory address register, program counter and the ALU. The ALU still needs a bit of investigation into the behavior of the 74LS181 chips."}, {"post_id": 53376, "ts": "2026-08-23T22:05:18Z", "hours": 2.1833, "text": "BC, HL registers simulation files Wired up the simulation files for the BC and HL register pairs. Simulation using Digital ( https://github.com/hneemann/digital )"}, {"post_id": 51864, "ts": "2026-08-21T18:52:55Z", "hours": 1.6169, "text": "Connecting things together Connected parts of the modules together, still have to connect the control wires together for the instruction decoding part."}, {"post_id": 51291, "ts": "2026-08-20T20:58:33Z", "hours": 1.3667, "text": "Clock & fixes Clock Basically the typical Ben Eater’s design of the clock module, nothing special, uses 3 555 timers in different configurations for both the manual step and the actual clock. Flags register Now the flags register has 4 flags, N egative, C arry, Z ero and o V erflow. N flag is generated using the MSB of the sum out, since that would indicate a negative number when doing signed arithmetic. Zero is generated by ORing all the sum out and ANDing them together. The Carry flag is just taken directly from the 181 ALU. The Overflow flag comes from by NOT(XOR A7, B7) AND XOR(S7, A7) Fixes Now the load control words for registers are synchronous, this prevents issues with loading garbage from the bus close to clock transitions. Another fix was that the CF reader missed a VCC pin so I added that back."}, {"post_id": 51145, "ts": "2026-08-20T17:16:38Z", "hours": 2.8003, "text": "BC, DE, HL register pairs, IR, output register, SC, LCD, parts of instruction decoder BC, DE, HL registers These registers can act together as a single 16bit register, outputting to the address bus, or also act like regular 8bit registers, outputting to the data bus. The HL register is special as it handles more indexing things. It has functionality to act as both regular 8bit registers and 16 bit register pair with increment and decrement functionality. IR - instruction register The IR stores opcodes from the RAM, and then passes it to the instruction decoder to get the microcode for the particular instruction/opcode. It is a simple 8 bit register using the 74LS573, without output to the bus. Output Register The output register consists of 4 * 7 segment displays. In Ben Eater’s original design, he uses eeproms to replace the logic for decoding. But in this case, I’ve elected to go with the ATMEGA328 microcontroller instead purely to save on board space. SC - Step Counter The SC handles the T-states/steps/micro instructions required to run a single instruction. Currently it uses a single 74LS161, which can handle up to 16 T-states. A reset control word is also implemented. The output of the SC goes to the control EEPROMs so that the computer knows what to do. LCD Using the typical 16x02 LCD, the LCD has an 74LS573 to buffer the data and the 2 control pins (enable and RS) are handled by the address decoder. 0xA00x enables the LCD using the 74LS138 decoder, and the 0xA001 sets the RS. Instruction Decoder I’ve decided to go with 4 W27C512 for the control EEPROMs, since it has 16bits address which is enough for 8bit opcode, 4bit step, 4 bit flag."}, {"post_id": 50673, "ts": "2026-08-19T23:29:21Z", "hours": 1.5667, "text": "CF card reader, A/B register, ALU, flags register. Finished the schematic for the CF card reader, the A/B register, the ALU and the flags register. Currently, the A/B and flags register are 8 bit. CF card reader The CF card reader uses the True IDE mode on CF cards, this allows for 8 bit data reading, and internal registers access using 3 address pins. CF cards uses 512bytes sectors which can be read sequentially using the IORD read strobe pin. But writing to the internal registers is also needed to set the card up for reading, hence the bidirectional bus. A/B register The A/B registers are 8 bit registers using the 74LS573. They have both an IN and OUT control words. The A register is directly connected to the ALU. ALU The ALU uses 2 74LS181 ALU cascaded together. They allow for multiple arithmetic and logic operations. The A register is directly connected to the ALU A input, while a temporary buffer is conected to the B input of the ALU to allow for loading from other registers or memory. Flags register Currently the flags register uses the 74LS573 to store the flags. Currently only 3 flags are wired, CF, ZF and EF. CF comes from the 181 ALU while the ZF is generated from the ALU output."}, {"post_id": 50624, "ts": "2026-08-19T21:15:16Z", "hours": 2.1503, "text": "Memory address decoding, RAM, ROM, and CF card part & symbol The 8 bit computer has a 16bit memory addressing. It is segmented into 4 blocks. From 0x0000 to 0x7FFF is the 32K of RAM. From 0x8000 to 0x8007 is the CF card/external storage segment. From 0x8008 to 0xEFFF is reserved for now. 0xF000 to 0xFFFF is for the ROM/bootloader. Memory address decoding To only enable ROM/RAM/CF when its their memory address sections, I used the last 4 bits of the memory address. If A12-15 are all 1, then its the ROM thats selected. Since the ROM memory is 0xFXXX. The RAM is selected whenever the A15 is 0, since the 62256 only has 15bits of address. The CF is selected when a A15-A13 is 0b100, which is decoded using a 74LS138. RAM The RAM uses a 62256 ram chip. The 62256 has common I/O so the 74LS245 transceiver is responsible for both RAM to bus and bus to RAM (ie STA instructions). I’ve decided to not include manual programming of the RAM unlike Ben Eater’s original design. It was simply because it would make the modules way too big. ROM The ROM uses a 28C64 for now. Its more for the bootloader/storing programs. Its buffered to the bus using a 73LS245. CF card The CF card section is for programs, it works on sectors, so the bootloader has to copy the code from the CF into the memory in order to work. Currently I found a CF card part and made a symbol for the CF card reader."}, {"post_id": 50514, "ts": "2026-08-19T18:10:54Z", "hours": 1.4669, "text": "MAR, PC, SP Made the schematic for the memory address register, program counter and the stack pointer. All 3 modules output to a shared 16bit memory address bus. Since the bus is 8 bit and the address bus is 16bit, the MAR, PC, and the SP are split into a High and a Low section, so it takes 2 fetch cycles to load a 16bit address into the modules (ie first fetch loads 8 bit into MAR_Low and second fetch loads 8 bit into MAR_High). MAR The MAR uses 2 74LS573 octal d-type registers to store 16 bits of information, it’s used for instructions needing to access data in RAM, ie LDA 0x7000. To allow for viewing the MAR data, its hooked up to LEDs and to the address bus using 2 74LS245 to act as buffer between the MAR and the address bus. PC The program counter uses 4 74LS161 to count up. I considered using the 74LS593, but after a quick search on Aliexpress and LCSC, found it too rare of a chip to use. So I went back to using the 74LS161. The program counter tells the computer what is the next memory address to fetch data from. This module is also hooked up to the main data bus to allow for jump instructions to work. This is also buffered via 2 74LS245. SP The stack pointer uses 4 74LS193 to allow for it to count up and down. First time using the 74LS193 so it was kinda confusing to figure out how to wire multiple of them up for cascading. The SP allows for subroutines to happen (JSR/CALL/RTS/RET instructions) as it allows for the computer to remember where to return to after the subroutine finishes. This is also buffered via 2 74LS245."}]...
|
Title: 8bit computer by @geenk | Stardance
Devlog Title: 8bit computer by @geenk | Stardance
Devlogs:
MAR, PC, SP Made the schematic for the memory address register, program counter and the stack pointer. All 3 modules output to a shared 16bit memory address bus. Since the bus is 8 bit and the address bus is 16bit, the MAR, PC, and the SP are split into a High and a Low section, so it takes 2 fetch cycles to load a 16bit address into the modules (ie first fetch loads 8 bit into MAR_Low and second fetch loads 8 bit into MAR_High). MAR The MAR uses 2 74LS573 octal d-type registers to store 16 bits of information, it’s used for instructions needing to access data in RAM, ie LDA 0x7000. To allow for viewing the MAR data, its hooked up to LEDs and to the address bus using 2 74LS245 to act as buffer between the MAR and the address bus. PC The program counter uses 4 74LS161 to count up. I considered using the 74LS593, but after a quick search on Aliexpress and LCSC, found it too rare of a chip to use. So I went back to using the 74LS161. The program counter tells the computer what is the next memory address to fetch data from. This module is also hooked up to the main data bus to allow for jump instructions to work. This is also buffered via 2 74LS245. SP The stack pointer uses 4 74LS193 to allow for it to count up and down. First time using the 74LS193 so it was kinda confusing to figure out how to wire multiple of them up for cascading. The SP allows for subroutines to happen (JSR/CALL/RTS/RET instructions) as it allows for the computer to remember where to return to after the subroutine finishes. This is also buffered via 2 74LS245.
Memory address decoding, RAM, ROM, and CF card part & symbol The 8 bit computer has a 16bit memory addressing. It is segmented into 4 blocks. From 0x0000 to 0x7FFF is the 32K of RAM. From 0x8000 to 0x8007 is the CF card/external storage segment. From 0x8008 to 0xEFFF is reserved for now. 0xF000 to 0xFFFF is for the ROM/bootloader. Memory address decoding To only enable ROM/RAM/CF when its their memory address sections, I used the last 4 bits of the memory address. If A12-15 are all 1, then its the ROM thats selected. Since the ROM memory is 0xFXXX. The RAM is selected whenever the A15 is 0, since the 62256 only has 15bits of address. The CF is selected when a A15-A13 is 0b100, which is decoded using a 74LS138. RAM The RAM uses a 62256 ram chip. The 62256 has common I/O so the 74LS245 transceiver is responsible for both RAM to bus and bus to RAM (ie STA instructions). I’ve decided to not include manual programming of the RAM unlike Ben Eater’s original design. It was simply because it would make the modules way too big. ROM The ROM uses a 28C64 for now. Its more for the bootloader/storing programs. Its buffered to the bus using a 73LS245. CF card The CF card section is for programs, it works on sectors, so the bootloader has to copy the code from the CF into the memory in order to work. Currently I found a CF card part and made a symbol for the CF card reader.
CF card reader, A/B register, ALU, flags register. Finished the schematic for the CF card reader, the A/B register, the ALU and the flags register. Currently, the A/B and flags register are 8 bit. CF card reader The CF card reader uses the True IDE mode on CF cards, this allows for 8 bit data reading, and internal registers access using 3 address pins. CF cards uses 512bytes sectors which can be read sequentially using the IORD read strobe pin. But writing to the internal registers is also needed to set the card up for reading, hence the bidirectional bus. A/B register The A/B registers are 8 bit registers using the 74LS573. They have both an IN and OUT control words. The A register is directly connected to the ALU. ALU The ALU uses 2 74LS181 ALU cascaded together. They allow for multiple arithmetic and logic operations. The A register is directly connected to the ALU A input, while a temporary buffer is conected to the B input of the ALU to allow for loading from other registers or memory. Flags register Currently the flags register uses the 74LS573 to store the flags. Currently only 3 flags are wired, CF, ZF and EF. CF comes from the 181 ALU while the ZF is generated from the ALU output.
BC, DE, HL register pairs, IR, output register, SC, LCD, parts of instruction decoder BC, DE, HL registers These registers can act together as a single 16bit register, outputting to the address bus, or also act like regular 8bit registers, outputting to the data bus. The HL register is special as it handles more indexing things. It has functionality to act as both regular 8bit registers and 16 bit register pair with increment and decrement functionality. IR - instruction register The IR stores opcodes from the RAM, and then passes it to the instruction decoder to get the microcode for the particular instruction/opcode. It is a simple 8 bit register using the 74LS573, without output to the bus. Output Register The output register consists of 4 * 7 segment displays. In Ben Eater’s original design, he uses eeproms to replace the logic for decoding. But in this case, I’ve elected to go with the ATMEGA328 microcontroller instead purely to save on board space. SC - Step Counter The SC handles the T-states/steps/micro instructions required to run a single instruction. Currently it uses a single 74LS161, which can handle up to 16 T-states. A reset control word is also implemented. The output of the SC goes to the control EEPROMs so that the computer knows what to do. LCD Using the typical 16x02 LCD, the LCD has an 74LS573 to buffer the data and the 2 control pins (enable and RS) are handled by the address decoder. 0xA00x enables the LCD using the 74LS138 decoder, and the 0xA001 sets the RS. Instruction Decoder I’ve decided to go with 4 W27C512 for the control EEPROMs, since it has 16bits address which is enough for 8bit opcode, 4bit step, 4 bit flag.
Clock & fixes Clock Basically the typical Ben Eater’s design of the clock module, nothing special, uses 3 555 timers in different configurations for both the manual step and the actual clock. Flags register Now the flags register has 4 flags, N egative, C arry, Z ero and o V erflow. N flag is generated using the MSB of the sum out, since that would indicate a negative number when doing signed arithmetic. Zero is generated by ORing all the sum out and ANDing them together. The Carry flag is just taken directly from the 181 ALU. The Overflow flag comes from by NOT(XOR A7, B7) AND XOR(S7, A7) Fixes Now the load control words for registers are synchronous, this prevents issues with loading garbage from the bus close to clock transitions. Another fix was that the CF reader missed a VCC pin so I added that back.
Connecting things together Connected parts of the modules together, still have to connect the control wires together for the instruction decoding part.
BC, HL registers simulation files Wired up the simulation files for the BC and HL register pairs. Simulation using Digital ( https://github.com/hneemann/digital )
MAR, PC, ALU simulation files Made the simulation files for the memory address register, program counter and the ALU. The ALU still needs a bit of investigation into the behavior of the 74LS181 chips.
RAM, Output register simulation files I built the RAM module in simulation with DIP switches to test, but I prob will actually build that into the actual computer. The Digital simulator didn’t have the MCU I planned on using, so I used the ol persistence of vision multiplexing used by Ben Eater in his videos.
MAR, RAM updates, address decoder and ROM simulation files I added DIP programming switches (their equivalent) to the MAR and RAM simulation files. I also changed most modules to expose their inner LEDs since you couldn’t see them when adding them as components. Also added the address decoder and ROM simulation files. The address decoder and ROM seems to work pretty well.
Instruction decoder and connecting modules together I connected most of the modules together, for now the computer works when controlled manually. I’ve also manually tested some modules by hand, and they seem to be working well together. I’ve had some bugs wiring the control EEPROMs to the control signals since I forgot the multiplexer outputs were inverted. For the instruction decoders, to save on control EEPROMs, I’ve multiplexed some of the control signals that wont be used together. For instance the outputs to bus control signals, two should never be turned on together, so I can use multiplexing to reduce from 16 control pins to 4.
It’s alive!!! The computer finally ran a fibonacci sequence code! I had to update many parts of the computer to get it to work with most of the 8080/8085 instruction set. But currently it can run a simple program! I was dealing with an issue where the step counter just would not count, but that was just me messing up in the SC_RST logic. Changes Instruction set: Wrote the python code to implement most of the 8080 instruction set, and code to generate the control EEPROM data based on the instruction set ALU: Had to add the hardware to enable for RRC/RAR instructions PC: Had to add output to data bus functionality for Jcc instructions MAR: Had to add functionality to increment MAR to save on time (not having to route through ALU) Temporary register: for XCHG instructions and JMP Misc: Made sure other signals were clock gated
General project updates Hey! School started so I’ve been pretty busy, but I am mostly done syncing the simulation files with the KiCad design. I’ll probably be building this out of breadboards instead of an actual PCB purely because it will be easier to modify and fix bugs on....
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1792659192.2669442
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1793263992.2669442
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49996
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HackerOS by @simonhacker | Stardance
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simonhacker
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1
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9.78
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:59:00Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HackerOS is my WebOS! It was coded in CSS, HTML and JS!! It has a few simple apps and is styled to be dark and blue. It was made fully by me and you can try it at the link below.", "repo": "https://github.com/sevinatenine/HackerOS", "demo": "https://hacker-os.netlify.app"}]...
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[{"post_id": 77978, "ts": "202 [{"post_id": 77978, "ts": "2026-10-09T03:00:01Z", "hours": 0.3142, "text": "I made the copy and move and open commands for the terminal of my WebOS"}, {"post_id": 77346, "ts": "2026-10-06T16:58:19Z", "hours": 0.4636, "text": "Modified the README and the about."}, {"post_id": 76491, "ts": "2026-10-03T18:55:48Z", "hours": 0.3675, "text": "HackerOS - Finished the about page and the file picker!"}, {"post_id": 76485, "ts": "2026-10-03T18:27:44Z", "hours": 0.5764, "text": "HackerOS - Prototype for my file picker"}, {"post_id": 76446, "ts": "2026-10-03T15:20:30Z", "hours": 3.7758, "text": "I got my file browser working with ZenFS for HackerOS!!!"}, {"post_id": 50374, "ts": "2026-08-19T15:24:39Z", "hours": 1.4139, "text": "I Worked on my file browser app for my WebOS! I used the Yet Another Monochrome Icon Set For KDE Plasma here for the icons and app images for my OS and I used ZenFS (which provides node:fs compatible functions) to store files in IndexedDB."}, {"post_id": 49543, "ts": "2026-08-18T12:52:08Z", "hours": 0.4025, "text": "Prototype for the app bar for my WebOS"}, {"post_id": 49291, "ts": "2026-08-18T00:46:48Z", "hours": 2.1136, "text": "I made a window system with draggable and resizable windows for my WebOS!"}]...
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Title: HackerOS by @simonhacker | Stardance
Devlo Title: HackerOS by @simonhacker | Stardance
Devlogs:
I made a window system with draggable and resizable windows for my WebOS!
Prototype for the app bar for my WebOS
I Worked on my file browser app for my WebOS! I used the Yet Another Monochrome Icon Set For KDE Plasma here for the icons and app images for my OS and I used ZenFS (which provides node:fs compatible functions) to store files in IndexedDB.
I got my file browser working with ZenFS for HackerOS!!!
HackerOS - Prototype for my file picker
HackerOS - Finished the about page and the file picker!
Modified the README and the about.
I made the copy and move and open commands for the terminal of my WebOS
Ships:
HackerOS is my WebOS! It was coded in CSS, HTML and JS!! It has a few simple apps and is styled to be dark and blue. It was made fully by me and you can try it at the link below....
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1793148775.8949003
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1793235175.8949003
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67375
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PyChess by @caleb_welch | Stardance
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caleb_welch
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0
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3.2
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0
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[]
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[{"post_id": 77973, "ts": "202 [{"post_id": 77973, "ts": "2026-10-09T02:35:35Z", "hours": 1.3483, "text": "Devlog 3 Added actual pygame rendering, piece images on their tiles, and basic clicking events on tiles. I am currently having one issue with my pieces not being centered on their tiles hopefully an easy fix. But overall I’m making solid progress. It definitely gets hard to code every day while coming home from school tired every day but I will push through. The picture below shows my progress with this so far. I’ve addded from last devlog to this one: Rendering board with PyGame Rendering pieces with their images onto the tile they currently are on When a piece is clicked it outlines the tile in red"}, {"post_id": 77709, "ts": "2026-10-08T00:49:01Z", "hours": 1.0547, "text": "Devlog 2 Did not do much for this devlog. I mainly did refactor work and cleaning up my code. But I discovered a new thing about python. DUNDER METHODS These are actually really cool and they add some additional functionality to your classes that you make. For example in my use I use the: __str__ () dunder (double underscore) method which allows me to call print() on my class and print whatever I want to print for my class. Here is how I’m using it: # inside of the board class def __str__ ( self ): board_str = \"\" for y in range ( 8 ): for x in range ( 8 ): piece = self . grid [ x ][ y ] if piece : board_str += f \" { piece . type [ 0 ]. upper () if piece . team == ' white ' else piece . type [ 0 ]. lower () } \" else : board_str += \" . \" board_str += \" \\n \" return board_str # How you call it assuming you've already declared a board object called board. print ( board ) This allows for easier and cleaner code for debugging. This code snippet prints what is shown in the photo."}, {"post_id": 76933, "ts": "2026-10-05T03:48:17Z", "hours": 0.7947, "text": "Devlog 1 I got a little busy with school and my social life so I have not worked much on this project yet. Definitely a little step down from my grand project that I just finished. (You should check it out, it’s called Tetr.AI). But I want something a little more relaxed to work on. So I opted to make my own Chess engine built in python. And making this project could lead to some other future projects maybe a cool chess bot or an AI that learns to play chess . | So I just got finished with the basic board initialization and piece initialization. Nothing too much."}]...
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Title: PyChess by @caleb_welch | Stardance
Devlog Title: PyChess by @caleb_welch | Stardance
Devlogs:
Devlog 1 I got a little busy with school and my social life so I have not worked much on this project yet. Definitely a little step down from my grand project that I just finished. (You should check it out, it’s called Tetr.AI). But I want something a little more relaxed to work on. So I opted to make my own Chess engine built in python. And making this project could lead to some other future projects maybe a cool chess bot or an AI that learns to play chess . | So I just got finished with the basic board initialization and piece initialization. Nothing too much.
Devlog 2 Did not do much for this devlog. I mainly did refactor work and cleaning up my code. But I discovered a new thing about python. DUNDER METHODS These are actually really cool and they add some additional functionality to your classes that you make. For example in my use I use the: __str__ () dunder (double underscore) method which allows me to call print() on my class and print whatever I want to print for my class. Here is how I’m using it: # inside of the board class def __str__ ( self ): board_str = "" for y in range ( 8 ): for x in range ( 8 ): piece = self . grid [ x ][ y ] if piece : board_str += f " { piece . type [ 0 ]. upper () if piece . team == ' white ' else piece . type [ 0 ]. lower () } " else : board_str += " . " board_str += " \n " return board_str # How you call it assuming you've already declared a board object called board. print ( board ) This allows for easier and cleaner code for debugging. This code snippet prints what is shown in the photo.
Devlog 3 Added actual pygame rendering, piece images on their tiles, and basic clicking events on tiles. I am currently having one issue with my pieces not being centered on their tiles hopefully an easy fix. But overall I’m making solid progress. It definitely gets hard to code every day while coming home from school tired every day but I will push through. The picture below shows my progress with this so far. I’ve addded from last devlog to this one: Rendering board with PyGame Rendering pieces with their images onto the tile they currently are on When a piece is clicked it outlines the tile in red...
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1793109147.880284
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1793713947.880284
|
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58519
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RX-hackpad by @AjoSubarjo | Stardance
|
AjoSubarjo
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T04:10:28Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make a macropad and currently the function is just for media. i kinda want to custom for blender shortcut etc, and i lear alot from this project like soldering creating a schematic the hardest part is making the enclosure.", "repo": "https://github.com/Ajo-Subarjo/RX-pad", "demo": ""}]...
|
[{"post_id": 77972, "ts": "202 [{"post_id": 77972, "ts": "2026-10-09T02:05:24Z", "hours": 7.2689, "text": "finally done assembly"}, {"post_id": 65336, "ts": "2026-09-10T12:42:14Z", "hours": 2.1428, "text": "one devlog before submit"}, {"post_id": 64738, "ts": "2026-09-09T11:34:37Z", "hours": 18.9433, "text": "finishing the case/enclosure. and the pcb drc"}, {"post_id": 63037, "ts": "2026-09-06T16:38:19Z", "hours": 8.3175, "text": "fixing schematic and adding mounting hole"}, {"post_id": 62348, "ts": "2026-09-05T17:46:40Z", "hours": 1.4336, "text": "first schematic"}]...
|
Title: RX-hackpad by @AjoSubarjo | Stardance
Devl Title: RX-hackpad by @AjoSubarjo | Stardance
Devlogs:
first schematic
fixing schematic and adding mounting hole
finishing the case/enclosure. and the pcb drc
one devlog before submit
finally done assembly
Ships:
i make a macropad and currently the function is just for media. i kinda want to custom for blender shortcut etc, and i lear alot from this project like soldering creating a schematic the hardest part is making the enclosure....
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1793152436.5954466
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1793238836.5954466
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67743
|
Chalculator by @yoonha | Stardance
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yoonha
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1
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4.0
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T03:01:35Z", "hours": 4.0, "multiplier": 2.84, "payout": 11, "blessing": "neutral", "text": "This is a game where the user sees a list of numbers (1~9) and operators (+, -, *, and /) to assemble an equation that will equal the answer presented on the screen. What makes the game quite challenging is that numbers can be combined to make other numbers, so a 2 and a 4 can be used to create numbers like 24 and 42. There is therefore a lot of possible combinations, and that’s why I believe the game is a great challenge for mathematics lovers (like me!). I can envision a “duel” where two players compete to solve questions faster than others. The challenging part was using the String from the user’s entered equation and using that to calculate the answers. This is because there were many cases where answers should not be accepted (for example not using all the numbers), and tracking a numerical answer is difficult when the original input is in Strings. I was able to calmly visualise how the code should handle them and successfully worked to implement the method. It was indeed challenging because the code used a lot more than a hundred lines, which is more than what I wrote in a lot of my previous works!", "repo": "https://github.com/Yoon-Ha-Hwang/chalculator", "demo": "https://github.com/Yoon-Ha-Hwang/chalculator/releases"}]...
|
[{"post_id": 77971, "ts": "202 [{"post_id": 77971, "ts": "2026-10-09T02:00:25Z", "hours": 0.7675, "text": "Today I finished working on implementing a difficulty system. It took a long time because I had to change standard arrays into ArrayLists and there were numerous IndexOutOfBounds issues. But while checking for errors I also caught an unrelated missing return statement that just so happened to never be reached while I was playtesting, so that’s nice. I am now planning to ship it soon!"}, {"post_id": 77753, "ts": "2026-10-08T05:08:12Z", "hours": 0.3333, "text": "Today I spent most of the time fixing errors. It’s now ready to be played and I will ship it shortly. The answer was always rounded to the nearest integer, so it kept displaying a 0 when that’s physically impossible (it was supposed to display a decimal value 0~1). I fixed it by changing the casting error. Now it correctly rounds to the nearest 10^-6. I slightly modified the introduction to reword any unclear details. LetsCheck wasn’t functioning correctly, and I had no idea how to fix the implementation. I consulted AI to fix it, because I tried to come up with an idea (using a complex parsing method) for around half an hour and that ultimately didn’t work. I have to admit, this game is very challenging. I plan to introduce a difficulty setting, in a later version."}, {"post_id": 77223, "ts": "2026-10-06T04:40:36Z", "hours": 0.8606, "text": "Today I started debugging the programme. The compilation errors were very easy to solve, especially with the densely-populated progress messages. It was eventually realised that this was an error due to wrong variables taking the place. However, I noticed a critical logic error when the code compiled, giving out incomprehensible answers. I suspected that this was a problem in calculating the answer because all the invalid answers were correctly flagged. I eventually noticed that this was because I didn’t reset the numbers whenever the operator was keyed in… But even then I still have no idea why it’s producing nonsense. For some reason it thinks 568*9+2 = 9.0, even though I’m very sure my implementation is already correct. I feel like giving up because I can’t debug since AI is also spitting out nonsense right now."}, {"post_id": 76953, "ts": "2026-10-05T05:35:19Z", "hours": 0.6025, "text": "Today I finished coding the answerVerify method. While coding the method, though, I thought of rounding the answer so the answer doesn’t fill the entire line and allow the user’s equation’s answer to be off by a small amount. What I didn’t notice before was that that meant my answers variable should be a double, not an int. I had to go and change a lot of parts where an int was used rather than a double, and that took a good amount of time. Now, I am able to run the code, but I’d need to fix these OutOfBoundsErrors (I’m not frustrated because I didn’t expect it, but I can’t identify where it is)… that will take time. I will use the “loading message” method I described before to locate the error, since these error messages are impossible to interpret (at least for me) unless you use AI. (image caption: OK, the error is between 2% and 3%)"}, {"post_id": 76615, "ts": "2026-10-04T05:50:20Z", "hours": 0.3736, "text": "Today, I finished the questionGenerator() method, and now I am on my way to make the answerVerify() method which checks if the answer the user entered is valid and correct. But even right now, this game is starting to have a lot of lines (it’s one of the most I wrote for a single project), and personally I find it hard to keep track of what it does. I feel that that would become a genuine struggle when I test the game in the future. There would be simply too many lines to correctly pinpoint the problem. It is night time right now, so I will find the error tomorrow. I plan to have loading messages printed to the console for every step to see where the code is experiencing a problem (e.g. “values generated!”, “equation assembled!”, etc.). This means the code compiled correctly up to the last loading message and that’s where the error might be."}, {"post_id": 76548, "ts": "2026-10-03T22:10:05Z", "hours": 0.9333, "text": "I completed the game introduction that loads when the user first loads the game, so they will know how to play it. The questionGenerator method is quite a challenge because I’d need to ensure there are the correct number of values. One too few, there might be an awkward plus on the end. One too many, it looks like a 1259 when it is supposed to be 12 and 59 (or even 1 and 259, for that matter). I had to pay special attention to ensure there are no off-by-one errors. In the future, I would need to work on a method that evaluates whether the user entered a valid formula. I feel that would be hard because converting Strings to operations will be difficult, but I’m thinking of a solution that scans each character of the answer and conduct operations accordingly."}]...
|
Title: Chalculator by @yoonha | Stardance
Devlogs Title: Chalculator by @yoonha | Stardance
Devlogs:
I completed the game introduction that loads when the user first loads the game, so they will know how to play it. The questionGenerator method is quite a challenge because I’d need to ensure there are the correct number of values. One too few, there might be an awkward plus on the end. One too many, it looks like a 1259 when it is supposed to be 12 and 59 (or even 1 and 259, for that matter). I had to pay special attention to ensure there are no off-by-one errors. In the future, I would need to work on a method that evaluates whether the user entered a valid formula. I feel that would be hard because converting Strings to operations will be difficult, but I’m thinking of a solution that scans each character of the answer and conduct operations accordingly.
Today, I finished the questionGenerator() method, and now I am on my way to make the answerVerify() method which checks if the answer the user entered is valid and correct. But even right now, this game is starting to have a lot of lines (it’s one of the most I wrote for a single project), and personally I find it hard to keep track of what it does. I feel that that would become a genuine struggle when I test the game in the future. There would be simply too many lines to correctly pinpoint the problem. It is night time right now, so I will find the error tomorrow. I plan to have loading messages printed to the console for every step to see where the code is experiencing a problem (e.g. “values generated!”, “equation assembled!”, etc.). This means the code compiled correctly up to the last loading message and that’s where the error might be.
Today I finished coding the answerVerify method. While coding the method, though, I thought of rounding the answer so the answer doesn’t fill the entire line and allow the user’s equation’s answer to be off by a small amount. What I didn’t notice before was that that meant my answers variable should be a double, not an int. I had to go and change a lot of parts where an int was used rather than a double, and that took a good amount of time. Now, I am able to run the code, but I’d need to fix these OutOfBoundsErrors (I’m not frustrated because I didn’t expect it, but I can’t identify where it is)… that will take time. I will use the “loading message” method I described before to locate the error, since these error messages are impossible to interpret (at least for me) unless you use AI. (image caption: OK, the error is between 2% and 3%)
Today I started debugging the programme. The compilation errors were very easy to solve, especially with the densely-populated progress messages. It was eventually realised that this was an error due to wrong variables taking the place. However, I noticed a critical logic error when the code compiled, giving out incomprehensible answers. I suspected that this was a problem in calculating the answer because all the invalid answers were correctly flagged. I eventually noticed that this was because I didn’t reset the numbers whenever the operator was keyed in… But even then I still have no idea why it’s producing nonsense. For some reason it thinks 568*9+2 = 9.0, even though I’m very sure my implementation is already correct. I feel like giving up because I can’t debug since AI is also spitting out nonsense right now.
Today I spent most of the time fixing errors. It’s now ready to be played and I will ship it shortly. The answer was always rounded to the nearest integer, so it kept displaying a 0 when that’s physically impossible (it was supposed to display a decimal value 0~1). I fixed it by changing the casting error. Now it correctly rounds to the nearest 10^-6. I slightly modified the introduction to reword any unclear details. LetsCheck wasn’t functioning correctly, and I had no idea how to fix the implementation. I consulted AI to fix it, because I tried to come up with an idea (using a complex parsing method) for around half an hour and that ultimately didn’t work. I have to admit, this game is very challenging. I plan to introduce a difficulty setting, in a later version.
Today I finished working on implementing a difficulty system. It took a long time because I had to change standard arrays into ArrayLists and there were numerous IndexOutOfBounds issues. But while checking for errors I also caught an unrelated missing return statement that just so happened to never be reached while I was playtesting, so that’s nice. I am now planning to ship it soon!
Ships:
This is a game where the user sees a list of numbers (1~9) and operators (+, -, *, and /) to assemble an equation that will equal the answer presented on the screen. What makes the game quite challenging is that numbers can be combined to make other numbers, so a 2 and a 4 can be used to create numbers like 24 and 42. There is therefore a lot of possible combinations, and that’s why I believe the game is a great challenge for mathematics lovers (like me!). I can envision a “duel” where two players compete to solve questions faster than others. The challenging part was using the String from the user’s entered equation and using that to calculate the answers. This is because there were many cases where answers should not be accepted (for example not using all the numbers), and tracking a numerical answer is difficult when the original input is in Strings. I was able to calmly visualise how the code should handle them and successfully worked to implement the method. It was indeed challenging because the code used a lot more than a hundred lines, which is more than what I wrote in a lot of my previous works!...
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1793217126.661892
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1793303526.661892
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66681
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My first slack bot! by @leonardo_da_kimchi | Stard My first slack bot! by @leonardo_da_kimchi | Stardance...
|
leonardo_da_kimchi
|
1
|
1.35
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T01:05:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic Slack Bot. First time working with java script so i had to use ai to understand some stuff. Three commands work though the first one doesnt work for some strange reason. proud of my work for my first project.", "repo": "https://github.com/zirius1123/Slack-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*hwz6f*_gcl_au*ODg3MTcwODYyLjE3OTA2NDU0MDMuLS4tLjE3OTA2NDU0MDMuMTA2NzQ1MDAyNi4xNzkwNjQ1NDA0LjE3OTA2NTAwMTY."}]...
|
[{"post_id": 77969, "ts": "202 [{"post_id": 77969, "ts": "2026-10-09T01:35:21Z", "hours": 0.3486, "text": "Revising and just seeing how the code works and whatnot. Code works pretty well but can’t receive input quite yet. Maybe I’ll figure that out later."}, {"post_id": 77962, "ts": "2026-10-09T00:45:32Z", "hours": 0.3489, "text": "Adding more stuff and then pushing it. Tried pushin the code forward after putting more things but things got wonky so this is about all that i can upload for now."}, {"post_id": 77464, "ts": "2026-10-07T03:11:48Z", "hours": 0.5619, "text": "Working on uploading more commands. New at Javascript so lets see how it goes. Also working on uploading it to Nest"}]...
|
Title: My first slack bot! by @leonardo_da_kimchi Title: My first slack bot! by @leonardo_da_kimchi | Stardance
Devlogs:
Working on uploading more commands. New at Javascript so lets see how it goes. Also working on uploading it to Nest
Adding more stuff and then pushing it. Tried pushin the code forward after putting more things but things got wonky so this is about all that i can upload for now.
Revising and just seeing how the code works and whatnot. Code works pretty well but can’t receive input quite yet. Maybe I’ll figure that out later.
Ships:
I made a basic Slack Bot. First time working with java script so i had to use ai to understand some stuff. Three commands work though the first one doesnt work for some strange reason. proud of my work for my first project....
|
1793216991.460909
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1793303391.460909
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61163
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book helper by @marygoat | Stardance
|
marygoat
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2
|
11.0
|
140
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T01:33:01Z", "hours": 5.0, "multiplier": 10.95, "payout": 71, "blessing": "neutral", "text": "Book Helper A pixel-styled site to help you focus on your reading! Description Book Helper is a site made to help you have a consistent reading schedule. By putting on a timer, you are more likely to push through and read at least a little for the day, growing your mind. I personally struggle a lot with reading, so I thought making a site for it would help me and others have a proper reading schedule! Features: Adjustable timer Ambient noise Rain White noise Leveling up system Site theme customization Trophies Stats Booklist Quotes Spotify playlist Technicalities This site saves your storage through localStorage, so that you can maintain a streak and maintain your progress as you read. Mask-image was used in order to change the mascot’s color with the theme, which was a bit tricky to understand at first. The trophy system checks after a session if you have earned an achievement or not, looking at streak length, total hours read, and total sessions completed. The theme system is updated through javascript by changing the value of the color variables when the user changes themes. Challenges It was a struggle to get the modals / window pop ups working how I wanted them to work, since connecting it to a button and making some sort of overlay was difficult to me. I only ever did some sort of window pop-up once, and that took me a really long time to understand. Eventually, I understood that toggling a class on and off with a click detector is how it could be made. AI Usage I used Claude in order to help me debug minor bugs in my code, as well as figure out how to make the themes and mascot change colors depending on the theme.", "repo": "https://github.com/awesomesauce4646/book-helper", "demo": "https://awesomesauce4646.github.io/book-helper/"}, {"ship_num": 2, "ts": "2026-09-17T01:35:37Z", "hours": 6.0, "multiplier": 12.36, "payout": 69, "blessing": "neutral", "text": "Book Helper A pixel-styled site to help you focus on your reading! 3 QoL improvements: Timer: Helps create a habit of reading. Ambient Noise: Prevents distractions to help with focused reading. Trophy system: Motivates readers to keep reading in order to collect achievements. Description Book Helper is a site made to help you have a consistent reading schedule. By putting on a timer, you are more likely to push through and read at least a little for the day, growing your mind. I personally struggle a lot with reading, so I thought making a site for it would help me and others have a proper reading schedule! Features Adjustable timer Ambient noise Rain White noise Leveling up system Site theme customization Trophies Stats Technicalities This site saves your storage through localStorage, so that you can maintain a streak and maintain your progress as you read. Mask-image was used in order to change the mascot’s color with the theme, which was a bit tricky to understand at first. The trophy system checks after a session if you have earned an achievement or not, looking at streak length, total hours read, and total sessions completed. The white noise is procedurally computer generated, with the Web Audio API. The theme system is updated through javascript by changing the value of the color variables when the user changes themes. Challenges It was a struggle to get the modals / window pop ups working how I wanted them to work, since connecting it to a button and making some sort of overlay was difficult to me. I only ever did some sort of window pop-up once, and that took me a really long time to understand. Eventually, I understood that toggling a class on and off with a click detector is how it could be made. Why was this made? This was made for the Stardance Hack Club program, for the Frictionless mission. AI Usage I used Claude in order to help me debug minor bugs in my code, as well as figure out how to make the themes and mascot change colors depending on the theme. The white noise was helped by Claude too, since I didn’t understand API’s all that well.", "repo": "https://github.com/awesomesauce4646/book-helper", "demo": "https://awesomesauce4646.github.io/book-helper/"}]...
|
[{"post_id": 77966, "ts": "202 [{"post_id": 77966, "ts": "2026-10-09T01:31:15Z", "hours": 0.4797, "text": "Book Helper DEVLOG: #8 booklist update . . ship?! alright, this was a quick devlog! i have made my book list better, rather than just being a text book. update includes: Checklist system, add book titles of your own Notes for personal use Counter of how many books are listed and how many are read i wanted to do some sort of like search for a book thing like an api? but that seemed too complicated for me so i just opted for a simple checklist system."}, {"post_id": 77681, "ts": "2026-10-07T20:50:00Z", "hours": 1.1928, "text": "Book Helper DEVLOG: #7 spotify + quotes! i have added TWO! features: Spotify: a reading playlist for more variety in sound so that its not just white noise and rain Quotes: a little tab to give a random motivational quote(BY ME!) when you log in. tuff right? then i changed a feature: Timer Change: some people didnt know that settings would allow you to change the timer time, so i have placed the input into the timer box itself and put a button next to it saying “Change Time” so that its more obvious and less tedious to open up settings for it. and since i made that change, i also REMOVED! one feature… Settings button: i DELETED it since the only thing in settings was the timer changer, which was relocated as stated earlier. i was struggling to figure out what i should add to improve this site, but looking back on feedback, people talked about added more ambience noises, so why not a full playlist? i also added quotes because i had learned how to do randomized quotes from the snowglobe program with the little motivational snowglove site, so i reused my code! i also added back the pixelated font, cause i think it makes more sense. i want to change the corners to look more pixelated too, but i want to do it in an unique way and not in a boring, “ai looking” way."}, {"post_id": 73461, "ts": "2026-09-25T04:19:12Z", "hours": 2.0794, "text": "Book Helper DEVLOG: #7 change up ui + booklist?! alright! so, i have changed up the ui to make it less ai looking? reverted to original font borders now round at 20px i have also added a new modal / window, a booklist! Booklist the booklist is a simple notepad where the user can write down anything, but the intention is to write down book titles or information about the books theyve read! i used my old maryOS code that had a notepad to help me figure out how to make it so that the text saves. it was a bit funky implementing that code into this new project due to having to rename ids and variables having to match, but i managed to figure it out! i also removed unnecessary code that ai gave me such as escape key to leave the modal, since theres already a close button on it."}, {"post_id": 69738, "ts": "2026-09-17T18:04:14Z", "hours": 1.5917, "text": "Book Helper DEVLOG: #6 rewriting code! alrighty, i have rewritten parts of my code since i got feedback of it being over the 30% ai threshold. one of the things i rewrote was the white noise generator, since that used web api and i didn’t really understand it. i decided to just add a mp3 of white noise and use the same function for the rain noise that also used mp3. i also took away some fallback stuff and extreme security stuff since a simple book project like this does NOT need stuff like that, but it was nice to learn ways of fallback if i ever needed it! i have also changed the badge icons with… very rough drawings of mine, but atleast it aint emojis!"}, {"post_id": 69432, "ts": "2026-09-17T01:29:46Z", "hours": 0.6611, "text": "Book Helper DEVLOG: #5 worm mascot… ship?! i have added a little worm mascot guy! with some research and ai debugging, i managed to create a mascot that changes colors based off the theme. it was a bit weird learning it, but i understood it eventually, since it basically only puts an overlay on the image. i think it adds a nice little touch! i have also made my readme, talking about all the features such as the timer, stats, and why the site was made. im ready to ship!"}, {"post_id": 69389, "ts": "2026-09-16T23:20:45Z", "hours": 1.5239, "text": "Book Helper DEVLOG: #4 tested site, pixelated it! i have tested the website, and it WORKS?! i had to tweak some things like making each theme look a bit nicer and configure colors, but it works! Levels actually unlock new themes Trophies are awarded when the right requirements are met In settings, you can properly change the timer time im pretty happy with how this is turning out, but now im not sure what to do. i had mentioned of adding some sort of shop and book list, but i dont plan on implementing them right now. i think i will make my own assets for the trophies instead of just using emojis, either that or find a free use image online. maybe ill even add a lil mascot guy to this???"}, {"post_id": 68456, "ts": "2026-09-15T04:35:10Z", "hours": 1.3239, "text": "Book Helper DEVLOG: #3 new tabs + stylization alrighty, i have made the site a bit more colorful and changed the formatting so that its more centered on the page. i have added features like: Trophies Customization Settings i asked ai to help me connect the buttons to actually opening up a window thingy, since i was struggling with it for a long time. the javascript was also a bit hard with all of the localstorage and badge system, but with searching and debugging i think it works?? i haven’t tested it yet so who knows… i do know that streaks work though! at least some what"}, {"post_id": 66944, "ts": "2026-09-12T22:23:52Z", "hours": 1.2039, "text": "Book Helper DEVLOG: #2 more apps! coolio, i have added TWO!! window thingies stats ambient noises i had a REALLY long rain file… like . . . 120 mb. not good. i am currently trimming it down cause it was an hour long and it’ll be compressed too. i tried doing some javascript for the stats, with some help of ai, but i havent gotten to testing it yet. hopefully it works ! it was a struggle formatting it, and also programming the buttons so that theyd play the right audio and would change text and all that fun stuff. regardless of all that, i think its coming along nicely :)"}, {"post_id": 66791, "ts": "2026-09-12T17:52:41Z", "hours": 0.8922, "text": "Book Helper DEVLOG: #1 starting the site! i have created a website to help people stay engaged on reading, since I struggle a lot with reading myself! I want to make this into some sort of like gamefied website, but so far I just put a 15-minute timer. im planning on adding features like: Shop for customization Booklist Streaks i hope this will turn out well, since thatd be pretty cool! it was a bit difficult knowing how i wanted the website to look like, but for now i made it a simple blue scheme. might make it a pixelated sort of style? dunno yet!"}]...
|
Title: book helper by @marygoat | Stardance
Devlo Title: book helper by @marygoat | Stardance
Devlogs:
Book Helper DEVLOG: #1 starting the site! i have created a website to help people stay engaged on reading, since I struggle a lot with reading myself! I want to make this into some sort of like gamefied website, but so far I just put a 15-minute timer. im planning on adding features like: Shop for customization Booklist Streaks i hope this will turn out well, since thatd be pretty cool! it was a bit difficult knowing how i wanted the website to look like, but for now i made it a simple blue scheme. might make it a pixelated sort of style? dunno yet!
Book Helper DEVLOG: #2 more apps! coolio, i have added TWO!! window thingies stats ambient noises i had a REALLY long rain file… like . . . 120 mb. not good. i am currently trimming it down cause it was an hour long and it’ll be compressed too. i tried doing some javascript for the stats, with some help of ai, but i havent gotten to testing it yet. hopefully it works ! it was a struggle formatting it, and also programming the buttons so that theyd play the right audio and would change text and all that fun stuff. regardless of all that, i think its coming along nicely :)
Book Helper DEVLOG: #3 new tabs + stylization alrighty, i have made the site a bit more colorful and changed the formatting so that its more centered on the page. i have added features like: Trophies Customization Settings i asked ai to help me connect the buttons to actually opening up a window thingy, since i was struggling with it for a long time. the javascript was also a bit hard with all of the localstorage and badge system, but with searching and debugging i think it works?? i haven’t tested it yet so who knows… i do know that streaks work though! at least some what
Book Helper DEVLOG: #4 tested site, pixelated it! i have tested the website, and it WORKS?! i had to tweak some things like making each theme look a bit nicer and configure colors, but it works! Levels actually unlock new themes Trophies are awarded when the right requirements are met In settings, you can properly change the timer time im pretty happy with how this is turning out, but now im not sure what to do. i had mentioned of adding some sort of shop and book list, but i dont plan on implementing them right now. i think i will make my own assets for the trophies instead of just using emojis, either that or find a free use image online. maybe ill even add a lil mascot guy to this???
Book Helper DEVLOG: #5 worm mascot… ship?! i have added a little worm mascot guy! with some research and ai debugging, i managed to create a mascot that changes colors based off the theme. it was a bit weird learning it, but i understood it eventually, since it basically only puts an overlay on the image. i think it adds a nice little touch! i have also made my readme, talking about all the features such as the timer, stats, and why the site was made. im ready to ship!
Book Helper DEVLOG: #6 rewriting code! alrighty, i have rewritten parts of my code since i got feedback of it being over the 30% ai threshold. one of the things i rewrote was the white noise generator, since that used web api and i didn’t really understand it. i decided to just add a mp3 of white noise and use the same function for the rain noise that also used mp3. i also took away some fallback stuff and extreme security stuff since a simple book project like this does NOT need stuff like that, but it was nice to learn ways of fallback if i ever needed it! i have also changed the badge icons with… very rough drawings of mine, but atleast it aint emojis!
Book Helper DEVLOG: #7 change up ui + booklist?! alright! so, i have changed up the ui to make it less ai looking? reverted to original font borders now round at 20px i have also added a new modal / window, a booklist! Booklist the booklist is a simple notepad where the user can write down anything, but the intention is to write down book titles or information about the books theyve read! i used my old maryOS code that had a notepad to help me figure out how to make it so that the text saves. it was a bit funky implementing that code into this new project due to having to rename ids and variables having to match, but i managed to figure it out! i also removed unnecessary code that ai gave me such as escape key to leave the modal, since theres already a close button on it.
Book Helper DEVLOG: #7 spotify + quotes! i have added TWO! features: Spotify: a reading playlist for more variety in sound so that its not just white noise and rain Quotes: a little tab to give a random motivational quote(BY ME!) when you log in. tuff right? then i changed a feature: Timer Change: some people didnt know that settings would allow you to change the timer time, so i have placed the input into the timer box itself and put a button next to it saying “Change Time” so that its more obvious and less tedious to open up settings for it. and since i made that change, i also REMOVED! one feature… Settings button: i DELETED it since the only thing in settings was the timer changer, which was relocated as stated earlier. i was struggling to figure out what i should add to improve this site, but looking back on feedback, people talked about added more ambience noises, so why not a full playlist? i also added quotes because i had learned how to do randomized quotes from the snowglobe program with the little motivational snowglove site, so i reused my code! i also added back the pixelated font, cause i think it makes more sense. i want to change the corners to look more pixelated too, but i want to do it in an unique way and not in a boring, “ai looking” way.
Book Helper DEVLOG: #8 booklist update . . ship?! alright, this was a quick devlog! i have made my book list better, rather than just being a text book. update includes: Checklist system, add book titles of your own Notes for personal use Counter of how many books are listed and how many are read i wanted to do some sort of like search for a book thing like an api? but that seemed too complicated for me so i just opted for a simple checklist system.
Ships:
Book Helper A pixel-styled site to help you focus on your reading! 3 QoL improvements: Timer: Helps create a habit of reading. Ambient Noise: Prevents distractions to help with focused reading. Trophy system: Motivates readers to keep reading in order to collect achievements. Description Book Helper is a site made to help you have a consistent reading schedule. By putting on a timer, you are more likely to push through and read at least a little for the day, growing your mind. I personally struggle a lot with reading, so I thought making a site for it would help me and others have a proper reading schedule! Features Adjustable timer Ambient noise Rain White noise Leveling up system Site theme customization Trophies Stats Technicalities This site saves your storage through localStorage, so that you can maintain a streak and maintain your progress as you read. Mask-image was used in order to change the mascot’s color with the theme, which was a bit tricky to understand at first. The trophy system checks after a session if you have earned an achievement or not, looking at streak length, total hours read, and total sessions completed. The white noise is procedurally computer generated, with the Web Audio API. The theme system is updated through javascript by changing the value of the color variables when the user changes themes. Challenges It was a struggle to get the modals / window pop ups working how I wanted them to work, since connecting it to a button and making some sort of overlay was difficult to me. I only ever did some sort of window pop-up once, and that took me a really long time to understand. Eventually, I understood that toggling a class on and off with a click detector is how it could be made. Why was this made? This was made for the Stardance Hack Club program, for the Frictionless mission. AI Usage I used Claude in order to help me debug minor bugs in my code, as well as figure out how to make the themes and mascot change colors depending on the theme. The white noise was helped by Claude too, since I didn’t understand API’s all that well.
Book Helper A pixel-styled site to help you focus on your reading! Description Book Helper is a site made to help you have a consistent reading schedule. By putting on a timer, you are more likely to push through and read at least a little for the day, growing your mind. I personally struggle a lot with reading, so I thought making a site for it would help me and others have a proper reading schedule! Features: Adjustable timer Ambient noise Rain White noise Leveling up system Site theme customization Trophies Stats Booklist Quotes Spotify playlist Technicalities This site saves your storage through localStorage, so that you can maintain a streak and maintain your progress as you read. Mask-image was used in order to change the mascot’s color with the theme, which was a bit tricky to understand at first. The trophy system checks after a session if you have earned an achievement or not, looking at streak length, total hours read, and total sessions completed. The theme system is updated through javascript by changing the value of the color variables when the user changes themes. Challenges It was a struggle to get the modals / window pop ups working how I wanted them to work, since connecting it to a button and making some sort of overlay was difficult to me. I only ever did some sort of window pop-up once, and that took me a really long time to understand. Eventually, I understood that toggling a class on and off with a click detector is how it could be made. AI Usage I used Claude in order to help me debug minor bugs in my code, as well as figure out how to make the themes and mascot change colors depending on the theme....
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1793209667.3057487
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1793296067.3057487
|
|
947
|
BlackShell Golf by @BlackShell | Stardance
|
BlackShell
|
0
|
7.94
|
0
|
[]
|
[{"post_id": 77965, "ts": "202 [{"post_id": 77965, "ts": "2026-10-09T01:20:22Z", "hours": 2.4283, "text": "Build watch App!!"}, {"post_id": 77722, "ts": "2026-10-08T02:55:39Z", "hours": 5.1039, "text": "Liquid Glass update!!!"}, {"post_id": 212, "ts": "2026-06-01T08:45:03Z", "hours": 0.4108, "text": "Today I prepared BlackShell Golf for Stardance and published the project on GitHub. BlackShell Golf is a Flutter app for live multiplayer golf scoring. Players can create a room, join a room, and track golf rounds together. Today I connected the project repository, organized the codebase, and tested the app in the browser. Next, I plan to improve score saving, round history, and the overall user experience. Screenshot attached."}]...
|
Title: BlackShell Golf by @BlackShell | Stardance
Title: BlackShell Golf by @BlackShell | Stardance
Devlogs:
Today I prepared BlackShell Golf for Stardance and published the project on GitHub. BlackShell Golf is a Flutter app for live multiplayer golf scoring. Players can create a room, join a room, and track golf rounds together. Today I connected the project repository, organized the codebase, and tested the app in the browser. Next, I plan to improve score saving, round history, and the overall user experience. Screenshot attached.
Liquid Glass update!!!
Build watch App!!...
|
1793238468.3275115
|
1793843268.3275115
|
|
35776
|
dsc.archive by @Ciao287 | Stardance
|
Ciao287
|
1
|
30.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T21:13:47Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The main function of the library, fetchMessages() , is now complete. It allows you to easily fetch large amounts of Discord messages. It allows you to filter messages so that only the fields you need are returned. You can also choose whether to include additional data such as guild , channel , message authors ( authors ), interaction authors ( interactions ), and webhooks , making them easier to access. When enabled, authors , interactions , and webhooks store all the message authors in these maps along with an array of the IDs of the messages they sent (if the id field was selected), making it easy to access all the messages related to a specific author or webhook. To make handling large amounts of data easier, I added several methods and properties such as .get(\"ID\") for messages, even if it’s an array, .first(NUMBER) and .last(NUMBER) for messages , authors , interactions , and webhooks , allowing you to get multiple objects from the array/map. To improve readability in the console, if messages , authors , interactions and webhooks contain more than five entries, they will be replaced by [Messages] , [Authors] , [Interactions] , and [Webhooks] . You can access the entire array or map via the .raw property.", "repo": "https://github.com/Ciao287/dsc.archive", "demo": "https://discord.gg/UbV46Wqa3D"}]...
|
[{"post_id": 77960, "ts": "202 [{"post_id": 77960, "ts": "2026-10-09T00:03:05Z", "hours": 6.8133, "text": "v0.3.0 The dsc.archive version is now v0.3.0. Here is what has changed: Fixed an issue with options filtering where passing an object would incorrectly enable all options instead of enabling/disabling the selected options; Added package-lock.json to .gitignore ; Added the .toJSON() function to convert saved messages to JSON and save them to a file (optional); Updated README.md with this new feature and added an even faster quick setup guide. Demo As a demo, I created a Discord bot that allows you to test (in a limited way) the library. The bot is inside this Discord server: https://discord.gg/UbV46Wqa3D and can be used immediately, or you can invite it to your own private server: https://discord.com/oauth2/authorize?client_id=1394088761989533780"}, {"post_id": 42360, "ts": "2026-08-07T01:15:56Z", "hours": 4.4222, "text": "A few things have changed since the last devlog. dsc.archive has now reached v0.2.1 on npm: renamed fetchedTimestamp to fetchTimestamp to avoid cofusion; moved fetchTimestamp to the end of the FetchedMessages object, instead of after messages ; if now authors , interactions and webhooks are empty maps, they will be returned as null in the result; added new types in index.d.ts , such as DefaultFields and DefaultOptions , to better show the default values; added comments on almost every property in index.d.ts , to better explain what each one does; updated the README.md with the new documentation for the changes made."}, {"post_id": 40762, "ts": "2026-08-04T14:32:33Z", "hours": 10.0222, "text": "I spent a lot of time rewriting the output of fetchMessages() . Now, in addition to messages, it returns: fetchedTimestamp , a timestamp that shows when the fetch was performed; you can select whether to return: the guild where the channel is located; the channel ; the message authors, divided into: authors (those who sent at least one normal message); interactions (those who sent at least one message linked to an interaction); webhooks . For each message author, if you select the message id in the fields, an array containing all the messages they sent will be displayed. I also added some functions to better handle large fetches: get(id) for messages, even though it’s an array (this can be useful in certain cases); for both message authors and messages: raw which returns the original array/map without the custom wrapper; first(number?) and last(number?) functions, to return the first or last message(s). In the next devlog I’ll finish updating index.d.ts and the README.md, then I’ll release v0.2.0 on npm."}, {"post_id": 34103, "ts": "2026-07-24T16:09:49Z", "hours": 2.1778, "text": "v0.1.2 Now if fields contains only objects, it will be treated as a whitelist, showing only the selected properties of those objects. Now fetchMessages() also accepts a Promise as the channel parameter and waits for it to resolve before continuing. Added support for all discord.js v14 versions. Added a quick setup guide to the README.md and updated the documentation for the changes made by this release."}, {"post_id": 32660, "ts": "2026-07-21T23:13:21Z", "hours": 7.8619, "text": "v0.1.0 FetchMessages() I created the first part of the library, the fetchMessages function, which allows you to fetch a number of (integer) messages between 1 and Infinity within a channel, filtering which message fields you want to include in the result. For more information, see the README. v0.1.1 I added the GitHub Actions workflow for publishing to npm and updated the README to v0.1.1"}]...
|
Title: dsc.archive by @Ciao287 | Stardance
Devlog Title: dsc.archive by @Ciao287 | Stardance
Devlogs:
v0.1.0 FetchMessages() I created the first part of the library, the fetchMessages function, which allows you to fetch a number of (integer) messages between 1 and Infinity within a channel, filtering which message fields you want to include in the result. For more information, see the README. v0.1.1 I added the GitHub Actions workflow for publishing to npm and updated the README to v0.1.1
v0.1.2 Now if fields contains only objects, it will be treated as a whitelist, showing only the selected properties of those objects. Now fetchMessages() also accepts a Promise as the channel parameter and waits for it to resolve before continuing. Added support for all discord.js v14 versions. Added a quick setup guide to the README.md and updated the documentation for the changes made by this release.
I spent a lot of time rewriting the output of fetchMessages() . Now, in addition to messages, it returns: fetchedTimestamp , a timestamp that shows when the fetch was performed; you can select whether to return: the guild where the channel is located; the channel ; the message authors, divided into: authors (those who sent at least one normal message); interactions (those who sent at least one message linked to an interaction); webhooks . For each message author, if you select the message id in the fields, an array containing all the messages they sent will be displayed. I also added some functions to better handle large fetches: get(id) for messages, even though it’s an array (this can be useful in certain cases); for both message authors and messages: raw which returns the original array/map without the custom wrapper; first(number?) and last(number?) functions, to return the first or last message(s). In the next devlog I’ll finish updating index.d.ts and the README.md, then I’ll release v0.2.0 on npm.
A few things have changed since the last devlog. dsc.archive has now reached v0.2.1 on npm: renamed fetchedTimestamp to fetchTimestamp to avoid cofusion; moved fetchTimestamp to the end of the FetchedMessages object, instead of after messages ; if now authors , interactions and webhooks are empty maps, they will be returned as null in the result; added new types in index.d.ts , such as DefaultFields and DefaultOptions , to better show the default values; added comments on almost every property in index.d.ts , to better explain what each one does; updated the README.md with the new documentation for the changes made.
v0.3.0 The dsc.archive version is now v0.3.0. Here is what has changed: Fixed an issue with options filtering where passing an object would incorrectly enable all options instead of enabling/disabling the selected options; Added package-lock.json to .gitignore ; Added the .toJSON() function to convert saved messages to JSON and save them to a file (optional); Updated README.md with this new feature and added an even faster quick setup guide. Demo As a demo, I created a Discord bot that allows you to test (in a limited way) the library. The bot is inside this Discord server: https://discord.gg/UbV46Wqa3D and can be used immediately, or you can invite it to your own private server: https://discord.com/oauth2/authorize?client_id=1394088761989533780
Ships:
The main function of the library, fetchMessages() , is now complete. It allows you to easily fetch large amounts of Discord messages. It allows you to filter messages so that only the fields you need are returned. You can also choose whether to include additional data such as guild , channel , message authors ( authors ), interaction authors ( interactions ), and webhooks , making them easier to access. When enabled, authors , interactions , and webhooks store all the message authors in these maps along with an array of the IDs of the messages they sent (if the id field was selected), making it easy to access all the messages related to a specific author or webhook. To make handling large amounts of data easier, I added several methods and properties such as .get("ID") for messages, even if it’s an array, .first(NUMBER) and .last(NUMBER) for messages , authors , interactions , and webhooks , allowing you to get multiple objects from the array/map. To improve readability in the console, if messages , authors , interactions and webhooks contain more than five entries, they will be replaced by [Messages] , [Authors] , [Interactions] , and [Webhooks] . You can access the entire array or map via the .raw property....
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1793206130.7970226
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1793292530.7970226
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66915
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conway's game of life by @benMakesStuff | Star conway's game of life by @benMakesStuff | Stardance...
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benMakesStuff
|
0
|
3.74
|
0
|
[]
|
[{"post_id": 77957, "ts": "202 [{"post_id": 77957, "ts": "2026-10-08T23:49:58Z", "hours": 3.7422, "text": "i did the basic conway’s game of life, its got all of the rules and it works pretty good. And i experimented with changing the rules’ parameters and if there is anything changed either the cells die really easly (for example reproduction to 4 neighbors instead of 3) or they never die (reproduction 2 neighbors) and its just not good. So the balance is perfect with the normal rules. And while brainstorming how to make it a game more like me and better. And i got this idea to make a multiplayer game that just grabs different players and gives them some space (a grid) where they can build some cell structures and whoever’s structure is last alive wins"}]...
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Title: conway's game of life by @benMakesStuff Title: conway's game of life by @benMakesStuff | Stardance
Devlogs:
i did the basic conway’s game of life, its got all of the rules and it works pretty good. And i experimented with changing the rules’ parameters and if there is anything changed either the cells die really easly (for example reproduction to 4 neighbors instead of 3) or they never die (reproduction 2 neighbors) and its just not good. So the balance is perfect with the normal rules. And while brainstorming how to make it a game more like me and better. And i got this idea to make a multiplayer game that just grabs different players and gives them some space (a grid) where they can build some cell structures and whoever’s structure is last alive wins...
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1793105387.7715547
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1793710187.7715547
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59515
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Caelum by @jujharseehra | Stardance
|
jujharseehra
|
1
|
5.88
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T01:30:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished with Caelum! The ML program is running currently, and the Streamlit application should update with the new ML training results soon, but overall, I am proud of my work, as well as the science fair project that begun this project! Will hope to do some scientific simulation with Caelum next year, so look forward to that! See you next year, Stardance!", "repo": "https://github.com/JujharSeehra/Caelum", "demo": "https://github.com/JujharSeehra/Caelum/releases/tag/v1.0.0"}]...
|
[{"post_id": 77956, "ts": "202 [{"post_id": 77956, "ts": "2026-10-08T23:21:01Z", "hours": 0.875, "text": "Been working on many changes. These changes have not only made my simulation more accurate and effective, but also allowed for me to find some critical simulation errors from last time. Also working on a research paper now. Wish me luck!"}, {"post_id": 69862, "ts": "2026-09-17T23:01:39Z", "hours": 0.3336, "text": "Added my last changes to Caelum! Training the ML results, and have already started work on the ML simulation. Time for my ship!"}, {"post_id": 67776, "ts": "2026-09-14T00:53:53Z", "hours": 0.7381, "text": "Been adding many changes to reactor physics! Still need to train another model, but so far, looking good!"}, {"post_id": 65139, "ts": "2026-09-10T02:18:56Z", "hours": 0.8133, "text": "Second Devlog! Been working on getting the Github Repo working, improving the Streamlit issues, and overall making the code more efficient and fixing calculation issues. Planning on publishing my work, so a better Github repo won’t hurt."}, {"post_id": 63943, "ts": "2026-09-08T00:57:33Z", "hours": 3.3189, "text": "Been working on my newest and last stardance project, Caelum! Caelum is a carbon capture simulation that utilizes Python to run physics calculations, and tests the effectiveness and optimizes certain given carbon capture processes. Worked on this project for a science fair, and haven’t let go since!"}]...
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Title: Caelum by @jujharseehra | Stardance
Devlog Title: Caelum by @jujharseehra | Stardance
Devlogs:
Been working on my newest and last stardance project, Caelum! Caelum is a carbon capture simulation that utilizes Python to run physics calculations, and tests the effectiveness and optimizes certain given carbon capture processes. Worked on this project for a science fair, and haven’t let go since!
Second Devlog! Been working on getting the Github Repo working, improving the Streamlit issues, and overall making the code more efficient and fixing calculation issues. Planning on publishing my work, so a better Github repo won’t hurt.
Been adding many changes to reactor physics! Still need to train another model, but so far, looking good!
Added my last changes to Caelum! Training the ML results, and have already started work on the ML simulation. Time for my ship!
Been working on many changes. These changes have not only made my simulation more accurate and effective, but also allowed for me to find some critical simulation errors from last time. Also working on a research paper now. Wish me luck!
Ships:
Finished with Caelum! The ML program is running currently, and the Streamlit application should update with the new ML training results soon, but overall, I am proud of my work, as well as the science fair project that begun this project! Will hope to do some scientific simulation with Caelum next year, so look forward to that! See you next year, Stardance!...
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1793155700.2980564
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1793242100.2980564
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68684
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Lift Off YSWS Website by @RishitJain | Stardance
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RishitJain
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 77941, "ts": "202 [{"post_id": 77941, "ts": "2026-10-08T21:23:37Z", "hours": 0.2831, "text": "I made some art for the website!"}]...
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Title: Lift Off YSWS Website by @RishitJain | Star Title: Lift Off YSWS Website by @RishitJain | Stardance
Devlogs:
I made some art for the website!...
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1793123580.2640102
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1793728380.2640102
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68681
|
the stupidest website OAT by @stellenium | Stardan the stupidest website OAT by @stellenium | Stardance...
|
stellenium
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0
|
51.63
|
0
|
[]
|
[{"post_id": 77940, "ts": "202 [{"post_id": 77940, "ts": "2026-10-08T21:10:49Z", "hours": 51.6322, "text": "test devlog"}]...
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Title: the stupidest website OAT by @stellenium | Title: the stupidest website OAT by @stellenium | Stardance
Devlogs:
test devlog...
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1793123574.3718257
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1793728374.3718257
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|
64689
|
personal website by @kratak | Stardance
|
kratak
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T09:41:06Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added README and deployed it using github pages. The website itself is really simple just one page with 3 sections. about me my cats my hobbies and interests The project itself was pretty easy, though learning and making CSS was a bit of pain. As for ai usage I used it only to relearn HTML and CSS because I don’t really remember much of it, and also used it to help me fix the CSS when it didn’t work.", "repo": "https://github.com/Kratak78/my-website", "demo": "https://kratak78.github.io/my-website/"}]...
|
[{"post_id": 77930, "ts": "202 [{"post_id": 77930, "ts": "2026-10-08T20:24:44Z", "hours": 2.7644, "text": "I have been sick for a week sadly so I couldn’t work on the website sadly, but I have finally finished the CSS file. needed a bit of help from ai because I don’t really remember almost any of it, so I used it to learn it a bit even tho I’m pretty I’ll forget it soon anyway. I tried making the images clickable so they could be viewed in bigger size but my attempts with html and CSS didn’t work and I didn’t want to start with JS yet so i just gave up and left it as it is and just made it so it opens the images themselves in new tab when clicked on. Tomorrow I’m planning to ship the project and move on to another mission."}, {"post_id": 72585, "ts": "2026-09-23T09:02:16Z", "hours": 1.3364, "text": "I have started working on my personal website. The html is done, gonna start on css soon."}]...
|
Title: personal website by @kratak | Stardance
De Title: personal website by @kratak | Stardance
Devlogs:
I have started working on my personal website. The html is done, gonna start on css soon.
I have been sick for a week sadly so I couldn’t work on the website sadly, but I have finally finished the CSS file. needed a bit of help from ai because I don’t really remember almost any of it, so I used it to learn it a bit even tho I’m pretty I’ll forget it soon anyway. I tried making the images clickable so they could be viewed in bigger size but my attempts with html and CSS didn’t work and I didn’t want to start with JS yet so i just gave up and left it as it is and just made it so it opens the images themselves in new tab when clicked on. Tomorrow I’m planning to ship the project and move on to another mission.
Ships:
I added README and deployed it using github pages. The website itself is really simple just one page with 3 sections. about me my cats my hobbies and interests The project itself was pretty easy, though learning and making CSS was a bit of pain. As for ai usage I used it only to relearn HTML and CSS because I don’t really remember much of it, and also used it to help me fix the CSS when it didn’t work....
|
1793213625.0539763
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1793300025.0539763
|
|
33711
|
Voc to CSV by @aquafr0stbyte | Stardance
|
aquafr0stbyte
|
1
|
4.55
|
61
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T19:46:33Z", "hours": 4.0, "multiplier": 15.7, "payout": 61, "blessing": "neutral", "text": "It’s a simple website that can export your Vocab into an Excel file. I personally use it to digitise my stuff.", "repo": "https://github.com/AquaFrostByte/Voc/", "demo": "https://voc.lain.onl/"}]...
|
[{"post_id": 77926, "ts": "202 [{"post_id": 77926, "ts": "2026-10-08T20:11:42Z", "hours": 0.5542, "text": "Did some mew and summ prrrruuurrr (i fixed some backend stuff)"}, {"post_id": 63185, "ts": "2026-09-06T21:05:29Z", "hours": 0.8564, "text": "Added a button to copy for Google Sheets (or it should also work with other Spread Sheet software) and a reasource tab with the reasources i have used in the past to learn langueages!"}, {"post_id": 60841, "ts": "2026-09-03T13:53:19Z", "hours": 1.4639, "text": "Test version worked great. But its ugly so i changed some stuff to make it pretty!! Now we have a nice Wallpaper some Glass effects and now you can also import .csv files so you can add to a list :3"}, {"post_id": 60465, "ts": "2026-09-02T20:03:31Z", "hours": 1.5864, "text": "Whoa i started this project becuase i have to do Vocab tests in the 11th grade 😭 So here i am sitting around and uploading all my Vocab so i can processes easyer for anki or NoteBookLLM! This is the First quick wip up of the side. Took about 2~ hours."}]...
|
Title: Voc to CSV by @aquafr0stbyte | Stardance
D Title: Voc to CSV by @aquafr0stbyte | Stardance
Devlogs:
Whoa i started this project becuase i have to do Vocab tests in the 11th grade 😭 So here i am sitting around and uploading all my Vocab so i can processes easyer for anki or NoteBookLLM! This is the First quick wip up of the side. Took about 2~ hours.
Test version worked great. But its ugly so i changed some stuff to make it pretty!! Now we have a nice Wallpaper some Glass effects and now you can also import .csv files so you can add to a list :3
Added a button to copy for Google Sheets (or it should also work with other Spread Sheet software) and a reasource tab with the reasources i have used in the past to learn langueages!
Did some mew and summ prrrruuurrr (i fixed some backend stuff)
Ships:
It’s a simple website that can export your Vocab into an Excel file. I personally use it to digitise my stuff....
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1793141744.647963
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1793228144.647963
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|
67067
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PicoGame by @fedi41 | Stardance
|
fedi41
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0
|
16.46
|
0
|
[]
|
[{"post_id": 77925, "ts": "202 [{"post_id": 77925, "ts": "2026-10-08T19:54:50Z", "hours": 1.705, "text": "YOU can try it out! The testing website is live! Try the latest version of PicoGame yourself :D @wilrakov made the website and the menu animations What is new The website better menu with animations scrolling background some technical changes (deltatime on pico)"}, {"post_id": 77577, "ts": "2026-10-07T15:01:08Z", "hours": 1.6758, "text": "Inputs and animations Today I made the inputs on pico, and yesterday I added the animations module! @wilrakov is currently making the new menu with animations and I let you know how it looks when its ready :D What I did made animation functions for later (just lerping between coordinates) made the inputs on pico (not completly finished, no way to detect when the button was just pressed) fixed the inputs in raylib (added the missing buttons) Animations are not showed in the video, I havent added them to the menu yet"}, {"post_id": 76843, "ts": "2026-10-04T19:58:45Z", "hours": 1.0703, "text": "Working on the menu… made some progress on the main menu :D Later, it will be used for choosing game categories. thats all actually"}, {"post_id": 76641, "ts": "2026-10-04T07:44:28Z", "hours": 12.0094, "text": "Hey guysss! This is the first my devlog on PicoGame ! PicoGame is a game console, that runs on the pico2 , pc and web . This project is a team project, I am making it with my friend @wilrakov :D What it is As said, PicoGame is a game console, later even a game engine - written in C. The coolest part about it for me is, that it also runs in the web and on the pc! Current progress currently, we already have some of the basics done. Graphics and Text rendering is working on all platforms perfectly. @wilrakov has even made a lua implementation for later game development. What I have made my part was to make almost everything on the pico2 , since I am not familiar with raylib. Recently I started making the Main menu of the game console. I will be making more devlogs, more recently, so stay tuned!"}]...
|
Title: PicoGame by @fedi41 | Stardance
Devlogs:
H Title: PicoGame by @fedi41 | Stardance
Devlogs:
Hey guysss! This is the first my devlog on PicoGame ! PicoGame is a game console, that runs on the pico2 , pc and web . This project is a team project, I am making it with my friend @wilrakov :D What it is As said, PicoGame is a game console, later even a game engine - written in C. The coolest part about it for me is, that it also runs in the web and on the pc! Current progress currently, we already have some of the basics done. Graphics and Text rendering is working on all platforms perfectly. @wilrakov has even made a lua implementation for later game development. What I have made my part was to make almost everything on the pico2 , since I am not familiar with raylib. Recently I started making the Main menu of the game console. I will be making more devlogs, more recently, so stay tuned!
Working on the menu… made some progress on the main menu :D Later, it will be used for choosing game categories. thats all actually
Inputs and animations Today I made the inputs on pico, and yesterday I added the animations module! @wilrakov is currently making the new menu with animations and I let you know how it looks when its ready :D What I did made animation functions for later (just lerping between coordinates) made the inputs on pico (not completly finished, no way to detect when the button was just pressed) fixed the inputs in raylib (added the missing buttons) Animations are not showed in the video, I havent added them to the menu yet
YOU can try it out! The testing website is live! Try the latest version of PicoGame yourself :D @wilrakov made the website and the menu animations What is new The website better menu with animations scrolling background some technical changes (deltatime on pico)...
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1793105622.8496358
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1793710422.8496358
|
|
61568
|
game_of_logicgates by @Phonemi | Stardance
|
Phonemi
|
0
|
27.78
|
0
|
[]
|
[{"post_id": 77922, "ts": "202 [{"post_id": 77922, "ts": "2026-10-08T19:36:33Z", "hours": 1.3156, "text": "game_oflogic-gates20 devblog 20 so big news we are finaly finished with the whole simulation so chapter 6 is totaly complete but idk if i will wor on the ther cahpters because i alredy lerned all the stuff and just writing it is realy borring and in the end this website will teach nobody else so i dont see any reson why i shold do that but now it looks prety good and to be honest i used ai to correct my spelling mistakes since i hav dislexia but yea still need to upload the site and make a read me cause right now it is just localhost hope you like it[-_-]"}, {"post_id": 77390, "ts": "2026-10-06T19:33:09Z", "hours": 4.5614, "text": "game_oflogic-gates19 so the full sim is almoast finish and most bugs from before are fixed still need to fix like 4 but that is ok and i need to add style cause this looks prety bad and i also lost my laptop charger thats why i needed to use a other one so i needed to do some things 2 times but now i found my laprop hope you like it[-_-]"}, {"post_id": 72711, "ts": "2026-09-23T15:47:56Z", "hours": 1.8211, "text": "game_oflogic-gates18 so i finished all the board logic but not which label is on which sheet so i made how it should calculate evrything in the code because that should be the same as my chip now i will need to create a ui for that in 6.1 so that you can look what haapens when and where hope you like it[-_-]"}, {"post_id": 72337, "ts": "2026-09-22T18:06:43Z", "hours": 1.6544, "text": "game_oflogic-gates17 1.3 finished and with that i finished chapter 1 only 5 chapters more to go so this chapter is about all the other logic gates which i didnt explain in 1.2 and also has a plan how you can build these gates with the 3 base gates probaply gonna do the full simulation first because then i can ship also if i am not finished hope you like it[-_-]"}, {"post_id": 71942, "ts": "2026-09-21T20:28:10Z", "hours": 2.5956, "text": "game_oflogic-gates16 1.2 finished and all the logic to create most important simulations o now i can easaly inport a simpulation for every gate so 1.3 will be way easier then 1.2 and i finished writing everything and the simulation is working fine (i didnt want to code svgs so you get a visual sim sry because i am to stupid for this ) hope you like it[-_-]"}, {"post_id": 71410, "ts": "2026-09-20T19:33:34Z", "hours": 0.6969, "text": "game_oflogic-gates15 i wrote 1.1 What are logic gates in my website (still need to fix spelling mistake) i didnt wana put any simulations in it because that should be 1.2 and 1.3 so yea in the screenshots you can see the end result"}, {"post_id": 71210, "ts": "2026-09-20T13:29:21Z", "hours": 1.3392, "text": "game_oflogic-gates14 i fixed all errors in the schem file so i fixed all the errors most of them where just power thinks but they are all gone we started like with 300 errors then i fixed them in a other devblog had still like 50 left and now i finaly fixed these also started working on the first explenation chaptor of the website hope you like it[-_-]"}, {"post_id": 71091, "ts": "2026-09-20T09:01:52Z", "hours": 0.3428, "text": "game_oflogic-gates13 i just changed font and color scheme so now it looks way cleaner idk what more can i say but i dont think i will be able to finish it but i will try my best hope you like it[-_-]"}, {"post_id": 70724, "ts": "2026-09-19T17:35:10Z", "hours": 2.5497, "text": "game_oflogic-gates12 so i decided to make it a software project why?: my project will be very expencive and if something isnt working i will lose all my funding also idk how much funding i will get so here is what i did for thi devblog i started creating a website with docs for my project the color scheme should be the one of a pcb board but i am not quite happy with it it should look like the rust docs but i got a ong way untill it looks that gud i also started fixing a lot of errors but then more apered so on the schem side it looking not that good i now need to fix 41 errors but i think i can do that in my docs there will also be simulations etc and i am using svelte if you guys have nay idea what i should change to make it look better pls write a comment hope you like it[-_-]"}, {"post_id": 69425, "ts": "2026-09-17T01:04:37Z", "hours": 0.5478, "text": "#game_oflogic-gates11 biig update!!!!!! we are almoast finished with the schmetics i did a speedrun and now there is a counter a clock a reset and a power module so yay you can see all the curguits below but still need to fix 32 errors and propably some other 2 and i need to see if i make a simulation for it next+ a website since i changed the type to a software project but yea we will look hope you like it[-_-]"}, {"post_id": 69379, "ts": "2026-09-16T22:49:39Z", "hours": 0.7953, "text": "game_oflogic-gates10 Pretty crazy that i am alredy ad devblogs 10 but good I added a Display If you looked at My other devblogs before you maby noticed that WE alredy have a Display in the Keyboard but that is only the thinks you Type in so this Displaydisplays the simulaton i am also getting faster ad making mut’s and placing Labels (over 200 global Labels again) Hope you Like IT[-_-]"}, {"post_id": 69322, "ts": "2026-09-16T19:58:45Z", "hours": 0.55, "text": "game_oflogic-gates9 i finished the mux yay : so i looked again what i still need and there are still a lot of thinks but this is one of the thinks and it was very very simple it basicly just implements start and stop button stuff like that i think you understand it if you want to look at the ogic gates and flipflops you can see the picture below still got lots to do but i am doing my best to speedrun this hope you like it[-_-]"}, {"post_id": 69234, "ts": "2026-09-16T16:59:03Z", "hours": 1.7869, "text": "game_oflogic-gates8 i finihed the button matrix evrything is working is fine i dont think i need to explain what a button matrix is hard part was placing all 200 labels and rebuilding some thinks and nooooo i didnt use logic gates to create the buttons and led’s so i am realy sry for that (yking ofc) thx for reading the devblog still got lots of thinks to do but i can make it hope you like it[-_-]"}, {"post_id": 68794, "ts": "2026-09-15T19:22:48Z", "hours": 1.2536, "text": "game_oflogic-gates7 i finished the counter yay so what is doas is pretty basic it counts and looks which piece it should calculate next it also looks if the whole the piece are at the boarder or not so yea if you see something in the picture below you dont understand jst ask me or follow the project or wait and wait a bit since i will probaply make a simulation website which describes the process and biggest update no more fcking logicgates next thinks on the to do is led and button matrix and then we will look furher hope you like it[-_-]"}, {"post_id": 68263, "ts": "2026-09-14T20:05:52Z", "hours": 2.0522, "text": "game_oflogik-gates6 so i aktually made a lot i finished making the ring in kicad thats just 14 8bit d-flip flops needed a bit time for that but thats finished now and i also fixed 218 errors so now i am only on 19 so thats pretty good wont explain evrything in deatail you can see most of the thinks in my pictures and if you have any question ten just comment and check the devblog like after 1 day then i probply answered it hope you like it[-_-]"}, {"post_id": 68066, "ts": "2026-09-14T13:46:08Z", "hours": 0.8194, "text": "game_oflogik-gates5 i am finished with the digital software tried to wire flipflops and calc together corectly managed to do it so now i am back to ki cad where i alredy made that the calc is a own block and yea now i am just adding the flip flop and then we are almoast finished jippi (only with that part that fucks my brain) we still need to do monitor and keys but that should be easy hopefully hope you like it[-_-]"}, {"post_id": 67970, "ts": "2026-09-14T09:25:54Z", "hours": 1.3794, "text": "game_oflogik-gates4 brought all to digital so know i can simulate it much better then i needed to fix some problems that i had before but yea also made it a bit simpler so it looks very simple now also started working on my flip flop hope you like it"}, {"post_id": 67396, "ts": "2026-09-13T14:19:33Z", "hours": 0.6667, "text": "game_oflogicgates 2 so i finaly understud that we dont need 2 different curcuts for the dead or alive status so here is what i did you can now enter all 8 values of the neigbors and if it is 3 it sets the value to alive if its 2 it stays the same and if its anything else its dead pretty simple so i just needed to place evrything down and label it corectly and i was finished thought this project will take a eternity but i guess not hope you like it[-_-]"}, {"post_id": 67248, "ts": "2026-09-13T09:42:00Z", "hours": 0.25, "text": "game_of_logicgates2 so yea devblog 2 is a bit short but i did something important so i thought it was cheating to just use a full adder block or half adder block so i made them first and now i think i can use them as predefined blocks"}, {"post_id": 66981, "ts": "2026-09-12T23:57:48Z", "hours": 0.8003, "text": "game_of_logicgates 1 this is my new project jippi idk if i manage to finish it in time also because shools starts soon but i am making a little consol with a 10 10 button grid and a 10 10 pixel screen and making all the rest only with logic gates so yea what did i do now i just thaught out loud how i can do all this so yea hope you like it[-_-]"}]...
|
Title: game_of_logicgates by @Phonemi | Stardance
Title: game_of_logicgates by @Phonemi | Stardance
Devlogs:
game_of_logicgates 1 this is my new project jippi idk if i manage to finish it in time also because shools starts soon but i am making a little consol with a 10 10 button grid and a 10 10 pixel screen and making all the rest only with logic gates so yea what did i do now i just thaught out loud how i can do all this so yea hope you like it[-_-]
game_of_logicgates2 so yea devblog 2 is a bit short but i did something important so i thought it was cheating to just use a full adder block or half adder block so i made them first and now i think i can use them as predefined blocks
game_oflogicgates 2 so i finaly understud that we dont need 2 different curcuts for the dead or alive status so here is what i did you can now enter all 8 values of the neigbors and if it is 3 it sets the value to alive if its 2 it stays the same and if its anything else its dead pretty simple so i just needed to place evrything down and label it corectly and i was finished thought this project will take a eternity but i guess not hope you like it[-_-]
game_oflogik-gates4 brought all to digital so know i can simulate it much better then i needed to fix some problems that i had before but yea also made it a bit simpler so it looks very simple now also started working on my flip flop hope you like it
game_oflogik-gates5 i am finished with the digital software tried to wire flipflops and calc together corectly managed to do it so now i am back to ki cad where i alredy made that the calc is a own block and yea now i am just adding the flip flop and then we are almoast finished jippi (only with that part that fucks my brain) we still need to do monitor and keys but that should be easy hopefully hope you like it[-_-]
game_oflogik-gates6 so i aktually made a lot i finished making the ring in kicad thats just 14 8bit d-flip flops needed a bit time for that but thats finished now and i also fixed 218 errors so now i am only on 19 so thats pretty good wont explain evrything in deatail you can see most of the thinks in my pictures and if you have any question ten just comment and check the devblog like after 1 day then i probply answered it hope you like it[-_-]
game_oflogic-gates7 i finished the counter yay so what is doas is pretty basic it counts and looks which piece it should calculate next it also looks if the whole the piece are at the boarder or not so yea if you see something in the picture below you dont understand jst ask me or follow the project or wait and wait a bit since i will probaply make a simulation website which describes the process and biggest update no more fcking logicgates next thinks on the to do is led and button matrix and then we will look furher hope you like it[-_-]
game_oflogic-gates8 i finihed the button matrix evrything is working is fine i dont think i need to explain what a button matrix is hard part was placing all 200 labels and rebuilding some thinks and nooooo i didnt use logic gates to create the buttons and led’s so i am realy sry for that (yking ofc) thx for reading the devblog still got lots of thinks to do but i can make it hope you like it[-_-]
game_oflogic-gates9 i finished the mux yay : so i looked again what i still need and there are still a lot of thinks but this is one of the thinks and it was very very simple it basicly just implements start and stop button stuff like that i think you understand it if you want to look at the ogic gates and flipflops you can see the picture below still got lots to do but i am doing my best to speedrun this hope you like it[-_-]
game_oflogic-gates10 Pretty crazy that i am alredy ad devblogs 10 but good I added a Display If you looked at My other devblogs before you maby noticed that WE alredy have a Display in the Keyboard but that is only the thinks you Type in so this Displaydisplays the simulaton i am also getting faster ad making mut’s and placing Labels (over 200 global Labels again) Hope you Like IT[-_-]
#game_oflogic-gates11 biig update!!!!!! we are almoast finished with the schmetics i did a speedrun and now there is a counter a clock a reset and a power module so yay you can see all the curguits below but still need to fix 32 errors and propably some other 2 and i need to see if i make a simulation for it next+ a website since i changed the type to a software project but yea we will look hope you like it[-_-]
game_oflogic-gates12 so i decided to make it a software project why?: my project will be very expencive and if something isnt working i will lose all my funding also idk how much funding i will get so here is what i did for thi devblog i started creating a website with docs for my project the color scheme should be the one of a pcb board but i am not quite happy with it it should look like the rust docs but i got a ong way untill it looks that gud i also started fixing a lot of errors but then more apered so on the schem side it looking not that good i now need to fix 41 errors but i think i can do that in my docs there will also be simulations etc and i am using svelte if you guys have nay idea what i should change to make it look better pls write a comment hope you like it[-_-]
game_oflogic-gates13 i just changed font and color scheme so now it looks way cleaner idk what more can i say but i dont think i will be able to finish it but i will try my best hope you like it[-_-]
game_oflogic-gates14 i fixed all errors in the schem file so i fixed all the errors most of them where just power thinks but they are all gone we started like with 300 errors then i fixed them in a other devblog had still like 50 left and now i finaly fixed these also started working on the first explenation chaptor of the website hope you like it[-_-]
game_oflogic-gates15 i wrote 1.1 What are logic gates in my website (still need to fix spelling mistake) i didnt wana put any simulations in it because that should be 1.2 and 1.3 so yea in the screenshots you can see the end result
game_oflogic-gates16 1.2 finished and all the logic to create most important simulations o now i can easaly inport a simpulation for every gate so 1.3 will be way easier then 1.2 and i finished writing everything and the simulation is working fine (i didnt want to code svgs so you get a visual sim sry because i am to stupid for this ) hope you like it[-_-]
game_oflogic-gates17 1.3 finished and with that i finished chapter 1 only 5 chapters more to go so this chapter is about all the other logic gates which i didnt explain in 1.2 and also has a plan how you can build these gates with the 3 base gates probaply gonna do the full simulation first because then i can ship also if i am not finished hope you like it[-_-]
game_oflogic-gates18 so i finished all the board logic but not which label is on which sheet so i made how it should calculate evrything in the code because that should be the same as my chip now i will need to create a ui for that in 6.1 so that you can look what haapens when and where hope you like it[-_-]
game_oflogic-gates19 so the full sim is almoast finish and most bugs from before are fixed still need to fix like 4 but that is ok and i need to add style cause this looks prety bad and i also lost my laptop charger thats why i needed to use a other one so i needed to do some things 2 times but now i found my laprop hope you like it[-_-]
game_oflogic-gates20 devblog 20 so big news we are finaly finished with the whole simulation so chapter 6 is totaly complete but idk if i will wor on the ther cahpters because i alredy lerned all the stuff and just writing it is realy borring and in the end this website will teach nobody else so i dont see any reson why i shold do that but now it looks prety good and to be honest i used ai to correct my spelling mistakes since i hav dislexia but yea still need to upload the site and make a read me cause right now it is just localhost hope you like it[-_-]...
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1793040700.3367398
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1793645500.3367398
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65961
|
Lokin by @AriDev24 | Stardance
|
AriDev24
|
1
|
32.15
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:57:24Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Lokin: Get set lock-in Overview: Lokin in a beautiful and modern workspace that helps you stay organized, manage tasks, and lock in on your work. It combines a focus timer, task management, customizable themes, and a distraction-free interface into one simple workspace. I am proud that its my first project that i can call it a Real Product, not just a practice project.", "repo": "https://github.com/aridev24/Lokin", "demo": "https://lokin-delta.vercel.app/"}]...
|
[{"post_id": 77914, "ts": "202 [{"post_id": 77914, "ts": "2026-10-08T18:57:23Z", "hours": 2.1517, "text": "Today i removed all the AI generated images, and replace them with real images and its breaking my website UI, but i can not do anything because AI images are not allowed"}, {"post_id": 77554, "ts": "2026-10-07T12:50:26Z", "hours": 1.65, "text": "(Lokin) Just wrote the final README before ship"}, {"post_id": 77339, "ts": "2026-10-06T16:43:58Z", "hours": 7.5844, "text": "(Lokin) Many things has been added, And the Best part is i have even started using Lokin for my daily tasks and it turns out amazing, It helps me through my whole day i can even add new tasks that will be save even if you leave and Now you can also set theme according to yourself and your mood. BTW I love it and using it. It help me focus on my projects. That’s All…"}, {"post_id": 76630, "ts": "2026-10-04T06:41:55Z", "hours": 10.4228, "text": "(Lokin) Sorry for the late devlog but now many things has been added, i have added a task pannel nad now you can also create new tasks, check the checkbox and can also delete the tasks. creating the new tasks was so complicated due to JS because when you enter a task it goes to js and the function converts it into a html element having checkbox and delete btn and then add to the the task list"}, {"post_id": 75691, "ts": "2026-09-30T19:22:06Z", "hours": 5.7042, "text": "Now its no more just a html and CSS skeleton. Today i added many new features using JavaScript like first i working on play and pause button so that timer can be played and stopped. and after this i started working on three buttons (focus, short break, long break) to change the timer and reset everything, and than i worked on changing the visual appearance (CSS) of the buttons after being selected."}, {"post_id": 75169, "ts": "2026-09-29T11:12:14Z", "hours": 1.2094, "text": "(Lokin) Get Locked in : Today i add four new buttons to the lokin, I add a button got music, a button for to do liss or tasks, a button for themes, and a final settings button. And now i am going to start working on its JavaScript to make the features working."}, {"post_id": 74595, "ts": "2026-09-27T18:18:53Z", "hours": 1.6936, "text": "Finally my main html, CSS structure is almost completed and now i am going to work on its JS to make it work like a real tool currently i add a timer place holder and some new buttons to control it ,but its just a css structure so you cant control anything yet. Thats It…"}, {"post_id": 74393, "ts": "2026-09-27T09:55:10Z", "hours": 1.4939, "text": "(Lokin) Get Set Lokinnnnnn I have started making a project that heps you guys to get lock in and focus on your projects. Its a beautiful and an intractive way to be focused on your work. In the next update i will tell you how this can help you"}]...
|
Title: Lokin by @AriDev24 | Stardance
Devlogs:
(L Title: Lokin by @AriDev24 | Stardance
Devlogs:
(Lokin) Get Set Lokinnnnnn I have started making a project that heps you guys to get lock in and focus on your projects. Its a beautiful and an intractive way to be focused on your work. In the next update i will tell you how this can help you
Finally my main html, CSS structure is almost completed and now i am going to work on its JS to make it work like a real tool currently i add a timer place holder and some new buttons to control it ,but its just a css structure so you cant control anything yet. Thats It…
(Lokin) Get Locked in : Today i add four new buttons to the lokin, I add a button got music, a button for to do liss or tasks, a button for themes, and a final settings button. And now i am going to start working on its JavaScript to make the features working.
Now its no more just a html and CSS skeleton. Today i added many new features using JavaScript like first i working on play and pause button so that timer can be played and stopped. and after this i started working on three buttons (focus, short break, long break) to change the timer and reset everything, and than i worked on changing the visual appearance (CSS) of the buttons after being selected.
(Lokin) Sorry for the late devlog but now many things has been added, i have added a task pannel nad now you can also create new tasks, check the checkbox and can also delete the tasks. creating the new tasks was so complicated due to JS because when you enter a task it goes to js and the function converts it into a html element having checkbox and delete btn and then add to the the task list
(Lokin) Many things has been added, And the Best part is i have even started using Lokin for my daily tasks and it turns out amazing, It helps me through my whole day i can even add new tasks that will be save even if you leave and Now you can also set theme according to yourself and your mood. BTW I love it and using it. It help me focus on my projects. That’s All…
(Lokin) Just wrote the final README before ship
Today i removed all the AI generated images, and replace them with real images and its breaking my website UI, but i can not do anything because AI images are not allowed
Ships:
Lokin: Get set lock-in Overview: Lokin in a beautiful and modern workspace that helps you stay organized, manage tasks, and lock in on your work. It combines a focus timer, task management, customizable themes, and a distraction-free interface into one simple workspace. I am proud that its my first project that i can call it a Real Product, not just a practice project....
|
1793216858.9942346
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1793303258.9942346
|
|
68391
|
Tetris by @hunocam | Stardance
|
hunocam
|
0
|
1.87
|
0
|
[]
|
[{"post_id": 77912, "ts": "202 [{"post_id": 77912, "ts": "2026-10-08T18:53:42Z", "hours": 1.8708, "text": "I am trying to create a tetris functional game with python (i only post this because iwant the stickers)"}]...
|
Title: Tetris by @hunocam | Stardance
Devlogs:
I Title: Tetris by @hunocam | Stardance
Devlogs:
I am trying to create a tetris functional game with python (i only post this because iwant the stickers)...
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1793120064.9497228
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1793724864.9497228
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51971
|
MeshTree by @Trident | Stardance
|
Trident
|
1
|
25.6
|
335
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T11:51:28Z", "hours": 25.0, "multiplier": 13.36, "payout": 335, "blessing": "neutral", "text": "MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway.", "repo": "https://github.com/raiyan-islam-dev/Meshtree", "demo": "https://github.com/raiyan-islam-dev/Meshtree/releases/latest"}]...
|
[{"post_id": 77910, "ts": "202 [{"post_id": 77910, "ts": "2026-10-08T18:52:12Z", "hours": 0.5994, "text": "got rejected for the 3rd time😭 reshipping again🤞"}, {"post_id": 69593, "ts": "2026-09-17T11:37:04Z", "hours": 4.3556, "text": "Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞"}, {"post_id": 64418, "ts": "2026-09-08T19:44:00Z", "hours": 10.0856, "text": "Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that."}, {"post_id": 54772, "ts": "2026-08-25T21:35:59Z", "hours": 8.4114, "text": "Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models"}, {"post_id": 51840, "ts": "2026-08-21T18:20:43Z", "hours": 2.335, "text": "Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed."}]...
|
Title: MeshTree by @Trident | Stardance
Devlogs:
Title: MeshTree by @Trident | Stardance
Devlogs:
Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed.
Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models
Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that.
Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞
got rejected for the 3rd time😭 reshipping again🤞
Ships:
MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway....
|
1793152213.8305442
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1793238613.8305442
|
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34114
|
Star Watcher by @Daan | Stardance
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Daan
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0
|
48.19
|
0
|
[]
|
[{"post_id": 77909, "ts": "202 [{"post_id": 77909, "ts": "2026-10-08T18:51:56Z", "hours": 8.3908, "text": "Devlog 4: today I added a way to see easely see wich planet is selected on the compass. I also added some nice animations. The hardest part was learning how animations in CSS work but thankfully it is pretty straightforward."}, {"post_id": 75343, "ts": "2026-09-29T19:52:26Z", "hours": 9.9389, "text": "Devlog 4: I added some small quality of life changes e.g. being able to highlight bodies on the compass, small fixes and UI tweaks. The project is almost done. I hope to ship before the end of next week. The hardest part now was adding the checkboxes to show constellation on the compass, worst part is that I will probably remove them again."}, {"post_id": 70276, "ts": "2026-09-18T21:02:59Z", "hours": 13.3997, "text": "DEVLOG 3: I added the ability to know what planets and constellations you can see and you can get some info about them. There is also a compass now that shows you where the planets and some constellations are. This all went pretty smoothly and I didn’t have much issues at all :-)"}, {"post_id": 44289, "ts": "2026-08-09T22:57:17Z", "hours": 8.4989, "text": "Devlog 2 I added a lot since my last devlog. I added a star background to let the site look a bit nicer. I also added a graph which displays what the future score will be at your location. Lastly you’ll notice a new score at the bottom. It is based on the time and brightness of the sun. The hardest part was the styling of the HTML. I couldn’t get it all in a nice layout."}, {"post_id": 27358, "ts": "2026-07-12T21:03:46Z", "hours": 7.9569, "text": "My first devlog I added a working score calculator based on the current cloudiness and the moon brightness. The time is also mentioned but has no effect on the score yet. I had never done something with Javascript, HTML or CSS so the hardest part was figuring out how everything worked(e.g. API’s, libraries, etc.) My biggest challange yet was letting the location API work. It constantly gave errors and I spent 2 hours trying to make it work."}]...
|
Title: Star Watcher by @Daan | Stardance
Devlogs: Title: Star Watcher by @Daan | Stardance
Devlogs:
My first devlog I added a working score calculator based on the current cloudiness and the moon brightness. The time is also mentioned but has no effect on the score yet. I had never done something with Javascript, HTML or CSS so the hardest part was figuring out how everything worked(e.g. API’s, libraries, etc.) My biggest challange yet was letting the location API work. It constantly gave errors and I spent 2 hours trying to make it work.
Devlog 2 I added a lot since my last devlog. I added a star background to let the site look a bit nicer. I also added a graph which displays what the future score will be at your location. Lastly you’ll notice a new score at the bottom. It is based on the time and brightness of the sun. The hardest part was the styling of the HTML. I couldn’t get it all in a nice layout.
DEVLOG 3: I added the ability to know what planets and constellations you can see and you can get some info about them. There is also a compass now that shows you where the planets and some constellations are. This all went pretty smoothly and I didn’t have much issues at all :-)
Devlog 4: I added some small quality of life changes e.g. being able to highlight bodies on the compass, small fixes and UI tweaks. The project is almost done. I hope to ship before the end of next week. The hardest part now was adding the checkboxes to show constellation on the compass, worst part is that I will probably remove them again.
Devlog 4: today I added a way to see easely see wich planet is selected on the compass. I also added some nice animations. The hardest part was learning how animations in CSS work but thankfully it is pretty straightforward....
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1792680813.40429
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1793285613.40429
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68666
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gaymlaunch by @deadbeef404 | Stardance
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deadbeef404
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0
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0.27
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0
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[]
|
[{"post_id": 77907, "ts": "202 [{"post_id": 77907, "ts": "2026-10-08T18:45:40Z", "hours": 0.2658, "text": "HEY!! So the idea is there will be a display and you can see games and there are two buttons one for forward and one for backward. So the user can select a game and then press both the buttons to launch that game. I completed the schematic."}]...
|
Title: gaymlaunch by @deadbeef404 | Stardance
Dev Title: gaymlaunch by @deadbeef404 | Stardance
Devlogs:
HEY!! So the idea is there will be a display and you can see games and there are two buttons one for forward and one for backward. So the user can select a game and then press both the buttons to launch that game. I completed the schematic....
|
1793123551.426383
|
1793728351.426383
|
|
64945
|
THE TURBO VERSE! [my-personal-website] by @TheTurb THE TURBO VERSE! [my-personal-website] by @TheTurboVerse | Stardance...
|
TheTurboVerse
|
0
|
17.22
|
0
|
[]
|
[{"post_id": 77904, "ts": "202 [{"post_id": 77904, "ts": "2026-10-08T18:20:28Z", "hours": 0.4361, "text": "SMALLER FEATURES,BIGGER NAVIGATION 🧭 #DEVLOG-8 ADDED A BACK-TO-TOP BUTTON previously i worked on the floating navigation,but something was still missing,so i researched and got to know back to top is an essential. -So i added a back-to-top button just at the corner of the side,had to do some settings,had some bugs,fixed it and now it works. ALSO I fixed some ERRORS that i had in the Code,like i forgot semicolons,correct spellings duhhh… DONE!!! I have more to work, So stay with Me for now-> Bye Bye…"}, {"post_id": 77828, "ts": "2026-10-08T13:05:59Z", "hours": 5.9114, "text": "DEVLOG 7 MAKING THE SITE MAJESTIC✨ I had to Grind Up the CSS and HTML,aswell the background. ELEMENTS UPGRADED/ADDED: 1. BACKGROUND: -previously i had a very distracting background that messed with each and every color composition,i felt i had everything clustered together. -So now, I have a CRT Gradient background. (Because of any copyright issues, i generated it using an AI image model -shoutout to KREA) 2. ICON: -I made a custom logo of myself,basically a mascot logo of myself. -It now resides in the header/banner. 3.FLOATING NAV-BAR: -I had put a nav bar before,but i wasnt able to explore other sections while i was on a different section. -So I added a custom floating nav-bar that stays at the top.[Ease in naigation] 4. HOME: -I upgraded the Home section so it actually introduces me and THE TURBO VERSE instead of just being a baic welcome page. 5. LEARNING SECTION: -I cleaned up the Learning section and separated what im learning and training. Made 3 commits in the process. They helped me clean up the header,navigation bar, improve the home/introduction and organize the learning section. still grinding on it… Then onwards I’ll continue enhancing the site and see where this goes 👀"}, {"post_id": 75309, "ts": "2026-09-29T18:14:26Z", "hours": 1.9089, "text": "#DEVLOG-6 GLOWUP w/ CSS✨ -Moved all the CSS styles that were in the HTML (#inline CSS in Html), -Added Hell Yeah! Cards, so,the text is visible that was trafficking with the glitchy background. Headings are now gold-orange colored [like my playlist cover text has]. -Added more to my learning list as, Programming and Physically training within that card. Page feels way cleaner and easier to navigate than before 🔥"}, {"post_id": 74858, "ts": "2026-09-28T13:40:34Z", "hours": 0.3439, "text": "#DEVLOG-5 STARTED WORKING ON THE CSS what i did in here ⚒️⚒️⚒️ -Added a basic reset and body styles-(font,text color,background) so my layout is how i want it,not the default browser one… -Also did add the glitchy background,in CSS fixed its position,so it stays full screen while scrolling. i know there are problems in it next time i gotta fix it,i’m working on it,the svg icons,the colors, etcetera this is all making it messy for now,but i’ll try to fix it."}, {"post_id": 74448, "ts": "2026-09-27T12:09:09Z", "hours": 0.3781, "text": "#DEVLOG-4 ⚒️ Added button-style nav bar and a footer. -Gave each link a class,in the Html itself,i stylized the to have a button like look by making them rounded and adding a color. -Added a footer with a copyright under my name and as it’s structure must be. i haven’t touched the CSS so far as of now seperately, next step,would be to make the website look like –>woooooooooooooooooooooooooooooooooow!!!🤩 So,ill be moving the styles into the CSS file properly the next time."}, {"post_id": 73836, "ts": "2026-09-26T03:50:17Z", "hours": 1.5611, "text": "#DEVLOG-3 Continued rebuilding the HTML structure. Added a header with navigation that jumps to each section (Home,About,Learning,Music,socials). Fixed the section ids so the links actually work. Added the SVG icons for Instagram,Github and Reddit. The Structure is much cleaner now. Next i gotta work on the CSS part."}, {"post_id": 73652, "ts": "2026-09-25T16:15:08Z", "hours": 1.2178, "text": "#DEVLOG-2 REBUILDING MY HTML STRUCTURE!!! i decided to clear my previous code-HTML and CSS both and rebuilt the HTML from scratch.😭 My previous structure was pretty messy because I was still learning the basics of HTML and never Thought of organizing it. talking abt. the previous structure which = “hell nahh”🙅♂️ Structure Now = “wooooowwwwwwwww’🤩 what i did is,⚒️ clear the files to build from scratch, wrote the HTML code for now, 3.structured the content into sections and divisions. [like for-about me, socials and spotify} 4.Added ‘noopener’ and ‘noreferral’ to my socials or external links [as i learnt a bit abt. it as noopener helps prevent the new tab from accessing my page as my links opened even in new tabs and also which equals no page open in new window,hehehe… And the noreferral for unnecessary sharing of my information,hehehe…"}, {"post_id": 73130, "ts": "2026-09-24T13:30:20Z", "hours": 5.4633, "text": "#DEVLOG-1 I was experimenting myself, learning HTML and CSS, i know that i have a very limited time, but why not tryout,I’ve created my own website, this includes my social links and My spotify playlist too, that you can checkout, please let me know the fixes if so, Newbie here…"}]...
|
Title: THE TURBO VERSE! [my-personal-website] by @ Title: THE TURBO VERSE! [my-personal-website] by @TheTurboVerse | Stardance
Devlogs:
#DEVLOG-1 I was experimenting myself, learning HTML and CSS, i know that i have a very limited time, but why not tryout,I’ve created my own website, this includes my social links and My spotify playlist too, that you can checkout, please let me know the fixes if so, Newbie here…
#DEVLOG-2 REBUILDING MY HTML STRUCTURE!!! i decided to clear my previous code-HTML and CSS both and rebuilt the HTML from scratch.😭 My previous structure was pretty messy because I was still learning the basics of HTML and never Thought of organizing it. talking abt. the previous structure which = “hell nahh”🙅♂️ Structure Now = “wooooowwwwwwwww’🤩 what i did is,⚒️ clear the files to build from scratch, wrote the HTML code for now, 3.structured the content into sections and divisions. [like for-about me, socials and spotify} 4.Added ‘noopener’ and ‘noreferral’ to my socials or external links [as i learnt a bit abt. it as noopener helps prevent the new tab from accessing my page as my links opened even in new tabs and also which equals no page open in new window,hehehe… And the noreferral for unnecessary sharing of my information,hehehe…
#DEVLOG-3 Continued rebuilding the HTML structure. Added a header with navigation that jumps to each section (Home,About,Learning,Music,socials). Fixed the section ids so the links actually work. Added the SVG icons for Instagram,Github and Reddit. The Structure is much cleaner now. Next i gotta work on the CSS part.
#DEVLOG-4 ⚒️ Added button-style nav bar and a footer. -Gave each link a class,in the Html itself,i stylized the to have a button like look by making them rounded and adding a color. -Added a footer with a copyright under my name and as it’s structure must be. i haven’t touched the CSS so far as of now seperately, next step,would be to make the website look like –>woooooooooooooooooooooooooooooooooow!!!🤩 So,ill be moving the styles into the CSS file properly the next time.
#DEVLOG-5 STARTED WORKING ON THE CSS what i did in here ⚒️⚒️⚒️ -Added a basic reset and body styles-(font,text color,background) so my layout is how i want it,not the default browser one… -Also did add the glitchy background,in CSS fixed its position,so it stays full screen while scrolling. i know there are problems in it next time i gotta fix it,i’m working on it,the svg icons,the colors, etcetera this is all making it messy for now,but i’ll try to fix it.
#DEVLOG-6 GLOWUP w/ CSS✨ -Moved all the CSS styles that were in the HTML (#inline CSS in Html), -Added Hell Yeah! Cards, so,the text is visible that was trafficking with the glitchy background. Headings are now gold-orange colored [like my playlist cover text has]. -Added more to my learning list as, Programming and Physically training within that card. Page feels way cleaner and easier to navigate than before 🔥
DEVLOG 7 MAKING THE SITE MAJESTIC✨ I had to Grind Up the CSS and HTML,aswell the background. ELEMENTS UPGRADED/ADDED: 1. BACKGROUND: -previously i had a very distracting background that messed with each and every color composition,i felt i had everything clustered together. -So now, I have a CRT Gradient background. (Because of any copyright issues, i generated it using an AI image model -shoutout to KREA) 2. ICON: -I made a custom logo of myself,basically a mascot logo of myself. -It now resides in the header/banner. 3.FLOATING NAV-BAR: -I had put a nav bar before,but i wasnt able to explore other sections while i was on a different section. -So I added a custom floating nav-bar that stays at the top.[Ease in naigation] 4. HOME: -I upgraded the Home section so it actually introduces me and THE TURBO VERSE instead of just being a baic welcome page. 5. LEARNING SECTION: -I cleaned up the Learning section and separated what im learning and training. Made 3 commits in the process. They helped me clean up the header,navigation bar, improve the home/introduction and organize the learning section. still grinding on it… Then onwards I’ll continue enhancing the site and see where this goes 👀
SMALLER FEATURES,BIGGER NAVIGATION 🧭 #DEVLOG-8 ADDED A BACK-TO-TOP BUTTON previously i worked on the floating navigation,but something was still missing,so i researched and got to know back to top is an essential. -So i added a back-to-top button just at the corner of the side,had to do some settings,had some bugs,fixed it and now it works. ALSO I fixed some ERRORS that i had in the Code,like i forgot semicolons,correct spellings duhhh… DONE!!! I have more to work, So stay with Me for now-> Bye Bye…...
|
1793072863.5800035
|
1793677663.5800035
|
|
68404
|
modular footsteps into energy by @mayaO | Stardanc modular footsteps into energy by @mayaO | Stardance...
|
mayaO
|
0
|
1.53
|
0
|
[]
|
[{"post_id": 77902, "ts": "202 [{"post_id": 77902, "ts": "2026-10-08T18:15:57Z", "hours": 1.5289, "text": "making our design, cad and PCBBBB"}]...
|
Title: modular footsteps into energy by @mayaO | S Title: modular footsteps into energy by @mayaO | Stardance
Devlogs:
making our design, cad and PCBBBB...
|
1793120080.1323512
|
1793724880.1323512
|
|
1114
|
WIZARD GAME by @Medic | Stardance
|
Medic
|
0
|
0.6
|
0
|
[]
|
[{"post_id": 779, "ts": "2026- [{"post_id": 779, "ts": "2026-06-02T13:20:38Z", "hours": 0.605, "text": "– WIZARD GAME LOG 1 – Salutations Apprentinces! This is my first log for my quote unquote “main” project, WIZARD GAME . It’s a project ive been working on for quite some time and that I am rather proud of, however! it could always be better. WHAT IS THIS AND WHY EXACTLY AM I HERE?? Here is where i regurgitate my usual summary speal of the project so heres that: WIZARD GAME is a twin-stick shooter heavily inspired by the likes of Enter the Gungeon and the Binding of Issac with a heavy focus on Quality over Quantity. Collect items or Consume them to upgrade your arsenal of tomes and spells. Play as the EVIL WIZARD and fight through the reanimated remains of his past necromatic ventures. This log will serve as a general brochure of the project, what I want to see from it in the future, and why you should care. WHAT HAVE YOU DONE? The current state of the project has, admittedly, been the same for quite some time. Right now, you play as the EVIL WIZARD, exploring a warehouse filled with boxes and other workplace items that have gone rogue after working for him. Equip 2 of the 5 spells to cast through each of your arms seperately, and upgrade these spells drastically through their upgrade trees. Collect items to either get strong global buffs or to Consume and get an upgrade point to bank into a specific item. Equip TOMES to have a large, intertwining skill tree that hones in on a specific playstyle. There are currently… 5 spells, each with 2 paths and 4 total upgrades among them 1 tome, with 3 paths with 9 total upgrades, includes crosspathing! 6 enemy types, each with modular stats and abilities 1 FULL WIZARD!!! and some other features, sansed for unimportance WHAT’S NEXT??? SOME KIND OF PROGRESSION??? Absolutely. My plan for the near future is to get a playable demo to push to itch.io, which would include 1 general area (The Werehouse (like werewolf isn’t that funny? (I stole that joke))) that is NOT procedurally generated, with the only random parts being the items you pick up, and with one “big bad” at the end. After that, procedurally generated floors is the plan. BUT MEDIC, THATS BORING! WHAT DO YOU WANT AT THE END? Alright kinda rude but the general outlined plan for the possible full game is to have ~5 floors, very similar to Enter the Gungeon, all with similar theming to the first. A mix of classic horror literature and dead-end minimum wage jobs. This would include The Inconvinence Store (A.K.A Night of the Living Bread) and The Shadow Over Inn-mouth (A.K.A. Hotel of Horror ( and fish )). I’m striving for a game thats overall, rather short and sweet, but replayability is a forefront. Like any good roguelike! OH MY GOD, STOP TALKING! Sure. Fine. Whatever. Not like I care. To wrap up this ramshackled ad-hoc devlog, I just wanted to say thanks for reading and as a treat, heres a screenshot of the game in it’s current state. I only get one image though, so I gotta make it count! Much Oblidged, -Medic"}]...
|
Title: WIZARD GAME by @Medic | Stardance
Devlogs: Title: WIZARD GAME by @Medic | Stardance
Devlogs:
– WIZARD GAME LOG 1 – Salutations Apprentinces! This is my first log for my quote unquote “main” project, WIZARD GAME . It’s a project ive been working on for quite some time and that I am rather proud of, however! it could always be better. WHAT IS THIS AND WHY EXACTLY AM I HERE?? Here is where i regurgitate my usual summary speal of the project so heres that: WIZARD GAME is a twin-stick shooter heavily inspired by the likes of Enter the Gungeon and the Binding of Issac with a heavy focus on Quality over Quantity. Collect items or Consume them to upgrade your arsenal of tomes and spells. Play as the EVIL WIZARD and fight through the reanimated remains of his past necromatic ventures. This log will serve as a general brochure of the project, what I want to see from it in the future, and why you should care. WHAT HAVE YOU DONE? The current state of the project has, admittedly, been the same for quite some time. Right now, you play as the EVIL WIZARD, exploring a warehouse filled with boxes and other workplace items that have gone rogue after working for him. Equip 2 of the 5 spells to cast through each of your arms seperately, and upgrade these spells drastically through their upgrade trees. Collect items to either get strong global buffs or to Consume and get an upgrade point to bank into a specific item. Equip TOMES to have a large, intertwining skill tree that hones in on a specific playstyle. There are currently… 5 spells, each with 2 paths and 4 total upgrades among them 1 tome, with 3 paths with 9 total upgrades, includes crosspathing! 6 enemy types, each with modular stats and abilities 1 FULL WIZARD!!! and some other features, sansed for unimportance WHAT’S NEXT??? SOME KIND OF PROGRESSION??? Absolutely. My plan for the near future is to get a playable demo to push to itch.io, which would include 1 general area (The Werehouse (like werewolf isn’t that funny? (I stole that joke))) that is NOT procedurally generated, with the only random parts being the items you pick up, and with one “big bad” at the end. After that, procedurally generated floors is the plan. BUT MEDIC, THATS BORING! WHAT DO YOU WANT AT THE END? Alright kinda rude but the general outlined plan for the possible full game is to have ~5 floors, very similar to Enter the Gungeon, all with similar theming to the first. A mix of classic horror literature and dead-end minimum wage jobs. This would include The Inconvinence Store (A.K.A Night of the Living Bread) and The Shadow Over Inn-mouth (A.K.A. Hotel of Horror ( and fish )). I’m striving for a game thats overall, rather short and sweet, but replayability is a forefront. Like any good roguelike! OH MY GOD, STOP TALKING! Sure. Fine. Whatever. Not like I care. To wrap up this ramshackled ad-hoc devlog, I just wanted to say thanks for reading and as a treat, heres a screenshot of the game in it’s current state. I only get one image though, so I gotta make it count! Much Oblidged, -Medic...
|
1792749213.2893748
|
1793354013.2893748
|
|
23398
|
My very own WebOS by @ejo | Stardance
|
ejo
|
2
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T18:15:42Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a retro webos named ejoos , it was pretty fun took too much time tho", "repo": "https://github.com/ejojames/EJOos", "demo": "https://ej-oos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-01T17:27:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a retro-red themed os with basic functions like file explorer, photos , terminal , notepad , notepad was challenging", "repo": "https://github.com/ejojames/EJOos", "demo": "https://ej-oos.vercel.app/"}]...
|
[{"post_id": 77899, "ts": "202 [{"post_id": 77899, "ts": "2026-10-08T18:10:40Z", "hours": 2.7572, "text": "kinda done shipping it..added a simple chatbot, audio-music playback, retro cam, added many themes, sudoku, mine sweeper"}, {"post_id": 77624, "ts": "2026-10-07T17:49:44Z", "hours": 2.1158, "text": "a simple chatbott"}, {"post_id": 77347, "ts": "2026-10-06T17:00:19Z", "hours": 6.5375, "text": "made a browser..kind of"}, {"post_id": 76702, "ts": "2026-10-04T11:35:05Z", "hours": 6.1158, "text": "added many more.."}, {"post_id": 76093, "ts": "2026-10-02T09:45:47Z", "hours": 8.0325, "text": "added a calculator"}, {"post_id": 59719, "ts": "2026-09-01T17:21:21Z", "hours": 0.4019, "text": "kinda finished the os, shipping it."}, {"post_id": 59602, "ts": "2026-09-01T14:51:35Z", "hours": 0.5769, "text": "updated the layout"}, {"post_id": 59098, "ts": "2026-08-31T18:35:29Z", "hours": 2.0067, "text": "reached the first benchmark added at least 3 functions , i like the red retro look might change it later"}]...
|
Title: My very own WebOS by @ejo | Stardance
Devl Title: My very own WebOS by @ejo | Stardance
Devlogs:
reached the first benchmark added at least 3 functions , i like the red retro look might change it later
updated the layout
kinda finished the os, shipping it.
added a calculator
added many more..
made a browser..kind of
a simple chatbott
kinda done shipping it..added a simple chatbot, audio-music playback, retro cam, added many themes, sudoku, mine sweeper
Ships:
i made a retro-red themed os with basic functions like file explorer, photos , terminal , notepad , notepad was challenging
made a retro webos named ejoos , it was pretty fun took too much time tho...
|
1793008416.4999163
|
1793872416.4999163
|
|
68131
|
Tetrapack by @Kyuuby_ | Stardance
|
Kyuuby_
|
0
|
5.35
|
0
|
[]
|
[{"post_id": 77897, "ts": "202 [{"post_id": 77897, "ts": "2026-10-08T18:05:02Z", "hours": 1.7872, "text": "I finished the PCB! I finally connected the pads and pins and distanced equally the keys(and debugged), now everything is ready and i gotta code the firmware."}, {"post_id": 77378, "ts": "2026-10-06T18:24:58Z", "hours": 1.6331, "text": "I continued building the schematic and pcb of Tetrapack: I’ve finished(for now) the schematic. I added a 0.91 inch OLED display, i did some research and found out that my rp2040-zero can handle it without problem. Started arranging the pcb components in the C.S. Editor. And that’s it for today!"}, {"post_id": 77311, "ts": "2026-10-06T14:51:11Z", "hours": 1.9278, "text": "I started building my Macropad(Tetrapack)! I researched a lot of things: what microcontroller/MCU i could use how to connect switch"}]...
|
Title: Tetrapack by @Kyuuby_ | Stardance
Devlogs: Title: Tetrapack by @Kyuuby_ | Stardance
Devlogs:
I started building my Macropad(Tetrapack)! I researched a lot of things: what microcontroller/MCU i could use how to connect switch
I continued building the schematic and pcb of Tetrapack: I’ve finished(for now) the schematic. I added a 0.91 inch OLED display, i did some research and found out that my rp2040-zero can handle it without problem. Started arranging the pcb components in the C.S. Editor. And that’s it for today!
I finished the PCB! I finally connected the pads and pins and distanced equally the keys(and debugged), now everything is ready and i gotta code the firmware....
|
1793119701.8899305
|
1793724501.8899305
|
|
68613
|
Kutus by @shivakaushal | Stardance
|
shivakaushal
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T08:30:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a slack bot that was a mission of Stardance. I literally have no idea that how I will make the bot but through the guides, I learned how to make a slack bot and also did it. Now if I get a chance to make a new bot, I don’t need guide anymore.", "repo": "https://github.com/ThisShivaKaushal/kutus", "demo": "https://hackclub.enterprise.slack.com/archives/C0C838FF493"}]...
|
[{"post_id": 77890, "ts": "202 [{"post_id": 77890, "ts": "2026-10-08T17:49:06Z", "hours": 0.9039, "text": "Finally I had made some more command, and I’m ready to host it on nest, and it is working perfectly with these command, given in image, and I will also add one more in future."}, {"post_id": 77843, "ts": "2026-10-08T14:25:15Z", "hours": 0.8164, "text": "Finally, I have added here command, and I think I will add more. But the /kutus-hqweather, tell about the weather of Hackclub HQ. And I think Shelburne, vermont is the correct location of Hq"}]...
|
Title: Kutus by @shivakaushal | Stardance
Devlogs Title: Kutus by @shivakaushal | Stardance
Devlogs:
Finally, I have added here command, and I think I will add more. But the /kutus-hqweather, tell about the weather of Hackclub HQ. And I think Shelburne, vermont is the correct location of Hq
Finally I had made some more command, and I’m ready to host it on nest, and it is working perfectly with these command, given in image, and I will also add one more in future.
Ships:
I make a slack bot that was a mission of Stardance. I literally have no idea that how I will make the bot but through the guides, I learned how to make a slack bot and also did it. Now if I get a chance to make a new bot, I don’t need guide anymore....
|
1793217265.6212492
|
1793303665.6212492
|
|
65051
|
SCP OS by @Memer2000 | Stardance
|
Memer2000
|
0
|
2.72
|
0
|
[]
|
[{"post_id": 77888, "ts": "202 [{"post_id": 77888, "ts": "2026-10-08T17:39:03Z", "hours": 0.8922, "text": "Changed my mind about shipping after realizing I skipped a whole section in the tutorial, I want to at least finish the tutorial before the 31st, hopefully i can do it. (all the screenshots in my devlogs look the same, sorry)"}, {"post_id": 76230, "ts": "2026-10-02T19:34:35Z", "hours": 0.6261, "text": "I’m almost done the tutorial. i’m on part 4! I’m also going to ship V1 with pretty much 0 features, no apps, just a draggable welcome window."}, {"post_id": 74174, "ts": "2026-09-26T20:49:50Z", "hours": 0.3678, "text": "I FINALLY FIXED DRAGGING! This took way to long but it finally works now"}, {"post_id": 73329, "ts": "2026-09-24T21:34:37Z", "hours": 0.8361, "text": "furthest I have ever gotten in programming something and i’m getting pretty far! the dragging isn’t working so still got some bug fixing to do."}]...
|
Title: SCP OS by @Memer2000 | Stardance
Devlogs:
Title: SCP OS by @Memer2000 | Stardance
Devlogs:
furthest I have ever gotten in programming something and i’m getting pretty far! the dragging isn’t working so still got some bug fixing to do.
I FINALLY FIXED DRAGGING! This took way to long but it finally works now
I’m almost done the tutorial. i’m on part 4! I’m also going to ship V1 with pretty much 0 features, no apps, just a draggable welcome window.
Changed my mind about shipping after realizing I skipped a whole section in the tutorial, I want to at least finish the tutorial before the 31st, hopefully i can do it. (all the screenshots in my devlogs look the same, sorry)...
|
1793083795.1079843
|
1793688595.1079843
|
|
56938
|
NevAI by @Nahida4479 | Stardance
|
Nahida4479
|
4
|
34.0
|
479
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T17:50:24Z", "hours": 3.0, "multiplier": 9.7, "payout": 30, "blessing": "neutral", "text": "NevAI New features Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Updated the AI usage disclosure Changed the permissions in the bot invitation link Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key. How to use Many people mention in project reviews that they don’t know how to use NevAI. Detailed information can be found in the README.md on GitHub and via the /help command. Planned I plan to continue developing the project. If you would like to add your language, please read CONTRIBUTING.md on GitHub. If you find a bug, please report it via GitHub Issues. Good luck with your projects! :)", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 2, "ts": "2026-10-05T23:51:48Z", "hours": 3.0, "multiplier": 12.26, "payout": 43, "blessing": "neutral", "text": "NevAI New features New install.sh script for easy installation Editing the custom prompt on Discord ( /ai_settings ) now loads your current prompt so you can modify it, instead of overwriting it with a new one Added Watchtower for automatic updates (downloads and runs the new Docker image) Changed model gemini-3-flash-preview → GPT-6-Luna Added env-example file Updated README.md (information about install.sh , the new AI model, and how to run the Docker image manually) Planned I plan to keep developing my project by adding new features and fixing bugs. If you want to report a bug or add your language, feel free to open an issue/pull request on GitHub.", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 3, "ts": "2026-09-18T15:44:37Z", "hours": 16.0, "multiplier": 17.39, "payout": 285, "blessing": "neutral", "text": "NevAI - Discord AI Bot Hi, I re-shipped my project because I added new features. New features Exa.ai system - the bot now responds using real web data NevAI returns images found by Exa I adjusted the model so it can’t lie and actually utilizes the available data The bot can use custom Discord server emojis I added more detailed logs returned by the /logs command on Discord I added a debugging system that can be enabled by adding the entry DEBUG_MODE=true to the .env file. This writes detailed logs to debug.log Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview IMPORTANT! How to use? I’ve come across comments saying you don’t know how to use the bot. There are detailed instructions in the README.md , but I’m also posting them here: Add the bot and set the AI channel using the /ai command. Mention the bot, then ask your question. You can customize the bot options using administrator commands (server administrator only, more info on GitHub). You can also run the bot locally: docker pull ghcr.io/nahida4479/nevai:latest docker run –env-file .env ghcr.io/nahida4479/nevai:latest Planned I plan to continue developing this project, so if you encounter any bugs, please report them as issues on GitHub. You can also add your own translation for the bot (see CONTRIBUTING.md on GitHub). Thanks for reading, and good luck with your projects! :)", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}, {"ship_num": 4, "ts": "2026-09-06T21:12:32Z", "hours": 12.0, "multiplier": 9.95, "payout": 121, "blessing": "neutral", "text": "NevAI - Discord AI Bot Hello everyone, I’ve finally finished my open-source Discord AI bot with some unique mechanics! Features Only the Discord server administrator can use /ai , /ai_settings , /language , and /logs . The bot responds using the AI models listed below. The bot supports vision models (image understanding). Responses are limited to 1500 characters. Pre-built Docker image available. Custom success and error emoji. The bot reacts with an emoji when responding in a Discord chat. The server administrator can set a custom AI prompt. Multi-language support (add your own language more info CONTRIBUTING.md)). The bot saves the last 15 messages for chat context. Live logs support ( /logs command). How to use? You can try it on my Discord server: https://discord.gg/3BqyZMQ85V Or run it locally (recommended if you plan to use it daily, since free AI APIs have rate limits). Docker (pre-built image) Create a .env file docker pull ghcr.io/nahida4479/nevai:latest docker run --env-file .env ghcr.io/nahida4479/nevai:latest AI models list Gemini gemini-2.5-flash gemini-2.5-flash-lite Groq openai/gpt-oss-120b openai/gpt-oss-20b HackClub meta-llama/llama-3.3-70b-instruct Vision models Groq qwen/qwen3.6-27b qwen/qwen3.8-27b Finally I’ve spent a lot of time on this project, so thanks for reading! Feedback, issues, and pull requests are always welcome - good luck with your own projects too!", "repo": "https://github.com/Nahida4479/NevAI-Bot", "demo": "https://discord.com/oauth2/authorize?client_id=1544417524613910628&permissions=17179995200&integration_type=0&scope=bot"}]...
|
[{"post_id": 77885, "ts": "202 [{"post_id": 77885, "ts": "2026-10-08T17:25:01Z", "hours": 3.1164, "text": "Devlog 14 New Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key."}, {"post_id": 76226, "ts": "2026-10-02T19:07:42Z", "hours": 3.4753, "text": "Devlog 13 New New method for installing a Docker image ( install.sh ) Auto update (Watchtower install if you use install.sh ) The bot can see the message a user is replying to The bot can respond on multiple channels through changes to the data.json logic install.sh automatically Installs Docker (if not installed) Installs docker-compose.yml from my GitHub Creates data.json and .env files Asks for API keys for .env Runs the Docker image"}, {"post_id": 70129, "ts": "2026-09-18T15:00:52Z", "hours": 1.7522, "text": "Devlog 12 New pull request Fixed Exa image response issues Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview (for faster response times) The model now also returns sources (a safeguard against model hallucinations) Updated link and added a note in README.md Exa Doubled response speed (when using Exa ) by changing the model and limiting the data returned by Exa . Planned I plan to re-ship this project."}, {"post_id": 68864, "ts": "2026-09-15T22:15:16Z", "hours": 5.6136, "text": "Devlog 11 New pull request Exa.ai now returns images Limited Exa.ai API calls per model Added an error embed to the /logs command Split model messages (when message length > 1990) Added a “How to use?” section to README.md Dynamic bot username in the default prompt Prohibited Markdown tables and HTML tags Handled the tool_use_failed error with the Groq provider Shortened the returned Exa results Exa returns images Exa searches for images based on the queries the AI model makes using the tool (e.g. The model wants to search:, current temperature Poland 2026-09-15 ). Planned I plan to improve the /logs system and the processing of data returned by Exa.ai so that the model doesn’t make things up."}, {"post_id": 68256, "ts": "2026-09-14T19:48:52Z", "hours": 4.4719, "text": "Devlog 10 New pull request Added Exa.ai for AI models to search the internet Added internet search information to /logs Added support for TXT files Added AI response time tracking Added information about Node version and system Exa.ai response system The model decides for itself whether it wants to use Exa.ai . When the model uses Exa.ai , information from the internet is returned. The model uses this information to respond in the Discord chat. When the model decides it doesn’t need to use Exa.ai , it won’t. If you don’t add an EXA_API token, the bot will continue to function, but it will not search for information on the web. Exa supported on the following providers: Groq HackClub OpenRouter Gemini (coming soon) Planned I plan to add another Exa integration, based on the HackClub API for redundancy . I also plan to add information about Exa.ai to README.md ."}, {"post_id": 66070, "ts": "2026-09-11T17:16:18Z", "hours": 3.1428, "text": "Devlog 9 New Started working on a debugging system with a .log file. Added colorful console output to make errors easier to understand. Added a new .env option, DEBUG_MODE , with true / false values (when true , logs are saved to debug.log ). Planned I plan to continuously improve the logging and debugging system."}, {"post_id": 64793, "ts": "2026-09-09T13:36:00Z", "hours": 1.425, "text": "Devlog 8 New Added OpenRouter free models API support The AI can use the Discord server’s custom emojis in its responses (emojis from the Discord cache) Models (reminder) All AI models are free and use free API keys ( Groq , Gemini , HackClub , OpenRouter ). const geminiModels = ['gemini-2.5-flash', 'gemini-2.5-flash-lite'] const groqModels = [\"openai/gpt-oss-120b\", \"openai/gpt-oss-20b\", \"qwen/qwen3.6-27b\"] const HackClubModels = ['meta-llama/llama-3.3-70b-instruct'] const visionModel = [\"qwen/qwen3.6-27b\", \"qwen/qwen3.8-27b\"] const openroute = [\"openrouter/free\"] Planned I plan to continuously develop and improve this project."}, {"post_id": 63182, "ts": "2026-09-06T20:55:06Z", "hours": 1.7508, "text": "Devlog 7 New Added CONTRIBUTING.md (how to add your language) New /help command with a description of all commands Finalized README.md with features, how to run it, etc. Added /logs command with live bot logs (question and AI model) Planned I plan to ship this project."}, {"post_id": 62551, "ts": "2026-09-06T00:18:52Z", "hours": 1.9828, "text": "Devlog 6 New Added image support (vision, Qwen models) Added AI response error handling Added validation for Add custom AI reaction emoji (supports Discord emoji format) Added .env example in README.md Added MIT LICENSE on GitHub Added base AI prompt with a character limit (1500 characters) Planned I plan to add a /logs command."}, {"post_id": 61885, "ts": "2026-09-05T01:35:57Z", "hours": 2.0914, "text": "Devlog 5 New New settings image Changed /ai_settings panel design Created 2 new bot emojis (success and failure) Added Discord emoji format support in the Add custom AI reaction emoji panel Added bot_name typing... indicator Planned I plan to add an embed AI response with an on/off option in /ai_settings ."}, {"post_id": 61116, "ts": "2026-09-03T21:01:26Z", "hours": 1.5242, "text": "Devlog 4 New Created the bot’s profile image Added the AI response system (with 15-message context history) Created the /ai_settings panel with custom prompt and thinking emoji options Extended the language files with new translation keys Planned I’m planning to add support for Discord’s custom emoji format in /ai_settings , and start working on a logs system showing the question asked and which AI model responded."}, {"post_id": 60478, "ts": "2026-09-02T20:33:23Z", "hours": 2.0381, "text": "Devlog 3 New Added multi-language support Created /ai_settings panel Added English and Polish language support Added mention detection - the bot now checks if it was mentioned on the configured AI channel Planned I’m planning to connect the AI system to the bot’s replies and finish the custom prompt settings (via the modal opened from /ai_settings )."}, {"post_id": 59841, "ts": "2026-09-01T20:21:35Z", "hours": 1.1839, "text": "Devlog 2 New Created the Dockerfile and .dockerignore Set up a pre-built Docker image (built automatically via GitHub Actions) Created the /ai slash command Created save_data.js and a save system for the AI channel Planned I’m planning to create the bot’s profile picture and start working on getting AI responses inside Discord."}, {"post_id": 59643, "ts": "2026-09-01T15:47:53Z", "hours": 1.5842, "text": "Devlog 1 New Added 3 AI providers: Groq , Gemini , HackClub Added 6 LLM models across those providers Tested the connection with each provider LLM models Gemini API gemini-2.5-flash , gemini-2.5-flash-lite Groq API openai/gpt-oss-120b , openai/gpt-oss-20b , qwen/qwen3.6-27b HackClub API meta-llama/llama-3.3-70b-instruct Planned I’m planning to integrate these models with the Discord bot"}]...
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Title: NevAI by @Nahida4479 | Stardance
Devlogs:
Title: NevAI by @Nahida4479 | Stardance
Devlogs:
Devlog 1 New Added 3 AI providers: Groq , Gemini , HackClub Added 6 LLM models across those providers Tested the connection with each provider LLM models Gemini API gemini-2.5-flash , gemini-2.5-flash-lite Groq API openai/gpt-oss-120b , openai/gpt-oss-20b , qwen/qwen3.6-27b HackClub API meta-llama/llama-3.3-70b-instruct Planned I’m planning to integrate these models with the Discord bot
Devlog 2 New Created the Dockerfile and .dockerignore Set up a pre-built Docker image (built automatically via GitHub Actions) Created the /ai slash command Created save_data.js and a save system for the AI channel Planned I’m planning to create the bot’s profile picture and start working on getting AI responses inside Discord.
Devlog 3 New Added multi-language support Created /ai_settings panel Added English and Polish language support Added mention detection - the bot now checks if it was mentioned on the configured AI channel Planned I’m planning to connect the AI system to the bot’s replies and finish the custom prompt settings (via the modal opened from /ai_settings ).
Devlog 4 New Created the bot’s profile image Added the AI response system (with 15-message context history) Created the /ai_settings panel with custom prompt and thinking emoji options Extended the language files with new translation keys Planned I’m planning to add support for Discord’s custom emoji format in /ai_settings , and start working on a logs system showing the question asked and which AI model responded.
Devlog 5 New New settings image Changed /ai_settings panel design Created 2 new bot emojis (success and failure) Added Discord emoji format support in the Add custom AI reaction emoji panel Added bot_name typing... indicator Planned I plan to add an embed AI response with an on/off option in /ai_settings .
Devlog 6 New Added image support (vision, Qwen models) Added AI response error handling Added validation for Add custom AI reaction emoji (supports Discord emoji format) Added .env example in README.md Added MIT LICENSE on GitHub Added base AI prompt with a character limit (1500 characters) Planned I plan to add a /logs command.
Devlog 7 New Added CONTRIBUTING.md (how to add your language) New /help command with a description of all commands Finalized README.md with features, how to run it, etc. Added /logs command with live bot logs (question and AI model) Planned I plan to ship this project.
Devlog 8 New Added OpenRouter free models API support The AI can use the Discord server’s custom emojis in its responses (emojis from the Discord cache) Models (reminder) All AI models are free and use free API keys ( Groq , Gemini , HackClub , OpenRouter ). const geminiModels = ['gemini-2.5-flash', 'gemini-2.5-flash-lite'] const groqModels = ["openai/gpt-oss-120b", "openai/gpt-oss-20b", "qwen/qwen3.6-27b"] const HackClubModels = ['meta-llama/llama-3.3-70b-instruct'] const visionModel = ["qwen/qwen3.6-27b", "qwen/qwen3.8-27b"] const openroute = ["openrouter/free"] Planned I plan to continuously develop and improve this project.
Devlog 9 New Started working on a debugging system with a .log file. Added colorful console output to make errors easier to understand. Added a new .env option, DEBUG_MODE , with true / false values (when true , logs are saved to debug.log ). Planned I plan to continuously improve the logging and debugging system.
Devlog 10 New pull request Added Exa.ai for AI models to search the internet Added internet search information to /logs Added support for TXT files Added AI response time tracking Added information about Node version and system Exa.ai response system The model decides for itself whether it wants to use Exa.ai . When the model uses Exa.ai , information from the internet is returned. The model uses this information to respond in the Discord chat. When the model decides it doesn’t need to use Exa.ai , it won’t. If you don’t add an EXA_API token, the bot will continue to function, but it will not search for information on the web. Exa supported on the following providers: Groq HackClub OpenRouter Gemini (coming soon) Planned I plan to add another Exa integration, based on the HackClub API for redundancy . I also plan to add information about Exa.ai to README.md .
Devlog 11 New pull request Exa.ai now returns images Limited Exa.ai API calls per model Added an error embed to the /logs command Split model messages (when message length > 1990) Added a “How to use?” section to README.md Dynamic bot username in the default prompt Prohibited Markdown tables and HTML tags Handled the tool_use_failed error with the Groq provider Shortened the returned Exa results Exa returns images Exa searches for images based on the queries the AI model makes using the tool (e.g. The model wants to search:, current temperature Poland 2026-09-15 ). Planned I plan to improve the /logs system and the processing of data returned by Exa.ai so that the model doesn’t make things up.
Devlog 12 New pull request Fixed Exa image response issues Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview (for faster response times) The model now also returns sources (a safeguard against model hallucinations) Updated link and added a note in README.md Exa Doubled response speed (when using Exa ) by changing the model and limiting the data returned by Exa . Planned I plan to re-ship this project.
Devlog 13 New New method for installing a Docker image ( install.sh ) Auto update (Watchtower install if you use install.sh ) The bot can see the message a user is replying to The bot can respond on multiple channels through changes to the data.json logic install.sh automatically Installs Docker (if not installed) Installs docker-compose.yml from my GitHub Creates data.json and .env files Asks for API keys for .env Runs the Docker image
Devlog 14 New Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key.
Ships:
NevAI - Discord AI Bot Hello everyone, I’ve finally finished my open-source Discord AI bot with some unique mechanics! Features Only the Discord server administrator can use /ai , /ai_settings , /language , and /logs . The bot responds using the AI models listed below. The bot supports vision models (image understanding). Responses are limited to 1500 characters. Pre-built Docker image available. Custom success and error emoji. The bot reacts with an emoji when responding in a Discord chat. The server administrator can set a custom AI prompt. Multi-language support (add your own language more info CONTRIBUTING.md)). The bot saves the last 15 messages for chat context. Live logs support ( /logs command). How to use? You can try it on my Discord server: https://discord.gg/3BqyZMQ85V Or run it locally (recommended if you plan to use it daily, since free AI APIs have rate limits). Docker (pre-built image) Create a .env file docker pull ghcr.io/nahida4479/nevai:latest docker run --env-file .env ghcr.io/nahida4479/nevai:latest AI models list Gemini gemini-2.5-flash gemini-2.5-flash-lite Groq openai/gpt-oss-120b openai/gpt-oss-20b HackClub meta-llama/llama-3.3-70b-instruct Vision models Groq qwen/qwen3.6-27b qwen/qwen3.8-27b Finally I’ve spent a lot of time on this project, so thanks for reading! Feedback, issues, and pull requests are always welcome - good luck with your own projects too!
NevAI - Discord AI Bot Hi, I re-shipped my project because I added new features. New features Exa.ai system - the bot now responds using real web data NevAI returns images found by Exa I adjusted the model so it can’t lie and actually utilizes the available data The bot can use custom Discord server emojis I added more detailed logs returned by the /logs command on Discord I added a debugging system that can be enabled by adding the entry DEBUG_MODE=true to the .env file. This writes detailed logs to debug.log Changed model qwen/qwen3-32b -> google/gemini-3-flash-preview IMPORTANT! How to use? I’ve come across comments saying you don’t know how to use the bot. There are detailed instructions in the README.md , but I’m also posting them here: Add the bot and set the AI channel using the /ai command. Mention the bot, then ask your question. You can customize the bot options using administrator commands (server administrator only, more info on GitHub). You can also run the bot locally: docker pull ghcr.io/nahida4479/nevai:latest docker run –env-file .env ghcr.io/nahida4479/nevai:latest Planned I plan to continue developing this project, so if you encounter any bugs, please report them as issues on GitHub. You can also add your own translation for the bot (see CONTRIBUTING.md on GitHub). Thanks for reading, and good luck with your projects! :)
NevAI New features New install.sh script for easy installation Editing the custom prompt on Discord ( /ai_settings ) now loads your current prompt so you can modify it, instead of overwriting it with a new one Added Watchtower for automatic updates (downloads and runs the new Docker image) Changed model gemini-3-flash-preview → GPT-6-Luna Added env-example file Updated README.md (information about install.sh , the new AI model, and how to run the Docker image manually) Planned I plan to keep developing my project by adding new features and fixing bugs. If you want to report a bug or add your language, feel free to open an issue/pull request on GitHub.
NevAI New features Added Anthropic as an AI provider Added the Claude Haiku 5.5 model Adapted the web search tool for Anthropic models Added input validation to setup_env.sh Added a “How to use” section to the /help command Added ANTHROPIC_API to env.example Added a section about Anthropic models to README.md The console now shows input and output token counts for Anthropic models Updated the AI usage disclosure Changed the permissions in the bot invitation link Important Anthropic is an optional provider (NevAI requires at least one of the AI providers listed on GitHub). The bot keeps working with free APIs alone, and Anthropic is used only if you add an ANTHROPIC_API key. How to use Many people mention in project reviews that they don’t know how to use NevAI. Detailed information can be found in the README.md on GitHub and via the /help command. Planned I plan to continue developing the project. If you would like to add your language, please read CONTRIBUTING.md on GitHub. If you find a bug, please report it via GitHub Issues. Good luck with your projects! :)...
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1793238673.9000394
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1793325073.9000394
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67913
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desktop pet - crocodile by @fedi41 | Stardance
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fedi41
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0
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1.34
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0
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[]
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[{"post_id": 77881, "ts": "202 [{"post_id": 77881, "ts": "2026-10-08T17:18:57Z", "hours": 0.7797, "text": "CROCODILES ARE TAKING OVER MY PC I fixed a very important bug, and exported the project for linux :D The bug was that the crocodile wouldnt bounce of the screen because i am using a tiling window manager x) But now everything is working on my machine i need to test it on windows or just other pcs"}, {"post_id": 77595, "ts": "2026-10-07T15:59:30Z", "hours": 0.5611, "text": "STUPID CROCODILLLEE it kinda works but it wont go to the end of the screen… I think its because I use a tiling manager (niri) what I did… the art set up the project made some basic code what I will need to do some kind of way to make the crocodile go to the end all the other stuff idk rn"}]...
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Title: desktop pet - crocodile by @fedi41 | Starda Title: desktop pet - crocodile by @fedi41 | Stardance
Devlogs:
STUPID CROCODILLLEE it kinda works but it wont go to the end of the screen… I think its because I use a tiling manager (niri) what I did… the art set up the project made some basic code what I will need to do some kind of way to make the crocodile go to the end all the other stuff idk rn
CROCODILES ARE TAKING OVER MY PC I fixed a very important bug, and exported the project for linux :D The bug was that the crocodile wouldnt bounce of the screen because i am using a tiling window manager x) But now everything is working on my machine i need to test it on windows or just other pcs...
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1793116201.3997903
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1793721001.3997903
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66506
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Pixelart.js by @safwanxd | Stardance
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safwanxd
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1
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7.28
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:17:27Z", "hours": 7.0, "multiplier": 7.23, "payout": 0, "blessing": "neutral", "text": "I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png.", "repo": "https://github.com/sawfan1/pixelart.js", "demo": "https://sawfan1.github.io/pixelart.js/"}]...
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[{"post_id": 77877, "ts": "202 [{"post_id": 77877, "ts": "2026-10-08T17:06:48Z", "hours": 0.2783, "text": "Updated the readme.md file, which is now more descriptive."}, {"post_id": 77543, "ts": "2026-10-07T12:13:38Z", "hours": 1.07, "text": "Triangles work now, I put the finishing touches on the the app, yay!"}, {"post_id": 76316, "ts": "2026-10-03T05:24:42Z", "hours": 1.0131, "text": "Added download and clear buttons to export the image."}, {"post_id": 76146, "ts": "2026-10-02T14:22:07Z", "hours": 1.1608, "text": "The circles and rectangles now work properly"}, {"post_id": 75871, "ts": "2026-10-01T13:05:54Z", "hours": 0.9872, "text": "The spray brush works now, woohoo"}, {"post_id": 75844, "ts": "2026-10-01T10:10:34Z", "hours": 0.4928, "text": "Added color support"}, {"post_id": 75569, "ts": "2026-09-30T13:54:17Z", "hours": 0.4969, "text": "Improved the brush tool, will add color support"}, {"post_id": 75561, "ts": "2026-09-30T13:13:32Z", "hours": 1.2539, "text": "Working on improving the brush tool, everything coming together slowly."}, {"post_id": 74867, "ts": "2026-09-28T14:05:58Z", "hours": 0.8061, "text": "Made the basic UI, deciding on which architecture to use to represent the canvas state."}]...
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Title: Pixelart.js by @safwanxd | Stardance
Devlo Title: Pixelart.js by @safwanxd | Stardance
Devlogs:
Made the basic UI, deciding on which architecture to use to represent the canvas state.
Working on improving the brush tool, everything coming together slowly.
Improved the brush tool, will add color support
Added color support
The spray brush works now, woohoo
The circles and rectangles now work properly
Added download and clear buttons to export the image.
Triangles work now, I put the finishing touches on the the app, yay!
Updated the readme.md file, which is now more descriptive.
Ships:
I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png....
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1793216965.8430288
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1793303365.8430288
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