|
23039
|
ArasakaNet by @RishuKamboj | Stardance
|
RishuKamboj
|
2
|
21.0
|
53
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:02:06Z", "hours": 8.0, "multiplier": 6.29, "payout": 53, "blessing": "neutral", "text": "IM SO HAPPY THAT I MADE THIS. Ive made a linux like mini experience but on web by adding desktop styles and a few apps! it features :- a startup screen 2)timer app, starnic(dino game) ,Nasa Redirect’s and a notes app(that saves the notes in localStorage too!) 3)a bottom bar and a sidebar(or menu whatever you wanna call it) 4)and a refined desktop like feel with the draggable,closable and glassy windows. the timer and the notes app made me rethink my decision to make this but it was def worth it. You can head over to https://arasaka-net-sepia.vercel.app/ to try it out for yourself!", "repo": "https://github.com/rydei/ArasakaNet", "demo": "https://arasaka-net-sepia.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-17T15:19:57Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished with WebOS 1 !! Gotta say it was really fun and kind of frustrating(im living incarnation of psyduck) anyways my website features:- draggable and closable windows -side bar and a bottombar a start menu 3 apps! (technically 2) my soul head over to https://arasaka-net-sepia.vercel.app/ to try it out! hope you like ittt", "repo": "https://github.com/rydei/ArasakaNet", "demo": "https://arasaka-net-sepia.vercel.app/"}]...
|
[{"post_id": 75866, "ts": "202 [{"post_id": 75866, "ts": "2026-10-01T12:03:51Z", "hours": 1.2072, "text": "added a loading screen and some final touches LETS GO SHIPPIN PIRATES !!!"}, {"post_id": 75851, "ts": "2026-10-01T10:45:27Z", "hours": 3.2997, "text": "DEVELOF PART IDK! added a notes app which can be used to: 1)make notes which are locally saved in localStorage 2)Edit those saved notes 3)Or delete them! other than that i made changes to the side bar and bottom bar to make it look more refined."}, {"post_id": 74854, "ts": "2026-09-28T13:26:08Z", "hours": 3.9031, "text": "NEW ADDITION!! Welcome starnic your own lil dino like game BUT ITS STARSS. also fixed window sizes so now they fit the contents instead of the extra space on the sides"}, {"post_id": 69663, "ts": "2026-09-17T15:03:35Z", "hours": 5.4592, "text": "DEVLOG THREEE!! AND IM BACK AFTER EXAMS!! ok anyways heres what i did:- (1) the icons and sidebar now work (2)there’s two apps and a welcome screen which is basically just system info for now lol. (3) the windows are draggable and hover above the other when selected. well i guess that’s all , i hope yall like it :D"}, {"post_id": 51526, "ts": "2026-08-21T09:05:52Z", "hours": 1.9872, "text": "Devlog Two: Added Draggable and Close-able windows!!! hardest part faced: aligning the header :’)"}, {"post_id": 51091, "ts": "2026-08-20T16:15:36Z", "hours": 5.6867, "text": "Hey There, First Devlog’s here! So far i’ve made the rough design of how the end website will look. Arranged the sidebar and bottom bar using flexbox(i spent way too much time on this wth) 2)Added Background and Favicon Next up im going to make the clock work and add draggable windows and working side buttons!!"}]...
|
Title: ArasakaNet by @RishuKamboj | Stardance
Dev Title: ArasakaNet by @RishuKamboj | Stardance
Devlogs:
Hey There, First Devlog’s here! So far i’ve made the rough design of how the end website will look. Arranged the sidebar and bottom bar using flexbox(i spent way too much time on this wth) 2)Added Background and Favicon Next up im going to make the clock work and add draggable windows and working side buttons!!
Devlog Two: Added Draggable and Close-able windows!!! hardest part faced: aligning the header :’)
DEVLOG THREEE!! AND IM BACK AFTER EXAMS!! ok anyways heres what i did:- (1) the icons and sidebar now work (2)there’s two apps and a welcome screen which is basically just system info for now lol. (3) the windows are draggable and hover above the other when selected. well i guess that’s all , i hope yall like it :D
NEW ADDITION!! Welcome starnic your own lil dino like game BUT ITS STARSS. also fixed window sizes so now they fit the contents instead of the extra space on the sides
DEVELOF PART IDK! added a notes app which can be used to: 1)make notes which are locally saved in localStorage 2)Edit those saved notes 3)Or delete them! other than that i made changes to the side bar and bottom bar to make it look more refined.
added a loading screen and some final touches LETS GO SHIPPIN PIRATES !!!
Ships:
Finished with WebOS 1 !! Gotta say it was really fun and kind of frustrating(im living incarnation of psyduck) anyways my website features:- draggable and closable windows -side bar and a bottombar a start menu 3 apps! (technically 2) my soul head over to https://arasaka-net-sepia.vercel.app/ to try it out! hope you like ittt
IM SO HAPPY THAT I MADE THIS. Ive made a linux like mini experience but on web by adding desktop styles and a few apps! it features :- a startup screen 2)timer app, starnic(dino game) ,Nasa Redirect’s and a notes app(that saves the notes in localStorage too!) 3)a bottom bar and a sidebar(or menu whatever you wanna call it) 4)and a refined desktop like feel with the draggable,closable and glassy windows. the timer and the notes app made me rethink my decision to make this but it was def worth it. You can head over to https://arasaka-net-sepia.vercel.app/ to try it out for yourself!...
|
1793350091.1987026
|
1793436491.1987026
|
|
63946
|
VibeDeck by @izaanhussain | Stardance
|
izaanhussain
|
0
|
7.06
|
0
|
[]
|
[{"post_id": 75858, "ts": "202 [{"post_id": 75858, "ts": "2026-10-01T11:18:08Z", "hours": 0.9244, "text": "VibeDeck github has been imroved firmware has been added . the fin al rendeer image with the components has been added yeah do checkout. my excitement has been dying its 10 days since i started thiss"}, {"post_id": 73971, "ts": "2026-09-26T13:03:50Z", "hours": 0.6822, "text": "VibeDeck finally completed ig wrote the firmware uploaded the production and all other files . firmware didnt get recoreded in hackatine it got into a different project 😭😭. do check it out guyss"}, {"post_id": 71798, "ts": "2026-09-21T16:00:02Z", "hours": 0.5167, "text": "VibeDeck update i have removed the oled and the rotatory encoder feature i didnt wanna make it complex. added SK6812 MINI RGB. i have updated the CAD and PCB. This projects CAD is used and redesigned from the benGreenberg07s repository."}, {"post_id": 71157, "ts": "2026-09-20T11:20:58Z", "hours": 1.0172, "text": "Today I finished the main PCB design and routing for VibeDeck. I also started designing the enclosure in FreeCAD and made the top and bottom parts. The 9 key openings are already cut. Still need to add the OLED, encoder and USB-C openings, then firmware, Gerbers and final documentation."}, {"post_id": 71115, "ts": "2026-09-20T10:02:01Z", "hours": 2.0706, "text": "VibeDeck PCB routing completed The board has a 3×3 mechanical-key matrix, 9× 1N4148 diodes, XIAO RP2040, EC11 rotary encoder and a 0.91” OLED header.I also ran kicad’s drc and got 0 errors and 0 unconnected items. this is my first proper PCB design, so getting to this point feels pretty damn good lol. Next is the case design ,manufacturing files and firmware."}, {"post_id": 71004, "ts": "2026-09-20T06:07:57Z", "hours": 1.8489, "text": "VibeDeck - Completed the Shematics and assiging footprints. Today i started building VibeDeck , my first custom programmable macropad.I designed the schematics in kicad and finished the electrical connections. i also assigned the pcb footprints for the switch, diodes,OLED header and the XIAO. Next ill do the pcb and other things its my first time doing these"}]...
|
Title: VibeDeck by @izaanhussain | Stardance
Devl Title: VibeDeck by @izaanhussain | Stardance
Devlogs:
VibeDeck - Completed the Shematics and assiging footprints. Today i started building VibeDeck , my first custom programmable macropad.I designed the schematics in kicad and finished the electrical connections. i also assigned the pcb footprints for the switch, diodes,OLED header and the XIAO. Next ill do the pcb and other things its my first time doing these
VibeDeck PCB routing completed The board has a 3×3 mechanical-key matrix, 9× 1N4148 diodes, XIAO RP2040, EC11 rotary encoder and a 0.91” OLED header.I also ran kicad’s drc and got 0 errors and 0 unconnected items. this is my first proper PCB design, so getting to this point feels pretty damn good lol. Next is the case design ,manufacturing files and firmware.
Today I finished the main PCB design and routing for VibeDeck. I also started designing the enclosure in FreeCAD and made the top and bottom parts. The 9 key openings are already cut. Still need to add the OLED, encoder and USB-C openings, then firmware, Gerbers and final documentation.
VibeDeck update i have removed the oled and the rotatory encoder feature i didnt wanna make it complex. added SK6812 MINI RGB. i have updated the CAD and PCB. This projects CAD is used and redesigned from the benGreenberg07s repository.
VibeDeck finally completed ig wrote the firmware uploaded the production and all other files . firmware didnt get recoreded in hackatine it got into a different project 😭😭. do check it out guyss
VibeDeck github has been imroved firmware has been added . the fin al rendeer image with the components has been added yeah do checkout. my excitement has been dying its 10 days since i started thiss...
|
1793055229.5084772
|
1793660029.5084772
|
|
66723
|
Wifi Death v1 by @izaanhussain | Stardance
|
izaanhussain
|
0
|
7.7
|
0
|
[]
|
[{"post_id": 75855, "ts": "202 [{"post_id": 75855, "ts": "2026-10-01T11:08:39Z", "hours": 0.9294, "text": "Wifi Death V1 fully complted with pcb enhanced new pcb files , gerber files are out on github with firmware. one thing for the reviewers due to the same folder name of the firmware files hackatime hours were added to my another project vibedeck . and i accidently added a diffrent unrelated project to this project (i dont know what to do ) yup thats all see you after the approvall!! EXCITED!!!!!!!!"}, {"post_id": 75466, "ts": "2026-09-30T05:28:53Z", "hours": 1.4053, "text": "Wifi Death V1 completeddt!! (almost a bit firmware is remaining ) . PCB , gerber files evrything needed for prod is complted do ckeckouttt!!"}, {"post_id": 75256, "ts": "2026-09-29T16:10:45Z", "hours": 5.3647, "text": "Today i completed the shematics of Wifi Death v1 and i assigned the footprints ,ran erc after fixing everything atlast i git 0 warning and 0 errors . Wifi death v1 is a simple wifi hacking/testing device with oled display and esp32 c3 super mini as brain. Next devlog ill complete the pcb and after that ill complete the firmware (untested) then will submit for funding."}]...
|
Title: Wifi Death v1 by @izaanhussain | Stardance
Title: Wifi Death v1 by @izaanhussain | Stardance
Devlogs:
Today i completed the shematics of Wifi Death v1 and i assigned the footprints ,ran erc after fixing everything atlast i git 0 warning and 0 errors . Wifi death v1 is a simple wifi hacking/testing device with oled display and esp32 c3 super mini as brain. Next devlog ill complete the pcb and after that ill complete the firmware (untested) then will submit for funding.
Wifi Death V1 completeddt!! (almost a bit firmware is remaining ) . PCB , gerber files evrything needed for prod is complted do ckeckouttt!!
Wifi Death V1 fully complted with pcb enhanced new pcb files , gerber files are out on github with firmware. one thing for the reviewers due to the same folder name of the firmware files hackatime hours were added to my another project vibedeck . and i accidently added a diffrent unrelated project to this project (i dont know what to do ) yup thats all see you after the approvall!! EXCITED!!!!!!!!...
|
1793101899.9049444
|
1793706699.9049444
|
|
36393
|
internet archive DS by @mikhailnotfish | Stardance
|
mikhailnotfish
|
1
|
33.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T23:53:42Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "internetarchiveDS has been completed! i have changed the UI, made a 754 page long essay of a readME, and made a very detailed instruction manual of how to download and setup the program (it isnt plug and play) a suppose there isnt very much else to do now, i hope you have a nintendo DS! or you’ll have to download a video, as proof that it works. (sorry its big i tried to compress it)", "repo": "https://github.com/mikhailnotfish/InternetArchiveDS", "demo": "https://github.com/mikhailnotfish/proof-it-works/releases/tag/v1.0"}]...
|
[{"post_id": 75853, "ts": "202 [{"post_id": 75853, "ts": "2026-10-01T10:49:13Z", "hours": 5.4669, "text": "LADIES AND GENTLEMEN i am very happy to announce that, INTERNETARCHIVEDS IS ALMOST FINISHED!!!! in the previous devlog, i was facing a guru meditation error. i figured out that it was because i misspelt “ITCM” as “ITC” and therefore the whole video parser didnt load. one letter. i know. now, i have had about a thousand different issues with macroblock alignment, and finally figured out the issue- the AUDIO. i know, the audion has nothing to do with the video, but it ACTUALLY DOES! you see, the audio is loaded in before every frame… and the way gericom did it worked for itag7, but doesnt work for any other mpeg4 version. that audio placement, sets the macroblock back by one frame every time, corrupting the video. but now, i put a filter into the php server to only search for videos 20MiB and under, so that they play fast fast. now that the whole pull echo flush system works, all i need to do is remove the debug code, (it takes forever) change the ui, and picture for the top screen, and internetarchiveDS will be ready for you to use!!! if you have a ds of course. also i encoded a video to test on it, here it is for you guys to see!"}, {"post_id": 67193, "ts": "2026-09-13T07:56:08Z", "hours": 5.2714, "text": "as stardance begins to come to an end, the time crunch begins to get more serious. in these past 5 hours, i have gotten search to work perfectly, and ran into a guru meditation error, with some very strange hexadecimal values. for example the first 3 rows are all 00000000 and address and pc are both 00000030. things like r8 are ffffffff, and the stackdump is very unusual. there is a photo for you to see the stackdump for yourself. so far im still trying to get the vidfeo to play, i havent even started on the json parser yet! im using a pre- encoded video! anyway stay tuned to see if my 10 day holiday lock in will let me finish this project, and obtain the ultimate prize from the shop."}, {"post_id": 52184, "ts": "2026-08-22T08:41:22Z", "hours": 6.9197, "text": "ladies and gentlemen DO I HAVE A STORY TO TELL! i know, its been 20 days scince my last devlog… but ive made some uncomprehendable progress on the project. in these 7 hours, i have managed to get the proxy server to work with the archive, ive managed to get the dsi to not guru meditate, and actually connect to the wifi using the old wpa wifi protocol! that was the problem with the library im using, DSWIFI. the ersion of dswifi im using, is an old one, from 10 years ago. back befre the 2.0 update when they added calcio. back then dswifi didnt hav support for anything other that wpa, no wap, 1,2,3 nothing. after that, i actally managed to get working search results! i hosted the php proxy using msys bash, whatever works i guess, and the dsi is now recieving and transmitting requests and data through the proxy to the internetarchive. but my next bottleneck! back ten years ago, you tube was really weak, primitive, low quality. and even then, the dsi had do you every last rescource on te lowest data type, ITAG 7, to be able to run. but the project extracts RAW JSON METADATA, which as you know can be really bulky. so my next move will be to make a filter for my php server, to only show results under a certain size, so the json metadata will be processable."}, {"post_id": 39326, "ts": "2026-08-02T07:25:10Z", "hours": 1.6669, "text": "today I spent a lot of time investigating the original YouTubeDS ROM to figure out what is missing and why my rebuilt version does not perfectly match the original.The good news: I was able to confirm that the ROM filesystem is not the issue. Using Tinke and ndstool, I extracted both the original ROM and my rebuilt ROM, then compared all of the files inside them. The fonts, keyboard assets, menus, logos, and other resources are identical.This means the problem is somewhere deeper: inside the compiled ARM9 binary.The original YouTubeDS ARM9 is around 447KB, while my rebuilt version is around 335KB. That missing size is not from assets or files — it is from the compiled code itself. Right now I do not know exactly what is different between the two builds, and without more information it is difficult to recreate the original binary.I have also been looking through the source code, build files, and compiler output to find possible causes, but the remaining possibilities are things like different compiler settings, missing build steps, or code that was present in Gericom’s original environment but is not available anymore.At this point, the biggest step forward is waiting for a response from Gericom. Since he created YouTubeDS originally, he may be able to provide information about the original build environment, missing files, or how the original ROM was produced.Until then, there is not much more I can safely change without risking moving further away from the original. The current goal is still to preserve YouTubeDS and make it usable again for InternetArchiveDS, since the original YouTube API it depended on shut down years ago.For now, the investigation continues — but we have narrowed the problem down from “the whole ROM is different” to “the compiled ARM9 does not match the original.”"}, {"post_id": 36940, "ts": "2026-07-29T10:55:05Z", "hours": 6.9997, "text": "Today I did something I genuinely did not think I would be able to do.I revived an old Nintendo DS homebrew project.The goal was not to remake YouTubeDS, but to bring the original project back to life so it could be preserved and used as inspiration for future projects like InternetArchiveDS. The journey was much harder than I expected.At the start, I had a folder full of old source code, but the world it was built for was mostly gone. Libraries were missing, build files were outdated, and the project depended on old versions of tools that were no longer set up correctly. I spent hours digging through Makefiles, finding missing dependencies, rebuilding libraries manually, and trying to understand how everything connected.There were so many moments where it felt like I was one error away from giving up. I had to rebuild parts of the devkit environment, compile libraries like libfat again, fix linker issues, repair paths, and figure out why the final ROM packaging step kept failing.The most frustrating part was that the code itself was fine. The challenge was rebuilding the entire devkitpro system around it.After around 14 hours of debugging, something incredible happened.The build finally completed.I copied the ROM onto my DSi, launched it, and saw it load exactly like the original compiled version. No extra steps, no broken menus, no weird crashes. It was the exact moment where every tiny fix, every error message, and every hour of searching suddenly became worth it.Seeing old code from years ago come alive again on real hardware was an amazing feeling. This project reminded me why I love programming: sometimes the biggest victories come from solving problems nobody else sees."}, {"post_id": 34435, "ts": "2026-07-25T04:39:23Z", "hours": 4.2336, "text": "Today I spent my time trying to bring YouTubeDS, an open-source Nintendo DS homebrew application created by Gericom, back to life. While I expected to spend most of the session coding, nearly all of my progress came from reverse engineering and troubleshooting an outdated development environment. I tracked down missing source files, resolved linker errors caused by an absent API key, and compared my rebuilt binaries against the original ROM to understand why they behaved differently.After digging through Makefiles, compiler output, map files, and the generated ROM headers, I discovered that the project was originally built using an older version of devkitPro and libnds. Modern releases automatically link against the newer Calico runtime, producing binaries that differ significantly from the original build and refuse to run correctly. I experimented with build flags, linker specifications, and library configurations before confirming that the real solution is recreating the original toolchain rather than patching the project itself.Although I haven’t produced a working ROM just yet, I now understand exactly why the project fails on modern tools. The next step is installing an older version of the Nintendo DS development environment so the application can be rebuilt as it was originally intended. Even though this was a debugging-heavy session, I made meaningful progress toward preserving and reviving an abandoned piece of Nintendo DS homebrew."}, {"post_id": 30608, "ts": "2026-07-18T10:06:51Z", "hours": 2.7964, "text": "TODAY: i tried to compile my 10 year old software, debug some binary, download gh repositories, TRY FOR ONE BLOODY HOUR TO FIGURE OUT WHY IT WOULDNT COMPILE figured out why it wouldnt compile, realize that linux is too hard, and fell asleep. then i decideed i would try again, debugged some code, and found that it wouldnt compile because it thought somthing didnt exist. im going to try to fix it, if anyone knows linux mesage me pleease"}]...
|
Title: internet archive DS by @mikhailnotfish | St Title: internet archive DS by @mikhailnotfish | Stardance
Devlogs:
TODAY: i tried to compile my 10 year old software, debug some binary, download gh repositories, TRY FOR ONE BLOODY HOUR TO FIGURE OUT WHY IT WOULDNT COMPILE figured out why it wouldnt compile, realize that linux is too hard, and fell asleep. then i decideed i would try again, debugged some code, and found that it wouldnt compile because it thought somthing didnt exist. im going to try to fix it, if anyone knows linux mesage me pleease
Today I spent my time trying to bring YouTubeDS, an open-source Nintendo DS homebrew application created by Gericom, back to life. While I expected to spend most of the session coding, nearly all of my progress came from reverse engineering and troubleshooting an outdated development environment. I tracked down missing source files, resolved linker errors caused by an absent API key, and compared my rebuilt binaries against the original ROM to understand why they behaved differently.After digging through Makefiles, compiler output, map files, and the generated ROM headers, I discovered that the project was originally built using an older version of devkitPro and libnds. Modern releases automatically link against the newer Calico runtime, producing binaries that differ significantly from the original build and refuse to run correctly. I experimented with build flags, linker specifications, and library configurations before confirming that the real solution is recreating the original toolchain rather than patching the project itself.Although I haven’t produced a working ROM just yet, I now understand exactly why the project fails on modern tools. The next step is installing an older version of the Nintendo DS development environment so the application can be rebuilt as it was originally intended. Even though this was a debugging-heavy session, I made meaningful progress toward preserving and reviving an abandoned piece of Nintendo DS homebrew.
Today I did something I genuinely did not think I would be able to do.I revived an old Nintendo DS homebrew project.The goal was not to remake YouTubeDS, but to bring the original project back to life so it could be preserved and used as inspiration for future projects like InternetArchiveDS. The journey was much harder than I expected.At the start, I had a folder full of old source code, but the world it was built for was mostly gone. Libraries were missing, build files were outdated, and the project depended on old versions of tools that were no longer set up correctly. I spent hours digging through Makefiles, finding missing dependencies, rebuilding libraries manually, and trying to understand how everything connected.There were so many moments where it felt like I was one error away from giving up. I had to rebuild parts of the devkit environment, compile libraries like libfat again, fix linker issues, repair paths, and figure out why the final ROM packaging step kept failing.The most frustrating part was that the code itself was fine. The challenge was rebuilding the entire devkitpro system around it.After around 14 hours of debugging, something incredible happened.The build finally completed.I copied the ROM onto my DSi, launched it, and saw it load exactly like the original compiled version. No extra steps, no broken menus, no weird crashes. It was the exact moment where every tiny fix, every error message, and every hour of searching suddenly became worth it.Seeing old code from years ago come alive again on real hardware was an amazing feeling. This project reminded me why I love programming: sometimes the biggest victories come from solving problems nobody else sees.
today I spent a lot of time investigating the original YouTubeDS ROM to figure out what is missing and why my rebuilt version does not perfectly match the original.The good news: I was able to confirm that the ROM filesystem is not the issue. Using Tinke and ndstool, I extracted both the original ROM and my rebuilt ROM, then compared all of the files inside them. The fonts, keyboard assets, menus, logos, and other resources are identical.This means the problem is somewhere deeper: inside the compiled ARM9 binary.The original YouTubeDS ARM9 is around 447KB, while my rebuilt version is around 335KB. That missing size is not from assets or files — it is from the compiled code itself. Right now I do not know exactly what is different between the two builds, and without more information it is difficult to recreate the original binary.I have also been looking through the source code, build files, and compiler output to find possible causes, but the remaining possibilities are things like different compiler settings, missing build steps, or code that was present in Gericom’s original environment but is not available anymore.At this point, the biggest step forward is waiting for a response from Gericom. Since he created YouTubeDS originally, he may be able to provide information about the original build environment, missing files, or how the original ROM was produced.Until then, there is not much more I can safely change without risking moving further away from the original. The current goal is still to preserve YouTubeDS and make it usable again for InternetArchiveDS, since the original YouTube API it depended on shut down years ago.For now, the investigation continues — but we have narrowed the problem down from “the whole ROM is different” to “the compiled ARM9 does not match the original.”
ladies and gentlemen DO I HAVE A STORY TO TELL! i know, its been 20 days scince my last devlog… but ive made some uncomprehendable progress on the project. in these 7 hours, i have managed to get the proxy server to work with the archive, ive managed to get the dsi to not guru meditate, and actually connect to the wifi using the old wpa wifi protocol! that was the problem with the library im using, DSWIFI. the ersion of dswifi im using, is an old one, from 10 years ago. back befre the 2.0 update when they added calcio. back then dswifi didnt hav support for anything other that wpa, no wap, 1,2,3 nothing. after that, i actally managed to get working search results! i hosted the php proxy using msys bash, whatever works i guess, and the dsi is now recieving and transmitting requests and data through the proxy to the internetarchive. but my next bottleneck! back ten years ago, you tube was really weak, primitive, low quality. and even then, the dsi had do you every last rescource on te lowest data type, ITAG 7, to be able to run. but the project extracts RAW JSON METADATA, which as you know can be really bulky. so my next move will be to make a filter for my php server, to only show results under a certain size, so the json metadata will be processable.
as stardance begins to come to an end, the time crunch begins to get more serious. in these past 5 hours, i have gotten search to work perfectly, and ran into a guru meditation error, with some very strange hexadecimal values. for example the first 3 rows are all 00000000 and address and pc are both 00000030. things like r8 are ffffffff, and the stackdump is very unusual. there is a photo for you to see the stackdump for yourself. so far im still trying to get the vidfeo to play, i havent even started on the json parser yet! im using a pre- encoded video! anyway stay tuned to see if my 10 day holiday lock in will let me finish this project, and obtain the ultimate prize from the shop.
LADIES AND GENTLEMEN i am very happy to announce that, INTERNETARCHIVEDS IS ALMOST FINISHED!!!! in the previous devlog, i was facing a guru meditation error. i figured out that it was because i misspelt “ITCM” as “ITC” and therefore the whole video parser didnt load. one letter. i know. now, i have had about a thousand different issues with macroblock alignment, and finally figured out the issue- the AUDIO. i know, the audion has nothing to do with the video, but it ACTUALLY DOES! you see, the audio is loaded in before every frame… and the way gericom did it worked for itag7, but doesnt work for any other mpeg4 version. that audio placement, sets the macroblock back by one frame every time, corrupting the video. but now, i put a filter into the php server to only search for videos 20MiB and under, so that they play fast fast. now that the whole pull echo flush system works, all i need to do is remove the debug code, (it takes forever) change the ui, and picture for the top screen, and internetarchiveDS will be ready for you to use!!! if you have a ds of course. also i encoded a video to test on it, here it is for you guys to see!
Ships:
internetarchiveDS has been completed! i have changed the UI, made a 754 page long essay of a readME, and made a very detailed instruction manual of how to download and setup the program (it isnt plug and play) a suppose there isnt very much else to do now, i hope you have a nintendo DS! or you’ll have to download a video, as proof that it works. (sorry its big i tried to compress it)...
|
1793339547.7767837
|
1793425947.7767837
|
|
44849
|
ImtPad by @Imtiaz | Stardance
|
Imtiaz
|
0
|
4.87
|
0
|
[]
|
[{"post_id": 75841, "ts": "202 [{"post_id": 75841, "ts": "2026-10-01T10:00:40Z", "hours": 1.9003, "text": "Hell yeah, build done."}, {"post_id": 75819, "ts": "2026-10-01T07:53:37Z", "hours": 0.7367, "text": "received haclkpad kit, yayyyyyyyyy"}, {"post_id": 67257, "ts": "2026-09-13T10:08:47Z", "hours": 0.3333, "text": "Soldered 6 buttons to the pcb."}, {"post_id": 67240, "ts": "2026-09-13T09:24:32Z", "hours": 0.3094, "text": "i received the pcb’s for imtpad, yayy!"}, {"post_id": 63271, "ts": "2026-09-07T00:38:05Z", "hours": 0.7928, "text": "It’s coming!"}, {"post_id": 42389, "ts": "2026-08-07T02:34:39Z", "hours": 0.8, "text": "I actually did it all earlier and I was waiting for my passport so that I can verify. After verifying, I am posting. I actually reverse engineered this project from a guy named Nico. You can go and check out what I made on github."}]...
|
Title: ImtPad by @Imtiaz | Stardance
Devlogs:
I a Title: ImtPad by @Imtiaz | Stardance
Devlogs:
I actually did it all earlier and I was waiting for my passport so that I can verify. After verifying, I am posting. I actually reverse engineered this project from a guy named Nico. You can go and check out what I made on github.
It’s coming!
i received the pcb’s for imtpad, yayy!
Soldered 6 buttons to the pcb.
received haclkpad kit, yayyyyyyyyy
Hell yeah, build done....
|
1793299677.8476744
|
1793904477.8476744
|
|
58698
|
Kluba by @poski | Stardance
|
poski
|
0
|
9.57
|
0
|
[]
|
[{"post_id": 75835, "ts": "202 [{"post_id": 75835, "ts": "2026-10-01T09:10:09Z", "hours": 9.5661, "text": "Kluba2 - biggest redesign for adults, seniors and kids at all time.."}]...
|
Title: Kluba by @poski | Stardance
Devlogs:
Kluba Title: Kluba by @poski | Stardance
Devlogs:
Kluba2 - biggest redesign for adults, seniors and kids at all time.....
|
1792760066.3366332
|
1793364866.3366332
|
|
66502
|
Lunar-Web-OS by @DEEPML18 | Stardance
|
DEEPML18
|
0
|
0.48
|
0
|
[]
|
[{"post_id": 75832, "ts": "202 [{"post_id": 75832, "ts": "2026-10-01T09:00:47Z", "hours": 0.4836, "text": "the First version of Lunar Web OS , Its running pure html 💪💪"}]...
|
Title: Lunar-Web-OS by @DEEPML18 | Stardance
Devl Title: Lunar-Web-OS by @DEEPML18 | Stardance
Devlogs:
the First version of Lunar Web OS , Its running pure html 💪💪...
|
1793098470.3119962
|
1793703270.3119962
|
|
17437
|
Website! by @Rishi | Stardance
|
Rishi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:00:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project.", "repo": "https://github.com/lakkireddyrr-max/hackatime-project-website", "demo": "https://lakkireddyrr-max.github.io/hackatime-project-website/"}]...
|
[{"post_id": 7583, "ts": "2026 [{"post_id": 7583, "ts": "2026-06-12T17:53:58Z", "hours": 0.6031, "text": "I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code."}]...
|
Title: Website! by @Rishi | Stardance
Devlogs:
I’ Title: Website! by @Rishi | Stardance
Devlogs:
I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code.
Ships:
I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project....
|
1793285559.7762673
|
1793371959.7762673
|
|
55300
|
Sleep deprivation by @ravioli | Stardance
|
ravioli
|
0
|
5.92
|
0
|
[]
|
[{"post_id": 75828, "ts": "202 [{"post_id": 75828, "ts": "2026-10-01T08:40:09Z", "hours": 2.535, "text": "Made the case and i’m working on standoffs for the board"}, {"post_id": 65741, "ts": "2026-09-11T02:46:30Z", "hours": 1.165, "text": "started working in FreeCAD, i have no idea how to use this though"}, {"post_id": 62026, "ts": "2026-09-05T07:37:14Z", "hours": 1.0642, "text": "So I realized that I completely messed my my pcb design and had to start all over"}, {"post_id": 61606, "ts": "2026-09-04T16:20:17Z", "hours": 1.1525, "text": "Finally finished my pcb design"}]...
|
Title: Sleep deprivation by @ravioli | Stardance
Title: Sleep deprivation by @ravioli | Stardance
Devlogs:
Finally finished my pcb design
So I realized that I completely messed my my pcb design and had to start all over
started working in FreeCAD, i have no idea how to use this though
Made the case and i’m working on standoffs for the board...
|
1793159272.3134146
|
1793764072.3134146
|
|
58906
|
Fatty Cat Resort by @PockyCqt | Stardance
|
PockyCqt
|
0
|
27.67
|
0
|
[]
|
[{"post_id": 75825, "ts": "202 [{"post_id": 75825, "ts": "2026-10-01T08:24:53Z", "hours": 9.0811, "text": "Made animated water and surrounded the island in water to make the place like an island. Slowly shaping up into what the final product will look like. Switching to a more data driven design. Also made it so you can place cardboard boxes down which is where cats will sleep."}, {"post_id": 71088, "ts": "2026-09-20T08:57:02Z", "hours": 8.5889, "text": "Made basic GUI that allow you to change the editor you are currently using and when in the editor you can also change the brush of the editor. Fixed many bugs that came with the last update."}, {"post_id": 66445, "ts": "2026-09-12T08:53:41Z", "hours": 3.8553, "text": "Made simple tile map editing with dirt trails. The edges and corners automatically adjust according to where dirt is placed"}, {"post_id": 64757, "ts": "2026-09-09T12:16:26Z", "hours": 6.1486, "text": "Made tile map with a customer cursor and tile selector. Also made made the camera move by taking in keyboard input."}]...
|
Title: Fatty Cat Resort by @PockyCqt | Stardance
Title: Fatty Cat Resort by @PockyCqt | Stardance
Devlogs:
Made tile map with a customer cursor and tile selector. Also made made the camera move by taking in keyboard input.
Made simple tile map editing with dirt trails. The edges and corners automatically adjust according to where dirt is placed
Made basic GUI that allow you to change the editor you are currently using and when in the editor you can also change the brush of the editor. Fixed many bugs that came with the last update.
Made animated water and surrounded the island in water to make the place like an island. Slowly shaping up into what the final product will look like. Switching to a more data driven design. Also made it so you can place cardboard boxes down which is where cats will sleep....
|
1792774314.2704947
|
1793379114.2704947
|
|
43792
|
Teach Terminal by @Arsen | Stardance
|
Arsen
|
1
|
42.0
|
351
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:29:32Z", "hours": 42.0, "multiplier": 18.43, "payout": 351, "blessing": "neutral", "text": "Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies.", "repo": "https://github.com/Arsen-Gevorgyan/teach-terminal", "demo": "https://arsen-gevorgyan.github.io/teach-terminal/"}]...
|
[{"post_id": 75823, "ts": "202 [{"post_id": 75823, "ts": "2026-10-01T08:23:43Z", "hours": 4.2042, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo"}, {"post_id": 74998, "ts": "2026-09-28T20:14:08Z", "hours": 2.3608, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo"}, {"post_id": 73734, "ts": "2026-09-25T20:12:13Z", "hours": 6.7292, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo"}, {"post_id": 72453, "ts": "2026-09-23T00:38:08Z", "hours": 8.2353, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo"}, {"post_id": 51663, "ts": "2026-08-21T13:49:47Z", "hours": 2.9792, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo"}, {"post_id": 45917, "ts": "2026-08-12T18:06:17Z", "hours": 3.5864, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo"}, {"post_id": 40664, "ts": "2026-08-04T11:00:02Z", "hours": 13.4225, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience."}]...
|
Title: Teach Terminal by @Arsen | Stardance
Devlo Title: Teach Terminal by @Arsen | Stardance
Devlogs:
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience.
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo
Ships:
Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies....
|
1793339670.9149792
|
1793426070.9149792
|
|
66613
|
Portfolio Website by @HackPlayAar | Stardance
|
HackPlayAar
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T08:04:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created my personal portfolio website which I can use to add to my resume and get internship", "repo": "https://github.com/Aaravshah2806/Portfolio", "demo": "https://www.hackplayaar.me/"}]...
|
[{"post_id": 75821, "ts": "202 [{"post_id": 75821, "ts": "2026-10-01T08:02:04Z", "hours": 8.9672, "text": "I have created my personal portfolio website so i can add to my resume"}]...
|
Title: Portfolio Website by @HackPlayAar | Stardan Title: Portfolio Website by @HackPlayAar | Stardance
Devlogs:
I have created my personal portfolio website so i can add to my resume
Ships:
I have created my personal portfolio website which I can use to add to my resume and get internship...
|
1793216981.6245244
|
1793303381.6245244
|
|
7626
|
Project Lodestone by @dexrn | Stardance
|
dexrn
|
0
|
6.21
|
0
|
[]
|
[{"post_id": 75820, "ts": "202 [{"post_id": 75820, "ts": "2026-10-01T08:00:50Z", "hours": 6.2139, "text": "Mine V3 WIP soon! Working on a nicer api for JOS, now fields can be directly deserialized into a native class. JOS is a project made primarily for reading and writing MineV3, which is serialized via ObjectOutputStream in the vanilla game. However, this will work for ANY object outputted by ObjectOutputStream once finished, and will output in the same format as well. https://github.com/team-lodestone/JavaObjectStreams"}]...
|
Title: Project Lodestone by @dexrn | Stardance
De Title: Project Lodestone by @dexrn | Stardance
Devlogs:
Mine V3 WIP soon! Working on a nicer api for JOS, now fields can be directly deserialized into a native class. JOS is a project made primarily for reading and writing MineV3, which is serialized via ObjectOutputStream in the vanilla game. However, this will work for ANY object outputted by ObjectOutputStream once finished, and will output in the same format as well. https://github.com/team-lodestone/JavaObjectStreams...
|
1793199338.2916398
|
1793804138.2916398
|
|
67211
|
Stardance by @Lazyllama | Stardance
|
Lazyllama
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T07:20:19Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#teambukubuku", "repo": "https://github.com/lazylllama/stardance", "demo": "https://stardance.hackclub.com"}]...
|
[{"post_id": 75812, "ts": "202 [{"post_id": 75812, "ts": "2026-10-01T07:16:21Z", "hours": 11.1264, "text": "My pull requests to stardance! Over 20 in total I’m sorry for not writing a very long and explanatory text but theres just too much to include <3 https://github.com/hackclub/stardance/pull/1252 https://github.com/hackclub/stardance/pull/938 https://github.com/hackclub/stardance/pull/1004 https://github.com/hackclub/stardance/pull/940 https://github.com/hackclub/stardance/pull/935 https://github.com/hackclub/stardance/pull/903 https://github.com/hackclub/stardance/pull/388 https://github.com/hackclub/stardance/pull/835 https://github.com/hackclub/stardance/pull/837 https://github.com/hackclub/stardance/pull/376 https://github.com/hackclub/stardance/pull/766 https://github.com/hackclub/stardance/pull/761 https://github.com/hackclub/stardance/pull/759 https://github.com/hackclub/stardance/pull/750 https://github.com/hackclub/stardance/pull/341 https://github.com/hackclub/stardance/pull/426 https://github.com/hackclub/stardance/pull/420 https://github.com/hackclub/stardance/pull/343 https://github.com/hackclub/stardance/pull/308"}]...
|
Title: Stardance by @Lazyllama | Stardance
Devlog Title: Stardance by @Lazyllama | Stardance
Devlogs:
My pull requests to stardance! Over 20 in total I’m sorry for not writing a very long and explanatory text but theres just too much to include <3 https://github.com/hackclub/stardance/pull/1252 https://github.com/hackclub/stardance/pull/938 https://github.com/hackclub/stardance/pull/1004 https://github.com/hackclub/stardance/pull/940 https://github.com/hackclub/stardance/pull/935 https://github.com/hackclub/stardance/pull/903 https://github.com/hackclub/stardance/pull/388 https://github.com/hackclub/stardance/pull/835 https://github.com/hackclub/stardance/pull/837 https://github.com/hackclub/stardance/pull/376 https://github.com/hackclub/stardance/pull/766 https://github.com/hackclub/stardance/pull/761 https://github.com/hackclub/stardance/pull/759 https://github.com/hackclub/stardance/pull/750 https://github.com/hackclub/stardance/pull/341 https://github.com/hackclub/stardance/pull/426 https://github.com/hackclub/stardance/pull/420 https://github.com/hackclub/stardance/pull/343 https://github.com/hackclub/stardance/pull/308
Ships:
#teambukubuku...
|
1793217062.3842158
|
1793303462.3842158
|
|
61240
|
My first slack bot! by @CosmicCraft | Stardance
|
CosmicCraft
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T07:21:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you build? I created a custom Slack bot using Node.js and @slack /bolt framework on a Hack Club Nest Linux server that constantly works as a systemd background process and reacts to slash commands all day long. What was tricky? Working in the Linux command line was difficult at first. I had to find out how to SSH using IPv6 address, fix the npm installation failure due to the lack of a package.json file and securely create .env variables directly in the server using nano editor. What are you proud of? The thing I am proud of is the ability to run my bot constantly in the background. Creating a systemd file for the first time and seeing the status “active (running)” on the server means I have managed to deploy an application that works constantly. What should people know to test your project? In order to test the project, one has to join the workspace with the bot on Slack and use the slash command. As it works constantly on Nest, it will instantly respond without any need of my laptop being turned on.", "repo": "https://github.com/AIDigitalDreamer/SlackBOT", "demo": "https://hackclub.enterprise.slack.com/archives/C0C6KGD262V"}]...
|
[{"post_id": 75811, "ts": "202 [{"post_id": 75811, "ts": "2026-10-01T07:12:10Z", "hours": 0.3217, "text": "Dev Log: Setting up a Slack Bot that Runs 24/7 What I’ve Built: Slack bot in Node.js using @slack /bolt module, deployed and kept running on my Hack Club Nest Linux server. How I Did It: Setting Up: Set up my bot in the Slack API using Socket Mode and generated my tokens. Connecting to Server: SSH’ed into my Nest server. Initially ran into timeout issue with IPv4 IP, but was able to connect through my public IPv6 IP. The Blocker: Installed Git and Node.js on my server, then cloned my repo. My npm install command was unsuccessful since I hadn’t pushed my package.json file. Quickly fixed this by adding the package.json file through GitHub UI and running git pull on the server. Going 24/7: Manually created my .env file in the server. To keep my bot running even when I close my computer, I created my own systemd background service (slackbot.service) for the node process. Result: Success!"}]...
|
Title: My first slack bot! by @CosmicCraft | Stard Title: My first slack bot! by @CosmicCraft | Stardance
Devlogs:
Dev Log: Setting up a Slack Bot that Runs 24/7 What I’ve Built: Slack bot in Node.js using @slack /bolt module, deployed and kept running on my Hack Club Nest Linux server. How I Did It: Setting Up: Set up my bot in the Slack API using Socket Mode and generated my tokens. Connecting to Server: SSH’ed into my Nest server. Initially ran into timeout issue with IPv4 IP, but was able to connect through my public IPv6 IP. The Blocker: Installed Git and Node.js on my server, then cloned my repo. My npm install command was unsuccessful since I hadn’t pushed my package.json file. Quickly fixed this by adding the package.json file through GitHub UI and running git pull on the server. Going 24/7: Manually created my .env file in the server. To keep my bot running even when I close my computer, I created my own systemd background service (slackbot.service) for the node process. Result: Success!
Ships:
What did you build? I created a custom Slack bot using Node.js and @slack /bolt framework on a Hack Club Nest Linux server that constantly works as a systemd background process and reacts to slash commands all day long. What was tricky? Working in the Linux command line was difficult at first. I had to find out how to SSH using IPv6 address, fix the npm installation failure due to the lack of a package.json file and securely create .env variables directly in the server using nano editor. What are you proud of? The thing I am proud of is the ability to run my bot constantly in the background. Creating a systemd file for the first time and seeing the status “active (running)” on the server means I have managed to deploy an application that works constantly. What should people know to test your project? In order to test the project, one has to join the workspace with the bot on Slack and use the slash command. As it works constantly on Nest, it will instantly respond without any need of my laptop being turned on....
|
1793209692.1887045
|
1793296092.1887045
|
|
37114
|
Slack Bot with a Humor by @Sai_Shreyansh | Stardan Slack Bot with a Humor by @Sai_Shreyansh | Stardance...
|
Sai_Shreyansh
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T06:42:09Z", "hours": 1.0, "multiplier": 1.37, "payout": 1, "blessing": "neutral", "text": "I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel", "repo": "https://github.com/saishreyansh28-ux/Slack-Bot-Stardance", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*1d6g81a*_gcl_au*MjA4NTgwODU1Mi4xNzkwNjA3OTcw"}]...
|
[{"post_id": 75806, "ts": "202 [{"post_id": 75806, "ts": "2026-10-01T06:33:15Z", "hours": 0.3797, "text": "Completed the thing fully!"}, {"post_id": 74944, "ts": "2026-09-28T17:26:58Z", "hours": 0.5036, "text": "got the code part done"}]...
|
Title: Slack Bot with a Humor by @Sai_Shreyansh | Title: Slack Bot with a Humor by @Sai_Shreyansh | Stardance
Devlogs:
got the code part done
Completed the thing fully!
Ships:
I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel...
|
1793350466.3558292
|
1793436866.3558292
|
|
67000
|
neo-note by @tejasv | Stardance
|
tejasv
|
0
|
1.85
|
0
|
[]
|
[{"post_id": 75805, "ts": "202 [{"post_id": 75805, "ts": "2026-10-01T06:22:20Z", "hours": 0.5647, "text": "completed the mongo DB and supabase authorization"}, {"post_id": 75584, "ts": "2026-09-30T14:14:06Z", "hours": 0.5636, "text": "completed the data base work and the api routing ,without ai"}, {"post_id": 75525, "ts": "2026-09-30T11:30:21Z", "hours": 0.7222, "text": "completed the core model backend and working faster to get it done today"}]...
|
Title: neo-note by @tejasv | Stardance
Devlogs:
c Title: neo-note by @tejasv | Stardance
Devlogs:
completed the core model backend and working faster to get it done today
completed the data base work and the api routing ,without ai
completed the mongo DB and supabase authorization...
|
1792464547.6548502
|
1793328547.6548502
|
|
64874
|
Mp3 player by @SCAMMARAS | Stardance
|
SCAMMARAS
|
0
|
4.0
|
0
|
[]
|
[{"post_id": 75801, "ts": "202 [{"post_id": 75801, "ts": "2026-10-01T05:49:53Z", "hours": 2.2, "text": "Devlog 3 | In this past week i got my package with the modules that i will need to make the mp3 player on a breadboard , but i had forgot to get the microSd module , so i couldn’t complete the prototype. I also updated my pcb by addind a boot button and a type-c usb port so i can upload the firmware. The firmware is not yet finished and i do not know how to code it so i want my breadboard project to be done so i can write it easialy."}, {"post_id": 73157, "ts": "2026-09-24T14:34:05Z", "hours": 0.7167, "text": "Devlog 2| Hello once again since today i am in team bukus and i want my team to win so i will post as often as i can in order to do so . Anyway today i finished with the pcb of my mp3 player , it includes 3 push buttons on the left to stop/start and select the next or the previous song and also a potentiometer to regulate the volume . I placed the microSd socket and the 3.5mm jack hole near the corner of the pcb in order for them to be easialy accesable . I will connect the oled display with jumper wires in order to be able to fit it in my feature 3d printed case( hope i will get my 3d printer working by then). That’s all for now see you tommorow or later on today (most likely tommorow)"}, {"post_id": 72322, "ts": "2026-09-22T17:45:32Z", "hours": 1.0833, "text": "Devlog 1 | Hello stardancers , i didn’t upload anything for quite a while that’s because school started and i was too tired to do anything , but this weekend i had some time so i started with my mp3 player which was a project planned to be done a lot earlier but got delayed for no clear reason . Regardless i have ordered the parts that i will need for the breadboard project , but i will need funding to make the breadboard project to a pcb one , so i came to stardance to ask for that funding , while also making the pcb , case and firmware for my player. Anyway today i finished with the schematic it was pretty easy ,because i had already found the parts that i will use (from the breadboard project) and i had the wiring diagram on hand so i just need to connect some resistors and capasitors as i broke down some of the modules so the mp3 player will be more compact in the future. I am happy to be back in business here on stardance!!!!!"}]...
|
Title: Mp3 player by @SCAMMARAS | Stardance
Devlo Title: Mp3 player by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Hello stardancers , i didn’t upload anything for quite a while that’s because school started and i was too tired to do anything , but this weekend i had some time so i started with my mp3 player which was a project planned to be done a lot earlier but got delayed for no clear reason . Regardless i have ordered the parts that i will need for the breadboard project , but i will need funding to make the breadboard project to a pcb one , so i came to stardance to ask for that funding , while also making the pcb , case and firmware for my player. Anyway today i finished with the schematic it was pretty easy ,because i had already found the parts that i will use (from the breadboard project) and i had the wiring diagram on hand so i just need to connect some resistors and capasitors as i broke down some of the modules so the mp3 player will be more compact in the future. I am happy to be back in business here on stardance!!!!!
Devlog 2| Hello once again since today i am in team bukus and i want my team to win so i will post as often as i can in order to do so . Anyway today i finished with the pcb of my mp3 player , it includes 3 push buttons on the left to stop/start and select the next or the previous song and also a potentiometer to regulate the volume . I placed the microSd socket and the 3.5mm jack hole near the corner of the pcb in order for them to be easialy accesable . I will connect the oled display with jumper wires in order to be able to fit it in my feature 3d printed case( hope i will get my 3d printer working by then). That’s all for now see you tommorow or later on today (most likely tommorow)
Devlog 3 | In this past week i got my package with the modules that i will need to make the mp3 player on a breadboard , but i had forgot to get the microSd module , so i couldn’t complete the prototype. I also updated my pcb by addind a boot button and a type-c usb port so i can upload the firmware. The firmware is not yet finished and i do not know how to code it so i want my breadboard project to be done so i can write it easialy....
|
1793069317.3848436
|
1793674117.3848436
|
|
67105
|
My awesome macropad! by @sukhdeepsomal33 | Stardan My awesome macropad! by @sukhdeepsomal33 | Stardance...
|
sukhdeepsomal33
|
0
|
3.5
|
0
|
[]
|
[{"post_id": 75799, "ts": "202 [{"post_id": 75799, "ts": "2026-10-01T05:31:04Z", "hours": 2.8558, "text": "I have finally finished making my pcb for my macropad. Now I just need to figure out if there are any errors in the tracing. Once that is done, the case will be left to make as well as the code."}, {"post_id": 75719, "ts": "2026-09-30T21:02:24Z", "hours": 0.6489, "text": "I have just started making my macropad schematic. I have finished adding all the components I need in the schematic and I have started wiring most of the components. I will finish wiring after having a short break and will review my schematic to make sure I can move on to routing everything in my pcb design. I plan on making a unique and clean macropad that would look nice next to my setup."}]...
|
Title: My awesome macropad! by @sukhdeepsomal33 | Title: My awesome macropad! by @sukhdeepsomal33 | Stardance
Devlogs:
I have just started making my macropad schematic. I have finished adding all the components I need in the schematic and I have started wiring most of the components. I will finish wiring after having a short break and will review my schematic to make sure I can move on to routing everything in my pcb design. I plan on making a unique and clean macropad that would look nice next to my setup.
I have finally finished making my pcb for my macropad. Now I just need to figure out if there are any errors in the tracing. Once that is done, the case will be left to make as well as the code....
|
1793105681.3086123
|
1793710481.3086123
|
|
66163
|
Perfect Day Website by @Imobes | Stardance
|
Imobes
|
1
|
0.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:52:53Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding.", "repo": "https://github.com/aroushkhan13/Perfect-Day", "demo": "https://aroushkhan13.github.io/Perfect-Day/"}]...
|
[{"post_id": 75798, "ts": "202 [{"post_id": 75798, "ts": "2026-10-01T05:27:46Z", "hours": 0.3433, "text": "I worked on adding more images to my site and a few more links and tried to get a good background color but that is all."}, {"post_id": 74301, "ts": "2026-09-27T04:44:11Z", "hours": 0.3444, "text": "A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips."}]...
|
Title: Perfect Day Website by @Imobes | Stardance
Title: Perfect Day Website by @Imobes | Stardance
Devlogs:
A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips.
I worked on adding more images to my site and a few more links and tried to get a good background color but that is all.
Ships:
I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding....
|
1793216909.353482
|
1793303309.353482
|
|
67195
|
minesweeper by @flyingpig525 | Stardance
|
flyingpig525
|
0
|
42.22
|
0
|
[]
|
[{"post_id": 75792, "ts": "202 [{"post_id": 75792, "ts": "2026-10-01T04:53:23Z", "hours": 42.2156, "text": "I’ve already got a good bit of time logged on this project (that seems to be a habit of mine). This is a zig minesweeper clone with a couple features tacked onto it. If you’ve ever played creamsweeper on the DiamondFire minecraft server, this is basically that but a native application. Features infinite board different biomes that modify the rules of the game biomes are generated based on cellular noise a cool ui library that i spent too much time on mouse AND keyboard controls flag only mode"}]...
|
Title: minesweeper by @flyingpig525 | Stardance
D Title: minesweeper by @flyingpig525 | Stardance
Devlogs:
I’ve already got a good bit of time logged on this project (that seems to be a habit of mine). This is a zig minesweeper clone with a couple features tacked onto it. If you’ve ever played creamsweeper on the DiamondFire minecraft server, this is basically that but a native application. Features infinite board different biomes that modify the rules of the game biomes are generated based on cellular noise a cool ui library that i spent too much time on mouse AND keyboard controls flag only mode...
|
1793108888.377438
|
1793713688.377438
|
|
5727
|
Album Rater Website by @Vishwa | Stardance
|
Vishwa
|
1
|
39.0
|
240
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T05:07:44Z", "hours": 39.0, "multiplier": 6.18, "payout": 240, "blessing": "neutral", "text": "I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features.", "repo": "https://github.com/VaishuBeta/album-rater", "demo": "https://rater-deployment.netlify.app/"}]...
|
[{"post_id": 75790, "ts": "202 [{"post_id": 75790, "ts": "2026-10-01T04:46:05Z", "hours": 1.7628, "text": "Final devlog Everything is ready for publishing. Submission will be finished shortly."}, {"post_id": 74277, "ts": "2026-09-27T03:35:16Z", "hours": 3.5108, "text": "Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code"}, {"post_id": 60618, "ts": "2026-09-03T02:20:32Z", "hours": 7.0539, "text": "Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project"}, {"post_id": 13535, "ts": "2026-06-22T04:44:10Z", "hours": 8.9711, "text": "I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship."}, {"post_id": 8440, "ts": "2026-06-14T01:18:21Z", "hours": 4.2897, "text": "For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done."}, {"post_id": 6643, "ts": "2026-06-11T04:05:07Z", "hours": 4.5094, "text": "Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page."}, {"post_id": 5296, "ts": "2026-06-09T00:50:52Z", "hours": 1.9944, "text": "I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts."}, {"post_id": 4712, "ts": "2026-06-08T04:13:41Z", "hours": 3.0178, "text": "UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data."}, {"post_id": 3882, "ts": "2026-06-06T23:43:20Z", "hours": 3.32, "text": "The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project."}, {"post_id": 1147, "ts": "2026-06-03T00:10:20Z", "hours": 0.4867, "text": "Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun."}]...
|
Title: Album Rater Website by @Vishwa | Stardance
Title: Album Rater Website by @Vishwa | Stardance
Devlogs:
Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun.
The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project.
UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data.
I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts.
Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page.
For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done.
I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship.
Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project
Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code
Final devlog Everything is ready for publishing. Submission will be finished shortly.
Ships:
I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features....
|
1793336222.2419636
|
1793422622.2419636
|
|
61803
|
WebOS by @cosmic79conqueror | Stardance
|
cosmic79conqueror
|
4
|
15.0
|
104
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:53:11Z", "hours": 1.0, "multiplier": 3.45, "payout": 5, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 2, "ts": "2026-09-29T05:15:45Z", "hours": 6.0, "multiplier": 13.47, "payout": 81, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 3, "ts": "2026-09-18T17:09:18Z", "hours": 4.0, "multiplier": 4.33, "payout": 18, "blessing": "neutral", "text": "Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 4, "ts": "2026-09-14T05:22:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}]...
|
[{"post_id": 75787, "ts": "202 [{"post_id": 75787, "ts": "2026-10-01T04:37:27Z", "hours": 0.455, "text": "fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!"}, {"post_id": 75784, "ts": "2026-10-01T03:45:49Z", "hours": 0.9081, "text": "working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further"}, {"post_id": 75089, "ts": "2026-09-29T04:04:58Z", "hours": 0.3119, "text": "made 3 themes. I genuinely think these look super cool ngl"}, {"post_id": 75074, "ts": "2026-09-29T02:15:47Z", "hours": 0.8186, "text": "Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too"}, {"post_id": 74745, "ts": "2026-09-28T03:53:36Z", "hours": 3.2639, "text": "DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy"}, {"post_id": 74319, "ts": "2026-09-27T05:24:17Z", "hours": 1.6411, "text": "This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project………."}, {"post_id": 69162, "ts": "2026-09-16T14:33:17Z", "hours": 0.8822, "text": "#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it"}, {"post_id": 68490, "ts": "2026-09-15T06:44:01Z", "hours": 0.8428, "text": "#DEVLOG6 this time i tried to re write the code again and i hope it functions well."}, {"post_id": 68206, "ts": "2026-09-14T18:10:43Z", "hours": 1.1919, "text": "#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time"}, {"post_id": 68020, "ts": "2026-09-14T12:04:59Z", "hours": 1.2906, "text": "#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command"}, {"post_id": 67871, "ts": "2026-09-14T05:01:52Z", "hours": 1.5903, "text": "#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others."}, {"post_id": 67557, "ts": "2026-09-13T18:11:13Z", "hours": 0.5281, "text": "#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it."}, {"post_id": 67501, "ts": "2026-09-13T16:54:17Z", "hours": 2.0511, "text": "#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it."}]...
|
Title: WebOS by @cosmic79conqueror | Stardance
De Title: WebOS by @cosmic79conqueror | Stardance
Devlogs:
#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it.
#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it.
#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others.
#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command
#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time
#DEVLOG6 this time i tried to re write the code again and i hope it functions well.
#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it
This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project……….
DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy
Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too
made 3 themes. I genuinely think these look super cool ngl
working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further
fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!
Ships:
Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.
Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/...
|
1793209799.1696212
|
1793296199.1696212
|
|
66898
|
virtual guy by @willexists | Stardance
|
willexists
|
0
|
1.18
|
0
|
[]
|
[{"post_id": 75778, "ts": "202 [{"post_id": 75778, "ts": "2026-10-01T02:54:14Z", "hours": 1.1806, "text": "virtual guy virtual guy! why is this so blurry"}]...
|
Title: virtual guy by @willexists | Stardance
Dev Title: virtual guy by @willexists | Stardance
Devlogs:
virtual guy virtual guy! why is this so blurry...
|
1793105363.2791395
|
1793710163.2791395
|
|
66391
|
Personal Site by @Imobes | Stardance
|
Imobes
|
0
|
1.06
|
0
|
[]
|
[{"post_id": 75774, "ts": "202 [{"post_id": 75774, "ts": "2026-10-01T02:03:11Z", "hours": 1.0586, "text": "Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!"}]...
|
Title: Personal Site by @Imobes | Stardance
Devlo Title: Personal Site by @Imobes | Stardance
Devlogs:
Started my personal site! I just began working on it. It’s completely bare and only has one image and a link. BUT I’m going to start learning CSS to make it prettier while also adding different tabs for the recipe sections. I added one CSS element by center-aligning the header but I will soon learn more!...
|
1793098295.8303492
|
1793703095.8303492
|
|
67175
|
OlIo by @surfygalaxy | Stardance
|
surfygalaxy
|
0
|
5.41
|
0
|
[]
|
[{"post_id": 75773, "ts": "202 [{"post_id": 75773, "ts": "2026-10-01T01:56:15Z", "hours": 5.4061, "text": "Everything worked now its broken but atleast its kinda laid out ok?"}]...
|
Title: OlIo by @surfygalaxy | Stardance
Devlogs:
Title: OlIo by @surfygalaxy | Stardance
Devlogs:
Everything worked now its broken but atleast its kinda laid out ok?...
|
1793108863.71104
|
1793713663.71104
|
|
67019
|
low_beam by @Kathirvelan_S | Stardance
|
Kathirvelan_S
|
0
|
8.73
|
0
|
[]
|
[{"post_id": 75772, "ts": "202 [{"post_id": 75772, "ts": "2026-10-01T01:39:08Z", "hours": 8.7253, "text": "I was working on this for another project which’s deadline was 30th september so i pulled a marathon"}]...
|
Title: low_beam by @Kathirvelan_S | Stardance
Dev Title: low_beam by @Kathirvelan_S | Stardance
Devlogs:
I was working on this for another project which’s deadline was 30th september so i pulled a marathon...
|
1793105552.9228673
|
1793969552.9228673
|
|
42829
|
Keytchen by @-Sophie- | Stardance
|
-Sophie-
|
1
|
15.0
|
267
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:25:55Z", "hours": 15.0, "multiplier": 17.92, "payout": 267, "blessing": "neutral", "text": "Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete.", "repo": "https://github.com/gwak-amole/keytchen", "demo": "https://gwak-amole.itch.io/keytchen"}]...
|
[{"post_id": 75767, "ts": "202 [{"post_id": 75767, "ts": "2026-10-01T01:19:02Z", "hours": 0.3786, "text": "Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!"}, {"post_id": 75761, "ts": "2026-10-01T00:22:03Z", "hours": 3.6725, "text": "Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!"}, {"post_id": 55672, "ts": "2026-08-27T17:10:30Z", "hours": 3.2014, "text": "Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D"}, {"post_id": 48914, "ts": "2026-08-17T14:07:42Z", "hours": 3.3572, "text": "Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:"}, {"post_id": 44249, "ts": "2026-08-09T21:35:38Z", "hours": 2.4667, "text": "Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!"}, {"post_id": 39759, "ts": "2026-08-02T22:40:41Z", "hours": 0.9764, "text": "Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!"}, {"post_id": 39116, "ts": "2026-08-01T20:30:00Z", "hours": 0.8281, "text": "Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!"}]...
|
Title: Keytchen by @-Sophie- | Stardance
Devlogs: Title: Keytchen by @-Sophie- | Stardance
Devlogs:
Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!
Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!
Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!
Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:
Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D
Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!
Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!
Ships:
Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete....
|
1793339350.5626466
|
1793425750.5626466
|
|
67163
|
Fogri by @Sahil | Stardance
|
Sahil
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:27:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai .", "repo": "https://github.com/Sahil-Khan-I/fogri", "demo": "https://fogri.vercel.app/#top"}]...
|
[{"post_id": 75766, "ts": "202 [{"post_id": 75766, "ts": "2026-10-01T01:17:12Z", "hours": 3.6761, "text": "Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer ."}]...
|
Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer .
Ships:
HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai ....
|
1793217059.484144
|
1793303459.484144
|
|
47666
|
fetalsentry by @gyandakshin | Stardance
|
gyandakshin
|
0
|
14.92
|
0
|
[]
|
[{"post_id": 75764, "ts": "202 [{"post_id": 75764, "ts": "2026-10-01T01:11:27Z", "hours": 14.9189, "text": "Science Fair Project called FetalSentry. In childbirth, fetuses can die, called stillbirth. It can cause lots of complications, and if hospitals or the individual does not have the means to remediate it, it can have serious consequences. FetalSentry is a device that can pull fetal ecg from an electrode, and test the recoverability of that single recording so there are no false results. Code and CAD work done"}]...
|
Title: fetalsentry by @gyandakshin | Stardance
De Title: fetalsentry by @gyandakshin | Stardance
Devlogs:
Science Fair Project called FetalSentry. In childbirth, fetuses can die, called stillbirth. It can cause lots of complications, and if hospitals or the individual does not have the means to remediate it, it can have serious consequences. FetalSentry is a device that can pull fetal ecg from an electrode, and test the recoverability of that single recording so there are no false results. Code and CAD work done...
|
1793191809.9346795
|
1793796609.9346795
|
|
4414
|
Remote Access Trojan by @soloplanet | Stardance
|
soloplanet
|
1
|
38.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T00:05:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures).", "repo": "https://github.com/MasterGoop2000/rat-project/", "demo": "https://github.com/MasterGoop2000/rat-project/releases/tag/v1.0"}]...
|
[{"post_id": 75757, "ts": "202 [{"post_id": 75757, "ts": "2026-09-30T23:54:04Z", "hours": 35.9075, "text": "Shellcode loader"}, {"post_id": 1353, "ts": "2026-06-03T09:49:17Z", "hours": 1.8203, "text": "Remote Access Trojan"}]...
|
Title: Remote Access Trojan by @soloplanet | Stard Title: Remote Access Trojan by @soloplanet | Stardance
Devlogs:
Remote Access Trojan
Shellcode loader
Ships:
I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures)....
|
1793339556.0127833
|
1793425956.0127833
|
|
66888
|
Endless Dream by @heitordecarvalhopessoa | Stardan Endless Dream by @heitordecarvalhopessoa | Stardance...
|
heitordecarvalhopessoa
|
0
|
4.03
|
0
|
[]
|
[{"post_id": 75751, "ts": "202 [{"post_id": 75751, "ts": "2026-09-30T23:17:00Z", "hours": 4.0256, "text": "Version 1 A recreation of an old project of mine; I’m rebuilding it from scratch using Python and Ruby . I’ll be adding both old and new creatures, as well as new mechanics that you’ll see soon."}]...
|
Title: Endless Dream by @heitordecarvalhopessoa | Title: Endless Dream by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 A recreation of an old project of mine; I’m rebuilding it from scratch using Python and Ruby . I’ll be adding both old and new creatures, as well as new mechanics that you’ll see soon....
|
1793105345.4257984
|
1793710145.4257984
|
|
42856
|
Focus Manager by @CatOwlDev | Stardance
|
CatOwlDev
|
1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T23:33:16Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills.", "repo": "https://github.com/CatOwlDev/FocusManager", "demo": "https://github.com/CatOwlDev/FocusManager/releases"}]...
|
[{"post_id": 75750, "ts": "202 [{"post_id": 75750, "ts": "2026-09-30T23:12:43Z", "hours": 5.4956, "text": "Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub."}, {"post_id": 62124, "ts": "2026-09-05T11:44:59Z", "hours": 11.9847, "text": "I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon"}, {"post_id": 55474, "ts": "2026-08-27T10:47:49Z", "hours": 9.5528, "text": "Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful"}, {"post_id": 49565, "ts": "2026-08-18T13:22:33Z", "hours": 7.3856, "text": "I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future"}, {"post_id": 45157, "ts": "2026-08-11T13:49:26Z", "hours": 9.2492, "text": "I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running"}]...
|
Title: Focus Manager by @CatOwlDev | Stardance
De Title: Focus Manager by @CatOwlDev | Stardance
Devlogs:
I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running
I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future
Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful
I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon
Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub.
Ships:
I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills....
|
1793339359.2042072
|
1793425759.2042072
|
|
54855
|
Empanadita OS by @jacob1234 | Stardance
|
jacob1234
|
0
|
8.9
|
0
|
[]
|
[{"post_id": 75749, "ts": "202 [{"post_id": 75749, "ts": "2026-09-30T23:06:57Z", "hours": 2.2239, "text": "I fixed some problems i had with the windows view, and fought a lot against the tutorial as i still cant seem to understand it"}, {"post_id": 70930, "ts": "2026-09-20T02:01:17Z", "hours": 1.7858, "text": "I made a working close and open button for all windows(X to close and Empanadita-OS on the bar up there), and put all of the styles on the html on a styles.css file"}, {"post_id": 67820, "ts": "2026-09-14T02:27:28Z", "hours": 4.1403, "text": "i made the windows draggable and closeable, added a background and updated and fixed the code a lot, and i also added a windows-inspired top bar for each main"}, {"post_id": 63977, "ts": "2026-09-08T02:13:09Z", "hours": 0.7486, "text": "I have a very basic looking HTML page, but i worked on adding buttons instead of using a hyperlink, and i added buttons that take the user to my steam, instagram and spotify accounts(spotify one isnt an account, its a playlist i like)"}]...
|
Title: Empanadita OS by @jacob1234 | Stardance
De Title: Empanadita OS by @jacob1234 | Stardance
Devlogs:
I have a very basic looking HTML page, but i worked on adding buttons instead of using a hyperlink, and i added buttons that take the user to my steam, instagram and spotify accounts(spotify one isnt an account, its a playlist i like)
i made the windows draggable and closeable, added a background and updated and fixed the code a lot, and i also added a windows-inspired top bar for each main
I made a working close and open button for all windows(X to close and Empanadita-OS on the bar up there), and put all of the styles on the html on a styles.css file
I fixed some problems i had with the windows view, and fought a lot against the tutorial as i still cant seem to understand it...
|
1792806880.8702404
|
1793411680.8702404
|
|
39461
|
A.V.A Artificial Virtual Assistant by @Cherish9 | A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance...
|
Cherish9
|
0
|
24.63
|
0
|
[]
|
[{"post_id": 75746, "ts": "202 [{"post_id": 75746, "ts": "2026-09-30T22:52:41Z", "hours": 4.9017, "text": "I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function"}, {"post_id": 34456, "ts": "2026-07-25T05:50:18Z", "hours": 19.7325, "text": "I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq"}]...
|
Title: A.V.A Artificial Virtual Assistant by @Cher Title: A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance
Devlogs:
I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq
I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function...
|
1792713023.845197
|
1793317823.845197
|
|
39625
|
space cleaner by @XmanuX | Stardance
|
XmanuX
|
0
|
27.61
|
0
|
[]
|
[{"post_id": 75745, "ts": "202 [{"post_id": 75745, "ts": "2026-09-30T22:36:25Z", "hours": 1.5456, "text": "the boss fight is done, the game demo is published on itch.io life is good"}, {"post_id": 75402, "ts": "2026-09-29T23:25:55Z", "hours": 7.0631, "text": "FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done"}, {"post_id": 69820, "ts": "2026-09-17T20:57:49Z", "hours": 8.8961, "text": "FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr"}, {"post_id": 49612, "ts": "2026-08-18T14:32:46Z", "hours": 3.4167, "text": "firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level"}, {"post_id": 40064, "ts": "2026-08-03T13:04:47Z", "hours": 4.4331, "text": "is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet"}, {"post_id": 37208, "ts": "2026-07-29T19:07:57Z", "hours": 2.2564, "text": "Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far"}]...
|
Title: space cleaner by @XmanuX | Stardance
Devlo Title: space cleaner by @XmanuX | Stardance
Devlogs:
Title screen, basic code, themes, buttons, and more, I am new to Godot so today was spent getting used to the features, however I am happy with what I have accomplished so far
is spent about 2 hours aside from this on sprite design but idk how to log that, I drew the character sprite and terrain by hand, I also altered the settings menu to be a pop up rather than a different scene, I also added a toggle button between a window and a fullscreen mode, finally I added music(I think you can’t here it in the vid)and a music control in settings along side one for six, but there aren’t any six in the game yet
firstly, I changed the games name to space cleaner, pretty much my idea is you go planet to planet cleaning up trash whilst avoiding death form to be added space aliens, I made lvl longer, added a points system, changed the background, added a guy, idle n moving animations, added the collectibles and more, next I will work on the enemies, and hp system and getting the rocket to be a queue to change scene to the next level
FINAL BOSS RAAAAAA, right I did a lot of coding and level design for my game but that doesn’t matter, I finally finished the pixel art for my games final boss, I’m no artist but I’m really proud of how it came out and am very proud, next I will do level design for the last two levels, add some cut scenes and try and add a heart and attack system tmr
FINALLY HUZZAH, homestretch health system is set up, both enemy and player can attack and take damage, also now the rocket won’t leave until you’ve killed all enemies and cleaned all trash, nor just gotta do the final boss fight and possible add an intro then I’m done
the boss fight is done, the game demo is published on itch.io life is good...
|
1793188239.032244
|
1793793039.032244
|
|
66939
|
Glider model imitating movement from flarm by @Kop Glider model imitating movement from flarm by @Koparka | Stardance...
|
Koparka
|
0
|
1.15
|
0
|
[]
|
[{"post_id": 75743, "ts": "202 [{"post_id": 75743, "ts": "2026-09-30T22:26:22Z", "hours": 1.1511, "text": "making the movment parts"}]...
|
Title: Glider model imitating movement from flarm Title: Glider model imitating movement from flarm by @Koparka | Stardance
Devlogs:
making the movment parts...
|
1793105423.8291163
|
1793710223.8291163
|
|
64924
|
hackagotchi by @samarnova1 | Stardance
|
samarnova1
|
0
|
23.95
|
0
|
[]
|
[{"post_id": 75742, "ts": "202 [{"post_id": 75742, "ts": "2026-09-30T22:22:47Z", "hours": 0.3, "text": "new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too"}, {"post_id": 75725, "ts": "2026-09-30T21:24:05Z", "hours": 3.3811, "text": "filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)"}, {"post_id": 74465, "ts": "2026-09-27T13:10:19Z", "hours": 3.2036, "text": "HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items"}, {"post_id": 72914, "ts": "2026-09-24T00:51:56Z", "hours": 3.2011, "text": "had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”"}, {"post_id": 72416, "ts": "2026-09-22T21:41:44Z", "hours": 13.8661, "text": "here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!"}]...
|
Title: hackagotchi by @samarnova1 | Stardance
Dev Title: hackagotchi by @samarnova1 | Stardance
Devlogs:
here have a look at the home pg! earned coins by maintaining a 4 day streak and bought some things for Jr!built in its stats, a shop and all interations based on clicking buttons!
had to scroll down a bit o reveal the whole art which then hides the dialog of mr.keeper that says “what are you looking for today?”
HERE ARE THE ITEMS FOR THE SHOP PLUS ART FOR THEM AS WELL. Every day there will be new 3 items restocked in the store replacing the 3 items that were there for a day *qnd it goes on on , new day new store items
filled up my inventory with stuff (coded alot and figured thru sm hell of trouble)
new day, new items, new art; hehe. last devog i only realized after i had posted that we dont get the whole view. what a bummer gna have to code for 15 more mins to show yall that too...
|
1793069435.09289
|
1793674235.09289
|
|
37233
|
Drowned Fish by @cauadev | Stardance
|
cauadev
|
1
|
80.29
|
1155
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:31:11Z", "hours": 80.0, "multiplier": 14.43, "payout": 1155, "blessing": "neutral", "text": "Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)", "repo": "https://github.com/Br-Zueira/Drowned-Fish", "demo": "https://github.com/Br-Zueira/Drowned-Fish/releases/tag/v1.0.0"}]...
|
[{"post_id": 75741, "ts": "202 [{"post_id": 75741, "ts": "2026-09-30T22:18:40Z", "hours": 0.2886, "text": "Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)"}, {"post_id": 71223, "ts": "2026-09-20T14:03:54Z", "hours": 1.4161, "text": "Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)"}, {"post_id": 62373, "ts": "2026-09-05T18:19:55Z", "hours": 2.1108, "text": "Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!"}, {"post_id": 59957, "ts": "2026-09-02T01:01:40Z", "hours": 1.8258, "text": "Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans."}, {"post_id": 59182, "ts": "2026-08-31T20:34:32Z", "hours": 2.2239, "text": "Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)"}, {"post_id": 55251, "ts": "2026-08-26T22:19:20Z", "hours": 1.0742, "text": "Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can."}, {"post_id": 54641, "ts": "2026-08-25T17:49:56Z", "hours": 2.0483, "text": "Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!"}, {"post_id": 51329, "ts": "2026-08-20T22:26:49Z", "hours": 1.6053, "text": "Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)"}, {"post_id": 49790, "ts": "2026-08-18T18:40:46Z", "hours": 2.57, "text": "Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!"}, {"post_id": 48535, "ts": "2026-08-16T23:15:39Z", "hours": 2.7033, "text": "Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!"}, {"post_id": 45346, "ts": "2026-08-11T18:53:24Z", "hours": 3.4861, "text": "Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level."}, {"post_id": 43235, "ts": "2026-08-08T11:38:33Z", "hours": 4.205, "text": "Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game."}, {"post_id": 41350, "ts": "2026-08-05T14:39:50Z", "hours": 5.0219, "text": "Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool"}, {"post_id": 39807, "ts": "2026-08-03T01:25:25Z", "hours": 2.1606, "text": "Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards."}, {"post_id": 39229, "ts": "2026-08-02T01:56:01Z", "hours": 3.1364, "text": "Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects."}, {"post_id": 37947, "ts": "2026-07-31T00:06:18Z", "hours": 6.5086, "text": "Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub."}, {"post_id": 36483, "ts": "2026-07-28T16:50:27Z", "hours": 1.8083, "text": "Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!"}, {"post_id": 35973, "ts": "2026-07-27T19:22:49Z", "hours": 2.6047, "text": "Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture)."}, {"post_id": 35502, "ts": "2026-07-26T23:48:00Z", "hours": 4.0628, "text": "Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!"}, {"post_id": 34631, "ts": "2026-07-25T14:50:05Z", "hours": 4.7336, "text": "Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1."}, {"post_id": 34000, "ts": "2026-07-24T12:09:06Z", "hours": 4.9647, "text": "Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters."}, {"post_id": 33469, "ts": "2026-07-23T13:26:08Z", "hours": 4.6464, "text": "Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later."}, {"post_id": 32972, "ts": "2026-07-22T14:01:01Z", "hours": 4.7653, "text": "Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!"}, {"post_id": 32316, "ts": "2026-07-21T12:36:06Z", "hours": 4.3033, "text": "Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you."}, {"post_id": 31539, "ts": "2026-07-20T00:57:14Z", "hours": 2.9972, "text": "Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props."}, {"post_id": 31211, "ts": "2026-07-19T12:56:11Z", "hours": 3.0753, "text": "Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!"}]...
|
Title: Drowned Fish by @cauadev | Stardance
Devlo Title: Drowned Fish by @cauadev | Stardance
Devlogs:
Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!
Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props.
Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you.
Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!
Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later.
Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters.
Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1.
Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!
Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture).
Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!
Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub.
Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects.
Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards.
Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool
Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game.
Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level.
Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!
Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!
Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)
Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!
Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.
Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)
Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans.
Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!
Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)
Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)
Ships:
Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)...
|
1793353634.1643357
|
1793440034.1643357
|
|
66998
|
Repro Relay by @Aaravkatiyar | Stardance
|
Aaravkatiyar
|
0
|
0.87
|
0
|
[]
|
[{"post_id": 75740, "ts": "202 [{"post_id": 75740, "ts": "2026-09-30T22:12:08Z", "hours": 0.8711, "text": "Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits"}]...
|
Title: Repro Relay by @Aaravkatiyar | Stardance
D Title: Repro Relay by @Aaravkatiyar | Stardance
Devlogs:
Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits...
|
1793105524.2599294
|
1793710324.2599294
|
|
16837
|
Grail-Tracker by @helicaptain | Stardance
|
helicaptain
|
1
|
2.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:21:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo.", "repo": "https://github.com/helicaptain827-alt/grail-tracker", "demo": "https://youtube.com/shorts/8JImJ8J0FfE"}]...
|
[{"post_id": 7574, "ts": "2026 [{"post_id": 7574, "ts": "2026-06-12T17:40:46Z", "hours": 0.3519, "text": "I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend."}, {"post_id": 6997, "ts": "2026-06-11T19:03:48Z", "hours": 1.8431, "text": "Grail-Tracker App (AI Clothing App)"}]...
|
Title: Grail-Tracker by @helicaptain | Stardance
Title: Grail-Tracker by @helicaptain | Stardance
Devlogs:
Grail-Tracker App (AI Clothing App)
I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend.
Ships:
🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo....
|
1793328657.559448
|
1793415057.559448
|
|
23350
|
esp32 based mp3 player by @saivagishv | Stardance
|
saivagishv
|
0
|
10.11
|
0
|
[]
|
[{"post_id": 75733, "ts": "202 [{"post_id": 75733, "ts": "2026-09-30T21:41:40Z", "hours": 3.32, "text": "swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio"}, {"post_id": 22599, "ts": "2026-07-05T04:14:45Z", "hours": 0.3353, "text": "PCB routing complete, the hardware project is finished"}, {"post_id": 21927, "ts": "2026-07-04T03:44:47Z", "hours": 1.5503, "text": "I finished routing the pcb for the design, and began troubleshooting"}, {"post_id": 21614, "ts": "2026-07-03T17:32:22Z", "hours": 0.4839, "text": "began pcb routing"}, {"post_id": 18599, "ts": "2026-06-29T19:46:46Z", "hours": 0.3667, "text": "I began routing the pcb"}, {"post_id": 18574, "ts": "2026-06-29T19:24:45Z", "hours": 0.3836, "text": "I added pins for a tft touchscreen display, it will be the input for this project"}, {"post_id": 17116, "ts": "2026-06-27T19:45:52Z", "hours": 1.05, "text": "PCB layout begun"}, {"post_id": 16403, "ts": "2026-06-26T18:02:58Z", "hours": 0.7836, "text": "Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed"}, {"post_id": 15892, "ts": "2026-06-25T20:33:04Z", "hours": 1.0669, "text": "microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb"}, {"post_id": 14777, "ts": "2026-06-24T00:23:42Z", "hours": 0.7669, "text": "Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable"}]...
|
Title: esp32 based mp3 player by @saivagishv | Sta Title: esp32 based mp3 player by @saivagishv | Stardance
Devlogs:
Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable
microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb
Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed
PCB layout begun
I added pins for a tft touchscreen display, it will be the input for this project
I began routing the pcb
began pcb routing
I finished routing the pcb for the design, and began troubleshooting
PCB routing complete, the hardware project is finished
swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio...
|
1793148964.2551596
|
1793753764.2551596
|
|
44316
|
Raven Mill by @nico1 | Stardance
|
nico1
|
0
|
18.28
|
0
|
[]
|
[{"post_id": 75732, "ts": "202 [{"post_id": 75732, "ts": "2026-09-30T21:39:26Z", "hours": 0.95, "text": "Worked on the mill’s bodywork Well as described i drew up the mill’s doors and hinges - which do need a bit of final design to be properly manufacturable. Quite a bit of detailing left to do on the door design but the base is there!! I have yet to decide on a colour theme for my build. yes it’s gonna look sick"}, {"post_id": 75295, "ts": "2026-09-29T17:36:37Z", "hours": 5.2094, "text": "#More DFM and significant CAD progress Significant progress over a small break i took while settling into uni. Worked heavily on the 4th axis and it’s gearbox and am now putting work into the shell of the machine and it’s eventual electronics mounting mechanisms - as well as the mounts for the HMI - on that note, i’ll be using an old laptop for the high level processing and interface. I need to finalize the chip conveyor and debris removal systems. Bellow covers and seals for movement systems have yet to be drawn up. Documentation should start soon - i’m gonna try and keep a streak now that i may have more time."}, {"post_id": 64433, "ts": "2026-09-08T20:09:44Z", "hours": 0.7667, "text": "Small CAD updates Finished up part of the tooling plate Drafted the chip evacuation belt Worked a little on the frame (tired today and got uni coursework so not much stuff done)"}, {"post_id": 63714, "ts": "2026-09-07T17:30:37Z", "hours": 1.1333, "text": "Re ran FEA as deflection was outside of design parameters The machine is now back to an estimated deflection of 0.182mm under 1KN load on x,y and 500N on z. (this should like never ever happen but i aim for under 0.2mm under those loads) Now need to essentially add in all of the “accessory” systems (basically anything which isn’t the core motion system Also need to design the 4th axis system"}, {"post_id": 63221, "ts": "2026-09-06T22:06:38Z", "hours": 5.8364, "text": "Finished the linear axes!! Y and Z axes polished and ready to go! Ran the FEA for the machine, and unfortunately found significant torsion under 1KN loads (0.2 mm above my goal of 0.1mm) - I need to review these results with a fresh mind Did some research into what fixturing surface to use and found a German supplier selling AW-5083 in the dimensions i require for a reasonable price Looked into fixturing options (part clamps) and started considering design options for the rotary 4 axis - should be simple Decided on a door design that gets it out of the user’s face in a fairly simple manner Also figured out a really good way to evacuate chips and coolant (conveyor belt) which is far better than my previous idea (vacuum extraction) : gotta get around to this in the next design session So much more to do, but so much progress!!"}, {"post_id": 62292, "ts": "2026-09-05T16:21:57Z", "hours": 4.3833, "text": "DFM for the CNC machine I have an existing concept design for the machine that i spent about 30 hours on over at fallout. While i am satisfied with the architecture of the design and in theory it could be shipped, i’m not happy with how it goes together and how sloppy the design is, so i’m doing a second pass from the ground up, and designing everything so it’s clean and easy to assemble. I’m currently working on the motion system and the frame - once i’m done with that i’m going to move onto all of the secondary systems such as the chip collector, electronics bay, doors, and control panel. I do need to re run the FEA on the motion system once complete as there have been significant changes in the structure (for the better)"}]...
|
Title: Raven Mill by @nico1 | Stardance
Devlogs:
Title: Raven Mill by @nico1 | Stardance
Devlogs:
DFM for the CNC machine I have an existing concept design for the machine that i spent about 30 hours on over at fallout. While i am satisfied with the architecture of the design and in theory it could be shipped, i’m not happy with how it goes together and how sloppy the design is, so i’m doing a second pass from the ground up, and designing everything so it’s clean and easy to assemble. I’m currently working on the motion system and the frame - once i’m done with that i’m going to move onto all of the secondary systems such as the chip collector, electronics bay, doors, and control panel. I do need to re run the FEA on the motion system once complete as there have been significant changes in the structure (for the better)
Finished the linear axes!! Y and Z axes polished and ready to go! Ran the FEA for the machine, and unfortunately found significant torsion under 1KN loads (0.2 mm above my goal of 0.1mm) - I need to review these results with a fresh mind Did some research into what fixturing surface to use and found a German supplier selling AW-5083 in the dimensions i require for a reasonable price Looked into fixturing options (part clamps) and started considering design options for the rotary 4 axis - should be simple Decided on a door design that gets it out of the user’s face in a fairly simple manner Also figured out a really good way to evacuate chips and coolant (conveyor belt) which is far better than my previous idea (vacuum extraction) : gotta get around to this in the next design session So much more to do, but so much progress!!
Re ran FEA as deflection was outside of design parameters The machine is now back to an estimated deflection of 0.182mm under 1KN load on x,y and 500N on z. (this should like never ever happen but i aim for under 0.2mm under those loads) Now need to essentially add in all of the “accessory” systems (basically anything which isn’t the core motion system Also need to design the 4th axis system
Small CAD updates Finished up part of the tooling plate Drafted the chip evacuation belt Worked a little on the frame (tired today and got uni coursework so not much stuff done)
#More DFM and significant CAD progress Significant progress over a small break i took while settling into uni. Worked heavily on the 4th axis and it’s gearbox and am now putting work into the shell of the machine and it’s eventual electronics mounting mechanisms - as well as the mounts for the HMI - on that note, i’ll be using an old laptop for the high level processing and interface. I need to finalize the chip conveyor and debris removal systems. Bellow covers and seals for movement systems have yet to be drawn up. Documentation should start soon - i’m gonna try and keep a streak now that i may have more time.
Worked on the mill’s bodywork Well as described i drew up the mill’s doors and hinges - which do need a bit of final design to be properly manufacturable. Quite a bit of detailing left to do on the door design but the base is there!! I have yet to decide on a colour theme for my build. yes it’s gonna look sick...
|
1793267604.9108481
|
1793872404.9108481
|
|
16603
|
TimeOS by @sathyndhira | Stardance
|
sathyndhira
|
0
|
2.13
|
0
|
[]
|
[{"post_id": 7573, "ts": "2026 [{"post_id": 7573, "ts": "2026-06-12T17:39:10Z", "hours": 2.1264, "text": "Just started working on this OS. First time coding using HTML, JavaScript, and CSS so it took a while to get it working but I’m satisfied with the progress so far!"}]...
|
Title: TimeOS by @sathyndhira | Stardance
Devlogs Title: TimeOS by @sathyndhira | Stardance
Devlogs:
Just started working on this OS. First time coding using HTML, JavaScript, and CSS so it took a while to get it working but I’m satisfied with the progress so far!...
|
1793285775.0646937
|
1793890575.0646937
|
|
67126
|
Coda - portable music player by @neset | Stardance
|
neset
|
0
|
1.4
|
0
|
[]
|
[{"post_id": 75727, "ts": "202 [{"post_id": 75727, "ts": "2026-09-30T21:29:01Z", "hours": 1.4, "text": "i designed the board, including connections for a raspberry pi zero 2 w for computing, a dac, a small screen, a rotary encoder w click and 3 buttons. next: print pcb acquire components solder/assemble program iterate"}]...
|
Title: Coda - portable music player by @neset | St Title: Coda - portable music player by @neset | Stardance
Devlogs:
i designed the board, including connections for a raspberry pi zero 2 w for computing, a dac, a small screen, a rotary encoder w click and 3 buttons. next: print pcb acquire components solder/assemble program iterate...
|
1793105713.7389839
|
1793710513.7389839
|
|
31102
|
Sherbert Minecraft Modpack and Modpack + Building Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance...
|
Welsey
|
1
|
12.68
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T09:43:44Z", "hours": 1.0, "multiplier": 3.22, "payout": 4, "blessing": "neutral", "text": "I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)", "repo": "https://github.com/Welsey0/Sherbert", "demo": "https://modrinth.com/modpack/sherbert"}]...
|
[{"post_id": 75718, "ts": "202 [{"post_id": 75718, "ts": "2026-09-30T20:55:51Z", "hours": 3.3881, "text": "I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!"}, {"post_id": 68981, "ts": "2026-09-16T04:57:31Z", "hours": 3.7081, "text": "I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0."}, {"post_id": 48374, "ts": "2026-08-16T18:10:26Z", "hours": 2.1011, "text": "Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!"}, {"post_id": 31615, "ts": "2026-07-20T05:05:03Z", "hours": 2.4803, "text": "I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0"}, {"post_id": 23368, "ts": "2026-07-06T09:20:13Z", "hours": 1.1528, "text": "I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes."}]...
|
Title: Sherbert Minecraft Modpack and Modpack + Bu Title: Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance
Devlogs:
I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes.
I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0
Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!
I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0.
I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!
Ships:
I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)...
|
1793328659.672742
|
1793415059.672742
|
|
66854
|
Moon Or Bust! by @Hisham | Stardance
|
Hisham
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:28:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First Release!!!! I will talk about my process in developing the project in the next devlog :)", "repo": "https://github.com/hisham-sallam/moon-or-bust", "demo": "https://github.com/hisham-sallam/moon-or-bust/releases/tag/v1.0.0"}]...
|
[{"post_id": 75716, "ts": "202 [{"post_id": 75716, "ts": "2026-09-30T20:45:34Z", "hours": 0.3292, "text": "First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction"}]...
|
Title: Moon Or Bust! by @Hisham | Stardance
Devlo Title: Moon Or Bust! by @Hisham | Stardance
Devlogs:
First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction
Ships:
First Release!!!! I will talk about my process in developing the project in the next devlog :)...
|
1793217020.5270467
|
1793303420.5270467
|
|
48315
|
Storm by @Draaal | Stardance
|
Draaal
|
1
|
79.0
|
1279
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:25:22Z", "hours": 79.0, "multiplier": 18.99, "payout": 1279, "blessing": "neutral", "text": "storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer.", "repo": "https://github.com/andraaal/storm", "demo": "https://crates.io/crates/storm-engine"}]...
|
[{"post_id": 75713, "ts": "202 [{"post_id": 75713, "ts": "2026-09-30T20:35:17Z", "hours": 2.5422, "text": "#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it"}, {"post_id": 75316, "ts": "2026-09-29T18:52:32Z", "hours": 7.1283, "text": "#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!"}, {"post_id": 68841, "ts": "2026-09-15T20:56:08Z", "hours": 7.1406, "text": "#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there…."}, {"post_id": 66240, "ts": "2026-09-11T23:06:07Z", "hours": 8.4828, "text": "#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types"}, {"post_id": 63238, "ts": "2026-09-06T22:41:41Z", "hours": 4.5017, "text": "#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work."}, {"post_id": 61426, "ts": "2026-09-04T10:21:58Z", "hours": 4.1117, "text": "#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!"}, {"post_id": 59051, "ts": "2026-08-31T17:20:49Z", "hours": 7.4244, "text": "#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long"}, {"post_id": 56248, "ts": "2026-08-27T22:35:34Z", "hours": 3.4006, "text": "#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)"}, {"post_id": 55056, "ts": "2026-08-26T14:14:51Z", "hours": 1.5544, "text": "#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone"}, {"post_id": 53369, "ts": "2026-08-23T21:53:02Z", "hours": 1.0717, "text": "#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often."}, {"post_id": 53291, "ts": "2026-08-23T19:04:07Z", "hours": 11.1336, "text": "#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner."}, {"post_id": 47560, "ts": "2026-08-15T15:14:23Z", "hours": 20.0756, "text": "#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah.."}]...
|
Title: Storm by @Draaal | Stardance
Devlogs:
#1 D Title: Storm by @Draaal | Stardance
Devlogs:
#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah..
#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner.
#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often.
#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone
#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)
#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long
#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!
#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work.
#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types
#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there….
#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!
#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it
Ships:
storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer....
|
1793339550.8033319
|
1793425950.8033319
|
|
35898
|
TripleT-Games by @Bh4v | Stardance
|
Bh4v
|
4
|
22.0
|
97
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:29:12Z", "hours": 6.0, "multiplier": 4.23, "payout": 25, "blessing": "neutral", "text": "I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 2, "ts": "2026-08-20T08:32:06Z", "hours": 4.0, "multiplier": 13.08, "payout": 48, "blessing": "neutral", "text": "I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 3, "ts": "2026-08-09T14:46:28Z", "hours": 5.0, "multiplier": 4.99, "payout": 24, "blessing": "neutral", "text": "I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 4, "ts": "2026-07-22T09:00:37Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}]...
|
[{"post_id": 75710, "ts": "202 [{"post_id": 75710, "ts": "2026-09-30T20:20:59Z", "hours": 3.3672, "text": "Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!"}, {"post_id": 58754, "ts": "2026-08-31T10:00:04Z", "hours": 1.4767, "text": "alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics"}, {"post_id": 55076, "ts": "2026-08-26T14:47:02Z", "hours": 1.125, "text": "#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!"}, {"post_id": 50830, "ts": "2026-08-20T08:20:46Z", "hours": 0.5628, "text": "Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D"}, {"post_id": 50524, "ts": "2026-08-19T18:26:03Z", "hours": 1.2917, "text": "Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D"}, {"post_id": 49388, "ts": "2026-08-18T05:41:57Z", "hours": 1.1664, "text": "Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!"}, {"post_id": 48428, "ts": "2026-08-16T19:34:24Z", "hours": 0.6578, "text": "Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D"}, {"post_id": 43933, "ts": "2026-08-09T11:50:50Z", "hours": 1.0656, "text": "alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)"}, {"post_id": 43191, "ts": "2026-08-08T09:56:25Z", "hours": 1.5658, "text": "alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/"}, {"post_id": 42580, "ts": "2026-08-07T12:23:33Z", "hours": 1.16, "text": "alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional)."}, {"post_id": 42455, "ts": "2026-08-07T06:07:11Z", "hours": 0.49, "text": "hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn"}, {"post_id": 42073, "ts": "2026-08-06T17:03:57Z", "hours": 0.6261, "text": "hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!"}, {"post_id": 32799, "ts": "2026-07-22T05:50:23Z", "hours": 2.27, "text": "I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues."}, {"post_id": 31857, "ts": "2026-07-20T16:00:53Z", "hours": 1.1572, "text": "I completed making minigame 1(finally!)"}, {"post_id": 31636, "ts": "2026-07-20T06:15:03Z", "hours": 1.7822, "text": "I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background."}, {"post_id": 29620, "ts": "2026-07-16T17:51:12Z", "hours": 0.2711, "text": "I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene."}, {"post_id": 29606, "ts": "2026-07-16T17:26:32Z", "hours": 0.4047, "text": "I completed the level scene by adding the remaining lives counter, level no. and timer."}, {"post_id": 29571, "ts": "2026-07-16T16:32:01Z", "hours": 1.175, "text": "I made the title screen, added scripts for the buttons and completed drafting the global script."}]...
|
Title: TripleT-Games by @Bh4v | Stardance
Devlogs Title: TripleT-Games by @Bh4v | Stardance
Devlogs:
I made the title screen, added scripts for the buttons and completed drafting the global script.
I completed the level scene by adding the remaining lives counter, level no. and timer.
I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene.
I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background.
I completed making minigame 1(finally!)
I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues.
hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!
hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn
alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional).
alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/
alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)
Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D
Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!
Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D
Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D
#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!
alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics
Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!
Ships:
I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.
I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.
I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.
I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration....
|
1793224567.6451232
|
1793310967.6451232
|
|
66765
|
SealDeck: my very first hackpad by @pcsef40 | Star SealDeck: my very first hackpad by @pcsef40 | Stardance...
|
pcsef40
|
0
|
0.77
|
0
|
[]
|
[{"post_id": 75702, "ts": "202 [{"post_id": 75702, "ts": "2026-09-30T19:54:31Z", "hours": 0.7661, "text": "sealdeck: The design is ready, the pcb board is made, and the code is almost done. planning on making big improvements on this little fella"}]...
|
Title: SealDeck: my very first hackpad by @pcsef40 Title: SealDeck: my very first hackpad by @pcsef40 | Stardance
Devlogs:
sealdeck: The design is ready, the pcb board is made, and the code is almost done. planning on making big improvements on this little fella...
|
1793101957.3788996
|
1793706757.3788996
|