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66854
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Moon Or Bust! by @Hisham | Stardance
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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"}]...
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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 :)...
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1793217020.5270467
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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....
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1793339550.8033319
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1793425950.8033319
|
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35898
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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."}]...
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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....
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1793224567.6451232
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1793310967.6451232
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66765
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SealDeck: my very first hackpad by @pcsef40 | Star SealDeck: my very first hackpad by @pcsef40 | Stardance...
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pcsef40
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0
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0.77
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0
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[]
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[{"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"}]...
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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...
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1793101957.3788996
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1793706757.3788996
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67073
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My website by @tkpmonke | Stardance
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tkpmonke
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here.", "repo": "https://git.tkpmonke.com/tkpmonke/tkpmonke.com", "demo": "https://tkpmonke.com"}]...
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[{"post_id": 75700, "ts": "202 [{"post_id": 75700, "ts": "2026-09-30T19:53:01Z", "hours": 0.2653, "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months."}]...
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Title: My website by @tkpmonke | Stardance
Devlog Title: My website by @tkpmonke | Stardance
Devlogs:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months.
Ships:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here....
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1793217049.3767936
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1793303449.3767936
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39282
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Pass n’ Play by @ReuTheNetizen | Stardance
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ReuTheNetizen
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1
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52.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:14:35Z", "hours": 52.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress.", "repo": "https://github.com/ReuTheCoder/pass-n-play", "demo": "https://reuthecoder.github.io/pass-n-play/"}]...
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[{"post_id": 75698, "ts": "202 [{"post_id": 75698, "ts": "2026-09-30T19:43:57Z", "hours": 1.5586, "text": "Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!"}, {"post_id": 74701, "ts": "2026-09-28T01:09:48Z", "hours": 7.2839, "text": "Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!"}, {"post_id": 67455, "ts": "2026-09-13T15:45:07Z", "hours": 9.9003, "text": "Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!"}, {"post_id": 63127, "ts": "2026-09-06T19:12:46Z", "hours": 10.0089, "text": "Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06"}, {"post_id": 42324, "ts": "2026-08-07T00:19:28Z", "hours": 6.3547, "text": "Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06"}, {"post_id": 41139, "ts": "2026-08-05T04:50:09Z", "hours": 8.1986, "text": "Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04"}, {"post_id": 39198, "ts": "2026-08-02T00:06:21Z", "hours": 3.3308, "text": "Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01"}, {"post_id": 38537, "ts": "2026-08-01T00:04:57Z", "hours": 1.8419, "text": "Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30"}, {"post_id": 37429, "ts": "2026-07-30T04:50:17Z", "hours": 3.1317, "text": "Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29"}]...
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Title: Pass n’ Play by @ReuTheNetizen | Stardance
Title: Pass n’ Play by @ReuTheNetizen | Stardance
Devlogs:
Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29
Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30
Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01
Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04
Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06
Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06
Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!
Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!
Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!
Ships:
What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress....
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PianoOS by @niejestemprawdziwyy | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T08:54:23Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WebOS BUT you can play piano. PianoOS also allows you to run a metronome as an app and make some hehe notes The most challenging thing was definitely the animation in the beggining, like hell nah, i must have spent like 6h just on a 5 second cutscene. Still tho, I’m happy with how it looks, and even happier how it can look in the future.", "repo": "https://github.com/Korsor2137/PianoOS", "demo": "https://raw.githack.com/Korsor2137/PianoOS/main/index.html"}]...
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[{"post_id": 75696, "ts": "202 [{"post_id": 75696, "ts": "2026-09-30T19:34:29Z", "hours": 7.9089, "text": "Heck yeah! Finished all the rewriting, added a few new things blah blah blah Nobody cares! The important thing is that i’ve rewritten all css and most js, fixed many if not all bugs, so it’s foolproof. Yet another alt settings to play (in config). Metronome also sound more realistic. The whole thing should, and i mean should work better and faster. It looks better, sustain pedal fully works etc. etc. ANYWAY TEST IT HERE: https://raw.githack.com/Korsor2137/PianoOS/main/index.html"}, {"post_id": 69175, "ts": "2026-09-16T15:12:47Z", "hours": 0.5994, "text": "Made new controls for piano, so it’s possible to play more sounds with keyboard itself left-new, right-old However i’m still leaving them in the comments if for some reason someone wanted to use them I suppose i should make these devlogs a bit more often, the previous one was like 8h gap lol (q: 45 means that q is A4, i: 57 is A5, the rest most people can figure out themselves)"}, {"post_id": 68766, "ts": "2026-09-15T18:32:55Z", "hours": 8.6006, "text": "Made a new, better banner and rewriting a lot of things I was told that there was too much ai used, so i marked clearly at what part ai was used and rewritten the other parts. Added settings saving and reading it, made the samples load faster and added a loading percentage, deleted a particle animation so it doesn’t lag that much on mobiles, made the piano look cleaner (deleted some nametags), added sustain on spacebar, added config section in the code, readded old and added new unneccesary comments, fixed a bug with music either glitching out or playing after refreshing and fixed a few esthetic choices, probably unnoticable, but color changes and also…. plaing still dre is way easier now, as B3 can now be played with q, sooooo you just go ‘adh’ a few times, then another few of ‘qdh’ and some ‘qsg’. use spacebar for sustain and mouse for bass notes and voila! also i made it possible to name the workspace in the web itself still, i have to rewrite most of css, as some parts are unneccesary or ai and some are well, lacking. also, fixed the piano sample loading, just too lazy to make a new screenshot also, i overuse the word ‘also’"}, {"post_id": 60719, "ts": "2026-09-03T08:45:08Z", "hours": 5.8211, "text": "Finally, I finished my WebOS, or did I? I want to continue working on it as WebOS 2. I’m quite proud of how it looks now. But anyway, here’s the Readme: PianoOSA WebOS, which has notepad and metronome apps and fully playable 88 key piano. Try it here : https://raw.githack.com/Korsor2137/PianoOS/main/index.html Note: it may take a few seconds to prepare all the piano sounds How to run: Yeah, just click the link. Or download it and then run index.html Features: -Full 88 key virtual piano, which you can play using mouse, with your pc keyboard (-a- to -’- keys, press capslock to change octaves to lower) or by connecting your own MIDI piano; -Keys glow when you play the piano; -A simple notepad and a metronome which when you minimalize will remember their location adn when they’re closed, their position resets; -A button to hide the piano interface; -Volume settings which you can change to your liking. Author’s notes: And why did I decide to make this? Well, I saw how on the WebOS missions there was a lot of awesome stuff, the same main concept and yet they were all so different. So, since I like piano, decided to implement it :D I plan on making it more customizable in the future, such as changing the background color, or maybe the whole stylistic, making the top right buttons actually work instead of just being a decoration, adding maybe a few piano sounds, and of course more apps so it actually feels like an actual OS. Also, notice a little reference at the title screen? Full copyright of the sound samples I used: MIT LicenseCopyright (c) 2020 Liam LeePermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE."}, {"post_id": 59229, "ts": "2026-08-31T22:01:49Z", "hours": 3.7533, "text": "I made the background and keyboard for my WebOS. Not gonna lie, used AI here with canvas, also found nice tutorial so i might do these particles that fly above when playing piano. i’m quite proud of making these glowing keys, well those are actually shadows but doesn’t matter. Also: made these names for keys, i intend for them to be toggable tho; made a button to hide/show piano, i think it looks good when its fully hidden and only the lights remain; and it’s now possible to control the piano with a pc keyboard, using “ a “ to “ ’ “ keys, black keys are the keys above like “ w “ and “ e “, and to change the octave with capslock; it’s also possible to control them with mouse For my plans, i next intend to make some actual apps, of course including notebook, but also metronome and midi recording. From other things i want to implement shortcuts, so when you press A0 and C4, for example, virtual keyboard hides or shows. Last thing is to make a mouse setting so when a note is pressed, until you stop pressing it you can move it to any position, while still playing that note (Toggable, so that it’s also possible to scale the whole piano really fast). I don’t intend to implement everything now, maybe after i make the first few apps and working piano i’ll ship it as WebOS 1, and then continue as WebOS 2 Oh, and should i name the keys that are possible to play with pc keyboard or maybe should i simply add a short guide of how it works and also maybe it would make sense to add actual sounds lol Anyways, feedback and critique is welcome, encouraged even, so i know what would actually be a good feature"}, {"post_id": 56764, "ts": "2026-08-28T17:34:02Z", "hours": 4.6208, "text": "Since this is my first post i’ll explain what my project even is about. My goal is to create a WebOS that you can control with a midi piano, where i want to then implement some usefull functions for pianists, we’ll see how far can i go with my amateur skills. I’ve coded bigger part of html already. Currently though im having some problems with how it looks and the whole animation. I seriously need to optimize it because daamnn its laggy now. Also, what a coincidence with the colors of those seven sou- i mean balls of light."}]...
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Title: PianoOS by @niejestemprawdziwyy | Stardance Title: PianoOS by @niejestemprawdziwyy | Stardance
Devlogs:
Since this is my first post i’ll explain what my project even is about. My goal is to create a WebOS that you can control with a midi piano, where i want to then implement some usefull functions for pianists, we’ll see how far can i go with my amateur skills. I’ve coded bigger part of html already. Currently though im having some problems with how it looks and the whole animation. I seriously need to optimize it because daamnn its laggy now. Also, what a coincidence with the colors of those seven sou- i mean balls of light.
I made the background and keyboard for my WebOS. Not gonna lie, used AI here with canvas, also found nice tutorial so i might do these particles that fly above when playing piano. i’m quite proud of making these glowing keys, well those are actually shadows but doesn’t matter. Also: made these names for keys, i intend for them to be toggable tho; made a button to hide/show piano, i think it looks good when its fully hidden and only the lights remain; and it’s now possible to control the piano with a pc keyboard, using “ a “ to “ ’ “ keys, black keys are the keys above like “ w “ and “ e “, and to change the octave with capslock; it’s also possible to control them with mouse For my plans, i next intend to make some actual apps, of course including notebook, but also metronome and midi recording. From other things i want to implement shortcuts, so when you press A0 and C4, for example, virtual keyboard hides or shows. Last thing is to make a mouse setting so when a note is pressed, until you stop pressing it you can move it to any position, while still playing that note (Toggable, so that it’s also possible to scale the whole piano really fast). I don’t intend to implement everything now, maybe after i make the first few apps and working piano i’ll ship it as WebOS 1, and then continue as WebOS 2 Oh, and should i name the keys that are possible to play with pc keyboard or maybe should i simply add a short guide of how it works and also maybe it would make sense to add actual sounds lol Anyways, feedback and critique is welcome, encouraged even, so i know what would actually be a good feature
Finally, I finished my WebOS, or did I? I want to continue working on it as WebOS 2. I’m quite proud of how it looks now. But anyway, here’s the Readme: PianoOSA WebOS, which has notepad and metronome apps and fully playable 88 key piano. Try it here : https://raw.githack.com/Korsor2137/PianoOS/main/index.html Note: it may take a few seconds to prepare all the piano sounds How to run: Yeah, just click the link. Or download it and then run index.html Features: -Full 88 key virtual piano, which you can play using mouse, with your pc keyboard (-a- to -’- keys, press capslock to change octaves to lower) or by connecting your own MIDI piano; -Keys glow when you play the piano; -A simple notepad and a metronome which when you minimalize will remember their location adn when they’re closed, their position resets; -A button to hide the piano interface; -Volume settings which you can change to your liking. Author’s notes: And why did I decide to make this? Well, I saw how on the WebOS missions there was a lot of awesome stuff, the same main concept and yet they were all so different. So, since I like piano, decided to implement it :D I plan on making it more customizable in the future, such as changing the background color, or maybe the whole stylistic, making the top right buttons actually work instead of just being a decoration, adding maybe a few piano sounds, and of course more apps so it actually feels like an actual OS. Also, notice a little reference at the title screen? Full copyright of the sound samples I used: MIT LicenseCopyright (c) 2020 Liam LeePermission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Made a new, better banner and rewriting a lot of things I was told that there was too much ai used, so i marked clearly at what part ai was used and rewritten the other parts. Added settings saving and reading it, made the samples load faster and added a loading percentage, deleted a particle animation so it doesn’t lag that much on mobiles, made the piano look cleaner (deleted some nametags), added sustain on spacebar, added config section in the code, readded old and added new unneccesary comments, fixed a bug with music either glitching out or playing after refreshing and fixed a few esthetic choices, probably unnoticable, but color changes and also…. plaing still dre is way easier now, as B3 can now be played with q, sooooo you just go ‘adh’ a few times, then another few of ‘qdh’ and some ‘qsg’. use spacebar for sustain and mouse for bass notes and voila! also i made it possible to name the workspace in the web itself still, i have to rewrite most of css, as some parts are unneccesary or ai and some are well, lacking. also, fixed the piano sample loading, just too lazy to make a new screenshot also, i overuse the word ‘also’
Made new controls for piano, so it’s possible to play more sounds with keyboard itself left-new, right-old However i’m still leaving them in the comments if for some reason someone wanted to use them I suppose i should make these devlogs a bit more often, the previous one was like 8h gap lol (q: 45 means that q is A4, i: 57 is A5, the rest most people can figure out themselves)
Heck yeah! Finished all the rewriting, added a few new things blah blah blah Nobody cares! The important thing is that i’ve rewritten all css and most js, fixed many if not all bugs, so it’s foolproof. Yet another alt settings to play (in config). Metronome also sound more realistic. The whole thing should, and i mean should work better and faster. It looks better, sustain pedal fully works etc. etc. ANYWAY TEST IT HERE: https://raw.githack.com/Korsor2137/PianoOS/main/index.html
Ships:
WebOS BUT you can play piano. PianoOS also allows you to run a metronome as an app and make some hehe notes The most challenging thing was definitely the animation in the beggining, like hell nah, i must have spent like 6h just on a 5 second cutscene. Still tho, I’m happy with how it looks, and even happier how it can look in the future....
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1793249711.3397639
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1793336111.3397639
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67068
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Linux Package Manager by @tkpmonke | Stardance
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tkpmonke
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0
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0.52
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0
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[]
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[{"post_id": 75692, "ts": "202 [{"post_id": 75692, "ts": "2026-09-30T19:22:54Z", "hours": 0.5161, "text": "This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!"}]...
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Title: Linux Package Manager by @tkpmonke | Starda Title: Linux Package Manager by @tkpmonke | Stardance
Devlogs:
This post was written on September 6th, 2026 and was taken directly from my blog . I began this project before creating my stardance account, which is why I have so little time spent on it. In reality i’ve spent months brainstorming and the last 3 weeks working on it. I hope you enjoy! My own Linux distribution Motivations A few months ago, I decided that Arch Linux was too boring, and I decided to move to a new distribution. I ended up on NixOS because the idea of configuring my entire system using an actual configuration file rather than 200 different files sounded really nice. While NixOS was nice, it was also very annoying at times. Since it doesn’t follow the FHS, most standard things don’t work, and it has to have a shit ton of bad hacks to fix them. I also really disliked the Nix language itself, and its lack of good documentation. The thing that pissed me off the most was having to write Nix scripts and using Nix shells just to be able to compile/run my code that has nothing to do with nix. After about a month, I got fed up and switched to Gentoo. Gentoo is the worst Linux distribution ever. It literally drop-kicks orphans in its free time; that’s how bad it is. Jokes aside, of course, Gentoo isn’t the worst distribution ever, but I have a full list of issues that I won’t get into here; let’s just say it pushed me into wanting to make my own distro even more. All of these distributions taught me valuable lessons, and each one has its strong points and weak points that I want to mix and match to create (what is, in my opinion) the perfect Linux distribution. I want to combine the ease of use of Arch with the configuration of Nix (with a better language, of course), and I want to expand on the customizability of Gentoo. Ease of Use The distribution should never inconvenience the user, and should always make sense. I’ve never seen a distribution that didn’t have some stupid quirk that lessened my experience. The closest I’ve come is Void Linux, and Void is likely my top pick of distribution right now, but it fails on the other goals I have for my distribution. Configuration The distribution should manage and configure all system packages. System packages are things needed to boot into a TTY, but past that, every other package is a user package. The distribution configures system packages using Lua configuration files, but user packages are configured using the standard configuration system of the package. Every configuration file, build script, package metadata script, etc etc that the package manager handles will all be in Lua to provide a uniform experience across all aspects of the distribution. Customization Nothing will be chosen for the user, except for the package manager. This means that the init system, the bootloader, the kernel, the libc runtime, etc will all be chosen by the user. This will be done by using Lua interfaces for things like the init system. For instance, instead of a package creating a systemd service, it will create a Lua table that describes what the service file would have described, but in an init-system-agnostic way. This table will then go through a processing step depending on whatever init system the user wants to use. This allows for any init system to work without having to write 100 versions of the same service file for different init systems. What exists now I’ve begun working on the package manager, but it’s still very early in development. I need you If you know C, Lua, general Linux distribution development, or want to learn, I’d love help with this project. You can find some of my contact info on my website if you want to help. We can discuss certain things in more detail there. I’d like to make some sort of community hub for the distribution’s development eventually, once I can get enough public interest. I still don’t even have a name for the distribution yet, but I’m open to suggestions!...
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1793105623.7139661
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1793710423.7139661
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43572
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AKidsDream by @MrCode | Stardance
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MrCode
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2
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190.61
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2036
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T13:57:00Z", "hours": 107.0, "multiplier": 19.36, "payout": 1877, "blessing": "neutral", "text": "👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}, {"ship_num": 2, "ts": "2026-08-09T19:50:41Z", "hours": 72.0, "multiplier": 8.67, "payout": 159, "blessing": "neutral", "text": "👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)", "repo": "https://github.com/MrCode200/AKidsDream", "demo": "https://github.com/MrCode200/AKidsDream/releases/tag/v0.2.0-pre-alpha.1"}]...
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[{"post_id": 75690, "ts": "202 [{"post_id": 75690, "ts": "2026-09-30T19:21:12Z", "hours": 11.6108, "text": "Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…"}, {"post_id": 70733, "ts": "2026-09-19T17:44:42Z", "hours": 10.015, "text": "Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality."}, {"post_id": 65311, "ts": "2026-09-10T11:39:01Z", "hours": 10.4142, "text": "Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )"}, {"post_id": 62821, "ts": "2026-09-06T10:50:51Z", "hours": 11.515, "text": "Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))"}, {"post_id": 61536, "ts": "2026-09-04T14:30:32Z", "hours": 12.2986, "text": "Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely."}, {"post_id": 58885, "ts": "2026-08-31T13:41:36Z", "hours": 8.9453, "text": "Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround"}, {"post_id": 56779, "ts": "2026-08-28T17:55:17Z", "hours": 13.4456, "text": "Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol."}, {"post_id": 53811, "ts": "2026-08-24T14:46:01Z", "hours": 11.2481, "text": "Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid."}, {"post_id": 50525, "ts": "2026-08-19T18:26:55Z", "hours": 8.7558, "text": "Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))"}, {"post_id": 47365, "ts": "2026-08-15T08:27:57Z", "hours": 4.3611, "text": "Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺"}, {"post_id": 46304, "ts": "2026-08-13T13:09:07Z", "hours": 3.7408, "text": "Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast ."}, {"post_id": 45761, "ts": "2026-08-12T13:46:07Z", "hours": 11.2067, "text": "Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc."}, {"post_id": 44495, "ts": "2026-08-10T09:23:28Z", "hours": 1.1089, "text": "Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)"}, {"post_id": 44174, "ts": "2026-08-09T19:13:05Z", "hours": 0.4558, "text": "Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥"}, {"post_id": 44122, "ts": "2026-08-09T18:03:26Z", "hours": 6.4614, "text": "Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe."}, {"post_id": 40688, "ts": "2026-08-04T11:39:41Z", "hours": 1.4419, "text": "Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more."}, {"post_id": 40390, "ts": "2026-08-03T21:11:26Z", "hours": 63.7325, "text": "Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)"}]...
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Title: AKidsDream by @MrCode | Stardance
Devlogs: Title: AKidsDream by @MrCode | Stardance
Devlogs:
Devlog 1: 50 hours in the bag, joined stardance now! Added Ability system and backend Teams Logic (nothing visual sadly yet…)
Devlog 2: A Super Compact, Dynamic Ability System Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪 Need a special effect? Just plug in one of: DamageEffect SpawnEffect MoveSelfEffect …and many more.
Devlog 3: Big Progress on Units & Turn Logic Made great progress… ( •̀ ω •́ )✧ Added unit sprites Implemented turn logic Overengineered like always, xd but if i every want to make a 2v2 or how many vs how many , it will work Good thing: it now supports local X vs X , which is great for testing. :)) Next up: cool animations hehehe.
Devlog 4: Pre-Alpha Release 🥳🥳 Pre-alpha release is out! ( under review shipping, follow to see when comes live ;)) Also fixed positioning of ability buttons 🔥
Devlog 5: Camera Movement & Board Centralization Added camera movement and board centralization It feels super smooth ( zooming and moving ) thanks to lerp (love that name xd) 🤫 Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)
Devlog 6: Rebuilding the Ability System Completely restructured the ability system , allowing abilities to be either sequentially or in batches . Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image) Currently implementing EffectTrigger , which allows Effects of abilities to happen on specific Frames or after specific Time etc.
Devlog 7: 🐦🔥 HUGE Ability CHANGES Finally finished the new ability system (just took like 14 HOuRs Xdd) The new system introducestwo ways of running abilities (🤫see video): ⛓️Sequential Runs all selected tiles one by one, and casts the effect 📦Batch Runs the effect on all selected tiles. Also Added Context so that Abilities/Effects can now communicate and influence each other : Cost = Base Cost + Selected Tiles ... Damage = Cost * Base Damage (infinite cycle of death 🩻) This will allow huge upgrades to make in a modular way complex abilities super simple and fast .
Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///) Through the new ability System, was finally able to add hit flashes ! But it was such a pain to get the Shaders working 〒▽〒 , they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP. If you hit them hard enough they jitter 😱 … Future destination 🛣️ I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥) Also added finally animations (was time).🕺
Devlog 8: So thats how much more i can CUT you😈 100+ hours 🥳 Finally added a UI for Pool Points💯 (How often an ability can be cast) Pool Updates 💧 The pool shows Icon and Count/MaxCount , with custom ANIMATIONS when the count changes Blocking Manager 🫸 The new Blocking Manager keeps track of the game states and automatically, blocks specific ui. Very Dynamic ( •̀ ω •́ )✧ (using enums for options) Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd ))
Devlog 9: Soo can i remove it?:0 New modular UI animations and able to delete and see order of tiles selected 😃 Tween Component 🎞️ Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.) For multiselectable tiles, there is a new layer which shows when which tiles were selected. Allows also the deletion of tiles if still valid.
Devlog 10: MOOORE ANIMATIONSS!!!! Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames , in a way i created the same) And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.
Devlog 11: I Hereby SUMMON YOU! (#°Д°) Today we are adding CARDS , 🃏Cards contain MANA Portrait Health Duration (after how many rounds does the card play its effect ) One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround
Devlog 12: Cards and MORE Cards 🃏 I have added Cards which can now summon units Also needed to redo the ability validation as now the modular ability system came in handy. I was able to combine both the Ability System and the Cards , so that the cards can use them freely.
Devlog 13: 3rr0Rssss$s ❌ and ✅Results<> Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s , Now each method returns in its chain a Result<TValue, TError> Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))
Devlog 14: Is it SatisFeelingable enough ☺️ (Help Q&Q: what animation feels more satisfying ?:00) Added clean card animation (in not so clean code 😭😭) More information on who’s turn it is. with bumb up🆙 animations for the Q&Q see the videos <3 Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲 )
Devlog 15: The Power of Plugins 🔌 Turned the Tween System into a plugin :)) Now it is way easier to reuse animations everywhere 🎞️ Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭 The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality.
Devlog 16: Extensions, Plugins && MODSSSSS Yes, it has been time, for what has given success to most games EVER!!!!!! ➕MODS Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly… Had to change hole game structure to be easily extendable/moddable (fun and hard ) But i have to say i am learning more which is awsome But still many bugs and logic to fix/implement lul…
Ships:
👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️ Currently the game is in very early alpha, basically a proof of concept. I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be. (destroy objectives vs destory a unit(like a king 🤴)
👾 AKidsDream~~(name work in progress)~~ , is a early version of a turn based strategy game , where you can controll multiple different units to win. 🤔 Why A Kid’s Dream? When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play. 🏳️🏴Goal Its not just an attempt to make a game , its the challenge of creating modular , future proof system and to learn to clean code , using all my knoweledge of over the past 4 years of learning . (so even if i dont get rich with this game i did learn a lot xdd) What’s🆕 As this isn’t the first ship of the project, the project now contains: Mana💎 & a working card/hand systems Juicy new animations (as you may have seen with thecard drawing) more ℹ️nfo (who is playing and support for multiple local players) Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///) Trying to code everything modular and clean takes time, which is valuable resource :( Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:)) As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another , then its another 1 hour debugging...
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1793267232.810773
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1793353632.810773
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65433
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Mechanics by @Imtiaz | Stardance
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Imtiaz
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2
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17.0
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239
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:20:23Z", "hours": 6.0, "multiplier": 13.49, "payout": 97, "blessing": "neutral", "text": "Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}, {"ship_num": 2, "ts": "2026-09-27T08:40:54Z", "hours": 11.0, "multiplier": 11.07, "payout": 142, "blessing": "neutral", "text": "Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}]...
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[{"post_id": 75687, "ts": "202 [{"post_id": 75687, "ts": "2026-09-30T19:15:24Z", "hours": 0.2639, "text": "SHIPPING INCOMING!!!!!!!!!!"}, {"post_id": 75681, "ts": "2026-09-30T18:57:35Z", "hours": 1.6517, "text": "Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights."}, {"post_id": 75372, "ts": "2026-09-29T21:29:26Z", "hours": 0.3014, "text": "well, we added elastic pendulum. next up coming is bead on rotating hoop."}, {"post_id": 75367, "ts": "2026-09-29T21:08:21Z", "hours": 3.7542, "text": "My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py."}, {"post_id": 74377, "ts": "2026-09-27T08:34:14Z", "hours": 0.5819, "text": "Done on the readme files. Done on everything."}, {"post_id": 74345, "ts": "2026-09-27T06:42:39Z", "hours": 0.2892, "text": "done on the mechanisms description"}, {"post_id": 74342, "ts": "2026-09-27T06:25:08Z", "hours": 0.8078, "text": "well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it."}, {"post_id": 74279, "ts": "2026-09-27T03:39:07Z", "hours": 0.6497, "text": "Added cart and pendulum and disk on slope, they’re working fine as they should have."}, {"post_id": 74262, "ts": "2026-09-27T02:56:18Z", "hours": 0.475, "text": "Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths."}, {"post_id": 74187, "ts": "2026-09-26T21:34:41Z", "hours": 0.7189, "text": "adding double pendulum and some more metrics was easy."}, {"post_id": 74165, "ts": "2026-09-26T20:21:13Z", "hours": 1.0497, "text": "this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works"}, {"post_id": 73977, "ts": "2026-09-26T13:18:16Z", "hours": 0.7103, "text": "An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md"}, {"post_id": 73927, "ts": "2026-09-26T10:50:34Z", "hours": 0.5217, "text": "Well, the engine.py and the init .py was lwk easier than the deriv.py."}, {"post_id": 73920, "ts": "2026-09-26T10:06:17Z", "hours": 0.9003, "text": "deriv.py done."}, {"post_id": 73715, "ts": "2026-09-25T19:30:05Z", "hours": 1.0847, "text": "did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep"}, {"post_id": 73284, "ts": "2026-09-24T19:10:51Z", "hours": 0.9972, "text": "Pendulum coming soon!!"}, {"post_id": 73147, "ts": "2026-09-24T14:13:57Z", "hours": 1.8406, "text": "Worked on the frontend, now the actual algorithms."}]...
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Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Worked on the frontend, now the actual algorithms.
Pendulum coming soon!!
did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep
deriv.py done.
Well, the engine.py and the init .py was lwk easier than the deriv.py.
An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md
this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works
adding double pendulum and some more metrics was easy.
Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths.
Added cart and pendulum and disk on slope, they’re working fine as they should have.
well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it.
done on the mechanisms description
Done on the readme files. Done on everything.
My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py.
well, we added elastic pendulum. next up coming is bead on rotating hoop.
Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights.
SHIPPING INCOMING!!!!!!!!!!
Ships:
Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing
Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D...
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1793213758.0924644
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1793300158.0924644
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7084
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ALL of the board games I like or Invented by @Nezr ALL of the board games I like or Invented by @Nezruceuil | Stardance...
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Nezruceuil
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1
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151.0
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1265
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:52:05Z", "hours": 151.0, "multiplier": 8.44, "payout": 1265, "blessing": "neutral", "text": "I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨", "repo": "https://github.com/Nezruceuil/my-board-games", "demo": "https://nezruceuil.itch.io/cool-board-games"}]...
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[{"post_id": 75686, "ts": "202 [{"post_id": 75686, "ts": "2026-09-30T19:11:44Z", "hours": 1.1744, "text": "Fixed Bugs and added new secrets panels."}, {"post_id": 71414, "ts": "2026-09-20T19:42:26Z", "hours": 9.54, "text": "Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel."}, {"post_id": 61656, "ts": "2026-09-04T17:57:46Z", "hours": 5.3467, "text": "Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku."}, {"post_id": 58882, "ts": "2026-08-31T13:38:25Z", "hours": 1.7225, "text": "Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it."}, {"post_id": 58076, "ts": "2026-08-30T12:49:31Z", "hours": 10.0364, "text": "Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game)."}, {"post_id": 48101, "ts": "2026-08-16T12:03:28Z", "hours": 9.0517, "text": "fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!"}, {"post_id": 46333, "ts": "2026-08-13T14:07:53Z", "hours": 9.0744, "text": "Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess."}, {"post_id": 43342, "ts": "2026-08-08T15:20:23Z", "hours": 8.5814, "text": "Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space)."}, {"post_id": 40696, "ts": "2026-08-04T11:49:37Z", "hours": 1.2158, "text": "fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)"}, {"post_id": 39671, "ts": "2026-08-02T20:01:01Z", "hours": 4.1125, "text": "added an arrow drawing ability and fixed bugs."}, {"post_id": 38699, "ts": "2026-08-01T06:56:05Z", "hours": 1.4872, "text": "added an explanation for every games and fixed bugs with the lines of action game."}, {"post_id": 38178, "ts": "2026-07-31T13:20:17Z", "hours": 1.7389, "text": "fixed a bug with chess and added lines of action!"}, {"post_id": 37562, "ts": "2026-07-30T11:46:29Z", "hours": 3.5211, "text": "fixed bugs and added Go!"}, {"post_id": 37224, "ts": "2026-07-29T19:30:53Z", "hours": 1.4664, "text": "finished making talf games (added the king suffocation mechanic) !"}, {"post_id": 36562, "ts": "2026-07-28T19:20:19Z", "hours": 3.0928, "text": "started added talf game( ≈ 85% done) still need to add the king capture feature"}, {"post_id": 35321, "ts": "2026-07-26T17:18:12Z", "hours": 1.8692, "text": "fixed bugs and added more chess variants"}, {"post_id": 35080, "ts": "2026-07-26T08:26:26Z", "hours": 4.0767, "text": "Fixed bugs and added Reversi!"}, {"post_id": 34274, "ts": "2026-07-24T20:51:45Z", "hours": 2.0453, "text": "added bigger tic tac toe and fixed bugs."}, {"post_id": 33662, "ts": "2026-07-23T19:17:40Z", "hours": 2.0328, "text": "added 4 player Chess, fixed bugs and added a boat for Chaturaji."}, {"post_id": 33528, "ts": "2026-07-23T15:39:08Z", "hours": 2.0022, "text": "added an explanation for every game."}, {"post_id": 33148, "ts": "2026-07-22T19:53:27Z", "hours": 4.4092, "text": "fixed bugs and added Chaturaji"}, {"post_id": 31461, "ts": "2026-07-19T20:45:54Z", "hours": 4.3989, "text": "fixed a bug with duck chess and added Shōgi."}, {"post_id": 30822, "ts": "2026-07-18T19:09:14Z", "hours": 6.975, "text": "added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4"}, {"post_id": 30297, "ts": "2026-07-17T19:08:42Z", "hours": 7.4939, "text": "Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)"}, {"post_id": 27888, "ts": "2026-07-13T20:03:40Z", "hours": 0.7567, "text": "added color pickers to the options menu."}, {"post_id": 27847, "ts": "2026-07-13T18:47:36Z", "hours": 1.3992, "text": "added a classic version to pieces fit!"}, {"post_id": 24673, "ts": "2026-07-08T12:50:10Z", "hours": 4.3453, "text": "Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other."}, {"post_id": 24151, "ts": "2026-07-07T15:08:03Z", "hours": 3.4447, "text": "fixed bugs with some drawbacks and added 5 more uniques drawbacks"}, {"post_id": 22245, "ts": "2026-07-04T16:41:55Z", "hours": 2.2403, "text": "added a resign button 5 more unique drawback and fixed bugs"}, {"post_id": 22065, "ts": "2026-07-04T09:47:55Z", "hours": 3.5369, "text": "added Drawback Chess with 15 drawbacks!"}, {"post_id": 20990, "ts": "2026-07-02T18:48:12Z", "hours": 3.8056, "text": "added draw to the chess games and a options menu (that doesn’t do anything yet)"}, {"post_id": 19446, "ts": "2026-06-30T19:25:45Z", "hours": 0.8839, "text": "added normal chess"}, {"post_id": 19383, "ts": "2026-06-30T17:58:23Z", "hours": 0.91, "text": "added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn."}, {"post_id": 19112, "ts": "2026-06-30T11:00:58Z", "hours": 2.1864, "text": "added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)"}, {"post_id": 19057, "ts": "2026-06-30T07:37:39Z", "hours": 8.1514, "text": "added pizza chess (my own version of chess where the left knight is replace by a pizza)"}, {"post_id": 8544, "ts": "2026-06-14T06:27:46Z", "hours": 3.6144, "text": "added a new game with gambling (not real money!)"}, {"post_id": 3536, "ts": "2026-06-06T14:59:28Z", "hours": 1.145, "text": "added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu."}, {"post_id": 3391, "ts": "2026-06-06T09:11:28Z", "hours": 0.5789, "text": "Finished the game ! and Fixed some bugs"}, {"post_id": 3377, "ts": "2026-06-06T08:32:40Z", "hours": 0.45, "text": "polished and added texture for this game!"}, {"post_id": 3355, "ts": "2026-06-06T07:38:18Z", "hours": 1.9031, "text": "added a settings for my games that work and finished the gameplay of the game !"}, {"post_id": 3315, "ts": "2026-06-06T05:39:18Z", "hours": 1.3564, "text": "fixed hiding, look around and added a win condition and a win screen!"}, {"post_id": 2792, "ts": "2026-06-05T16:34:28Z", "hours": 1.0958, "text": "added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns"}, {"post_id": 2319, "ts": "2026-06-04T19:05:43Z", "hours": 0.7481, "text": "added movement, look around button with how many hazelnuts you found on your position!"}, {"post_id": 2258, "ts": "2026-06-04T17:29:03Z", "hours": 0.6908, "text": "added a next player button, player turn and player with controlled position!"}, {"post_id": 2137, "ts": "2026-06-04T13:52:30Z", "hours": 0.6044, "text": "added a tile map with random tile (forest, plain or lake) for one of the game"}, {"post_id": 2037, "ts": "2026-06-04T10:08:21Z", "hours": 0.5872, "text": "Added the main page with buttons and a scroll bar"}]...
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Title: ALL of the board games I like or Invented b Title: ALL of the board games I like or Invented by @Nezruceuil | Stardance
Devlogs:
Added the main page with buttons and a scroll bar
added a tile map with random tile (forest, plain or lake) for one of the game
added a next player button, player turn and player with controlled position!
added movement, look around button with how many hazelnuts you found on your position!
added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns
fixed hiding, look around and added a win condition and a win screen!
added a settings for my games that work and finished the gameplay of the game !
polished and added texture for this game!
Finished the game ! and Fixed some bugs
added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu.
added a new game with gambling (not real money!)
added pizza chess (my own version of chess where the left knight is replace by a pizza)
added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)
added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn.
added normal chess
added draw to the chess games and a options menu (that doesn’t do anything yet)
added Drawback Chess with 15 drawbacks!
added a resign button 5 more unique drawback and fixed bugs
fixed bugs with some drawbacks and added 5 more uniques drawbacks
Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other.
added a classic version to pieces fit!
added color pickers to the options menu.
Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)
added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4
fixed a bug with duck chess and added Shōgi.
fixed bugs and added Chaturaji
added an explanation for every game.
added 4 player Chess, fixed bugs and added a boat for Chaturaji.
added bigger tic tac toe and fixed bugs.
Fixed bugs and added Reversi!
fixed bugs and added more chess variants
started added talf game( ≈ 85% done) still need to add the king capture feature
finished making talf games (added the king suffocation mechanic) !
fixed bugs and added Go!
fixed a bug with chess and added lines of action!
added an explanation for every games and fixed bugs with the lines of action game.
added an arrow drawing ability and fixed bugs.
fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)
Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space).
Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess.
fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!
Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game).
Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it.
Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku.
Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel.
Fixed Bugs and added new secrets panels.
Ships:
I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨...
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1793339357.7285278
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1793425757.7285278
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29405
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Wled board for led strip by @Patrik | Stardance
|
Patrik
|
0
|
2.93
|
0
|
[]
|
[{"post_id": 75685, "ts": "202 [{"post_id": 75685, "ts": "2026-09-30T19:11:30Z", "hours": 0.2847, "text": "Finally build GitHub page so it might be finale and maybe funding 🤔 edit: Ooops somehow attached mission to this project and cant delete it."}, {"post_id": 75672, "ts": "2026-09-30T18:16:21Z", "hours": 1.2975, "text": "Board version 3 maybe final version. Fixed small error when buffer wasn connected to fuse. Added second capacitor to 5v. And added small hole near signal for shielding cable."}, {"post_id": 75631, "ts": "2026-09-30T16:30:36Z", "hours": 0.3503, "text": "version 2"}, {"post_id": 20660, "ts": "2026-07-02T09:53:19Z", "hours": 0.5, "text": "Finished layout for the V1 , fixed some issues with it. Gonna enhance it a later . BTW Its on 60x70mm board maybe im gonna shink it a little"}, {"post_id": 20632, "ts": "2026-07-02T08:40:43Z", "hours": 0.5017, "text": "Well, schematics is done and PCB is in work. idk why but my first time lapse didn’t count im down 30 minutes :( BTW im stupid and put antenna to gnd plane ups gonna fix it and I think i will add controls to the board like rotary encoders for controlling brightness and other thinks hopefully"}]...
|
Title: Wled board for led strip by @Patrik | Stard Title: Wled board for led strip by @Patrik | Stardance
Devlogs:
Well, schematics is done and PCB is in work. idk why but my first time lapse didn’t count im down 30 minutes :( BTW im stupid and put antenna to gnd plane ups gonna fix it and I think i will add controls to the board like rotary encoders for controlling brightness and other thinks hopefully
Finished layout for the V1 , fixed some issues with it. Gonna enhance it a later . BTW Its on 60x70mm board maybe im gonna shink it a little
version 2
Board version 3 maybe final version. Fixed small error when buffer wasn connected to fuse. Added second capacitor to 5v. And added small hole near signal for shielding cable.
Finally build GitHub page so it might be finale and maybe funding 🤔 edit: Ooops somehow attached mission to this project and cant delete it....
|
1792734445.657104
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1793339245.657104
|
|
39294
|
Projectile_Motion by @sukhbir | Stardance
|
sukhbir
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T12:03:51Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Projectile motion model + research. Started from a simple projectile motion model in a vacuum which uses motion equations to graphically display the 2d trajectory of a projectile. Slowly, it was built up to a realistic model with quadratic drag, variable environments (Earth, Moon and Mars, with an exponential atmosphere), and headwind/tailwind. The model itself is built on 3 methods; eulers, heuns and Runge-kutta 4th order method. Once the main model was completed, tests were ran using Monte Carle method and further analysis was conducted and then results displayed graphically( including heatmap).", "repo": "https://github.com/Suk-1708/Projectile-Motion", "demo": "https://colab.research.google.com/drive/1eYY1QbhY_FIo-fFi9UDIiDyLUySK4DRM?usp=sharing"}]...
|
[{"post_id": 75678, "ts": "202 [{"post_id": 75678, "ts": "2026-09-30T18:40:12Z", "hours": 0.935, "text": "Completed a Heatmap and collected some data on the programs speed. The heatmap creates a grid of 50 x 50,angle x speed, and represents them using different colours to make it more easier to spot patterns. At each grid, there is one combination of speed and angle. E.g. 50m/s at 12 degrees, the colour shows the projectile range output from these inputs. Yellow represents long range,(as seen on the right of the image). We can clearly see the region at which the range is maximised( range grows with speed). Since drag is also involved in this, we can see that every speed has a omptimised angle which gives it the max range. IF this were to have no drag, all speeds would be optimised at 45 degrees. I also plotted a graph of optimal angle and speed, whichs hows which angle gives the maximised range at a certain speed. The graph shows that as speed increases, drag increases and so the optimum angle moves away from 45 degrees(the optimum with no drag). Its not a smooth curve due to background noise due to tolerance not being exact. The final table shows some tests i did which recorded the time the heatmap took to plot, there were few anomolies such as 50x50 one, which doubled from its First try ~60s. This is mainly due to background variance, such as other softwares running on my pc, which are using my cpu."}, {"post_id": 62342, "ts": "2026-09-05T17:44:56Z", "hours": 0.8589, "text": "Monte carlo implementation. Running the simulation over random values of inital velocity and angle and height, to display the probabilities of different range values. This shows how likely the projectile will land at a certain area, which can be set as an target. This is important since projectile motion is never the same, even with same parameters, practically, it will not land exactly at the same spot, mainly because of shifting environments such as air resistance. So calculating ranges for different inital parameters(close to a certain mean) helps identify where the projectile may land(never 100% certain)"}, {"post_id": 58987, "ts": "2026-08-31T15:46:24Z", "hours": 2.0967, "text": "Succeeded in making a optimial angle calculator, which calculates the lowest possible angle to horizontal teh projectile should make to reach a target(a distance away) within some tolerance, travelling at a known inital velocity. . I then decided to plot a graph of optimal angle with max range. I also plotted a graph of speed against target/ranges. I used targets 30m, 60m, 45m, 90m, and calculated the lowest possible velocity and the angle which causes projectile to hit the target within tolerance. Originally, I though to loop through each value and try out combinations, which resulted in a very slow program, since the rk4 function was being called over 10000 times, given each call also had a dt = 0.01s, it took around 200s just to output the optimum angle. After that, I switched to programming a binary + tenary search which solved it in much quicker time <25s. To speed it up even more, I used my adaptive time model that i created earlier, this reduced the fixed dt= 0.01, reducing the total number of cycles needed to scan through whole motion"}, {"post_id": 53092, "ts": "2026-08-23T15:03:10Z", "hours": 0.9442, "text": "Tried to show the emperical order of the 3 methods with no drag, but only euler gave me its correct order (1). Heun and RK4 were identical as expected in a vacuum, they had order of 0.93. I researched the reaosn why it was not 2, and found that the landing-point linear interpolation error was the cause of it. In the graph you can see how the error decreases with lower dt, and increases as dt increases. Expected."}, {"post_id": 51714, "ts": "2026-08-21T15:23:15Z", "hours": 1.5567, "text": "Added adaptive time, so dt shortens for regions where more information is available/lots of change, but increases in regions where less information is available/lack of change. Plotted 2 graphs showing adaptive time, one shows the projectile trajectory with dt shown/marked. YOu can see its not constant like the previous ones. Anohter graph showing clearly how much the time step changes. It works on growth factors and decay factors(depending on error size). Last two graph show KE, PE and Total energy of the projectile with drag and no drag, showcasing that energy is dissipated to the surrounding with drag ( as heat). With no drag, total energy remains constant(graph shows a partial straight line due to error build up of numerical method over 7 minutes and overshooting the ground inaccuracies.)"}, {"post_id": 51024, "ts": "2026-08-20T14:47:20Z", "hours": 1.4217, "text": "Added wind to my model. Since wind affects only horziontal componenet in this case, the two winds were relatively easy to integrate into the acceleration function. Here are the graphs showing the wind in effect, when Projectile is at 45m/s, angle of 45 to horziontal and under gravitational acceleration of 9.81. Unfortunately I was not able to add the Cross wind feature which I wanted to add. It involved adding a z-axis, since cross wind hits projectile perpendicularly. I am running low on time, this project is only supposed to run during holidays before school starts."}, {"post_id": 48964, "ts": "2026-08-17T15:23:50Z", "hours": 1.2231, "text": "I decided to implement my drag rk4 model on earth, mars and the moon. This part was mainly integrating a system which uses different gravity values and air density values for different planets(which i got off google), into the rk4 model that i made previously. Due to the moon having 0 air density, the model predicted a graph with no drag, identical to the anaylitical curve in a vacuum. For mars, I learnt that the surface has a 11km thick layer of co2, which decreases with altitude(a decay function). I also included this to vary the drag for different altitude for the mars model. Here i have compared the 3 models, with same initial parameters. In the 2nd graph, Im only comparing mars and earth to see how big of an effect drag has on the projectile."}, {"post_id": 47526, "ts": "2026-08-15T14:21:04Z", "hours": 1.1311, "text": "Found few bugs in my program when i enabled input parameters. BEfore I had it set to a constant for ease. Once i changed the inputs, the Eulers method seemed to perform better than heun, which shouldnt be the case. I managed to find a bug in my Heun function(acceleration wasnt being updated in each turn), and now it works fine."}, {"post_id": 46907, "ts": "2026-08-14T13:29:50Z", "hours": 5.1086, "text": "Completed implementation of Drag into my the 3 models. I used quadratic drag with the projectile being modelled as an sphere representing an apple. I tried my best to get the actual cross sectional area and the coefficient of drag of an average apple. Mass density i collected off google. Using the drag function that i made(implements quadratic drag formula), I calculated the acceleration components of the projectile. My main purpose was to show clearly that RK4 method is much more accurate with drag as compared to heun or euler’s method. AFter implementing drag and calculating acceleration at each stage in each method, i sketched few graphs using matplotlib. First graph was a simple trajectory graph of all the methods. I used RK4 method with a very small dt (1e-5), as an reference/analytical curve. After this i decided to plot the error curve between RK4 and heun method, i could clearly see that the two methods start to diverge with drag. Highest difference is when the velocity is at its maximum(largest drag), and the lowest difference is when velocity is very small/0, which means drag is almost 0. This gives similar results to the previous model with no drag(in which both heun and rk4 were replicas of one another/identical). Finally i did few plots of the methods with different time steps, and you can clearly see 0.5s is too big of a dt and ends up overshooting by a large amount. Finally, to clearly showcase the difference in empirical order, I decided to plot a range difference/error curve with both log and non-log axis. This range difference was calculated using the analytical curve. From thsi we can see that rk4 gives the lowest error, then followed by heun and finally euler, which gives the most error, highlighting their empirical order. Unfortunately, i did not manage to calculate the precise emprical order(through gradient) due to interpolation error at the landing boundary interfering with the fit."}, {"post_id": 40882, "ts": "2026-08-04T18:02:21Z", "hours": 2.7533, "text": "Just finished the implementation of RK4 method to my vacuum projectile motion. Since acceleration is constant, the RK4 method is under utilized, and so produces a exact replica of the heun graph. This is to be expected since constant acceleration leads to RK2 and RK3 being the same quantity, and therefore the formula simply becomes heun’s method. I plotted two graphs, one was the trajectory of the 3 methods, and you can clearly see euler’s method starts to drift away slowly from the heun and RK4 curve. This is even more clear in the error graph with log axis. The large curve of the euler’s error shows how quickly the error accumulates, as compared to the rough curve of the heun and RK4 method. This roughness is noise caused by the program’s mathematical rounding limits. The error is so small that the program is not able to properly round it. (floating point arithmetic noise). AFter this, I will most likely be implementing drag."}, {"post_id": 39585, "ts": "2026-08-02T17:38:27Z", "hours": 2.2019, "text": "I have just finished implementing Heun’s method which builds on Euler’s First order method. Rather than using the velocity of the previous time step, it averages the velocity of the previous and the current time step, and uses it to calculate the y displacement. Similar to my previous log, I made 5 main graphs. The first graph(Heun Step size comparison) shows how the Y value varies with different time step values. 0.5s produces the lowest resolution and hence the blocky line rather than a smooth curve. The next 4 graphs showcase the trajectory of the object analytically calculated using motion equations vs using Heun’s method. The last two graphs portray the error this method produces compared to the time/dt. This error is almost negligible and is mainly caused by the low sampling resolution rather than the method’s inaccuracy. This clearly highlights how much better performing this method is compared to Euler’s method."}, {"post_id": 38362, "ts": "2026-07-31T18:22:12Z", "hours": 0.5414, "text": "Finished Part 3 of my Project. Here are the results for Part 1 - 3. Part 1 was simple simulation/graphical display of a projectile motion with inputted parameters such as inital velocity, acceleration, angle with the xaxis. Display was shown in both XvsY and Velocity-Time graph. Part 2 and 3 showcase Euler’s First order method. Graph of different time steps and how they differ from the ‘analytical’/projectile motion in a vacuum. Picture 3, shows 4 different graphs. Last graph shows how the error increase in max height changes with time(linearly). Next Part will consist of Heun’s method/Improved Euler’s method."}]...
|
Title: Projectile_Motion by @sukhbir | Stardance
Title: Projectile_Motion by @sukhbir | Stardance
Devlogs:
Finished Part 3 of my Project. Here are the results for Part 1 - 3. Part 1 was simple simulation/graphical display of a projectile motion with inputted parameters such as inital velocity, acceleration, angle with the xaxis. Display was shown in both XvsY and Velocity-Time graph. Part 2 and 3 showcase Euler’s First order method. Graph of different time steps and how they differ from the ‘analytical’/projectile motion in a vacuum. Picture 3, shows 4 different graphs. Last graph shows how the error increase in max height changes with time(linearly). Next Part will consist of Heun’s method/Improved Euler’s method.
I have just finished implementing Heun’s method which builds on Euler’s First order method. Rather than using the velocity of the previous time step, it averages the velocity of the previous and the current time step, and uses it to calculate the y displacement. Similar to my previous log, I made 5 main graphs. The first graph(Heun Step size comparison) shows how the Y value varies with different time step values. 0.5s produces the lowest resolution and hence the blocky line rather than a smooth curve. The next 4 graphs showcase the trajectory of the object analytically calculated using motion equations vs using Heun’s method. The last two graphs portray the error this method produces compared to the time/dt. This error is almost negligible and is mainly caused by the low sampling resolution rather than the method’s inaccuracy. This clearly highlights how much better performing this method is compared to Euler’s method.
Just finished the implementation of RK4 method to my vacuum projectile motion. Since acceleration is constant, the RK4 method is under utilized, and so produces a exact replica of the heun graph. This is to be expected since constant acceleration leads to RK2 and RK3 being the same quantity, and therefore the formula simply becomes heun’s method. I plotted two graphs, one was the trajectory of the 3 methods, and you can clearly see euler’s method starts to drift away slowly from the heun and RK4 curve. This is even more clear in the error graph with log axis. The large curve of the euler’s error shows how quickly the error accumulates, as compared to the rough curve of the heun and RK4 method. This roughness is noise caused by the program’s mathematical rounding limits. The error is so small that the program is not able to properly round it. (floating point arithmetic noise). AFter this, I will most likely be implementing drag.
Completed implementation of Drag into my the 3 models. I used quadratic drag with the projectile being modelled as an sphere representing an apple. I tried my best to get the actual cross sectional area and the coefficient of drag of an average apple. Mass density i collected off google. Using the drag function that i made(implements quadratic drag formula), I calculated the acceleration components of the projectile. My main purpose was to show clearly that RK4 method is much more accurate with drag as compared to heun or euler’s method. AFter implementing drag and calculating acceleration at each stage in each method, i sketched few graphs using matplotlib. First graph was a simple trajectory graph of all the methods. I used RK4 method with a very small dt (1e-5), as an reference/analytical curve. After this i decided to plot the error curve between RK4 and heun method, i could clearly see that the two methods start to diverge with drag. Highest difference is when the velocity is at its maximum(largest drag), and the lowest difference is when velocity is very small/0, which means drag is almost 0. This gives similar results to the previous model with no drag(in which both heun and rk4 were replicas of one another/identical). Finally i did few plots of the methods with different time steps, and you can clearly see 0.5s is too big of a dt and ends up overshooting by a large amount. Finally, to clearly showcase the difference in empirical order, I decided to plot a range difference/error curve with both log and non-log axis. This range difference was calculated using the analytical curve. From thsi we can see that rk4 gives the lowest error, then followed by heun and finally euler, which gives the most error, highlighting their empirical order. Unfortunately, i did not manage to calculate the precise emprical order(through gradient) due to interpolation error at the landing boundary interfering with the fit.
Found few bugs in my program when i enabled input parameters. BEfore I had it set to a constant for ease. Once i changed the inputs, the Eulers method seemed to perform better than heun, which shouldnt be the case. I managed to find a bug in my Heun function(acceleration wasnt being updated in each turn), and now it works fine.
I decided to implement my drag rk4 model on earth, mars and the moon. This part was mainly integrating a system which uses different gravity values and air density values for different planets(which i got off google), into the rk4 model that i made previously. Due to the moon having 0 air density, the model predicted a graph with no drag, identical to the anaylitical curve in a vacuum. For mars, I learnt that the surface has a 11km thick layer of co2, which decreases with altitude(a decay function). I also included this to vary the drag for different altitude for the mars model. Here i have compared the 3 models, with same initial parameters. In the 2nd graph, Im only comparing mars and earth to see how big of an effect drag has on the projectile.
Added wind to my model. Since wind affects only horziontal componenet in this case, the two winds were relatively easy to integrate into the acceleration function. Here are the graphs showing the wind in effect, when Projectile is at 45m/s, angle of 45 to horziontal and under gravitational acceleration of 9.81. Unfortunately I was not able to add the Cross wind feature which I wanted to add. It involved adding a z-axis, since cross wind hits projectile perpendicularly. I am running low on time, this project is only supposed to run during holidays before school starts.
Added adaptive time, so dt shortens for regions where more information is available/lots of change, but increases in regions where less information is available/lack of change. Plotted 2 graphs showing adaptive time, one shows the projectile trajectory with dt shown/marked. YOu can see its not constant like the previous ones. Anohter graph showing clearly how much the time step changes. It works on growth factors and decay factors(depending on error size). Last two graph show KE, PE and Total energy of the projectile with drag and no drag, showcasing that energy is dissipated to the surrounding with drag ( as heat). With no drag, total energy remains constant(graph shows a partial straight line due to error build up of numerical method over 7 minutes and overshooting the ground inaccuracies.)
Tried to show the emperical order of the 3 methods with no drag, but only euler gave me its correct order (1). Heun and RK4 were identical as expected in a vacuum, they had order of 0.93. I researched the reaosn why it was not 2, and found that the landing-point linear interpolation error was the cause of it. In the graph you can see how the error decreases with lower dt, and increases as dt increases. Expected.
Succeeded in making a optimial angle calculator, which calculates the lowest possible angle to horizontal teh projectile should make to reach a target(a distance away) within some tolerance, travelling at a known inital velocity. . I then decided to plot a graph of optimal angle with max range. I also plotted a graph of speed against target/ranges. I used targets 30m, 60m, 45m, 90m, and calculated the lowest possible velocity and the angle which causes projectile to hit the target within tolerance. Originally, I though to loop through each value and try out combinations, which resulted in a very slow program, since the rk4 function was being called over 10000 times, given each call also had a dt = 0.01s, it took around 200s just to output the optimum angle. After that, I switched to programming a binary + tenary search which solved it in much quicker time <25s. To speed it up even more, I used my adaptive time model that i created earlier, this reduced the fixed dt= 0.01, reducing the total number of cycles needed to scan through whole motion
Monte carlo implementation. Running the simulation over random values of inital velocity and angle and height, to display the probabilities of different range values. This shows how likely the projectile will land at a certain area, which can be set as an target. This is important since projectile motion is never the same, even with same parameters, practically, it will not land exactly at the same spot, mainly because of shifting environments such as air resistance. So calculating ranges for different inital parameters(close to a certain mean) helps identify where the projectile may land(never 100% certain)
Completed a Heatmap and collected some data on the programs speed. The heatmap creates a grid of 50 x 50,angle x speed, and represents them using different colours to make it more easier to spot patterns. At each grid, there is one combination of speed and angle. E.g. 50m/s at 12 degrees, the colour shows the projectile range output from these inputs. Yellow represents long range,(as seen on the right of the image). We can clearly see the region at which the range is maximised( range grows with speed). Since drag is also involved in this, we can see that every speed has a omptimised angle which gives it the max range. IF this were to have no drag, all speeds would be optimised at 45 degrees. I also plotted a graph of optimal angle and speed, whichs hows which angle gives the maximised range at a certain speed. The graph shows that as speed increases, drag increases and so the optimum angle moves away from 45 degrees(the optimum with no drag). Its not a smooth curve due to background noise due to tolerance not being exact. The final table shows some tests i did which recorded the time the heatmap took to plot, there were few anomolies such as 50x50 one, which doubled from its First try ~60s. This is mainly due to background variance, such as other softwares running on my pc, which are using my cpu.
Ships:
Projectile motion model + research. Started from a simple projectile motion model in a vacuum which uses motion equations to graphically display the 2d trajectory of a projectile. Slowly, it was built up to a realistic model with quadratic drag, variable environments (Earth, Moon and Mars, with an exponential atmosphere), and headwind/tailwind. The model itself is built on 3 methods; eulers, heuns and Runge-kutta 4th order method. Once the main model was completed, tests were ran using Monte Carle method and further analysis was conducted and then results displayed graphically( including heatmap)....
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1793220939.7990284
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1793307339.7990284
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|
61701
|
Hakin Pad™ by @Yousuff | Stardance
|
Yousuff
|
0
|
18.04
|
0
|
[]
|
[{"post_id": 75676, "ts": "202 [{"post_id": 75676, "ts": "2026-09-30T18:33:23Z", "hours": 1.0394, "text": "Hakin Pad - Final on screen design update. the more you see the more you get, It was great learning hardware as an Software enthusiastic person and it was awesome! thanks Stardance Hack Club."}, {"post_id": 74217, "ts": "2026-09-26T22:54:40Z", "hours": 0.6217, "text": "Hakin Pad - Desgin on screen done ! visit Yousufprojs-exe/Hakin-Pad too"}, {"post_id": 74186, "ts": "2026-09-26T21:34:23Z", "hours": 1.7942, "text": "Hakin Pad - CAD done with all sides done - open micro controller , display , mode buttons , encoders and keys with keychain hook !"}, {"post_id": 73775, "ts": "2026-09-25T22:40:00Z", "hours": 0.8467, "text": "Hakin Pad - Done Inner Case and side opening for type c port."}, {"post_id": 73331, "ts": "2026-09-24T21:38:25Z", "hours": 1.0097, "text": "Hakin Pad - CAD and suffering is real but atleast bottom and 3 of 4 sides are ready! - Top and usb side until Hakin Pad is completed!"}, {"post_id": 72787, "ts": "2026-09-23T18:55:13Z", "hours": 0.5781, "text": "CAD for encloser ! Hakin Pad in some last phases of software build!!"}, {"post_id": 71730, "ts": "2026-09-21T12:26:11Z", "hours": 1.51, "text": "Finally PCB done !! - Hakin Pad Gerver view"}, {"post_id": 70190, "ts": "2026-09-18T17:35:12Z", "hours": 1.63, "text": "Hakin Pad - Finally !! PCB done, hard rearrangements and vias !"}, {"post_id": 68769, "ts": "2026-09-15T18:40:39Z", "hours": 1.2272, "text": "Hakin Pad - Final Design.. maybe"}, {"post_id": 68233, "ts": "2026-09-14T18:58:12Z", "hours": 2.2419, "text": "Hakin Pad - Schematics designing is over and PCB is here ! - currently - 7 + 2 keys - dual mode - 2 encoders and an oled display."}, {"post_id": 68078, "ts": "2026-09-14T14:06:01Z", "hours": 2.1661, "text": "Hakin Pad ``` Record 4 - Finished Schematics !!! (Footprints was …)"}, {"post_id": 67604, "ts": "2026-09-13T19:04:29Z", "hours": 0.5433, "text": "Why is Footprint thing so hard to understand."}, {"post_id": 67456, "ts": "2026-09-13T15:49:22Z", "hours": 1.0008, "text": "Quiet confusing - but atleast we are at some good place."}, {"post_id": 67391, "ts": "2026-09-13T14:13:36Z", "hours": 1.8308, "text": "Hakin Pad - This is what happens when an IT software jups in Hardware but it was fun , Learning and experimenting, Please goo through Hakin Pad and suggests me something that may help me. Currenly it is having a Semi arranged but XIAO Module, 3 push switches with GND, OLED screen asn a Rotary dail."}]...
|
Title: Hakin Pad™ by @Yousuff | Stardance
Devlogs Title: Hakin Pad™ by @Yousuff | Stardance
Devlogs:
Hakin Pad - This is what happens when an IT software jups in Hardware but it was fun , Learning and experimenting, Please goo through Hakin Pad and suggests me something that may help me. Currenly it is having a Semi arranged but XIAO Module, 3 push switches with GND, OLED screen asn a Rotary dail.
Quiet confusing - but atleast we are at some good place.
Why is Footprint thing so hard to understand.
Hakin Pad ``` Record 4 - Finished Schematics !!! (Footprints was …)
Hakin Pad - Schematics designing is over and PCB is here ! - currently - 7 + 2 keys - dual mode - 2 encoders and an oled display.
Hakin Pad - Final Design.. maybe
Hakin Pad - Finally !! PCB done, hard rearrangements and vias !
Finally PCB done !! - Hakin Pad Gerver view
CAD for encloser ! Hakin Pad in some last phases of software build!!
Hakin Pad - CAD and suffering is real but atleast bottom and 3 of 4 sides are ready! - Top and usb side until Hakin Pad is completed!
Hakin Pad - Done Inner Case and side opening for type c port.
Hakin Pad - CAD done with all sides done - open micro controller , display , mode buttons , encoders and keys with keychain hook !
Hakin Pad - Desgin on screen done ! visit Yousufprojs-exe/Hakin-Pad too
Hakin Pad - Final on screen design update. the more you see the more you get, It was great learning hardware as an Software enthusiastic person and it was awesome! thanks Stardance Hack Club....
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1793040791.7369144
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1793645591.7369144
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67102
|
Heiwa by @Mayankkkksss | Stardance
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Mayankkkksss
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:25:05Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people.", "repo": "https://github.com/mayankkkksss/Heiwa", "demo": "https://heiwa-henna.vercel.app/"}]...
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[{"post_id": 75673, "ts": "202 [{"post_id": 75673, "ts": "2026-09-30T18:16:26Z", "hours": 7.4078, "text": "This project is not finished yet, which we will making it better day by day"}]...
|
Title: Heiwa by @Mayankkkksss | Stardance
Devlogs Title: Heiwa by @Mayankkkksss | Stardance
Devlogs:
This project is not finished yet, which we will making it better day by day
Ships:
This open-world game based on Japan is fully built with AI, so the player can move and drive around and interact with people....
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1793353925.9451592
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1793440325.9451592
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|
65841
|
low effort site by @idrinkgrass | Stardance
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idrinkgrass
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1
|
0.41
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T22:45:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi, I made a low effort site because I was bored. Stardance was ragebaiting me and that was REALLY challenging becuase it wouldn’t let me make a devlog so I had to make a new project thats why it only says 16 min. And I’m proud that I made this in like 1.2 hours.", "repo": "https://github.com/iDrinkGrass/Low-effort-website-its-bad-cuz-its-funny-hahahahhahahahhhahahahhahah", "demo": "https://idrinkgrass.github.io/Low-effort-website-its-bad-cuz-its-funny-hahahahhahahahhhahahahhahah/"}]...
|
[{"post_id": 75666, "ts": "202 [{"post_id": 75666, "ts": "2026-09-30T17:57:59Z", "hours": 0.41, "text": "I added more stuff to make it prettier and updated the README. I mean ig that’s pretty much it. New Stuff Spinning Wooper image Updated README Made it prettier :0 (But still ugly, just a little more CSS) Facts about me :o"}, {"post_id": 75393, "ts": "2026-09-29T22:41:49Z", "hours": 0.2933, "text": "Hello, I made this thingy and Stardance is ragebaiting me bro My time wasn’t tracking so I had to make a new project in hackatime thats why it says only 15 min. This site is made to look ugly i was jsut bored and wanted to speedrun a quest. But I need that 10 stardust vro 😭."}]...
|
Title: low effort site by @idrinkgrass | Stardance Title: low effort site by @idrinkgrass | Stardance
Devlogs:
Hello, I made this thingy and Stardance is ragebaiting me bro My time wasn’t tracking so I had to make a new project in hackatime thats why it says only 15 min. This site is made to look ugly i was jsut bored and wanted to speedrun a quest. But I need that 10 stardust vro 😭.
I added more stuff to make it prettier and updated the README. I mean ig that’s pretty much it. New Stuff Spinning Wooper image Updated README Made it prettier :0 (But still ugly, just a little more CSS) Facts about me :o
Ships:
Hi, I made a low effort site because I was bored. Stardance was ragebaiting me and that was REALLY challenging becuase it wouldn’t let me make a devlog so I had to make a new project thats why it only says 16 min. And I’m proud that I made this in like 1.2 hours....
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1793213817.0929272
|
1793300217.0929272
|
|
41062
|
Stardance but on mobile by @sikcube | Stardance
|
sikcube
|
0
|
41.48
|
0
|
[]
|
[{"post_id": 75665, "ts": "202 [{"post_id": 75665, "ts": "2026-09-30T17:55:36Z", "hours": 2.3067, "text": "Basic UI components, layout and pages I was looking the Stardance website to see how to do their UI, I tried to do their effect on their cards, but I couldn’t do it. Then I did all the basic components (cards, button, inputs) with their color pallet. If you are curious, the card effect is made using a CSS prop clip-path and applying it on the background. Maybe when I finish the project logic I’ll try to recreate that effect."}, {"post_id": 75440, "ts": "2026-09-30T03:19:34Z", "hours": 0.4736, "text": "Looking the Stardance API docs to know what to do I found that the Stardance API doesn’t have a way to get the streaks besides Macondo has. So how will be app functions? I was thinking it would be like a social app because I can only get comments, projects and devlogs. This would be cached so the app will have offline functions , also I would like to add a stardust calculator (Stardance doesn’t have that). And some stats like time spent, project amount. Also I don’t decide if I’ll add local reminders , because we have slack reminders. Maybe a local reminder would be better? Created the Expo project Also I started the expo project and code the tabs. (I like the planning, before coding a project). Any ideas? Any ideas or functions that you think a mobile app for stardance would have? I would like to read some ideas :)."}, {"post_id": 73698, "ts": "2026-09-25T18:46:04Z", "hours": 38.6953, "text": "I just found out that Macondo has closed, so I’m going to adapt this project for Stardance."}]...
|
Title: Stardance but on mobile by @sikcube | Stard Title: Stardance but on mobile by @sikcube | Stardance
Devlogs:
I just found out that Macondo has closed, so I’m going to adapt this project for Stardance.
Looking the Stardance API docs to know what to do I found that the Stardance API doesn’t have a way to get the streaks besides Macondo has. So how will be app functions? I was thinking it would be like a social app because I can only get comments, projects and devlogs. This would be cached so the app will have offline functions , also I would like to add a stardust calculator (Stardance doesn’t have that). And some stats like time spent, project amount. Also I don’t decide if I’ll add local reminders , because we have slack reminders. Maybe a local reminder would be better? Created the Expo project Also I started the expo project and code the tabs. (I like the planning, before coding a project). Any ideas? Any ideas or functions that you think a mobile app for stardance would have? I would like to read some ideas :).
Basic UI components, layout and pages I was looking the Stardance website to see how to do their UI, I tried to do their effect on their cards, but I couldn’t do it. Then I did all the basic components (cards, button, inputs) with their color pallet. If you are curious, the card effect is made using a CSS prop clip-path and applying it on the background. Maybe when I finish the project logic I’ll try to recreate that effect....
|
1792788733.0691953
|
1793393533.0691953
|
|
67090
|
YBAI by @Koi-II | Stardance
|
Koi-II
|
0
|
11.22
|
0
|
[]
|
[{"post_id": 75660, "ts": "202 [{"post_id": 75660, "ts": "2026-09-30T17:36:15Z", "hours": 11.2228, "text": "Trying to make some jobs easier"}]...
|
Title: YBAI by @Koi-II | Stardance
Devlogs:
Tryin Title: YBAI by @Koi-II | Stardance
Devlogs:
Trying to make some jobs easier...
|
1793105659.1058476
|
1793710459.1058476
|
|
44712
|
Drone Controller Daedalus v1 by @LeonOMO | Stardan Drone Controller Daedalus v1 by @LeonOMO | Stardance...
|
LeonOMO
|
0
|
23.87
|
0
|
[]
|
[{"post_id": 75659, "ts": "202 [{"post_id": 75659, "ts": "2026-09-30T17:34:42Z", "hours": 0.6858, "text": "Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…"}, {"post_id": 74973, "ts": "2026-09-28T19:05:03Z", "hours": 4.7583, "text": "Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do."}, {"post_id": 69797, "ts": "2026-09-17T20:04:09Z", "hours": 2.8003, "text": "Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open."}, {"post_id": 66806, "ts": "2026-09-12T18:13:59Z", "hours": 1.3667, "text": "Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it."}, {"post_id": 49778, "ts": "2026-08-18T18:22:14Z", "hours": 3.0333, "text": "Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding."}, {"post_id": 49110, "ts": "2026-08-17T18:52:05Z", "hours": 0.2833, "text": "Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel."}, {"post_id": 48334, "ts": "2026-08-16T17:25:45Z", "hours": 0.3, "text": "Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla"}, {"post_id": 46451, "ts": "2026-08-13T17:43:37Z", "hours": 1.5081, "text": "Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better."}, {"post_id": 45926, "ts": "2026-08-12T18:20:20Z", "hours": 0.7672, "text": "Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code."}, {"post_id": 44692, "ts": "2026-08-10T17:04:45Z", "hours": 2.3425, "text": "Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!"}, {"post_id": 44165, "ts": "2026-08-09T18:56:11Z", "hours": 2.1169, "text": "Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work."}, {"post_id": 43491, "ts": "2026-08-08T19:49:34Z", "hours": 0.7667, "text": "Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again."}, {"post_id": 42931, "ts": "2026-08-07T22:19:17Z", "hours": 0.7833, "text": "Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case"}, {"post_id": 42790, "ts": "2026-08-07T18:00:56Z", "hours": 0.9547, "text": "Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection."}, {"post_id": 42349, "ts": "2026-08-07T00:58:14Z", "hours": 1.4, "text": "Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB"}]...
|
Title: Drone Controller Daedalus v1 by @LeonOMO | Title: Drone Controller Daedalus v1 by @LeonOMO | Stardance
Devlogs:
Devlog: Drone Controller Day 1 Today I finished the schematic for my drone controller. The ERC cleared with 0 errors. Im super proud of this project as its only my second custom Schematic. Next Up: Drone Controller PCB
Devlog Drone Controller Day 2: Full PCB Routing Complete(Maybe Change ill change it abit later)! I Forgot to list what the controller will be able to do. Motor Management: Mapped out 3 custom potentiometers for individual motor power limits (Motors 1-2, Motors 3-4, and Master control). Controls: An OLED screen displaying altitude, speed, signal, and battery, 5 toggle switches (Arming, Motor Arms, Landing Gear, Finder Buzzer, Auto-FM). Status LED: 3 status LEDs for visual feedback on landing gear state, arming status, and radio connection.
Devlog Drone Controller Day 3:Fixed my placement aswell as changed to the Radiomaster RP1 instead of the original NRF24L01 Next up: Making the 3D Model & Controller Case
Devlog Drone Controller Day 3: Worst Day by far today i coulnt do alot. I figured out which parts i will be using PS2 as Joysticks, R-0904N-L-24KS as Pots, MTS-102 as the toggle switches. I was stuck on figuring out just use jumper female female as connectors but now im back to soldering (im not that good at it). Overall i almost did nothing and i hope tmr will be better again.
Devlog Drone Controller Day 4: Today i made the first Design for the Model (Idk how i feel about it). I made more progress than yesterday and im getting close to making it work.
Devlog Drone Controller Day 5: BEST DAY. Got the firmware setup done today. Set up the PlatformIO project in VS Code for the ESP32 and mapped out all the GPIO pins for the joysticks, the 5 toggle switches, and the 3 potentiometers. Got the CRSF protocol running and added the I2C setup for the OLED screen to display altitude, speed, RSSI signal, and battery level. Lastly i pushed everything to GitHub. Shoutout to AI when the code started bugging it was my last help :) Next up: Waiting for funding to get the hardware parts ordered and start assembling the physical controller!
Devlog #7 Drone Controller Daedalus v1: Today i looked at the 3D Model and fixed a few things i relised it had lots of flaws and i will fix them soon. Thought of a name and fixed abit of the code.
Devlog #8 Drone Controller Deadalus v1: Improving / Fixing my CAD Design. Today i added poles to the Bottom of the Case so you can slide the Top of the Case right on with a 0.20 mm Tolerance. Fixed the spacing everywhere and also fixed the Github ny sorting it better.
Devlog #9 Printing the prototypes and fixing the cad. Today i printed the prototypes which to very long and fixed the cad so i couldnt really do anything since the prototype before this didnt print well at all i had to wait very long so today i couldnt really do much. The prototype looks good only thing is that the pieces holding them toghether are way to weak so ill need to come up with a new idea to attach them, make the beams bigger or buy a more durable filament than pla
Devlog #10 Drone Controller Daedalus v1. I fixed the prototype print by asking some people how I should improve it. They said to also make them less long. I explained that I wanted it like that, but ultimately gave in and just shortened them instead of making them infinitely wider. Its going slow latly since stuff is getting shipped very slow and im still waiting for approvel.
Devlog #11 Drone Controller Daedalus v1. I Forgot i had to make a .csv too not just a normal file. I added supports to the CAD design to hold the Joysticks -made the holes for the LEDs and Potentiometer bigger since i forgot that the plastic stretches and gave the joysticks overall more room. Made the BOM with all the links and everything needed. Forgot that i needed a different footprint for the ams and only changed it now i should have done it when i made the schematic but well. Was fun finally doing something again i didnt have much time latly since there was a birthday and a wedding.
Drone Controller Daedalus v1 Devlog #12. The PCB is finally here and i can start soldering it all. When i look at the esp32e and the 16 pin usb c i dont think ill do this first try but i hope i wont just break it.
Drone Controller Devlog #13. Its working!. Its not complett yet but ive soldered everything i could so far on. Its my second time soldering at home and i think i did a good enough job. (Btw the LED on means that its connected). Solding get really fun when its hard even solding the simplest parts is fun for me but im still yet not that good so if you have advise or things i should get for solding im always open.
Drone Controller Devlog #14. Last past days ive been trying to flash on the code with many people aswell as ai assiting me but it wont work as of now. I will try again tomorrow with different people which said they could prob fix it but if they cant idk what to do.
Drone Controller Devlog #15. IT WORKS. After asking around someone out of the city i brought my “Controller” and he had all the answers. Haha aswell as he told me that pin 9,10 and 11 are all flashing pins that i can not use so well thats cool they are 1 led and 2 switches so ill have to figure out something for that. And the big problem was that i didnt use a 104 capacitor for the en (reset) pin. Atleast got the screen working. But as it all is once one problem is resolved you get ten more…...
|
1793292624.2805104
|
1793897424.2805104
|
|
67089
|
AI-YOU by @Koi-II | Stardance
|
Koi-II
|
0
|
49.21
|
0
|
[]
|
[{"post_id": 75658, "ts": "202 [{"post_id": 75658, "ts": "2026-09-30T17:30:35Z", "hours": 49.2142, "text": "working on my ai substitute, a sort of brain that tells agent what to do instead of me"}]...
|
Title: AI-YOU by @Koi-II | Stardance
Devlogs:
wor Title: AI-YOU by @Koi-II | Stardance
Devlogs:
working on my ai substitute, a sort of brain that tells agent what to do instead of me...
|
1793105657.402265
|
1793710457.402265
|
|
62390
|
ReMix by @pathak | Stardance
|
pathak
|
1
|
26.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:47:49Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games).", "repo": "https://github.com/aryn-pathak/ReMix", "demo": "https://youtu.be/gSuP7m3pS_Y"}]...
|
[{"post_id": 75656, "ts": "202 [{"post_id": 75656, "ts": "2026-09-30T17:25:26Z", "hours": 1.0553, "text": "[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ"}, {"post_id": 75578, "ts": "2026-09-30T14:06:37Z", "hours": 10.4417, "text": "This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting."}, {"post_id": 71128, "ts": "2026-09-20T10:27:51Z", "hours": 6.5086, "text": "Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot"}, {"post_id": 68519, "ts": "2026-09-15T07:54:33Z", "hours": 7.9864, "text": "Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)"}]...
|
Title: ReMix by @pathak | Stardance
Devlogs:
Spen Title: ReMix by @pathak | Stardance
Devlogs:
Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)
Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot
This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting.
[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ
Ships:
The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games)....
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1793209992.9695976
|
1793296392.9695976
|
|
63474
|
Rocket by @jmuncey2009 | Stardance
|
jmuncey2009
|
0
|
3.73
|
0
|
[]
|
[{"post_id": 75651, "ts": "202 [{"post_id": 75651, "ts": "2026-09-30T17:20:18Z", "hours": 0.9625, "text": "I have spent a lot of time learning and testing many models on OpenRocket at software where I can see the weight and many important pieces of information for me to make. I have also designed to make the main body from a cardboard tube in order to reduce weight and increase strength."}, {"post_id": 70561, "ts": "2026-09-19T11:28:48Z", "hours": 0.8497, "text": "I have continued to refine my Rocket’s onshape model."}, {"post_id": 70333, "ts": "2026-09-18T23:43:13Z", "hours": 1.9167, "text": "I have been learning how to use onshape and I am trying to design and then if I get funding make a real rocket. If anyone is intrested then please follow the link to the file: https://cad.onshape.com/documents/4b68b5b7db07307f255e99a2/w/227674f0cc2bc5d02b92adfc/e/d12884b07062f4cbb50724c3?renderMode=0&uiState=6aadcc45b711b8784763d427"}]...
|
Title: Rocket by @jmuncey2009 | Stardance
Devlogs Title: Rocket by @jmuncey2009 | Stardance
Devlogs:
I have been learning how to use onshape and I am trying to design and then if I get funding make a real rocket. If anyone is intrested then please follow the link to the file: https://cad.onshape.com/documents/4b68b5b7db07307f255e99a2/w/227674f0cc2bc5d02b92adfc/e/d12884b07062f4cbb50724c3?renderMode=0&uiState=6aadcc45b711b8784763d427
I have continued to refine my Rocket’s onshape model.
I have spent a lot of time learning and testing many models on OpenRocket at software where I can see the weight and many important pieces of information for me to make. I have also designed to make the main body from a cardboard tube in order to reduce weight and increase strength....
|
1793051483.0404987
|
1793656283.0404987
|
|
65796
|
My personal site by @eligo | Stardance
|
eligo
|
0
|
0.97
|
0
|
[]
|
[{"post_id": 75648, "ts": "202 [{"post_id": 75648, "ts": "2026-09-30T17:11:32Z", "hours": 0.9694, "text": "Spent quite some time to learn HTML and CSS. Later i will add design to the site."}]...
|
Title: My personal site by @eligo | Stardance
Dev Title: My personal site by @eligo | Stardance
Devlogs:
Spent quite some time to learn HTML and CSS. Later i will add design to the site....
|
1793091126.6832273
|
1793695926.6832273
|
|
67070
|
Zynix Portfolio by @zynix | Stardance
|
zynix
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 75644, "ts": "202 [{"post_id": 75644, "ts": "2026-09-30T17:08:02Z", "hours": 0.2817, "text": "Day 1 :i started making my website using html and css .i used html to make pages (made 4 page) and css for making text and navbar colourfull"}]...
|
Title: Zynix Portfolio by @zynix | Stardance
Devl Title: Zynix Portfolio by @zynix | Stardance
Devlogs:
Day 1 :i started making my website using html and css .i used html to make pages (made 4 page) and css for making text and navbar colourfull...
|
1793105626.5942512
|
1793710426.5942512
|
|
66857
|
personal-site by @GoodAron | Stardance
|
GoodAron
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:10:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout", "repo": "https://github.com/GoodShabbos/personal-site", "demo": "https://goodshabbos.github.io/personal-site/"}]...
|
[{"post_id": 75643, "ts": "202 [{"post_id": 75643, "ts": "2026-09-30T17:07:28Z", "hours": 0.2672, "text": "finished the design, cleaned up spare lines, pushed to git, shipping now!"}, {"post_id": 75634, "ts": "2026-09-30T16:33:44Z", "hours": 0.3458, "text": "added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md"}, {"post_id": 75329, "ts": "2026-09-29T19:20:23Z", "hours": 0.2653, "text": "designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not"}, {"post_id": 75323, "ts": "2026-09-29T19:02:34Z", "hours": 0.2578, "text": "set up the site, got it all basic up"}]...
|
Title: personal-site by @GoodAron | Stardance
Dev Title: personal-site by @GoodAron | Stardance
Devlogs:
set up the site, got it all basic up
designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not
added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md
finished the design, cleaned up spare lines, pushed to git, shipping now!
Ships:
i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout...
|
1793217022.557958
|
1793303422.557958
|
|
67079
|
Meme Highway by @Aamina | Stardance
|
Aamina
|
0
|
0.86
|
0
|
[]
|
[{"post_id": 75638, "ts": "202 [{"post_id": 75638, "ts": "2026-09-30T16:57:59Z", "hours": 0.8586, "text": "DEVLOG 1: Hii guys im making a small game in html,css and js where memes have to avoid other memes on a meme highway! I wrote the basic html code, added a heading and a few btns also wrote the CSS code but idk my screen appears kinda blank and is only showing html code not the css also dw im planning to change the fugly font!"}]...
|
Title: Meme Highway by @Aamina | Stardance
Devlog Title: Meme Highway by @Aamina | Stardance
Devlogs:
DEVLOG 1: Hii guys im making a small game in html,css and js where memes have to avoid other memes on a meme highway! I wrote the basic html code, added a heading and a few btns also wrote the CSS code but idk my screen appears kinda blank and is only showing html code not the css also dw im planning to change the fugly font!...
|
1793105643.29572
|
1793710443.29572
|
|
64553
|
Myfetch by @nano | Stardance
|
nano
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:09:07Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fetching program displaying live information written in C! What is in it? A live system-info fetch tool, written in C What am I proud of? I’m mostly proud of the general parsing framework I’ve built. I built a parsing framework that reads input line by line (buffer block by buffer block) and extracts information from each line. Even though there is no singular parse() function almost every function that utilizes the parsing framework is very similar (even though slight modifications had to be done because almost no two files are structured the same way) How is it built? It’s built in C using ncurses, split across 12 source files, each handling one general task. There is a pre-compiled build that was built with GitHub workflows. The binary can be directly downloaded from the repo’s release page and can be used on (most) glibc-based Linux distros (build is compiled for Ubuntu and ncurses has to be installed on your system). What I learned I think the thing I learned the most is how to properly parse files and how to extract information from them. I have never done anything like that before (it’s my second real project ever) and it was really interesting to learn. I also learned how to handle with virtual files from the /proc/ directory (e.g. /proc/cpuinfo, /proc/meminfo etc.) which was rather hard because they don’t exist on your drive. Known limitations / plans for the future The project should only work on glibc Linux distros (as mentioned). There are no known bugs currently and according to Valgrind the program is memory-safe. Bugs can still occur and not every system (e.g. dual-socket systems) will work correctly. The project should still work on most systems it’s tested on Closing word This project was a lot of fun and genuinely interesting for me. It was the first practical step toward the kind of work I want to do with coding. It was really interesting to see parts of my OS I hadn’t touched before, and it was a great learning experience.", "repo": "https://github.com/skibidi-nano/Myfetch", "demo": "https://github.com/skibidi-nano/Myfetch/releases/tag/v1.0.2"}]...
|
[{"post_id": 75637, "ts": "202 [{"post_id": 75637, "ts": "2026-09-30T16:43:35Z", "hours": 2.1997, "text": "LOG 6: LAST LOG BEFORE SHIP, LAST LOG FOR STARDANCE SADLY. UPTIME, IP AND SHELL FETCH FEATURES UPTIME FETCH Reads /proc/uptime and parses it. Because the output is in second it gets parsed to seconds IP FETCH Uses iffaddrs and looks in the linked list of the function for the first non loopback ip address (IPv4) SHELL FETCH I usesd getenv(“SHELL”) to get the path of the shell, which i afterwards parsed using strrchr to find the exact name of the shell. MISC Added a license (MIT and a notice to Fastfetch as some ASCII’s are from the Fastfetch repo), added a README and a workflow.yml (for automated builds). NOTE Sadly the last devlog isn’t that long (maybe thats a good thing tho idk)."}, {"post_id": 75240, "ts": "2026-09-29T15:38:26Z", "hours": 2.5739, "text": "LOG 5: LOCALE FETCH, NEW ASCISS, BUG FIXES FEATURES LOCALE FETCH The fetching program now reads your main locale from /etc/locale.conf (the LANG= locale) and prints it out. NEW ASCIIS I added asciis for Ubuntu, Gentoo and a special ascii for distros that currently arent supported. I drew the Ubuntu ascii myself and got the tux and gentoo logo from the fastfetch repo. BUG FIXES LOGIC ERRORS/TYPOS There were a few logic errors that resulted from mainly typos/unaware coding. As an example i used strlength as an index for a buffer instead of the designated buffer index variable which resulted in unexpected behavior. MISC CHANGES CLEAR CALL IN MAIN LOOP Previously the loop didnt erase during iterations which COULD cause issues in the future. Because of that i added a clear call to the top of the loop. Because of that an issue appeared with cpu fetch (the output was flickering). The fix was to reset the fd during every iteration of the major loop in the function."}, {"post_id": 74889, "ts": "2026-09-28T15:04:20Z", "hours": 3.1561, "text": "LOG 4: DISK FETCH, HOST/USERNAME FETCH, KERNEL FETCH, MEMINFO REWORK FEATURES DISK FETCH The program now displays your current disk usage and your max disk space. This is done by using the sys/statvfs library and getting f_blocks (total size of your drive in blocks) and f_bfree (free space in blocks) and formatting it into GiB. HOST/USERNAME FETCH At the top the program now displays the current user and the hostname of your device. The hostname is read from /etc/hostname and the username accessed by using the pwd library and setting a variable to your pwuid in which your username is stored. KERNEL FETCH This now displays your current linux kernel version which is read from /proc/version and then parsed and output as most of the rest of the infos of the program FIXES/REWORKS Previously the program spat out somewhat false/misleading stats (partially because of me naming the stats a bit inaccurately). This was as said partially because of me naming it a bit inaccurately but more importantly because the logic was a bit weird. The code of the part responsible for meminfo was different to the concept of the rest of the code and was way harder to read (for me at least) and because of that i made the code conform to the design trend of the other files and now meminfo works great THINGS THAT NEED TO BE DONE I still need to get better asciis that have some kind of similar size (the nixos logo is way smaller than the rest, check out the other pictures for reference) and i also need more asciis in general. Overall i think im pretty close to shipping actually"}, {"post_id": 74574, "ts": "2026-09-27T17:33:42Z", "hours": 3.2492, "text": "LOG 3: DISTRO FETCH, ASCII LOGOS, CPU FETCH FIX FEATURES DISTRO FETCH The program now detects what distro your using right now and gives the name and the current version back (/etc/os-releases , PRETTY_NAME). The implementation is similar to the CPU fetch but some of the parsing had to be changed ASCII LOGOS In addition to the name and the version of your distro the program also displays a ASCII picture of the distro. Currently Debian, Arch and NixOS are supported but i plan to add more. Issue currently is finding appropriate ASCII’s, if you know websites/apps to find ASCII’s of distros please write a comment because the ASCII’s are hard to find BUG FIXES CPU FETCH BUGFIX The bug described in the last log was mainly caused by the function that is responsible to create the array of the dynamic value (ae your CPU name), was called on every iteration of the loop. The fix was to move that function(s) to the conditional at the end of every line."}, {"post_id": 74050, "ts": "2026-09-26T16:25:55Z", "hours": 6.1347, "text": "LOG 2: CPUINFO (unfinished), LIVE VALUES CPUINFO I am currently working on displaying the CPU info but the display is faulty and i havent found the issue yet, but i felt posting a log after 6 hours was necessary. The parsing of /proc/cpuinfo has turned out to be way harder than /proc/meminfo yet its (almost) working. LIVE VALUES I made the values refresh after 2 seconds to get an accurate read of the current usage. This is done by looping the meminfo function and most importantly regenerating it by using lseek to reset the index which regenerates the file."}, {"post_id": 72196, "ts": "2026-09-22T13:13:12Z", "hours": 2.2003, "text": "LOG 1: MYFETCH, MY OWN CUSTOM FETCHING PROGRAM IDEA I dont know why but fastfetch is pretty slow on my pc and i dont like htop/btop so my idea (currently) is to build a mix of a fetching program and a task manager like htop/btop CURRENT FEATURES Currently the program displays state of memory/swap even though the dynamic ram stats are a little off right now which i will fix in the next devlogs. Currently the ram info is read from /proc/meminfo using unformatted read/write functions for speed/efficiency"}]...
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Title: Myfetch by @nano | Stardance
Devlogs:
LOG Title: Myfetch by @nano | Stardance
Devlogs:
LOG 1: MYFETCH, MY OWN CUSTOM FETCHING PROGRAM IDEA I dont know why but fastfetch is pretty slow on my pc and i dont like htop/btop so my idea (currently) is to build a mix of a fetching program and a task manager like htop/btop CURRENT FEATURES Currently the program displays state of memory/swap even though the dynamic ram stats are a little off right now which i will fix in the next devlogs. Currently the ram info is read from /proc/meminfo using unformatted read/write functions for speed/efficiency
LOG 2: CPUINFO (unfinished), LIVE VALUES CPUINFO I am currently working on displaying the CPU info but the display is faulty and i havent found the issue yet, but i felt posting a log after 6 hours was necessary. The parsing of /proc/cpuinfo has turned out to be way harder than /proc/meminfo yet its (almost) working. LIVE VALUES I made the values refresh after 2 seconds to get an accurate read of the current usage. This is done by looping the meminfo function and most importantly regenerating it by using lseek to reset the index which regenerates the file.
LOG 3: DISTRO FETCH, ASCII LOGOS, CPU FETCH FIX FEATURES DISTRO FETCH The program now detects what distro your using right now and gives the name and the current version back (/etc/os-releases , PRETTY_NAME). The implementation is similar to the CPU fetch but some of the parsing had to be changed ASCII LOGOS In addition to the name and the version of your distro the program also displays a ASCII picture of the distro. Currently Debian, Arch and NixOS are supported but i plan to add more. Issue currently is finding appropriate ASCII’s, if you know websites/apps to find ASCII’s of distros please write a comment because the ASCII’s are hard to find BUG FIXES CPU FETCH BUGFIX The bug described in the last log was mainly caused by the function that is responsible to create the array of the dynamic value (ae your CPU name), was called on every iteration of the loop. The fix was to move that function(s) to the conditional at the end of every line.
LOG 4: DISK FETCH, HOST/USERNAME FETCH, KERNEL FETCH, MEMINFO REWORK FEATURES DISK FETCH The program now displays your current disk usage and your max disk space. This is done by using the sys/statvfs library and getting f_blocks (total size of your drive in blocks) and f_bfree (free space in blocks) and formatting it into GiB. HOST/USERNAME FETCH At the top the program now displays the current user and the hostname of your device. The hostname is read from /etc/hostname and the username accessed by using the pwd library and setting a variable to your pwuid in which your username is stored. KERNEL FETCH This now displays your current linux kernel version which is read from /proc/version and then parsed and output as most of the rest of the infos of the program FIXES/REWORKS Previously the program spat out somewhat false/misleading stats (partially because of me naming the stats a bit inaccurately). This was as said partially because of me naming it a bit inaccurately but more importantly because the logic was a bit weird. The code of the part responsible for meminfo was different to the concept of the rest of the code and was way harder to read (for me at least) and because of that i made the code conform to the design trend of the other files and now meminfo works great THINGS THAT NEED TO BE DONE I still need to get better asciis that have some kind of similar size (the nixos logo is way smaller than the rest, check out the other pictures for reference) and i also need more asciis in general. Overall i think im pretty close to shipping actually
LOG 5: LOCALE FETCH, NEW ASCISS, BUG FIXES FEATURES LOCALE FETCH The fetching program now reads your main locale from /etc/locale.conf (the LANG= locale) and prints it out. NEW ASCIIS I added asciis for Ubuntu, Gentoo and a special ascii for distros that currently arent supported. I drew the Ubuntu ascii myself and got the tux and gentoo logo from the fastfetch repo. BUG FIXES LOGIC ERRORS/TYPOS There were a few logic errors that resulted from mainly typos/unaware coding. As an example i used strlength as an index for a buffer instead of the designated buffer index variable which resulted in unexpected behavior. MISC CHANGES CLEAR CALL IN MAIN LOOP Previously the loop didnt erase during iterations which COULD cause issues in the future. Because of that i added a clear call to the top of the loop. Because of that an issue appeared with cpu fetch (the output was flickering). The fix was to reset the fd during every iteration of the major loop in the function.
LOG 6: LAST LOG BEFORE SHIP, LAST LOG FOR STARDANCE SADLY. UPTIME, IP AND SHELL FETCH FEATURES UPTIME FETCH Reads /proc/uptime and parses it. Because the output is in second it gets parsed to seconds IP FETCH Uses iffaddrs and looks in the linked list of the function for the first non loopback ip address (IPv4) SHELL FETCH I usesd getenv(“SHELL”) to get the path of the shell, which i afterwards parsed using strrchr to find the exact name of the shell. MISC Added a license (MIT and a notice to Fastfetch as some ASCII’s are from the Fastfetch repo), added a README and a workflow.yml (for automated builds). NOTE Sadly the last devlog isn’t that long (maybe thats a good thing tho idk).
Ships:
A fetching program displaying live information written in C! What is in it? A live system-info fetch tool, written in C What am I proud of? I’m mostly proud of the general parsing framework I’ve built. I built a parsing framework that reads input line by line (buffer block by buffer block) and extracts information from each line. Even though there is no singular parse() function almost every function that utilizes the parsing framework is very similar (even though slight modifications had to be done because almost no two files are structured the same way) How is it built? It’s built in C using ncurses, split across 12 source files, each handling one general task. There is a pre-compiled build that was built with GitHub workflows. The binary can be directly downloaded from the repo’s release page and can be used on (most) glibc-based Linux distros (build is compiled for Ubuntu and ncurses has to be installed on your system). What I learned I think the thing I learned the most is how to properly parse files and how to extract information from them. I have never done anything like that before (it’s my second real project ever) and it was really interesting to learn. I also learned how to handle with virtual files from the /proc/ directory (e.g. /proc/cpuinfo, /proc/meminfo etc.) which was rather hard because they don’t exist on your drive. Known limitations / plans for the future The project should only work on glibc Linux distros (as mentioned). There are no known bugs currently and according to Valgrind the program is memory-safe. Bugs can still occur and not every system (e.g. dual-socket systems) will work correctly. The project should still work on most systems it’s tested on Closing word This project was a lot of fun and genuinely interesting for me. It was the first practical step toward the kind of work I want to do with coding. It was really interesting to see parts of my OS I hadn’t touched before, and it was a great learning experience....
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Ministom by @foxors | Stardance
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foxors
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1
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103.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:08Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a mini game server for Minecraft from scratch with a java library called Minestom. Features include Supports Minecraft Java version 26.2 Different minigames A system which automaticly manages all game instances A queue system A party system A ban system An automatic bad word block list banner when players use words they really should not (must be configure over properties file) A report system A permission system Persistant reports/bans/permissions accross server restarts with sqlite database Configuration over properties file ooooor … by modifieng source code ;) Multible commands acting as a ‘frontend’ to all the systems some require specific permissions to execute A main program to connect everything Velocity support In game build tool to modify maps on the go Additional abilities that may be usefull fly in survival mode hide from other players change gamemode help command Visual ranks for players A console prompt that can be used to execute comands from console side NPC’s instead of commands in lobby Prebuild maps to play on for people who can’t test it normally, because the requirements are a bit messed up because it is multiplayer on a paid game please read my README.md file in my repo & watch [this broad video] ( https://foxors.de/files/ministomVideo.mp4 ) the most difficult things where Things i had to first figure out because Minestom has some methods without any javadoc nor comments in source code Another thing that was a bit frustrating was that i tried to make my own workflow with my own runner. However it did not go great and now you have to build docker images yourself, but do not worry i have made a compose and DockerFile all ready, which both worked for me. Learned a bit A great thing was that i learned a lot about Java in this project and i think it really helped me with my exam in university (our prof still makes corrections). PS: You may see the ai notice on this project. It points to a not finished part of this project which is not part of this build, just so you know :) Hope you enjoy!", "repo": "https://codeberg.org/Foxors/Ministom", "demo": "https://foxors.de/files/ministom.html"}]...
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[{"post_id": 75636, "ts": "202 [{"post_id": 75636, "ts": "2026-09-30T16:43:16Z", "hours": 3.4489, "text": "Ready to ship? Context I have programmed, build and arranged a minigame server for Minecraft using a Java library called Minestom, which lets you create a minecraft server from scratch After more then 100 hours of work i think i am ready to do a first ship. This dev log is just about stuff i did to prepare. I added screenshots to my readme made the docker setup more easy. I filmed a little video showing some broad functionality of the server. Most loose ends are tied up and packet together. A release can be found in my forgejo instance & there is now a demo server on foxors.de:25565 The only problem is that the people who will rate this project will have a very hard time testing :(. Because they would need A: 2 Paid Minecraft java accounts or B: Set up the server on their machine and need to have the know how to play in offline mode. That is why i also made a little broad video and also put a bit of effort showing off in the README.md file in my repo. Hope someone will enjoy it :) ps if someone lives in around UTC+2 timezone i will happily play with them from 19 to 20 o’clock."}, {"post_id": 74572, "ts": "2026-09-27T17:30:11Z", "hours": 8.6217, "text": "Fixing up stuff Context : I am creating a mini game server for Minecraft with a java library called Minestom which allows the creation of servers for Minecraft Short summary Made new docker setup implementation deleted old docker setup and made new one added geyser and floodgate Created NPC’s in lobby that can be right clicked to join games Build map for color party game Now permissions of offline players can be changed Moved from anvil loader to polar/shematics Finally made server stop cleanly after /stop command is sent by players Redesigned the win/loose screen for each player Added some more error handling to specific commands Added /stat command to see some stats in game about the server New docker setup Last time i didn’t get quite how to build a docker file inside my workflow and now i don’t even try again because time . What i did is that i have a docker directory now bundled into each build zip which contains all files needed to create a Dockerfile + a bash file to download required files from other projects like velocity proxy. + A compose file which works more or less out of the box. Non Playable Characters I finally filled my diamond blocks in my lobby with some NPC’s. Those can be interacted with instead of having to use /queue join <game> . I also did the skins of two of those. The other one is only slightly modified and the last one is the same guy from Hypixel’s TNT-Run NPC, because it was 23 o’clock and i wanted to go to sleep . What funny was that i forgot to disable my cape when i configured them with my account appearance data. They actually still have them on but i turned them invisible. Anvil to polar Anvil is the same system original Minecraft uses with region files. But those region files store a lot more data (air) than i need. So i switched to polar a community addon for Minestom that adds support to load from a shematic file instead which only stores the blocks i need. New win/loose screens Now not only is it displayed in chat who won but also we got 1., 2. and 3. place positions in case you want to know how close you missed first. Ship? Maybe?! I still try to get Minecraft bedrock running on linux because i don’t want to trust a stranger on flathub who is not verified & i wanted bedrock support but can’t test it right now :( ps: if anyone wants to try it out i would greatly appreciate it :) in a few days i will have fully set up a server on my server under foxors.de. But only java edition for now because of the bedrock thing on linux"}, {"post_id": 72099, "ts": "2026-09-22T05:17:54Z", "hours": 9.5008, "text": "No time left for luanti server programming :( Context : I am programming a server for Minecraft with a java library called Minestom. I plan to make a minigame server. The plan turned out to also now program functionality for supporting luanti/minetest players. To be honest i don’t think i can make everything fully work with luanti until the end of stardance. That is why i will focus more on getting everything shipped now. Sadly only for Minecraft, so some of you can’t play :(. But i want to still continue this project after stardance ends and maybe someday i get it to work. The current state of luanti support I managed to parse some more specific parts of each packet. But as you can see in the video i am not finished with the init sequence. What i have done is the init, authantication, version selection and some more smaller thingis. The rest would be to send over item, node, wheather, time etc. data which all use custom data objects and don’t have any documantation so i need to figure it out from like 6 different c++ files. Minigames I started programming on the server again. Now i have made a color party game where you have to stay on the right color and the rest disappears. And I refined my snowball game, where you have to hit other players from the map. Now the snowballs automatically despawn. Fin What the hell was with last post? 200 views?!?! is it because i have an terminal emulator open? or because “server” is in the title? ;) PS: Had to post again because of time limit of 10 hours."}, {"post_id": 67283, "ts": "2026-09-13T10:59:31Z", "hours": 10.6894, "text": "Trying to create a Luanti server in java+ need to devlog because of 10 hours time limit Soooo i don’t have anything to show. I can only tell you that is stupidly hard to create the protocol implementation of luanti if the entire docs to it is one page in the wiki and the rest c++ source code. Now i not only learning java but also c++. Could be worse because i already know C. Talking about slight progress You can see in the video below a demonstration of a UDP socket receiving data from the actual Luanti client. As you can see i already managed to parse some parts of the protocol. Currntly i am sitting on refining this a bit + implementing the init process. Till now i only managed to set the peerId of the luanti client. (peerId is, when i understood correctly, just an id the server gives clients to track them. After a client recieves this id it uses it to contact the server next time)"}, {"post_id": 64344, "ts": "2026-09-08T17:25:15Z", "hours": 8.4444, "text": "I totally not know what title i should write down Context I am trieng to create a mini game server for Minecraft with the help of Minestom which is a java library toolkit to create servers from scratch I only have minor changes to tell you because I am working on a BIG thing right now but i don’t know if it is going to work. But this is what i have added/changed Added teleport command to throw my friend around while testing because they are non technical and somehow don’t get used to the commands i made :( Made banned players get kicked while in the login phase instead of when they are already logged in Added a line shape to my in game world editor Now the world editor takes care of worlds itself instead of having to work with messy code working with the default games manager thing i created Created a rank. Players can now have ranks like idk “admin” or “dev” & so on. They are only visual in the tab list and everywhere else their names are. and i had fun with redo/undo feature of the in game editor as you can see in the pictures"}, {"post_id": 59146, "ts": "2026-08-31T19:29:53Z", "hours": 5.2194, "text": "I like snow Context I am creating a mini game server for Minecraft with a java library named Minestom which allows you to create a server from scratch for Minecraft Today i continued programming my in world editor. Now you can copy & paste structures. You also can now create a sphere if you want. The snow thing in the title is about the newest game. A snow ball fight game where you have to throw others from the map by throwing snow balls. Did you know that snow balls are not real projectiles because they can’t hit players. It is a bit hard to make them hit players. I also made the map for the spleef game & already created a map for the snow ball fight game. Both were now made with my own in game editor without additional tools."}, {"post_id": 58385, "ts": "2026-08-30T19:53:15Z", "hours": 2.2886, "text": "CTRL+Z would be useful i think Context I am creating my own mini game server for Minecraft withe Minestom, a java library to create your own server for Minecraft from scratch. I managed to get the build tool to a moderate level of usability. You can now: select an area over wooden axe over pos1 and pos2 command fill selected area setblock at specific position replace blocks in selected area undo & redo actions you did give yourself an item you need and don’t find in creative menu like a light block or a command block or something I also made the world where you can edit maps calculate light in the world. Thanks to that i managed to fix some light issues i had previously with my lobby map. Now i don’t have to give all player night vision the entire time."}, {"post_id": 57523, "ts": "2026-08-29T18:08:46Z", "hours": 6.3056, "text": "Programming a in game world editor because i am too lazy to create server code for axiom or other tools Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Today i spent most of my time building a in game world editor functioning similar to the popular world edit plugin. My little twist is that i use the new displayblocks Minecraft offers to make a visual appealing selection box of what you selected. It is ridicules how long it took me >:( I also made it possible to load specific worlds and edit them which are saved after you are finished this way i could for example modify the TntRun game world a bit to my liking while the server runs but these modifications made are permanent. Normally worlds don’t get saved after the mini game is finished. So now i could just rely on my own tools instead of having to create a world in vanilla Minecraft and then import them into my Minestom project. I also touched the idea of trying to implement protocol code of Luanti or formally known as Minetest which works with Minestom to let players join through Minetest for people who don’t want to use proprietary applications or don’t have an account for regular Minecraft. But i will probably fail at that task because it is waaay over my head :|"}, {"post_id": 56869, "ts": "2026-08-28T20:58:37Z", "hours": 16.1525, "text": "Oh no i forgot to do a post 👀 Well, here we are 16 hours in… again. Context I am programming a mini game server for Minecraft with Minestom, a library which allows me to create my own server from scratch. (in java) Overview of what i have done Added a server side console where an administrator can input commands which the server executes with a library called jLine Tried making a workflow for automatically building with some success Made a Spleef game prototype Improved the ghost player system Made a ui makeover for chat elements (again again) Added some new abilities/commands Server side console I have added a console thing where, after the server started, somebody with access to the terminal can run commands as the server with all permissions. For that i used a lib called jLine to make it just like the consoles most Minecraft server administrators should be familiar with. The actual hard part was that i had to rewrite some of the code i already have done. For example commands that would only work if they where run by a player needed now to check first if the command caller is the server actually itself. Actions I never used github actions or something like that. So i did the normal thing and created a runner for my own forgejo git instance and build an action without understanding more than 60% of it or even less. While i did not manage to create a docker build process i managed to create an action which builds my gradle java project with shadowjar and puts all required files into a zip which gets saved to my repo as an artifact file to be downloaded and executed instantly. turns out it is really dumb to try create an action on an runner which uses podman which uses docker in docker in a container which now should have installed docker inside of that to build an image? IDK man i have to sleep at some point Ghosts I have already made a system letting games make players ghosts who can’t interact with the world around them. Now i have made it like hypixel does it. Players are getting hidden from all other players. Not by giving them an invisible potion or something. The server lets players disappear by just not sending information about their whereabouts to the other players oh and they are in a survival mode but can still fly. TO NOT LET THEM ESCAPE MUHAHA i am evil or something. Oh and new commands I have made small commands which i though would be fun. hide Tell server to hide your player account by the same principle as the ghost system. fly Enable flying for your player account. stop Literally stops the server help A help command which tells players all about the commands they can access with their permissions nickname Kicks you but after joining again you will be logged in as another account name with the others skin etc. Only your uuid will stay the same to still be able to fetch your accurate permission etc. on the server. (of course this and most of the others commands on this level are behind permissions and can’t be accessed that easily) By, by Hope you have a great rest of a good day! I am currently on vacation and therefore have to use my Labtop instead of my PC. I already miss him i just tried another linux distro on it :("}, {"post_id": 51325, "ts": "2026-08-20T22:12:05Z", "hours": 7.5578, "text": "Security Context I am creating a custom mini game server for Minecraft with Minestom. A library allowing to write a java Minecraft server from scratch Security is one of my least favorite thing because it is sooooooooo complicated to get done right but this time it is not about security for protecting the server itself. It is about user security. Banning Every public server (sometimes also private ones) need a ban system. I now have implemented one which allows banning players even if they are not on the server by using Mojang’s public API to get the uuid of players with their name. This uuid gets saved alongside a ban time and a reason for the ban to the sqlite database. The players are also automatically kicked when the writing to the database happens. Each time players try to connect to the server it first checks if they are banned or not. If yes they kick them instantly again with information for them about how long the ban is etc. Players get also automatically unbanned if they ban time runs out. Or an player with sufficiant permissions can unban them over /unban unban <player> manually. Permanent bans are also possible by telling the server the ban time is 0. Report system Players can now report others with a reason. Administrators can then look up all open reports not handled by another administrator. They can view information about the report like who is reported, when is reported, why is reported. After they have researched if the player actually made something stupid they can react to it and tell the report system to archive the report and tell a reason/a explanation on how/why it is fixed now for future administrator actions to look at. Chats Going to a more fun little thing. Now every player can only chat with other players in the same world/crate/game/whateveryouwannecallthem so that not all players are getting flooded by messages by ALL players of the ENTIRE server. Auto banning I also gone ahead and made a system which checks those chat messages before sending them to other players for words from a word blacklist configured in the server configuration. If a match is found the player who send that message gets instantly banned for using a blacklisted word. This is just basic security from people using bad/horrible words in chat for/with others. When the system maybe fail to detect something because players are probably starting using cryptic things to express words we also have the report system and the logs made from those chat conversation which can be viewed by server administration."}, {"post_id": 50270, "ts": "2026-08-19T13:00:37Z", "hours": 8.1297, "text": "Let me just shortly re implement everything Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Overview Yesterday and today i did this here Now hard coded values are instead read from properties file Made nearly all commands rely on same design in chat to look good Players who disconnect also leave queues now automatically On shutdown the server actually closes things like THE DATABASE CONNECTION :| Made queue reset if players leave while in start sequence Made a little game loop system for all games (countdown to start/countdown to end) Create auto completion for queue- & permissions command Rewrote large portions of the queue and party system Config file I now use the same thing for config files the official Minecraft server uses. .properties . It is actually a library provided by java and does not use any other dependencies. Same design everywhere to feel at home Mostly all commands now rely on the same design in the chat to make it look more consistent. Disconnecting players I have made a event handler for player disconnection which tells the queue and party system to kick this player from their system. Because you should not be in a party with someone who is not on the server. Actually handling shutdown now Previously the server just terminated everything including the database connection :| now Minestom sends my program a signal and i gracefully close database, kick players and so on. Game loop system Just a small collection of functions helping with standard game presidia like starting after 5 seconds or sending all players back to the lobby after 10 seconds. Auto completion I added auto completion to commands the user will interact with to make it easier. Rewriting CoDe YAY my favorite thing. My original code was kind of spaghetti code and now i rewrote large portions which should improve understand ability? The hardest thing Probably the hardest thing i am facing with this project is Minestom’s lack of documentation. It has a wiki which only covers the basics. The rest is java doc but many functions/variables are defined like this: this_specific_thing() Does this_specific_thing but doesn’t tell what this_specific_thing is. But thankfully Minestom is open source so i can just look at the source code thought it is a bit hard for me because i am still somewhat of a java newbie."}, {"post_id": 49403, "ts": "2026-08-18T06:40:31Z", "hours": 5.7286, "text": "The first mini game Context I am creating a custom mini game server for minecraft with Minestom A library allowing to write a java Minecraft server from scratch. Cleaned up on blueprints & crates management I rewrote parts of the logic of crates (system to manage mini games). To be hopefully better maintainable. Tnt Run I made a first game the classic TntRun. Players are on a floor which disappears under their feed. There are 3 floors and it is checked who has won. I also had a bit fun with the light engine at the start (first image) Jar I made everything, including dependencies, able to be build into a single jar with shadow jar. Docker/Podman I used my jar to create a Docker image file which takes everything important from the repo & puts it into a docker/podman image (only tested with podman). I also made an environment variable that can be set which gives a specific player the highest admin permissions. So that you don’t have to mount the container & manually change add a player to the permission table of the SQLite database in it. Ghost system I also made 3 functions to implement a basic ghost system for when games want to get rid of players from the game. And an readme I added a README.md to my repo… with some text about how this thing works and breaths."}, {"post_id": 48752, "ts": "2026-08-17T08:58:10Z", "hours": 5.6761, "text": "Procrastinating with design over function Consistent chat UI So today i made a consistent chat design for different parts of the server. Except admin tools those still need to get a makeover. Queue upgrade Furthermore I added a bit of UI for the queue to tell players how full the queue is and how long it will take to start. I also made the queue wait for a few seconds before actually starting to give other players to join if the game can start but also works with more players. terrain loading screen This was such a paaaiinnn i didn’t find any documentation that is up to date. After some digging i found out the Minecraft client shows users the loading screen for change worlds if the dimension is changed NOT THE WORLD THE DIMENSION so i made a dimension… again a bit painful because docs are kinde not existing? But… i guess the source code is enough docs :). The reason why i wanted a loading screen on client side when changing worlds is to hide some ugly chunk glitching that happens sometimes and hopefully not to confuse the client too much about in which world it actually now is. In addition I had fun with dimension parameters and accidentally made a horror map."}, {"post_id": 48027, "ts": "2026-08-16T09:58:04Z", "hours": 5.6528, "text": "I kinde forgot to install hackatime extension for Vscode _ (° - °)_/ … but 5 hours are still some hours. But now to get your introduced to what i already have managed to create. A server A system to dynamically manage different worlds, which will host different games in future A queue system for games A party system A lobby A permission system sooommeee chat UI stuff to look okay Permissions get saved to sqllite database So yea a bit of stuff are already on their way. Dynamically managing of different worlds I have made a system that can on command create/remove worlds and move players to them. Furthermore it also removes automatically old worlds with no players in them to save on resources. I call worlds crates because they are a bit self contained. Queue system On top of the crateManager i build a queue system. Players can join queues for a game and if a queue has enough players it creates the crate for it and moves all players to it. In the crate they can than play bc the crates have their own self contained logic. Party system Players can all join together in a party and if they queue they always get into the SAME queue. Permission system I have made a permission system. Players can get permissions like admin.build.place to for example be allowed to place blocks in normally non build areas. But they can’t break any blocks that would also require admin.build.break or instead of having to give both permissions you can just give a player admin.build and they will have all permissions of sub permissions of build. Each permissions is saved/read from/to a sqllite database to make them persistent across server reboots. lobby oh yea and i did spend around 3 hours building a lobby :))))"}]...
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Title: Ministom by @foxors | Stardance
Devlogs:
I Title: Ministom by @foxors | Stardance
Devlogs:
I kinde forgot to install hackatime extension for Vscode _ (° - °)_/ … but 5 hours are still some hours. But now to get your introduced to what i already have managed to create. A server A system to dynamically manage different worlds, which will host different games in future A queue system for games A party system A lobby A permission system sooommeee chat UI stuff to look okay Permissions get saved to sqllite database So yea a bit of stuff are already on their way. Dynamically managing of different worlds I have made a system that can on command create/remove worlds and move players to them. Furthermore it also removes automatically old worlds with no players in them to save on resources. I call worlds crates because they are a bit self contained. Queue system On top of the crateManager i build a queue system. Players can join queues for a game and if a queue has enough players it creates the crate for it and moves all players to it. In the crate they can than play bc the crates have their own self contained logic. Party system Players can all join together in a party and if they queue they always get into the SAME queue. Permission system I have made a permission system. Players can get permissions like admin.build.place to for example be allowed to place blocks in normally non build areas. But they can’t break any blocks that would also require admin.build.break or instead of having to give both permissions you can just give a player admin.build and they will have all permissions of sub permissions of build. Each permissions is saved/read from/to a sqllite database to make them persistent across server reboots. lobby oh yea and i did spend around 3 hours building a lobby :))))
Procrastinating with design over function Consistent chat UI So today i made a consistent chat design for different parts of the server. Except admin tools those still need to get a makeover. Queue upgrade Furthermore I added a bit of UI for the queue to tell players how full the queue is and how long it will take to start. I also made the queue wait for a few seconds before actually starting to give other players to join if the game can start but also works with more players. terrain loading screen This was such a paaaiinnn i didn’t find any documentation that is up to date. After some digging i found out the Minecraft client shows users the loading screen for change worlds if the dimension is changed NOT THE WORLD THE DIMENSION so i made a dimension… again a bit painful because docs are kinde not existing? But… i guess the source code is enough docs :). The reason why i wanted a loading screen on client side when changing worlds is to hide some ugly chunk glitching that happens sometimes and hopefully not to confuse the client too much about in which world it actually now is. In addition I had fun with dimension parameters and accidentally made a horror map.
The first mini game Context I am creating a custom mini game server for minecraft with Minestom A library allowing to write a java Minecraft server from scratch. Cleaned up on blueprints & crates management I rewrote parts of the logic of crates (system to manage mini games). To be hopefully better maintainable. Tnt Run I made a first game the classic TntRun. Players are on a floor which disappears under their feed. There are 3 floors and it is checked who has won. I also had a bit fun with the light engine at the start (first image) Jar I made everything, including dependencies, able to be build into a single jar with shadow jar. Docker/Podman I used my jar to create a Docker image file which takes everything important from the repo & puts it into a docker/podman image (only tested with podman). I also made an environment variable that can be set which gives a specific player the highest admin permissions. So that you don’t have to mount the container & manually change add a player to the permission table of the SQLite database in it. Ghost system I also made 3 functions to implement a basic ghost system for when games want to get rid of players from the game. And an readme I added a README.md to my repo… with some text about how this thing works and breaths.
Let me just shortly re implement everything Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Overview Yesterday and today i did this here Now hard coded values are instead read from properties file Made nearly all commands rely on same design in chat to look good Players who disconnect also leave queues now automatically On shutdown the server actually closes things like THE DATABASE CONNECTION :| Made queue reset if players leave while in start sequence Made a little game loop system for all games (countdown to start/countdown to end) Create auto completion for queue- & permissions command Rewrote large portions of the queue and party system Config file I now use the same thing for config files the official Minecraft server uses. .properties . It is actually a library provided by java and does not use any other dependencies. Same design everywhere to feel at home Mostly all commands now rely on the same design in the chat to make it look more consistent. Disconnecting players I have made a event handler for player disconnection which tells the queue and party system to kick this player from their system. Because you should not be in a party with someone who is not on the server. Actually handling shutdown now Previously the server just terminated everything including the database connection :| now Minestom sends my program a signal and i gracefully close database, kick players and so on. Game loop system Just a small collection of functions helping with standard game presidia like starting after 5 seconds or sending all players back to the lobby after 10 seconds. Auto completion I added auto completion to commands the user will interact with to make it easier. Rewriting CoDe YAY my favorite thing. My original code was kind of spaghetti code and now i rewrote large portions which should improve understand ability? The hardest thing Probably the hardest thing i am facing with this project is Minestom’s lack of documentation. It has a wiki which only covers the basics. The rest is java doc but many functions/variables are defined like this: this_specific_thing() Does this_specific_thing but doesn’t tell what this_specific_thing is. But thankfully Minestom is open source so i can just look at the source code thought it is a bit hard for me because i am still somewhat of a java newbie.
Security Context I am creating a custom mini game server for Minecraft with Minestom. A library allowing to write a java Minecraft server from scratch Security is one of my least favorite thing because it is sooooooooo complicated to get done right but this time it is not about security for protecting the server itself. It is about user security. Banning Every public server (sometimes also private ones) need a ban system. I now have implemented one which allows banning players even if they are not on the server by using Mojang’s public API to get the uuid of players with their name. This uuid gets saved alongside a ban time and a reason for the ban to the sqlite database. The players are also automatically kicked when the writing to the database happens. Each time players try to connect to the server it first checks if they are banned or not. If yes they kick them instantly again with information for them about how long the ban is etc. Players get also automatically unbanned if they ban time runs out. Or an player with sufficiant permissions can unban them over /unban unban <player> manually. Permanent bans are also possible by telling the server the ban time is 0. Report system Players can now report others with a reason. Administrators can then look up all open reports not handled by another administrator. They can view information about the report like who is reported, when is reported, why is reported. After they have researched if the player actually made something stupid they can react to it and tell the report system to archive the report and tell a reason/a explanation on how/why it is fixed now for future administrator actions to look at. Chats Going to a more fun little thing. Now every player can only chat with other players in the same world/crate/game/whateveryouwannecallthem so that not all players are getting flooded by messages by ALL players of the ENTIRE server. Auto banning I also gone ahead and made a system which checks those chat messages before sending them to other players for words from a word blacklist configured in the server configuration. If a match is found the player who send that message gets instantly banned for using a blacklisted word. This is just basic security from people using bad/horrible words in chat for/with others. When the system maybe fail to detect something because players are probably starting using cryptic things to express words we also have the report system and the logs made from those chat conversation which can be viewed by server administration.
Oh no i forgot to do a post 👀 Well, here we are 16 hours in… again. Context I am programming a mini game server for Minecraft with Minestom, a library which allows me to create my own server from scratch. (in java) Overview of what i have done Added a server side console where an administrator can input commands which the server executes with a library called jLine Tried making a workflow for automatically building with some success Made a Spleef game prototype Improved the ghost player system Made a ui makeover for chat elements (again again) Added some new abilities/commands Server side console I have added a console thing where, after the server started, somebody with access to the terminal can run commands as the server with all permissions. For that i used a lib called jLine to make it just like the consoles most Minecraft server administrators should be familiar with. The actual hard part was that i had to rewrite some of the code i already have done. For example commands that would only work if they where run by a player needed now to check first if the command caller is the server actually itself. Actions I never used github actions or something like that. So i did the normal thing and created a runner for my own forgejo git instance and build an action without understanding more than 60% of it or even less. While i did not manage to create a docker build process i managed to create an action which builds my gradle java project with shadowjar and puts all required files into a zip which gets saved to my repo as an artifact file to be downloaded and executed instantly. turns out it is really dumb to try create an action on an runner which uses podman which uses docker in docker in a container which now should have installed docker inside of that to build an image? IDK man i have to sleep at some point Ghosts I have already made a system letting games make players ghosts who can’t interact with the world around them. Now i have made it like hypixel does it. Players are getting hidden from all other players. Not by giving them an invisible potion or something. The server lets players disappear by just not sending information about their whereabouts to the other players oh and they are in a survival mode but can still fly. TO NOT LET THEM ESCAPE MUHAHA i am evil or something. Oh and new commands I have made small commands which i though would be fun. hide Tell server to hide your player account by the same principle as the ghost system. fly Enable flying for your player account. stop Literally stops the server help A help command which tells players all about the commands they can access with their permissions nickname Kicks you but after joining again you will be logged in as another account name with the others skin etc. Only your uuid will stay the same to still be able to fetch your accurate permission etc. on the server. (of course this and most of the others commands on this level are behind permissions and can’t be accessed that easily) By, by Hope you have a great rest of a good day! I am currently on vacation and therefore have to use my Labtop instead of my PC. I already miss him i just tried another linux distro on it :(
Programming a in game world editor because i am too lazy to create server code for axiom or other tools Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Today i spent most of my time building a in game world editor functioning similar to the popular world edit plugin. My little twist is that i use the new displayblocks Minecraft offers to make a visual appealing selection box of what you selected. It is ridicules how long it took me >:( I also made it possible to load specific worlds and edit them which are saved after you are finished this way i could for example modify the TntRun game world a bit to my liking while the server runs but these modifications made are permanent. Normally worlds don’t get saved after the mini game is finished. So now i could just rely on my own tools instead of having to create a world in vanilla Minecraft and then import them into my Minestom project. I also touched the idea of trying to implement protocol code of Luanti or formally known as Minetest which works with Minestom to let players join through Minetest for people who don’t want to use proprietary applications or don’t have an account for regular Minecraft. But i will probably fail at that task because it is waaay over my head :|
CTRL+Z would be useful i think Context I am creating my own mini game server for Minecraft withe Minestom, a java library to create your own server for Minecraft from scratch. I managed to get the build tool to a moderate level of usability. You can now: select an area over wooden axe over pos1 and pos2 command fill selected area setblock at specific position replace blocks in selected area undo & redo actions you did give yourself an item you need and don’t find in creative menu like a light block or a command block or something I also made the world where you can edit maps calculate light in the world. Thanks to that i managed to fix some light issues i had previously with my lobby map. Now i don’t have to give all player night vision the entire time.
I like snow Context I am creating a mini game server for Minecraft with a java library named Minestom which allows you to create a server from scratch for Minecraft Today i continued programming my in world editor. Now you can copy & paste structures. You also can now create a sphere if you want. The snow thing in the title is about the newest game. A snow ball fight game where you have to throw others from the map by throwing snow balls. Did you know that snow balls are not real projectiles because they can’t hit players. It is a bit hard to make them hit players. I also made the map for the spleef game & already created a map for the snow ball fight game. Both were now made with my own in game editor without additional tools.
I totally not know what title i should write down Context I am trieng to create a mini game server for Minecraft with the help of Minestom which is a java library toolkit to create servers from scratch I only have minor changes to tell you because I am working on a BIG thing right now but i don’t know if it is going to work. But this is what i have added/changed Added teleport command to throw my friend around while testing because they are non technical and somehow don’t get used to the commands i made :( Made banned players get kicked while in the login phase instead of when they are already logged in Added a line shape to my in game world editor Now the world editor takes care of worlds itself instead of having to work with messy code working with the default games manager thing i created Created a rank. Players can now have ranks like idk “admin” or “dev” & so on. They are only visual in the tab list and everywhere else their names are. and i had fun with redo/undo feature of the in game editor as you can see in the pictures
Trying to create a Luanti server in java+ need to devlog because of 10 hours time limit Soooo i don’t have anything to show. I can only tell you that is stupidly hard to create the protocol implementation of luanti if the entire docs to it is one page in the wiki and the rest c++ source code. Now i not only learning java but also c++. Could be worse because i already know C. Talking about slight progress You can see in the video below a demonstration of a UDP socket receiving data from the actual Luanti client. As you can see i already managed to parse some parts of the protocol. Currntly i am sitting on refining this a bit + implementing the init process. Till now i only managed to set the peerId of the luanti client. (peerId is, when i understood correctly, just an id the server gives clients to track them. After a client recieves this id it uses it to contact the server next time)
No time left for luanti server programming :( Context : I am programming a server for Minecraft with a java library called Minestom. I plan to make a minigame server. The plan turned out to also now program functionality for supporting luanti/minetest players. To be honest i don’t think i can make everything fully work with luanti until the end of stardance. That is why i will focus more on getting everything shipped now. Sadly only for Minecraft, so some of you can’t play :(. But i want to still continue this project after stardance ends and maybe someday i get it to work. The current state of luanti support I managed to parse some more specific parts of each packet. But as you can see in the video i am not finished with the init sequence. What i have done is the init, authantication, version selection and some more smaller thingis. The rest would be to send over item, node, wheather, time etc. data which all use custom data objects and don’t have any documantation so i need to figure it out from like 6 different c++ files. Minigames I started programming on the server again. Now i have made a color party game where you have to stay on the right color and the rest disappears. And I refined my snowball game, where you have to hit other players from the map. Now the snowballs automatically despawn. Fin What the hell was with last post? 200 views?!?! is it because i have an terminal emulator open? or because “server” is in the title? ;) PS: Had to post again because of time limit of 10 hours.
Fixing up stuff Context : I am creating a mini game server for Minecraft with a java library called Minestom which allows the creation of servers for Minecraft Short summary Made new docker setup implementation deleted old docker setup and made new one added geyser and floodgate Created NPC’s in lobby that can be right clicked to join games Build map for color party game Now permissions of offline players can be changed Moved from anvil loader to polar/shematics Finally made server stop cleanly after /stop command is sent by players Redesigned the win/loose screen for each player Added some more error handling to specific commands Added /stat command to see some stats in game about the server New docker setup Last time i didn’t get quite how to build a docker file inside my workflow and now i don’t even try again because time . What i did is that i have a docker directory now bundled into each build zip which contains all files needed to create a Dockerfile + a bash file to download required files from other projects like velocity proxy. + A compose file which works more or less out of the box. Non Playable Characters I finally filled my diamond blocks in my lobby with some NPC’s. Those can be interacted with instead of having to use /queue join <game> . I also did the skins of two of those. The other one is only slightly modified and the last one is the same guy from Hypixel’s TNT-Run NPC, because it was 23 o’clock and i wanted to go to sleep . What funny was that i forgot to disable my cape when i configured them with my account appearance data. They actually still have them on but i turned them invisible. Anvil to polar Anvil is the same system original Minecraft uses with region files. But those region files store a lot more data (air) than i need. So i switched to polar a community addon for Minestom that adds support to load from a shematic file instead which only stores the blocks i need. New win/loose screens Now not only is it displayed in chat who won but also we got 1., 2. and 3. place positions in case you want to know how close you missed first. Ship? Maybe?! I still try to get Minecraft bedrock running on linux because i don’t want to trust a stranger on flathub who is not verified & i wanted bedrock support but can’t test it right now :( ps: if anyone wants to try it out i would greatly appreciate it :) in a few days i will have fully set up a server on my server under foxors.de. But only java edition for now because of the bedrock thing on linux
Ready to ship? Context I have programmed, build and arranged a minigame server for Minecraft using a Java library called Minestom, which lets you create a minecraft server from scratch After more then 100 hours of work i think i am ready to do a first ship. This dev log is just about stuff i did to prepare. I added screenshots to my readme made the docker setup more easy. I filmed a little video showing some broad functionality of the server. Most loose ends are tied up and packet together. A release can be found in my forgejo instance & there is now a demo server on foxors.de:25565 The only problem is that the people who will rate this project will have a very hard time testing :(. Because they would need A: 2 Paid Minecraft java accounts or B: Set up the server on their machine and need to have the know how to play in offline mode. That is why i also made a little broad video and also put a bit of effort showing off in the README.md file in my repo. Hope someone will enjoy it :) ps if someone lives in around UTC+2 timezone i will happily play with them from 19 to 20 o’clock.
Ships:
I have made a mini game server for Minecraft from scratch with a java library called Minestom. Features include Supports Minecraft Java version 26.2 Different minigames A system which automaticly manages all game instances A queue system A party system A ban system An automatic bad word block list banner when players use words they really should not (must be configure over properties file) A report system A permission system Persistant reports/bans/permissions accross server restarts with sqlite database Configuration over properties file ooooor … by modifieng source code ;) Multible commands acting as a ‘frontend’ to all the systems some require specific permissions to execute A main program to connect everything Velocity support In game build tool to modify maps on the go Additional abilities that may be usefull fly in survival mode hide from other players change gamemode help command Visual ranks for players A console prompt that can be used to execute comands from console side NPC’s instead of commands in lobby Prebuild maps to play on for people who can’t test it normally, because the requirements are a bit messed up because it is multiplayer on a paid game please read my README.md file in my repo & watch [this broad video] ( https://foxors.de/files/ministomVideo.mp4 ) the most difficult things where Things i had to first figure out because Minestom has some methods without any javadoc nor comments in source code Another thing that was a bit frustrating was that i tried to make my own workflow with my own runner. However it did not go great and now you have to build docker images yourself, but do not worry i have made a compose and DockerFile all ready, which both worked for me. Learned a bit A great thing was that i learned a lot about Java in this project and i think it really helped me with my exam in university (our prof still makes corrections). PS: You may see the ai notice on this project. It points to a not finished part of this project which is not part of this build, just so you know :) Hope you enjoy!...
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YACK by @Definitly-Not-Me | Stardance
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Definitly-Not-Me
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T18:45:35Z", "hours": 55.0, "multiplier": 3.44, "payout": 186, "blessing": "neutral", "text": "I tried to build a language model Model. My expectation were not high. I just hoped he would be multilingual (English + French + My Mother tongue) and that I would learn how LLMs works along the way. Overall the experience was pretty rewarding. Except for the Kaggle Part: This one, I hated it with passion. Due to monetary requirement both models are under-trained but they can produce coherent sentences. So I consider it a win. I’m hosting the project on my laptop so whoever review this: Don’t take your time >:( ** Just Kidding ☺️**", "repo": "https://github.com/Definitly-Not-Me/Patrick", "demo": "https://definitlynotme.site"}]...
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[{"post_id": 75633, "ts": "202 [{"post_id": 75633, "ts": "2026-09-30T16:32:34Z", "hours": 2.0122, "text": "Dear shipwrights I don’t know if you’ll read this but I still feel like writing it since I’ve nothing else to write. In response to the feedback provided, here’s what changed: I deleted some part of my README as well as corrected grammar mistakes since it seemed to “contain” part written by AI. Honestly the grammar mistakes should’ve given me an alibi but … nevermind. I have patched garbage characters generation during inference. I truly hope that was the “ bug ” you mentioned in your review. If it was not, I’m afraid there’s not more I can do without spending ton of time/money on computing to improve my Language Model output (NOT chatbot). Which would be sad. Really sad. For the planet and for me. Detailed AI usage in the project description. I really hope the third time will pay home 🥲"}, {"post_id": 72678, "ts": "2026-09-23T13:59:13Z", "hours": 0.4858, "text": "Dear shipwrights My Cloudflared tunnel went down and I don’t know why. Thus the link in my shipping devlog is now invalid. I looked up if there was any way to get a more lasting url and all solutions I found were either paid services (domain name) or required a credit card. I have neither. I will wait for your message and try to improve networking skills for the next ship. Thanks for reading me. Sadly, @Definitly-Not-Me"}, {"post_id": 72349, "ts": "2026-09-22T18:37:55Z", "hours": 2.0403, "text": "Wait ! shipping require you to post a devlog ? Bad luck on top of bad luck. I found no cloud hosting platform that check all my requirements so for the time being, I’m a cloud provider :) For those who will review my project, I ask for your understanding. Nothing to show for this one. So here is picture of my Language Model mascot. Patrick Star"}, {"post_id": 71936, "ts": "2026-09-21T20:21:38Z", "hours": 10.3194, "text": "Last devlog before shipping: Against my best wishes, none of my models reached a usable state. Even though their best loss is quite low (2.94 and 2.81) I didn’t manage to reach the finetuning stage. To continue training I would have to start pouring money to get more compute power. And I don’t have that…. So that’ll be all. I will finish the UI and deploy locally first until I manage to find a vps before my project get a reviewer."}, {"post_id": 68777, "ts": "2026-09-15T18:51:37Z", "hours": 9.3614, "text": "Premature optimization is the root of all evils I still fell in the trap… I struggled for weeks to produce a model that can generate coherent text. Now all what is left is to ship or perhaps even fine-tune and be done. But nooooo, we need to atleast make PeRfOrmAnt . Ended adding some mods to the original GPT-2. I found that there’s even a whole community around this . I gained a lot from them. Now, the project is a Frankenstein DeepSeek . Time will tell if this was a good idea (-_-) Here’s a picture of the last training round. Things went quite well despite a bug affecting the learning rate."}, {"post_id": 65660, "ts": "2026-09-10T23:05:05Z", "hours": 1.6197, "text": "Updates and Bloopers Even though Kaggle runs on Google Collab, it turn out Collab is much more easier to use than Kaggle. To my grand deception, Collab is not as generous as Kaggle. So I will not change my workflow. I think I also need to change dataset. Also what’s up with Stardance and all those auxiliary events/challenges ?"}, {"post_id": 65020, "ts": "2026-09-09T20:25:25Z", "hours": 8.3361, "text": "Now we’re talking folks Reached a milestone. After nearly 10 hours of training on OpenwebText , the model can now formulate somewhat grammatically correct sentences. It’s not over though. Training was interrupted because apparently kaggle has a time limit for how long a notebook can run (on top on the weekly time limit). Sadly I have no interest in buying cloud compute for that, so I will just look for a richer dataset, reduce the number of epoch and crank up the learning rate."}, {"post_id": 63205, "ts": "2026-09-06T21:31:41Z", "hours": 4.2356, "text": "I’m tired boss Sorry, stardance but for my own good and sanity, I think I will have to give up or half bake this project. I really tried 😞"}, {"post_id": 59298, "ts": "2026-09-01T00:37:38Z", "hours": 3.1833, "text": "Two steps before the throne Finally deployed the training script to Kaggle. Now all there’s to be is wait and hope. A quick list of what’s new: Divided the training loop in many functions to handle dataloading, parsing, logging and more; Managed to find a copy of gutenberg books to serve as dataset; Implemented checkpoints in the training so that I will not lose all progress if I run out of compute; Dataloading is now done using np.memmap ensuring that only a portion of tokens are loaded in memory; Scaled the value of hyprparameters based on configuration of gpt-2 small (my main source is Chatgpt/GLM and a rough guess of number of epochs); Fixed a “ storage leak ” where the best model checkpoints where saved per epoch instead of overwriting previous one (totally my fault) Next: Fix my nonexistant git history while waiting for the training to finish"}, {"post_id": 58245, "ts": "2026-08-30T16:34:58Z", "hours": 7.7647, "text": "Small update on building a Language Model So after getting the architecture down and adding collecting some data, I started the training phase. That was one week ago …. Training is surprisingly (or not ?) actually more than just shoving in more data and expect it to work. Right now I’m struggling with finding sensible hyperparameters and getting the model to output something coherent. What’s new I mainly worked on the training loop and minor optimizations to hidden layers to distract myself while Pytorch was frying my APU. Of course there were also bugs in the code that had to fix on the way. For monitoring the training I decided to use plain TUI built with Rich but I’m currently adding a csv logging for better history tracking. At first I was planning to run the training on my laptop but I understood why billions dollar companies needed so many datacenters. Anyway, I deployed it on Kaggle which also was harder than it should be. Next Take a break, Improve training loop, Deploy on Kaggle Forget about it"}, {"post_id": 54745, "ts": "2026-08-25T20:38:12Z", "hours": 7.6444, "text": "Devlog 0: Build a Large/Small/Whatever LM Overview Hello Stardance! Hello world appetIntern disdainwartsnine . Those were the first words of my Language Model, am feeling so fogging proud right now. I’m trying to get into ML for the next year (not just because of the hype). For my first projects, I tried building a simple perceptron as well as understanding the algorithm behind Tic-Tac-Toe. Nothing grandiose. Why aim so high for my next project since I’m not that knowledgeable ? Because I’m short of time and there are full tutorial available, that’s all. Goal & MVP The MVP goal is to be able to generate coherent text (will probably be gibberish since I’m not a billion dollars corpo) and implement simple RAG to compensate for the lack of intelligence. I plan to upgrade it as I learn more about LLMs and Transformers. The Current State I just got the basic unoptimized architecture down. It tooks so much time to understand the Transformer architecture and all the maths that goes behind it (thanks to 3Blue1Brown it was manageable). Now I need to train & evaluate the “Advanced Autocomplete Machine” so that It can start acting more like GPT2. Picture: Liking my rice ? 😏"}]...
|
Title: YACK by @Definitly-Not-Me | Stardance
Devl Title: YACK by @Definitly-Not-Me | Stardance
Devlogs:
Devlog 0: Build a Large/Small/Whatever LM Overview Hello Stardance! Hello world appetIntern disdainwartsnine . Those were the first words of my Language Model, am feeling so fogging proud right now. I’m trying to get into ML for the next year (not just because of the hype). For my first projects, I tried building a simple perceptron as well as understanding the algorithm behind Tic-Tac-Toe. Nothing grandiose. Why aim so high for my next project since I’m not that knowledgeable ? Because I’m short of time and there are full tutorial available, that’s all. Goal & MVP The MVP goal is to be able to generate coherent text (will probably be gibberish since I’m not a billion dollars corpo) and implement simple RAG to compensate for the lack of intelligence. I plan to upgrade it as I learn more about LLMs and Transformers. The Current State I just got the basic unoptimized architecture down. It tooks so much time to understand the Transformer architecture and all the maths that goes behind it (thanks to 3Blue1Brown it was manageable). Now I need to train & evaluate the “Advanced Autocomplete Machine” so that It can start acting more like GPT2. Picture: Liking my rice ? 😏
Small update on building a Language Model So after getting the architecture down and adding collecting some data, I started the training phase. That was one week ago …. Training is surprisingly (or not ?) actually more than just shoving in more data and expect it to work. Right now I’m struggling with finding sensible hyperparameters and getting the model to output something coherent. What’s new I mainly worked on the training loop and minor optimizations to hidden layers to distract myself while Pytorch was frying my APU. Of course there were also bugs in the code that had to fix on the way. For monitoring the training I decided to use plain TUI built with Rich but I’m currently adding a csv logging for better history tracking. At first I was planning to run the training on my laptop but I understood why billions dollar companies needed so many datacenters. Anyway, I deployed it on Kaggle which also was harder than it should be. Next Take a break, Improve training loop, Deploy on Kaggle Forget about it
Two steps before the throne Finally deployed the training script to Kaggle. Now all there’s to be is wait and hope. A quick list of what’s new: Divided the training loop in many functions to handle dataloading, parsing, logging and more; Managed to find a copy of gutenberg books to serve as dataset; Implemented checkpoints in the training so that I will not lose all progress if I run out of compute; Dataloading is now done using np.memmap ensuring that only a portion of tokens are loaded in memory; Scaled the value of hyprparameters based on configuration of gpt-2 small (my main source is Chatgpt/GLM and a rough guess of number of epochs); Fixed a “ storage leak ” where the best model checkpoints where saved per epoch instead of overwriting previous one (totally my fault) Next: Fix my nonexistant git history while waiting for the training to finish
I’m tired boss Sorry, stardance but for my own good and sanity, I think I will have to give up or half bake this project. I really tried 😞
Now we’re talking folks Reached a milestone. After nearly 10 hours of training on OpenwebText , the model can now formulate somewhat grammatically correct sentences. It’s not over though. Training was interrupted because apparently kaggle has a time limit for how long a notebook can run (on top on the weekly time limit). Sadly I have no interest in buying cloud compute for that, so I will just look for a richer dataset, reduce the number of epoch and crank up the learning rate.
Updates and Bloopers Even though Kaggle runs on Google Collab, it turn out Collab is much more easier to use than Kaggle. To my grand deception, Collab is not as generous as Kaggle. So I will not change my workflow. I think I also need to change dataset. Also what’s up with Stardance and all those auxiliary events/challenges ?
Premature optimization is the root of all evils I still fell in the trap… I struggled for weeks to produce a model that can generate coherent text. Now all what is left is to ship or perhaps even fine-tune and be done. But nooooo, we need to atleast make PeRfOrmAnt . Ended adding some mods to the original GPT-2. I found that there’s even a whole community around this . I gained a lot from them. Now, the project is a Frankenstein DeepSeek . Time will tell if this was a good idea (-_-) Here’s a picture of the last training round. Things went quite well despite a bug affecting the learning rate.
Last devlog before shipping: Against my best wishes, none of my models reached a usable state. Even though their best loss is quite low (2.94 and 2.81) I didn’t manage to reach the finetuning stage. To continue training I would have to start pouring money to get more compute power. And I don’t have that…. So that’ll be all. I will finish the UI and deploy locally first until I manage to find a vps before my project get a reviewer.
Wait ! shipping require you to post a devlog ? Bad luck on top of bad luck. I found no cloud hosting platform that check all my requirements so for the time being, I’m a cloud provider :) For those who will review my project, I ask for your understanding. Nothing to show for this one. So here is picture of my Language Model mascot. Patrick Star
Dear shipwrights My Cloudflared tunnel went down and I don’t know why. Thus the link in my shipping devlog is now invalid. I looked up if there was any way to get a more lasting url and all solutions I found were either paid services (domain name) or required a credit card. I have neither. I will wait for your message and try to improve networking skills for the next ship. Thanks for reading me. Sadly, @Definitly-Not-Me
Dear shipwrights I don’t know if you’ll read this but I still feel like writing it since I’ve nothing else to write. In response to the feedback provided, here’s what changed: I deleted some part of my README as well as corrected grammar mistakes since it seemed to “contain” part written by AI. Honestly the grammar mistakes should’ve given me an alibi but … nevermind. I have patched garbage characters generation during inference. I truly hope that was the “ bug ” you mentioned in your review. If it was not, I’m afraid there’s not more I can do without spending ton of time/money on computing to improve my Language Model output (NOT chatbot). Which would be sad. Really sad. For the planet and for me. Detailed AI usage in the project description. I really hope the third time will pay home 🥲
Ships:
I tried to build a language model Model. My expectation were not high. I just hoped he would be multilingual (English + French + My Mother tongue) and that I would learn how LLMs works along the way. Overall the experience was pretty rewarding. Except for the Kaggle Part: This one, I hated it with passion. Due to monetary requirement both models are under-trained but they can produce coherent sentences. So I consider it a win. I’m hosting the project on my laptop so whoever review this: Don’t take your time >:( ** Just Kidding ☺️**...
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1793350671.6819494
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1793437071.6819494
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|
66958
|
camera by @amiterlich05 | Stardance
|
amiterlich05
|
0
|
8.08
|
0
|
[]
|
[{"post_id": 75628, "ts": "202 [{"post_id": 75628, "ts": "2026-09-30T16:24:29Z", "hours": 8.0783, "text": "Devlog 1: I had done most of the work beforehand, but now I had the time to finish it up. I completed the schematics, added screws and textures, rounded off the corners, and essentially transformed it from a camera-shaped brick into something that looks more like a real camera. Overall, I really like how it turned out; there were so many different options and I experimented with a lot of things during the project, but I finally settled on the final choices and wrapped up the last few details. I wish I’d had more time, but the submission deadline is already here."}]...
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Title: camera by @amiterlich05 | Stardance
Devlog Title: camera by @amiterlich05 | Stardance
Devlogs:
Devlog 1: I had done most of the work beforehand, but now I had the time to finish it up. I completed the schematics, added screws and textures, rounded off the corners, and essentially transformed it from a camera-shaped brick into something that looks more like a real camera. Overall, I really like how it turned out; there were so many different options and I experimented with a lot of things during the project, but I finally settled on the final choices and wrapped up the last few details. I wish I’d had more time, but the submission deadline is already here....
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1793105461.5274906
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1793710261.5274906
|
|
65099
|
Project RailSync by @krishkr372 | Stardance
|
krishkr372
|
0
|
5.44
|
0
|
[]
|
[{"post_id": 75627, "ts": "202 [{"post_id": 75627, "ts": "2026-09-30T16:20:03Z", "hours": 1.8, "text": "adding the receiver and transiter end"}, {"post_id": 75579, "ts": "2026-09-30T14:06:39Z", "hours": 1.7975, "text": "added the rf module in project and coded in arduino ide"}, {"post_id": 72772, "ts": "2026-09-23T18:34:16Z", "hours": 1.4461, "text": "made the transmitter part of the project"}, {"post_id": 72736, "ts": "2026-09-23T16:48:17Z", "hours": 0.3931, "text": "joined led"}]...
|
Title: Project RailSync by @krishkr372 | Stardance Title: Project RailSync by @krishkr372 | Stardance
Devlogs:
joined led
made the transmitter part of the project
added the rf module in project and coded in arduino ide
adding the receiver and transiter end...
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1793083887.258339
|
1793688687.258339
|
|
66312
|
wind-tunnel by @Sebinyogang | Stardance
|
Sebinyogang
|
0
|
3.49
|
0
|
[]
|
[{"post_id": 75626, "ts": "202 [{"post_id": 75626, "ts": "2026-09-30T16:14:13Z", "hours": 0.4711, "text": "I was trying to compress the stl file and mixed it with my home work and distroyed the file and was trying to restore it"}, {"post_id": 74494, "ts": "2026-09-27T14:38:57Z", "hours": 3.0225, "text": "It is my project wind tunnel i finished the final cad"}]...
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Title: wind-tunnel by @Sebinyogang | Stardance
De Title: wind-tunnel by @Sebinyogang | Stardance
Devlogs:
It is my project wind tunnel i finished the final cad
I was trying to compress the stl file and mixed it with my home work and distroyed the file and was trying to restore it...
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1793098186.6942472
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1793702986.6942472
|
|
66931
|
Lalala by @jeyanissi | Stardance
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jeyanissi
|
0
|
9.53
|
0
|
[]
|
[{"post_id": 75622, "ts": "202 [{"post_id": 75622, "ts": "2026-09-30T16:07:01Z", "hours": 3.4406, "text": "Work Under Construction"}, {"post_id": 75545, "ts": "2026-09-30T12:19:59Z", "hours": 6.0908, "text": "Just a ‘get to know about me’OS"}]...
|
Title: Lalala by @jeyanissi | Stardance
Devlogs:
Title: Lalala by @jeyanissi | Stardance
Devlogs:
Just a ‘get to know about me’OS
Work Under Construction...
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1793105411.5416355
|
1793710211.5416355
|
|
55695
|
ApurvaGautam by @apurvagautam | Stardance
|
apurvagautam
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T15:59:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I updated my existing portfolio website i created months ago the design was boring so i updated to modern style still it aint good so in future i am thinking of updating it again. as myself i cant completely write the code as i am just in the learning phase an dlearning things from doing it from ai and understanding how its done and why its done. Most of my project is made by ai but i am using it to learn myself how does eveyrthing works. and i havent created a readme page till now as of now there arent any new outof the world things i am just learning basics and learning by doing.", "repo": "https://github.com/Margemmelluss/apurvagautam", "demo": "https://www.apurvagautam.me"}]...
|
[{"post_id": 75618, "ts": "202 [{"post_id": 75618, "ts": "2026-09-30T15:50:42Z", "hours": 0.4981, "text": "I was integrating new ai models in my agents in github copilot :( but i will try again later"}, {"post_id": 57097, "ts": "2026-08-29T06:02:47Z", "hours": 1.2942, "text": "I changed the entire web design and removed some contents still a lot of work is remaining :("}]...
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Title: ApurvaGautam by @apurvagautam | Stardance
Title: ApurvaGautam by @apurvagautam | Stardance
Devlogs:
I changed the entire web design and removed some contents still a lot of work is remaining :(
I was integrating new ai models in my agents in github copilot :( but i will try again later
Ships:
I updated my existing portfolio website i created months ago the design was boring so i updated to modern style still it aint good so in future i am thinking of updating it again. as myself i cant completely write the code as i am just in the learning phase an dlearning things from doing it from ai and understanding how its done and why its done. Most of my project is made by ai but i am using it to learn myself how does eveyrthing works. and i havent created a readme page till now as of now there arent any new outof the world things i am just learning basics and learning by doing....
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1793346594.002681
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1793432994.002681
|
|
58676
|
Wanderlust OS by @Shreya_Nair | Stardance
|
Shreya_Nair
|
2
|
54.0
|
869
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T18:58:05Z", "hours": 50.0, "multiplier": 17.3, "payout": 869, "blessing": "neutral", "text": "Wanderlust OS is my fantasy world themed WebOS project inspired by the Lord of the Rings universe (people who haven’t heard of the lord of the rings can use it too!). I wanted to make something that felt like a little world of its own while being very easy to use. I started with a basic webOS for Ship #1 where I built the main foundation. It had draggable and resizable windows, a taskbar and very few apps. From there for Ship #2 I completely transformed it adding many interactive features, music and plenty of easter eggs and fun apps. The Apps include Notes, Gallery, Timer, Map of Middle-earth, Palantir (weather app but as a crystal ball!), Calendar, Doodle, Library (with book excerpts related to lotr) and Settings. Main Features Light mode and Dark mode- Both are very different and the music and many elements completely changes between light and dark. Imo the dark mode is the most fun part of the project. The Fun parts- There are many things flying across the screen once you open the OS. Also there many clickable things I’ve added to make it fun and interactive to those who visit (like flowers, butterflies and some themed things). Clicking the arkenstone (the glowy rock) at the top opens the journey window and tracks all the apps and easter eggs u opened (wanted to add smth to let the user know whether they’ve found all the features). What was challenging? I started learning HTML and CSS through the personal site mission and I feel like I’ve improved a lot. In the beginning I found it hard to get a hang of it (the functionality and the design part, for eg light/ dark mode) and I believe Ive come a long way! Yes I encountered lot of problems in between but it was a learning experience. What am I proud of? Im very proud of all the interactive features I thought of and built on my own (especially dark mode). They arent necessary for the OS to function but they made a huge difference and I enjoyed building them tooo. For more details, please read the readme. I believe I’ve covered everything there is to cover but I’ll take feedback to improve the project and make it as user friendly as possible. Make sure to click around the desktop and see what you find! And to everyone who read till here…thank you! ^ o^/", "repo": "https://github.com/Shreya-Nair-28/Middle-earth-OS", "demo": "https://shreya-nair-28.github.io/Middle-earth-OS/"}, {"ship_num": 2, "ts": "2026-09-08T12:16:26Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Middle-earth OS is a browser based operating system inspired by the world of the Lord of the Rings. I built it with HTML, CSS and JS (I became pretty confident with these 3 after completing the personal site mission) Ship #1 focused on fulfilling the basic requirements. It has draggable and resizable windows, a taskbar, time display at the bottom. Also has 3 simple apps: Notes, Timer and Gallery. So far, it’s super basic. I’m developing this in multiple ships adding smth new each time. You can already see I have two other apps in the working(Map and Palantir). I will definitely make it more polished visually and technically. (Ship #2 will have more lotr themed apps and more unique features (ive already thought of a few amazing ones)). The goal is to turn this simple OS into a full immersive one.", "repo": "https://github.com/Shreya-Nair-28/Middle-earth-OS", "demo": "https://shreya-nair-28.github.io/Middle-earth-OS/"}]...
|
[{"post_id": 75617, "ts": "202 [{"post_id": 75617, "ts": "2026-09-30T15:50:18Z", "hours": 2.9361, "text": "Last devlog before I ship! I added yet another easter egg (i couldnt help myself 😅) They change depending on what mode you’re in (light/dark). Besides that, I fixed a couple of errors that i was saving for the end. I wanted the OS to be as smooth as possible (enjoyable as well but that comes second). Biggest change of all: I changed the name from Middle-earth OS to Wanderlust OS because I felt it fit my project better. I’m ready to ship!"}, {"post_id": 73676, "ts": "2026-09-25T17:32:13Z", "hours": 7.3336, "text": "I’m getting closer to shipping. I added two more fun buttons near the top: one is a memory window that tracks all the apps u opened and all the easter eggs u foundd , (i connected all the apps, buttons and easter eggs to this window; it counts each first time u click on it) the other is kinda like another easter egg. I fixed up a lot of the layering i didnt want the easter eggs/animations to get in the way of the user when theyre using any apps so i fixed up a lot of that as well. I cleaned up a lot of other code as well. I also learnt that I kept typing ‘colour’ instead of ‘color’ in a lot of places 😅😅 so i hit find & replace for those. I then spent some time improving the intro window and intro video I made it more appealing. Im happy with the work now actually. Ive come along way from the personal site mission. (o゜▽゜)o☆"}, {"post_id": 71849, "ts": "2026-09-21T17:25:42Z", "hours": 4.0397, "text": "flyButterfly(){ Today i added i worked on the js for the easter eggs and and added a few more interactive features. the OS looks more alive now!!!! i love itttttt. They’re still kinda glitchy and i will be trying to figure out the problemmm.. toodles!} 🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋"}, {"post_id": 71340, "ts": "2026-09-20T17:37:57Z", "hours": 6.2211, "text": "phew, added plenty of easter eggs today. some of them fly across the screen and some are hidden and takes a little exploring to find them. I want to make my os as interactive and not boring as possible so im gonna work more on that from tmrw. oKiE"}, {"post_id": 70734, "ts": "2026-09-19T17:46:41Z", "hours": 1.2517, "text": "hiya. i was fixing the sizing and locations of a few widgets. I spent most time trying to place the location pins on the right places in the map. i was able to do it for a couple of locations but not all. (it TAKES a long time). i also uploaded the images for the icons. I still havent thought of a good idea for the doodle app icon but itll hit me soooon. 🫨🫨"}, {"post_id": 70200, "ts": "2026-09-18T18:05:28Z", "hours": 1.9644, "text": "hellooooo. i added an intro video today. (idk why i didnt think to add one until now, i only remembered when i went through all the amazing projects uploaded to this mission). Besides the 2 hrs logged, i spent designing the leftover logos (i didnt find the emojis to fit the style). The coding mostly involved me trying to get the widgets to cooperate. The dragging was glitchy then there would some random small error that made everything else stop working. basically today wasnt really coding heavy but fixing a lot of things and improving the feel. (o゜▽゜)o"}, {"post_id": 69733, "ts": "2026-09-17T17:45:14Z", "hours": 4.1083, "text": "i worked on adding widgets today. was really difficult cuz i had no experience with that level. I wanted to reuse functions from the weather app for the weather widget. I tried but i couldnt :(. I wrote a whole new function for the widget itself. for now, i added some basic widgets such as calendar, weather and clock (they arent draggable yet tho, also im not feeling the clock design, prolly will change it later). Will definitely add more creative ones along the way :)"}, {"post_id": 69265, "ts": "2026-09-16T18:16:14Z", "hours": 2.4936, "text": "i added an interactive sparkly cursor today. Also added features within 2 apps : user can add their own events to the calendar, a clear all feature in the doodle app. i was also on the hunt for excerpts to add to the library app."}, {"post_id": 68756, "ts": "2026-09-15T17:56:28Z", "hours": 5.0167, "text": "was putting out fires all over the place today. Some windows kept opening INSIDE other windows! turns out it was because of a single missing closing div tag🙇♀️it took me soooo long, Besides all that i fixed up the library app and added a new map app. I improved some of the other apps as well."}, {"post_id": 68194, "ts": "2026-09-14T18:02:39Z", "hours": 3.7514, "text": "Got more work done today than the past few days. I added two apps! a doodle app and a a library app (just lotr excerpts for now). The pdf viewer seriously did not want to open. It really took some time to get that working. also the window resizing isnt really that great there are a lot of problems. More tomorrow!"}, {"post_id": 67563, "ts": "2026-09-13T18:17:36Z", "hours": 1.0639, "text": "I added a calendar app today! only worked on the html and js. need to finish the css as well to match the overall theme. its also still kinda buggy."}, {"post_id": 66750, "ts": "2026-09-12T17:16:10Z", "hours": 1.4025, "text": "today i worked on fixing up the weather app and modifying most of the error handling code. I also debugged a lot of the window opening and closing issues."}, {"post_id": 66114, "ts": "2026-09-11T18:36:02Z", "hours": 1.3075, "text": "mainly worked on improving the css and ui today. also spent an hour or two on design a few elements in canva."}, {"post_id": 65500, "ts": "2026-09-10T18:03:18Z", "hours": 2.0506, "text": "Add little glowy effects and little animations to the windows and the app icons. I also added light mode and dark mode to the os. Also, it may say I spent 2 hours coding but besides that I have spent another two working on the design aspect in canva (i wanted to add easter eggs like i did in my personal site mission). I still feel the UI just isnt…it. ig itll take a bit more trial and error to get it there. :))"}, {"post_id": 64961, "ts": "2026-09-09T18:15:25Z", "hours": 4.0447, "text": "Worked on improving the weather app today (i learned how to connect one to a site firstt). Then i worked on adding a settings app that can allow the user to choose wallpapers and light/dark mode. it looks pretty okay now but i definitely need to improve the ui BY FAR. tomorrow!"}, {"post_id": 64368, "ts": "2026-09-08T17:52:46Z", "hours": 1.2239, "text": "Added hover effects to the app icons. Started working on making the palantir a weather forecast app. I went through the article about it on geeksforgeeks first (because i was kinda clueless) and i learnt that it’s not super difficult. I started work on it and it’s actually going good. more tomorrow!"}, {"post_id": 64161, "ts": "2026-09-08T11:41:20Z", "hours": 1.2461, "text": "Now the os has 3 simple apps: Notes, Timer and Gallery. Current time is displayed on the bottom right. The windows are draggable and resizable."}, {"post_id": 63730, "ts": "2026-09-07T17:49:29Z", "hours": 1.5861, "text": "More work done. The windows are now draggable and can be opened and closed. I added a simple note taker (with add, delete, clear and view functions). I started working on a timer app today. (but there’s some error (it better not be a missing bracket/letter in a variable cuz those are so hard to find 🙏)). More work tomorroww."}, {"post_id": 63065, "ts": "2026-09-06T17:34:50Z", "hours": 0.3992, "text": "today i worked getting the windows to open. I could not work for a long time today. I was simply able to add windows and a bit of text. Tomorrow I will work on including the dragging and the design aspect."}, {"post_id": 62366, "ts": "2026-09-05T18:09:55Z", "hours": 0.4464, "text": "baby steps started work on lotr-os (the name needs work). I finished the personal site mission and now i have more experience with HTML and CSS (ESPECIALLY CSS). I hope it turns out good!"}]...
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Title: Wanderlust OS by @Shreya_Nair | Stardance
Title: Wanderlust OS by @Shreya_Nair | Stardance
Devlogs:
baby steps started work on lotr-os (the name needs work). I finished the personal site mission and now i have more experience with HTML and CSS (ESPECIALLY CSS). I hope it turns out good!
today i worked getting the windows to open. I could not work for a long time today. I was simply able to add windows and a bit of text. Tomorrow I will work on including the dragging and the design aspect.
More work done. The windows are now draggable and can be opened and closed. I added a simple note taker (with add, delete, clear and view functions). I started working on a timer app today. (but there’s some error (it better not be a missing bracket/letter in a variable cuz those are so hard to find 🙏)). More work tomorroww.
Now the os has 3 simple apps: Notes, Timer and Gallery. Current time is displayed on the bottom right. The windows are draggable and resizable.
Added hover effects to the app icons. Started working on making the palantir a weather forecast app. I went through the article about it on geeksforgeeks first (because i was kinda clueless) and i learnt that it’s not super difficult. I started work on it and it’s actually going good. more tomorrow!
Worked on improving the weather app today (i learned how to connect one to a site firstt). Then i worked on adding a settings app that can allow the user to choose wallpapers and light/dark mode. it looks pretty okay now but i definitely need to improve the ui BY FAR. tomorrow!
Add little glowy effects and little animations to the windows and the app icons. I also added light mode and dark mode to the os. Also, it may say I spent 2 hours coding but besides that I have spent another two working on the design aspect in canva (i wanted to add easter eggs like i did in my personal site mission). I still feel the UI just isnt…it. ig itll take a bit more trial and error to get it there. :))
mainly worked on improving the css and ui today. also spent an hour or two on design a few elements in canva.
today i worked on fixing up the weather app and modifying most of the error handling code. I also debugged a lot of the window opening and closing issues.
I added a calendar app today! only worked on the html and js. need to finish the css as well to match the overall theme. its also still kinda buggy.
Got more work done today than the past few days. I added two apps! a doodle app and a a library app (just lotr excerpts for now). The pdf viewer seriously did not want to open. It really took some time to get that working. also the window resizing isnt really that great there are a lot of problems. More tomorrow!
was putting out fires all over the place today. Some windows kept opening INSIDE other windows! turns out it was because of a single missing closing div tag🙇♀️it took me soooo long, Besides all that i fixed up the library app and added a new map app. I improved some of the other apps as well.
i added an interactive sparkly cursor today. Also added features within 2 apps : user can add their own events to the calendar, a clear all feature in the doodle app. i was also on the hunt for excerpts to add to the library app.
i worked on adding widgets today. was really difficult cuz i had no experience with that level. I wanted to reuse functions from the weather app for the weather widget. I tried but i couldnt :(. I wrote a whole new function for the widget itself. for now, i added some basic widgets such as calendar, weather and clock (they arent draggable yet tho, also im not feeling the clock design, prolly will change it later). Will definitely add more creative ones along the way :)
hellooooo. i added an intro video today. (idk why i didnt think to add one until now, i only remembered when i went through all the amazing projects uploaded to this mission). Besides the 2 hrs logged, i spent designing the leftover logos (i didnt find the emojis to fit the style). The coding mostly involved me trying to get the widgets to cooperate. The dragging was glitchy then there would some random small error that made everything else stop working. basically today wasnt really coding heavy but fixing a lot of things and improving the feel. (o゜▽゜)o
hiya. i was fixing the sizing and locations of a few widgets. I spent most time trying to place the location pins on the right places in the map. i was able to do it for a couple of locations but not all. (it TAKES a long time). i also uploaded the images for the icons. I still havent thought of a good idea for the doodle app icon but itll hit me soooon. 🫨🫨
phew, added plenty of easter eggs today. some of them fly across the screen and some are hidden and takes a little exploring to find them. I want to make my os as interactive and not boring as possible so im gonna work more on that from tmrw. oKiE
flyButterfly(){ Today i added i worked on the js for the easter eggs and and added a few more interactive features. the OS looks more alive now!!!! i love itttttt. They’re still kinda glitchy and i will be trying to figure out the problemmm.. toodles!} 🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋
I’m getting closer to shipping. I added two more fun buttons near the top: one is a memory window that tracks all the apps u opened and all the easter eggs u foundd , (i connected all the apps, buttons and easter eggs to this window; it counts each first time u click on it) the other is kinda like another easter egg. I fixed up a lot of the layering i didnt want the easter eggs/animations to get in the way of the user when theyre using any apps so i fixed up a lot of that as well. I cleaned up a lot of other code as well. I also learnt that I kept typing ‘colour’ instead of ‘color’ in a lot of places 😅😅 so i hit find & replace for those. I then spent some time improving the intro window and intro video I made it more appealing. Im happy with the work now actually. Ive come along way from the personal site mission. (o゜▽゜)o☆
Last devlog before I ship! I added yet another easter egg (i couldnt help myself 😅) They change depending on what mode you’re in (light/dark). Besides that, I fixed a couple of errors that i was saving for the end. I wanted the OS to be as smooth as possible (enjoyable as well but that comes second). Biggest change of all: I changed the name from Middle-earth OS to Wanderlust OS because I felt it fit my project better. I’m ready to ship!
Ships:
Middle-earth OS is a browser based operating system inspired by the world of the Lord of the Rings. I built it with HTML, CSS and JS (I became pretty confident with these 3 after completing the personal site mission) Ship #1 focused on fulfilling the basic requirements. It has draggable and resizable windows, a taskbar, time display at the bottom. Also has 3 simple apps: Notes, Timer and Gallery. So far, it’s super basic. I’m developing this in multiple ships adding smth new each time. You can already see I have two other apps in the working(Map and Palantir). I will definitely make it more polished visually and technically. (Ship #2 will have more lotr themed apps and more unique features (ive already thought of a few amazing ones)). The goal is to turn this simple OS into a full immersive one.
Wanderlust OS is my fantasy world themed WebOS project inspired by the Lord of the Rings universe (people who haven’t heard of the lord of the rings can use it too!). I wanted to make something that felt like a little world of its own while being very easy to use. I started with a basic webOS for Ship #1 where I built the main foundation. It had draggable and resizable windows, a taskbar and very few apps. From there for Ship #2 I completely transformed it adding many interactive features, music and plenty of easter eggs and fun apps. The Apps include Notes, Gallery, Timer, Map of Middle-earth, Palantir (weather app but as a crystal ball!), Calendar, Doodle, Library (with book excerpts related to lotr) and Settings. Main Features Light mode and Dark mode- Both are very different and the music and many elements completely changes between light and dark. Imo the dark mode is the most fun part of the project. The Fun parts- There are many things flying across the screen once you open the OS. Also there many clickable things I’ve added to make it fun and interactive to those who visit (like flowers, butterflies and some themed things). Clicking the arkenstone (the glowy rock) at the top opens the journey window and tracks all the apps and easter eggs u opened (wanted to add smth to let the user know whether they’ve found all the features). What was challenging? I started learning HTML and CSS through the personal site mission and I feel like I’ve improved a lot. In the beginning I found it hard to get a hang of it (the functionality and the design part, for eg light/ dark mode) and I believe Ive come a long way! Yes I encountered lot of problems in between but it was a learning experience. What am I proud of? Im very proud of all the interactive features I thought of and built on my own (especially dark mode). They arent necessary for the OS to function but they made a huge difference and I enjoyed building them tooo. For more details, please read the readme. I believe I’ve covered everything there is to cover but I’ll take feedback to improve the project and make it as user friendly as possible. Make sure to click around the desktop and see what you find! And to everyone who read till here…thank you! ^ o^/...
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1793263741.681193
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1793350141.681193
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66775
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The Culinary Guide by @Nivedh_Govil | Stardance
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Nivedh_Govil
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1
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2.0
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3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:10:09Z", "hours": 2.0, "multiplier": 1.51, "payout": 3, "blessing": "neutral", "text": "This project is a website that has three food items and their descriptions, with their recipes and how to make them. I decided to do something different this time, so I made it without CSS, and I also learned two new things in this project: making a progress bar and a dialog box, which used JavaScript. I also used HTML frames. There are three recipes, and you can see how to make them and their descriptions. I used a progress bar to show how difficult it was, as a rating out of 10, to cook them. I have deployed it using Vercel.", "repo": "https://github.com/NivedhGovil/Culinary-Guide", "demo": "https://culinaryguide-nivedh.vercel.app/"}]...
|
[{"post_id": 75616, "ts": "202 [{"post_id": 75616, "ts": "2026-09-30T15:48:45Z", "hours": 1.2417, "text": "Finally done with my website! Updates: Finalized the webpages for each food item. Added Images and made a new logo. New thing learnt: Progress bar and dialog box. Added instructions and steps to make each item. Hope this gets accepted for shipping! :D"}, {"post_id": 75245, "ts": "2026-09-29T15:49:02Z", "hours": 0.4425, "text": "Helloo! First day making a website. This time, the constraint is NO CSS! Only HTML and a little JavaScript. I am making a culinary guide that will have 3 or more recipes and their descriptions. I have an idea of using frames and something like that. Today I made the main page, and the 3 separate pages for each food item."}]...
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Title: The Culinary Guide by @Nivedh_Govil | Stard Title: The Culinary Guide by @Nivedh_Govil | Stardance
Devlogs:
Helloo! First day making a website. This time, the constraint is NO CSS! Only HTML and a little JavaScript. I am making a culinary guide that will have 3 or more recipes and their descriptions. I have an idea of using frames and something like that. Today I made the main page, and the 3 separate pages for each food item.
Finally done with my website! Updates: Finalized the webpages for each food item. Added Images and made a new logo. New thing learnt: Progress bar and dialog box. Added instructions and steps to make each item. Hope this gets accepted for shipping! :D
Ships:
This project is a website that has three food items and their descriptions, with their recipes and how to make them. I decided to do something different this time, so I made it without CSS, and I also learned two new things in this project: making a progress bar and a dialog box, which used JavaScript. I also used HTML frames. There are three recipes, and you can see how to make them and their descriptions. I used a progress bar to show how difficult it was, as a rating out of 10, to cook them. I have deployed it using Vercel....
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1793217010.4445431
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1793303410.4445431
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|
6528
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blockEm by @ondy | Stardance
|
ondy
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:02:16Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page", "repo": "https://github.com/0ndyy/blockEm/", "demo": "https://github.com/0ndyy/blockEm/releases/tag/0.1"}]...
|
[{"post_id": 75612, "ts": "202 [{"post_id": 75612, "ts": "2026-09-30T15:40:34Z", "hours": 1.6392, "text": "blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…"}, {"post_id": 34301, "ts": "2026-07-24T21:46:54Z", "hours": 4.4869, "text": "blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)"}, {"post_id": 8878, "ts": "2026-06-14T19:52:37Z", "hours": 3.5933, "text": "blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…"}, {"post_id": 5870, "ts": "2026-06-09T20:30:47Z", "hours": 1.335, "text": "blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side."}, {"post_id": 5625, "ts": "2026-06-09T14:33:55Z", "hours": 2.6528, "text": "blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏"}, {"post_id": 4187, "ts": "2026-06-07T12:36:09Z", "hours": 2.2464, "text": "devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned"}]...
|
Title: blockEm by @ondy | Stardance
Devlogs:
devl Title: blockEm by @ondy | Stardance
Devlogs:
devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned
blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏
blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side.
blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…
blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)
blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…
Ships:
blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page...
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1793339765.7441447
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1793426165.7441447
|
|
34425
|
Will's Site by @Gooderswills | Stardance
|
Gooderswills
|
2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T16:29:29Z", "hours": 3.0, "multiplier": 2.81, "payout": 8, "blessing": "neutral", "text": "I have made quite a few changes since the first version of my website, here they are: I added my email to the contact me section, added my projects to my website, added links to other subdomains, started a blog, added what I am studying, added a photos section where I upload cool photos I have taken, added a custom 404 page and added what programming languages I know", "repo": "https://github.com/Gooderswills/WillsSite", "demo": "https://gooderswills.github.io/WillsSite/"}, {"ship_num": 2, "ts": "2026-07-13T18:48:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was able to make my personal site that includes information about me and in a style that I like, it is fully custom and functions correctly", "repo": "https://github.com/Gooderswills/WillsSite", "demo": "https://gooderswills.github.io/WillsSite/"}]...
|
[{"post_id": 75611, "ts": "202 [{"post_id": 75611, "ts": "2026-09-30T15:38:08Z", "hours": 1.5614, "text": "It’s been a while! But I have been making changes to my site throughout, some of these changes are: Added what subject I am studying, changed the links to lead to github (more professional), made a photo section where cool photos I take go, added the PyDesk link to the subdomains section, added navbar spacing and finally I added a custom 404 page and my skills (what programming languages I know)"}, {"post_id": 59776, "ts": "2026-09-01T18:28:26Z", "hours": 0.6797, "text": "I added a blog.html file so that I could make a blog section on my website, I also added the blog link on my main site, I then wrote my first blog about AI and then I ensure it all worked and linked the css up. I also added home and all blog pages to the blogs foe easier navigation View my first blog here: https://wgdev.uk/blog/state-of-ai-september-2026"}, {"post_id": 50429, "ts": "2026-08-19T16:26:44Z", "hours": 0.5511, "text": "I added my gmail so people can email me if needed, I also added some of my stardance projects to my website, I then also added links to the subdomains at the bottom, this could help with search optimisation but is mainly there for people to view some cool projects easier"}, {"post_id": 27846, "ts": "2026-07-13T18:46:13Z", "hours": 0.3308, "text": "I updated the styling, making it look cooler and more polished, I also added a readme file and published the website to github pages, overall the website looks and functions better now"}, {"post_id": 27730, "ts": "2026-07-13T15:26:48Z", "hours": 0.6622, "text": "I filled the basic structure and followed the tutorial so that I was able to include everything, I created the Read me. next I need to add more details and add better css"}]...
|
Title: Will's Site by @Gooderswills | Stardanc Title: Will's Site by @Gooderswills | Stardance
Devlogs:
I filled the basic structure and followed the tutorial so that I was able to include everything, I created the Read me. next I need to add more details and add better css
I updated the styling, making it look cooler and more polished, I also added a readme file and published the website to github pages, overall the website looks and functions better now
I added my gmail so people can email me if needed, I also added some of my stardance projects to my website, I then also added links to the subdomains at the bottom, this could help with search optimisation but is mainly there for people to view some cool projects easier
I added a blog.html file so that I could make a blog section on my website, I also added the blog link on my main site, I then wrote my first blog about AI and then I ensure it all worked and linked the css up. I also added home and all blog pages to the blogs foe easier navigation View my first blog here: https://wgdev.uk/blog/state-of-ai-september-2026
It’s been a while! But I have been making changes to my site throughout, some of these changes are: Added what subject I am studying, changed the links to lead to github (more professional), made a photo section where cool photos I take go, added the PyDesk link to the subdomains section, added navbar spacing and finally I added a custom 404 page and my skills (what programming languages I know)
Ships:
I was able to make my personal site that includes information about me and in a style that I like, it is fully custom and functions correctly
I have made quite a few changes since the first version of my website, here they are: I added my email to the contact me section, added my projects to my website, added links to other subdomains, started a blog, added what I am studying, added a photos section where I upload cool photos I have taken, added a custom 404 page and added what programming languages I know...
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1793267343.300787
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1793353743.300787
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66246
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2D platformer by @shs | Stardance
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shs
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0
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5.6
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0
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[]
|
[{"post_id": 75607, "ts": "202 [{"post_id": 75607, "ts": "2026-09-30T15:28:27Z", "hours": 1.1567, "text": "fixed the flying bug added jumping and adjusted the procedrial generation to be better fixed up the anti fly and walking scripts"}, {"post_id": 75558, "ts": "2026-09-30T12:56:55Z", "hours": 0.3911, "text": "worked on the turning off fly feature doesent work tho"}, {"post_id": 74939, "ts": "2026-09-28T17:16:19Z", "hours": 1.0978, "text": "i worked on the inf generation of levels and it finally works now!!! yaya"}, {"post_id": 74452, "ts": "2026-09-27T12:23:34Z", "hours": 1.3892, "text": "made the all of level 1 and some trools and tried to make a prosedrial generating program"}, {"post_id": 74398, "ts": "2026-09-27T10:03:07Z", "hours": 1.5686, "text": "i made basic platforms and made the guy move also im thinking of making it so that your a magical pill and u need to go in side your owners mouth so they can eat you but your too late and they die anyway just brainstorming drop you ideas"}]...
|
Title: 2D platformer by @shs | Stardance
Devlogs: Title: 2D platformer by @shs | Stardance
Devlogs:
i made basic platforms and made the guy move also im thinking of making it so that your a magical pill and u need to go in side your owners mouth so they can eat you but your too late and they die anyway just brainstorming drop you ideas
made the all of level 1 and some trools and tried to make a prosedrial generating program
i worked on the inf generation of levels and it finally works now!!! yaya
worked on the turning off fly feature doesent work tho
fixed the flying bug added jumping and adjusted the procedrial generation to be better fixed up the anti fly and walking scripts...
|
1793094920.3985467
|
1793699720.3985467
|
|
67050
|
PhotoSyntheAir by @elianna | Stardance
|
elianna
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:24:08Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a prototype of an Algae-Based Smart Air Purifier, combining MERV and activated carbon filters, an algae , an ESP32-S3 microcontroller, sensors, automated cooling and lighting, and a website for monitoring the system. One of my biggest challenges was integrating unfamiliar sensors and electronic components while learning how to code the entire system. I once spent an entire day trying to fix a single coding error, and even after completing the wiring before the competition, I encountered a short circuit and a leaking tank. I eventually had to disconnect everything and start over. Although the final result wasn’t what I had hoped for, I’m proud that I kept trying, learned to troubleshoot unfamiliar technologies, and brought my idea into a physical prototype. I’d encourage anyone who wants to test my project to start by checking each circuit and sensor individually before integrating the entire system, then test the water tank for leaks and verify the power supply and wiring carefully. My biggest takeaway is that building something new isn’t always about getting it right the first time; it’s about learning, rebuilding, and having the courage to try again!", "repo": "https://github.com/eliannagabriella/PhotoSyntheAir", "demo": ""}]...
|
[{"post_id": 75600, "ts": "202 [{"post_id": 75600, "ts": "2026-09-30T15:10:47Z", "hours": 12.8997, "text": "Im making my first algae air purifier!!"}]...
|
Title: PhotoSyntheAir by @elianna | Stardance
Dev Title: PhotoSyntheAir by @elianna | Stardance
Devlogs:
Im making my first algae air purifier!!
Ships:
I built a prototype of an Algae-Based Smart Air Purifier, combining MERV and activated carbon filters, an algae , an ESP32-S3 microcontroller, sensors, automated cooling and lighting, and a website for monitoring the system. One of my biggest challenges was integrating unfamiliar sensors and electronic components while learning how to code the entire system. I once spent an entire day trying to fix a single coding error, and even after completing the wiring before the competition, I encountered a short circuit and a leaking tank. I eventually had to disconnect everything and start over. Although the final result wasn’t what I had hoped for, I’m proud that I kept trying, learned to troubleshoot unfamiliar technologies, and brought my idea into a physical prototype. I’d encourage anyone who wants to test my project to start by checking each circuit and sensor individually before integrating the entire system, then test the water tank for leaks and verify the power supply and wiring carefully. My biggest takeaway is that building something new isn’t always about getting it right the first time; it’s about learning, rebuilding, and having the courage to try again!...
|
1793217045.4128115
|
1793303445.4128115
|
|
6559
|
RPi Website with random games/functionality by @ar RPi Website with random games/functionality by @arpanshah102 | Stardance...
|
arpanshah102
|
0
|
11.0
|
0
|
[]
|
[{"post_id": 7560, "ts": "2026 [{"post_id": 7560, "ts": "2026-06-12T17:14:23Z", "hours": 11.0, "text": "I finished up my ship 1 for my rpi control pannel"}]...
|
Title: RPi Website with random games/functionality Title: RPi Website with random games/functionality by @arpanshah102 | Stardance
Devlogs:
I finished up my ship 1 for my rpi control pannel...
|
1792932807.9136007
|
1793796807.9136007
|
|
66243
|
Shadow Strike by @GoldenGhost | Stardance
|
GoldenGhost
|
0
|
24.15
|
0
|
[]
|
[{"post_id": 75597, "ts": "202 [{"post_id": 75597, "ts": "2026-09-30T15:05:48Z", "hours": 3.2181, "text": "Two small fixes, DONE Fix 1 - The character now stands IN FRONT of the info bar. This was a cz-ordering mistake. The player info strip (name, level, coins) was being drawn after* the character sprite, so it sliced right through the fighter’s legs like a floating ribbon. The fix was simply reordering the draw calls: info bar first, then fighter on top. (And it was a headache to do this) Fix 2 - The main menu background slowly crossfades between three different arenas - the Palace, the ancient Temple, and the volcanic crater. This small stuff eat up time very quickly, how can there be SO MANY BUGSS !!!"}, {"post_id": 75493, "ts": "2026-09-30T08:51:34Z", "hours": 8.8839, "text": "Devlog #3: Main Menu Animation Update Small change, big improv. Up until now, the main menu showed a rotating carousel of all the characters just to show off. Cool at first, but kind of impersonal. Today I changed it so the menu only shows your character — the one you’ve actually selected and are training with. The fighter now stands on the right side of the screen, fully animated, cycling through their idle stance and attack poses. The subtle glow behind them uses their unique aura colour (red for the Warlord, cyan for the Shadow, blue for the Guardian, etc.), so the whole menu changes vibe depending on who you’ve picked.I also swapped out the bright orange volcanic background for something darker and more cinematic — a moody palace courtyard backdrop (will change the bg to a rotating system soom)."}, {"post_id": 74905, "ts": "2026-09-28T15:55:35Z", "hours": 10.9944, "text": "#2 Yo, so first of all i’m trying to properly load the sprites and let me tell you slicing them and getting their backgrounds and animations right IS A REAL PAIN. Other than that I’m trying to make the mainscreen interesting by adding sprite animations. I was working on the dojo and the back button disappeared so i fixed it now i need to handle the punching bag and its physics…..man I’m tried but its fun tho. THERE’S A LOT OF DEBUGGING AHEAD. Catch you next time… (P.S. i didnt know that i need to post devlogs frequently…hence the delay…sorry)"}, {"post_id": 74514, "ts": "2026-09-27T15:21:23Z", "hours": 1.0514, "text": "Yo Great People,This is my first devlog kinda new to to this cool platform So I’ve been banging my head on developing a python game : Shadow Strike It is a 2D arcade fighting game built entirely in python using Pygame. I wanted to make a fighting game which feels like a classic retro arcade game but with modern RPG like progression."}]...
|
Title: Shadow Strike by @GoldenGhost | Stardance
Title: Shadow Strike by @GoldenGhost | Stardance
Devlogs:
Yo Great People,This is my first devlog kinda new to to this cool platform So I’ve been banging my head on developing a python game : Shadow Strike It is a 2D arcade fighting game built entirely in python using Pygame. I wanted to make a fighting game which feels like a classic retro arcade game but with modern RPG like progression.
#2 Yo, so first of all i’m trying to properly load the sprites and let me tell you slicing them and getting their backgrounds and animations right IS A REAL PAIN. Other than that I’m trying to make the mainscreen interesting by adding sprite animations. I was working on the dojo and the back button disappeared so i fixed it now i need to handle the punching bag and its physics…..man I’m tried but its fun tho. THERE’S A LOT OF DEBUGGING AHEAD. Catch you next time… (P.S. i didnt know that i need to post devlogs frequently…hence the delay…sorry)
Devlog #3: Main Menu Animation Update Small change, big improv. Up until now, the main menu showed a rotating carousel of all the characters just to show off. Cool at first, but kind of impersonal. Today I changed it so the menu only shows your character — the one you’ve actually selected and are training with. The fighter now stands on the right side of the screen, fully animated, cycling through their idle stance and attack poses. The subtle glow behind them uses their unique aura colour (red for the Warlord, cyan for the Shadow, blue for the Guardian, etc.), so the whole menu changes vibe depending on who you’ve picked.I also swapped out the bright orange volcanic background for something darker and more cinematic — a moody palace courtyard backdrop (will change the bg to a rotating system soom).
Two small fixes, DONE Fix 1 - The character now stands IN FRONT of the info bar. This was a cz-ordering mistake. The player info strip (name, level, coins) was being drawn after* the character sprite, so it sliced right through the fighter’s legs like a floating ribbon. The fix was simply reordering the draw calls: info bar first, then fighter on top. (And it was a headache to do this) Fix 2 - The main menu background slowly crossfades between three different arenas - the Palace, the ancient Temple, and the volcanic crater. This small stuff eat up time very quickly, how can there be SO MANY BUGSS !!!...
|
1793094915.5059574
|
1793699715.5059574
|
|
67049
|
Svelte Template by @idli | Stardance
|
idli
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T15:07:11Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first version of the project. I made it so I can start new Svelte projects faster without doing the same setup stuff every time.", "repo": "https://github.com/idli69/svelte-template", "demo": "https://svelte-template.idlidev69.workers.dev/"}]...
|
[{"post_id": 75596, "ts": "202 [{"post_id": 75596, "ts": "2026-09-30T15:05:31Z", "hours": 9.9403, "text": "Finished the template app"}]...
|
Title: Svelte Template by @idli | Stardance
Devlo Title: Svelte Template by @idli | Stardance
Devlogs:
Finished the template app
Ships:
This is my first version of the project. I made it so I can start new Svelte projects faster without doing the same setup stuff every time....
|
1793217044.4316826
|
1793303444.4316826
|
|
63915
|
StellarMetrics by @andrew_bosse | Stardance
|
andrew_bosse
|
0
|
11.7
|
0
|
[]
|
[{"post_id": 75594, "ts": "202 [{"post_id": 75594, "ts": "2026-09-30T14:59:16Z", "hours": 3.6747, "text": "Devlog #4 7.5 hours total - (3.5 hours coding, 4 hours researching, working through bugs, brainstorming pipeline functions): Today was the big one. I got my dictionaries in mapper.py finalized and ready to be used, as well as finished up all my data processing/cleanup work in data-interpreter. Getting these hooked up was the first task. It took a while, but I eventually got all data processed and converted to the universal headers. I then ported this into main. After that, I created a function in physics.py to essentially wrap up all of my calculation functions and apply them to any data that it receives (I believe this is actually called a wrapper function, but I could be wrong). I did this so that, as opposed to making my main script messy and filled with different inputs and equations, I had all of those calculations still done and processed in physics.py, with the final calculations simply being called upon in main. Speaking of input, I also updated main to gather user input (in its own user_input() function). This way, the user can choose which data set they want to explore. This day got quite messy, and I found a variety of bugs within my code. Thankfully, there wasn’t anything too big, but it was a tedious process going through and fixing up all the small little things that were breaking my pipeline. Alas, I’ve got nearly everything done now. All the data gets processed and cleaned up in data_interpreter, and calculated through physics.py. It all gets linked up and routed in main. Now, all I really have to do is create the final H-R plot with matplotlib and write tests for all my functions. I’m very proud of today’s progress! Please note - In my past devlogs on Stardance, I haven’t posted my exact time worked on the project as I have done so here. However, I have kept a genuine tracker updated each day in “notes.md” in the project folder. I focused more on the technical and personal side of things in these logs. While my logs in notes.md also focus on those aspects, they include my detailed logged time."}, {"post_id": 75146, "ts": "2026-09-29T09:11:39Z", "hours": 4.3211, "text": "Devlog #3 I haven’t posted a devlog on here in a while, but I’ve got quite a bit of progress to show off. First, I finished up some extra stuff in my physics script to calculate for telescope errors (more detail on that in the actual project). Next, I learned how I’m going to make the data in my project under universal headers! Essentially, for any telescope data added, it’ll need to be added to a dictionary containing each of the telescope data’s names (in other words, a master key of all the different places data is coming from). From there, that data is filtered through a seperate, smaller dictionary, and the different headers used to classify data in each file are renamed. These new universal names are then run through the equations to for all calculations (they will then be plotted on an H-R diagram; this will be tomorrow’s work). I’ve the skeleton of everything up, now I just need to fill in the data, put it all together, and get it plotted. I spent roughly an extra hour learning where to find the data for different telescopes (such as GAIA and Kepler data) and learning how to incorporate them in my code. I also decided to go from simply pasting the telescope data url’s into my code to now getting sample sets of the data these files have, downloading them, and incorporating THOSE into my code. I learned it would make things run much smoother and cleaner (I spent an hour researching the pros and cons of this decision and how to integrate it). The code I’m showing right now is the very rough drafts of everything. It will be all filled in by tomorrow."}, {"post_id": 73906, "ts": "2026-09-26T09:24:41Z", "hours": 2.6272, "text": "Devlog #2: Days #2 & #3: Quick update: In my previous devlog, I stated that I’d “spent my free time” over a couple days when I couldn’t actually code going over how pandas works. I want to clarify that this learning process took approximately 2 hours (I just wanted to quantify my time with an update in this devlog as opposed to having it vague as I previously did). I decided that I wanted to expand my project much more to match what I originally envisioned for the project. I’m essentially making it so that the project can take more telescope data than just the original HYG data; it will now take in data from GAIA DR3 and the Kepler telescope as well (more will likely be added before the project is complete). As for actual coding work, I began by creating different scripts for each “section” of the project. Once this setup phase was complete, I went straight to work on getting the physics side of things set in stone for this project. After around 30 minutes of numpy review (thankfully, I used it a project a couple months ago, so I remembered how to use it fairly well), I eventually finished up the code. Once this was finished up, I created a test script tailored specifically towards this physics script, and ensured everything ran smoothly without issue. I made it a big point to myself to not just “plug in” the equations I needed for my project. I want to major in astrophysics, so I made sure I understood exactly what was happening with these equations: how they worked, why they worked, and how they applied to both my project and real research work."}, {"post_id": 73054, "ts": "2026-09-24T08:56:26Z", "hours": 1.0781, "text": "Devlog 1: Day 0 Log - I am currently starting my first project in a while as a beginner programmer. I am creating a Python tool that processes NASA star datasets to plot a Hertzsprung-Russel diagram using matplotlib and pandas. I’m writing a code that will process the data, clean it up, and turn it into a visual star map that shows how stars evolve and cluster by temperature and luminosity. I am admittedly very rusty with Python and coding in general, and today was spent simply linking up Hackatime with my code and getting the overall setup complete. It took me an embarassingly long amount of time to get this set up properly, but alas, I got it done. I’ve thought about this project for a while, and have a good idea of what I need to get done in my code, so I will work on brushing up on pandas and matplotlib functions tomorrow and begin coding. Day 1 Log - After finally getting some time after school and work, I was able to work on my project. I ended up having to take a couple days off of actual coding due to family responsibilities, but learned as much as I could about pandas in that time. I spent my free time over the last couple days reviewing pandas functions and overall learning about how pandas takes in and interprets data. I applied what I learned into my code today. I uploaded the raw data from HYG v.44 into my code, and had pandas unzip the file, read it, and plug the data into my csv file. I ran a small test code to ensure everything was uploaded correctly as well. Tomorrow, I will work on having pandas filter out outliers in the data sets I’ve given it. As you can see, it doesn’t seem like much progress was made (and programming wise, it wasn’t), but learning how to write this code correctly took much more time than it seems. Apologies if this Day 2 part of the Devlog doesn’t make much sense; it is getting late and I’m getting a bit tired. I look forward to progressing tomorrow in my project."}]...
|
Title: StellarMetrics by @andrew_bosse | Stardance Title: StellarMetrics by @andrew_bosse | Stardance
Devlogs:
Devlog 1: Day 0 Log - I am currently starting my first project in a while as a beginner programmer. I am creating a Python tool that processes NASA star datasets to plot a Hertzsprung-Russel diagram using matplotlib and pandas. I’m writing a code that will process the data, clean it up, and turn it into a visual star map that shows how stars evolve and cluster by temperature and luminosity. I am admittedly very rusty with Python and coding in general, and today was spent simply linking up Hackatime with my code and getting the overall setup complete. It took me an embarassingly long amount of time to get this set up properly, but alas, I got it done. I’ve thought about this project for a while, and have a good idea of what I need to get done in my code, so I will work on brushing up on pandas and matplotlib functions tomorrow and begin coding. Day 1 Log - After finally getting some time after school and work, I was able to work on my project. I ended up having to take a couple days off of actual coding due to family responsibilities, but learned as much as I could about pandas in that time. I spent my free time over the last couple days reviewing pandas functions and overall learning about how pandas takes in and interprets data. I applied what I learned into my code today. I uploaded the raw data from HYG v.44 into my code, and had pandas unzip the file, read it, and plug the data into my csv file. I ran a small test code to ensure everything was uploaded correctly as well. Tomorrow, I will work on having pandas filter out outliers in the data sets I’ve given it. As you can see, it doesn’t seem like much progress was made (and programming wise, it wasn’t), but learning how to write this code correctly took much more time than it seems. Apologies if this Day 2 part of the Devlog doesn’t make much sense; it is getting late and I’m getting a bit tired. I look forward to progressing tomorrow in my project.
Devlog #2: Days #2 & #3: Quick update: In my previous devlog, I stated that I’d “spent my free time” over a couple days when I couldn’t actually code going over how pandas works. I want to clarify that this learning process took approximately 2 hours (I just wanted to quantify my time with an update in this devlog as opposed to having it vague as I previously did). I decided that I wanted to expand my project much more to match what I originally envisioned for the project. I’m essentially making it so that the project can take more telescope data than just the original HYG data; it will now take in data from GAIA DR3 and the Kepler telescope as well (more will likely be added before the project is complete). As for actual coding work, I began by creating different scripts for each “section” of the project. Once this setup phase was complete, I went straight to work on getting the physics side of things set in stone for this project. After around 30 minutes of numpy review (thankfully, I used it a project a couple months ago, so I remembered how to use it fairly well), I eventually finished up the code. Once this was finished up, I created a test script tailored specifically towards this physics script, and ensured everything ran smoothly without issue. I made it a big point to myself to not just “plug in” the equations I needed for my project. I want to major in astrophysics, so I made sure I understood exactly what was happening with these equations: how they worked, why they worked, and how they applied to both my project and real research work.
Devlog #3 I haven’t posted a devlog on here in a while, but I’ve got quite a bit of progress to show off. First, I finished up some extra stuff in my physics script to calculate for telescope errors (more detail on that in the actual project). Next, I learned how I’m going to make the data in my project under universal headers! Essentially, for any telescope data added, it’ll need to be added to a dictionary containing each of the telescope data’s names (in other words, a master key of all the different places data is coming from). From there, that data is filtered through a seperate, smaller dictionary, and the different headers used to classify data in each file are renamed. These new universal names are then run through the equations to for all calculations (they will then be plotted on an H-R diagram; this will be tomorrow’s work). I’ve the skeleton of everything up, now I just need to fill in the data, put it all together, and get it plotted. I spent roughly an extra hour learning where to find the data for different telescopes (such as GAIA and Kepler data) and learning how to incorporate them in my code. I also decided to go from simply pasting the telescope data url’s into my code to now getting sample sets of the data these files have, downloading them, and incorporating THOSE into my code. I learned it would make things run much smoother and cleaner (I spent an hour researching the pros and cons of this decision and how to integrate it). The code I’m showing right now is the very rough drafts of everything. It will be all filled in by tomorrow.
Devlog #4 7.5 hours total - (3.5 hours coding, 4 hours researching, working through bugs, brainstorming pipeline functions): Today was the big one. I got my dictionaries in mapper.py finalized and ready to be used, as well as finished up all my data processing/cleanup work in data-interpreter. Getting these hooked up was the first task. It took a while, but I eventually got all data processed and converted to the universal headers. I then ported this into main. After that, I created a function in physics.py to essentially wrap up all of my calculation functions and apply them to any data that it receives (I believe this is actually called a wrapper function, but I could be wrong). I did this so that, as opposed to making my main script messy and filled with different inputs and equations, I had all of those calculations still done and processed in physics.py, with the final calculations simply being called upon in main. Speaking of input, I also updated main to gather user input (in its own user_input() function). This way, the user can choose which data set they want to explore. This day got quite messy, and I found a variety of bugs within my code. Thankfully, there wasn’t anything too big, but it was a tedious process going through and fixing up all the small little things that were breaking my pipeline. Alas, I’ve got nearly everything done now. All the data gets processed and cleaned up in data_interpreter, and calculated through physics.py. It all gets linked up and routed in main. Now, all I really have to do is create the final H-R plot with matplotlib and write tests for all my functions. I’m very proud of today’s progress! Please note - In my past devlogs on Stardance, I haven’t posted my exact time worked on the project as I have done so here. However, I have kept a genuine tracker updated each day in “notes.md” in the project folder. I focused more on the technical and personal side of things in these logs. While my logs in notes.md also focus on those aspects, they include my detailed logged time....
|
1793055186.8769798
|
1793659986.8769798
|
|
61286
|
My awesome macropad! by @HCT | Stardance
|
HCT
|
0
|
9.04
|
0
|
[]
|
[{"post_id": 75589, "ts": "202 [{"post_id": 75589, "ts": "2026-09-30T14:35:22Z", "hours": 1.3664, "text": "I FINALY finished the case and im very happy with it now im gonna try to get my hackpad shipped ;))))"}, {"post_id": 74530, "ts": "2026-09-27T16:00:38Z", "hours": 2.9742, "text": "FIRST time using FUSION and its very hard . I just started my case but i did not finish it ;)"}, {"post_id": 67255, "ts": "2026-09-13T10:04:12Z", "hours": 1.2294, "text": "Almost done with my HACKPAD and next up the case!!!! i"}, {"post_id": 66814, "ts": "2026-09-12T18:32:34Z", "hours": 1.9808, "text": "I did the lay out and the routing of the pcb but the RotaryEncoder_Switch doesent show 2 remaining pins the S1 and S2 if someone knows why tell me plsssss!!!!!!!!!"}, {"post_id": 66622, "ts": "2026-09-12T13:57:08Z", "hours": 1.4933, "text": "I started my hackpad i just dont know how to add the potentiometer if you know how tell me plsssss!!!!!!"}]...
|
Title: My awesome macropad! by @HCT | Stardance
D Title: My awesome macropad! by @HCT | Stardance
Devlogs:
I started my hackpad i just dont know how to add the potentiometer if you know how tell me plsssss!!!!!!
I did the lay out and the routing of the pcb but the RotaryEncoder_Switch doesent show 2 remaining pins the S1 and S2 if someone knows why tell me plsssss!!!!!!!!!
Almost done with my HACKPAD and next up the case!!!! i
FIRST time using FUSION and its very hard . I just started my case but i did not finish it ;)
I FINALY finished the case and im very happy with it now im gonna try to get my hackpad shipped ;))))...
|
1793040515.4583585
|
1793645315.4583585
|
|
62807
|
UAC by @krishkr372 | Stardance
|
krishkr372
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:29:31Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am working on UAC (universal accessible communication). This will provide seemless platform where a mute , deaf and any disabled person can communicate with normal people. This convert the sign language into normal text and then to text. and text to sign language back. This help any type of msg to get interpreted into any type of msg. project in progress…………", "repo": "https://github.com/krishkr372/UAC", "demo": "https://youtube.com/shorts/BdeJWNOG3c0"}]...
|
[{"post_id": 75576, "ts": "202 [{"post_id": 75576, "ts": "2026-09-30T14:02:45Z", "hours": 6.0069, "text": "connected the website and python code via Flask partially"}, {"post_id": 71898, "ts": "2026-09-21T18:40:04Z", "hours": 2.4839, "text": "tried many times and ways to integrate my model in my website but failed………….. i’m going to sleep now, its already tooo late…… anyone know how to convert .pkl file into .onnx so I can use the machine model in website"}, {"post_id": 71748, "ts": "2026-09-21T13:23:18Z", "hours": 2.4733, "text": "working on website. Not fully functional but the layout and fileStructure is ready. problem: I want to integrate this with the python directly through FastAPI but don’t know how… Any suggestion or idea to integrate the prediction model with the website."}, {"post_id": 71647, "ts": "2026-09-21T07:26:07Z", "hours": 2.8272, "text": "added the module of tts which can convert the text to speech means now my uac has 2 out of 5 features it can now convert sign language directly to speech"}, {"post_id": 70585, "ts": "2026-09-19T12:08:56Z", "hours": 0.4242, "text": "trying to deploy my python program in streamlit for 3 hours but hackatime dont recognise this research and deployment time"}, {"post_id": 70543, "ts": "2026-09-19T10:27:01Z", "hours": 1.8256, "text": "currently developing the sign language interpreter part"}, {"post_id": 69549, "ts": "2026-09-17T09:00:38Z", "hours": 1.7086, "text": "I am working on the system which will help mute and deaf people to talk"}]...
|
Title: UAC by @krishkr372 | Stardance
Devlogs:
I Title: UAC by @krishkr372 | Stardance
Devlogs:
I am working on the system which will help mute and deaf people to talk
currently developing the sign language interpreter part
trying to deploy my python program in streamlit for 3 hours but hackatime dont recognise this research and deployment time
added the module of tts which can convert the text to speech means now my uac has 2 out of 5 features it can now convert sign language directly to speech
working on website. Not fully functional but the layout and fileStructure is ready. problem: I want to integrate this with the python directly through FastAPI but don’t know how… Any suggestion or idea to integrate the prediction model with the website.
tried many times and ways to integrate my model in my website but failed………….. i’m going to sleep now, its already tooo late…… anyone know how to convert .pkl file into .onnx so I can use the machine model in website
connected the website and python code via Flask partially
Ships:
I am working on UAC (universal accessible communication). This will provide seemless platform where a mute , deaf and any disabled person can communicate with normal people. This convert the sign language into normal text and then to text. and text to sign language back. This help any type of msg to get interpreted into any type of msg. project in progress…………...
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1793210112.1341312
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1793296512.1341312
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27611
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skywalk by @zhirkopro115 | Stardance
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zhirkopro115
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1
|
85.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:23:24Z", "hours": 82.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)", "repo": "https://github.com/zhirkoalexander-maker/ellipse", "demo": "https://zhirkoalexander-maker.github.io/ellipse/"}]...
|
[{"post_id": 75570, "ts": "202 [{"post_id": 75570, "ts": "2026-09-30T13:54:19Z", "hours": 3.3944, "text": "hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye"}, {"post_id": 74141, "ts": "2026-09-26T19:15:30Z", "hours": 5.6719, "text": "helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)"}, {"post_id": 72370, "ts": "2026-09-22T19:29:54Z", "hours": 8.8811, "text": "hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)"}, {"post_id": 36662, "ts": "2026-07-28T21:18:14Z", "hours": 10.3414, "text": "hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h"}, {"post_id": 29128, "ts": "2026-07-15T19:57:31Z", "hours": 8.8847, "text": "today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)"}, {"post_id": 27670, "ts": "2026-07-13T13:21:13Z", "hours": 10.0064, "text": "today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )"}, {"post_id": 26589, "ts": "2026-07-11T14:37:27Z", "hours": 8.4506, "text": "this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)"}, {"post_id": 24968, "ts": "2026-07-08T21:09:46Z", "hours": 8.3767, "text": "today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)"}, {"post_id": 22045, "ts": "2026-07-04T09:22:41Z", "hours": 3.5458, "text": "today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)"}, {"post_id": 20091, "ts": "2026-07-01T16:40:56Z", "hours": 2.6222, "text": "StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow"}, {"post_id": 19436, "ts": "2026-06-30T19:15:07Z", "hours": 9.2897, "text": "today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment"}, {"post_id": 17607, "ts": "2026-06-28T14:06:37Z", "hours": 6.4111, "text": "i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work"}]...
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Title: skywalk by @zhirkopro115 | Stardance
Devlo Title: skywalk by @zhirkopro115 | Stardance
Devlogs:
i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work
today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment
StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow
today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)
today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)
this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)
today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )
today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)
hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h
hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)
helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)
hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye
Ships:
Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)...
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1793350519.7390077
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1793436919.7390077
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64374
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My Portfolio website by @shaaz | Stardance
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shaaz
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0
|
12.04
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0
|
[]
|
[{"post_id": 75557, "ts": "202 [{"post_id": 75557, "ts": "2026-09-30T12:56:02Z", "hours": 2.2322, "text": "Building My Portfolio website Hello, Today I decorated the booting screen of my website.. It says “hello” when you reload it. My challenging part was defining the functions bcz I am a beginner in JavaScript . I also decorated contact and about section. I used CSS and I am gettin mastered in it btw :)… Well, my website is ready now.. I will make it more beatiful later.."}, {"post_id": 75271, "ts": "2026-09-29T16:37:02Z", "hours": 2.3522, "text": "Making My Portfolio Website I have added a project section in which you can check my latest projects.. Well it is not looking good bcz i am not using ai, i am doing it all by myself. I will try to make it look more beautiful In this website you can check my insta, github profiles etc…And you can see/try/download my projects.. feel free to contact me :) Stay tuned for my next update"}, {"post_id": 75181, "ts": "2026-09-29T12:26:29Z", "hours": 2.5842, "text": "Making my own personal website Well I have exams :(. I am opening VScode instead of opening books. Sorry for late update btw. I have upgraded my website and made it more beautiful. I have added more css in it. I face many problems decorating this backgrounds and borders. I used html <span/> tags and it was show some kind of messy texts. Later I found the solution. If you any kind of idea like customization, colors etc.. please feel free to comment here. stay tuned for next updates."}, {"post_id": 71629, "ts": "2026-09-21T06:14:23Z", "hours": 4.8717, "text": "My Portfolio Website I am building my own website where i will showcase mine projects. You can try it or download it if you need. Problems I am facing I want to make my website more professional and more attractive, but I don’t know JavaScript So iam learning js with the help of ChatPT and web3. Whats Next My target is to make my website look more professional and attractive so i will work on css."}]...
|
Title: My Portfolio website by @shaaz | Stardance
Title: My Portfolio website by @shaaz | Stardance
Devlogs:
My Portfolio Website I am building my own website where i will showcase mine projects. You can try it or download it if you need. Problems I am facing I want to make my website more professional and more attractive, but I don’t know JavaScript So iam learning js with the help of ChatPT and web3. Whats Next My target is to make my website look more professional and attractive so i will work on css.
Making my own personal website Well I have exams :(. I am opening VScode instead of opening books. Sorry for late update btw. I have upgraded my website and made it more beautiful. I have added more css in it. I face many problems decorating this backgrounds and borders. I used html <span/> tags and it was show some kind of messy texts. Later I found the solution. If you any kind of idea like customization, colors etc.. please feel free to comment here. stay tuned for next updates.
Making My Portfolio Website I have added a project section in which you can check my latest projects.. Well it is not looking good bcz i am not using ai, i am doing it all by myself. I will try to make it look more beautiful In this website you can check my insta, github profiles etc…And you can see/try/download my projects.. feel free to contact me :) Stay tuned for my next update
Building My Portfolio website Hello, Today I decorated the booting screen of my website.. It says “hello” when you reload it. My challenging part was defining the functions bcz I am a beginner in JavaScript . I also decorated contact and about section. I used CSS and I am gettin mastered in it btw :)… Well, my website is ready now.. I will make it more beatiful later.....
|
1793062396.981652
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1793667196.981652
|
|
54332
|
ziglm by @simonproyt | Stardance
|
simonproyt
|
1
|
52.95
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T17:57:15Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So after achieving the performance goals that i wanted i think i decided that im ready to ship this project but i feel kinda scared because i wrote a lot less devlogs then my previous projects but like this project was a lot more boring debugging heavy so idk if i could have wrote about more stuff but im hoping that ppl are going to like this one as much as my previous project and it was a great learning experience and i learned a lot about the zig programing language and performance optimization and about the inner workings of llms and about writing low level performance critical cuda code Thank you for checking out my project and best of luck finishing your project and getting what you want", "repo": "https://github.com/simonproyt/ziglm", "demo": "https://cdn.hackclub.com/01a0bfeb-6c82-7528-93f3-aae99d703da5/ziglm_demo.mp4"}]...
|
[{"post_id": 75555, "ts": "202 [{"post_id": 75555, "ts": "2026-09-30T12:45:05Z", "hours": 1.9483, "text": "Note to the reviewers/shipwright/fraud squad so i accidentally added my home folder to the hackatime project and and when i contacted the fraud squad they told me to write a note so can you please deduct around 10-15 hours please and i hope that i disclosed this honestly enough because im so scared being banned also i attached a demo video of the benchmark script running for the ppl that dont want to download models and set my project up"}, {"post_id": 71338, "ts": "2026-09-20T17:33:25Z", "hours": 9.8469, "text": "removed multimodal and fixed the performance issue so im writing this devlog the second time because stardance logged me out when i tried to post it and it didnt save it sadly so i have to write it again i guess but as the title said i removed the multimodal code basically because it was a pain to maintain and it broke with every update so i just wanted to focus on just closely matching llama.cpp on text speed as a solo developer project and i think i kinda achieved that because in the generation speed its only a few tokens of difference so i think the project is basically finished now and i maybe add a few small changes to it or ship it now but i dont know yet but i hope that someone will like my project even if it was a bit more boring then my other projects"}, {"post_id": 69690, "ts": "2026-09-17T16:20:51Z", "hours": 10.3528, "text": "Fixed some bugs and improved the performance in my free time so i had some time on the weekend and the days i didnt go to school to fix added a benchmark shell script to compare the performance against ollama and llama.cpp for testing and for generating performance graphs now the vision tensors are run on the gpu too so the model wont get bottle necked by my laptops pci express bus speeds and uses the gpus memory instead so this or maybe another one will be probably the last devlog for this project because it has been super hard to develop this and kinda a pain to maintain and try to get it to the performance levels of modern interference libraries and i dont have much free time anymore because of school maybe i will continue development but idk"}, {"post_id": 64849, "ts": "2026-09-09T15:22:55Z", "hours": 11.8742, "text": "Working cuda and ci pipeline but sadly i cant work on this project anymore because school started So working on this project required quite a beefy and heavy computer and i dont want to carry one so sadly i dont have time to continue on this project in this time so after adding a working cuda gpu backend and a ci pipeline so ppl dont have to compile it from the source code and have nvcc to even try i think this is the end of this project for the current time being and i hope that someone will find this So this is what i added: added a cuda backend with a fatbin kernel so it will work on multiple compute levels a github actions ci pipeline to generate verified releases for the ppl who dont want to compile everything for themselves"}, {"post_id": 57155, "ts": "2026-08-29T08:16:47Z", "hours": 7.4842, "text": "Devlog 2: Finally working multimodal audio and video support So after a lot of trial and error i finally added multimodal audio and video support because they were the only two things missing from a complete cpu engine because i wanted a fully working cpu reference before doing anything with cuda and stuff but i want to get cuda working asap because the smaller models that i have been testing that would run on my cpu with a good speed they kinda have bad multimodal performance Thank you for reading my devlog"}, {"post_id": 54967, "ts": "2026-08-26T12:21:34Z", "hours": 11.2867, "text": "First devlog for this new project So i decided to start this new project while waiting for my other project getting reviewed Why did i do this: I was kinda bored waiting for my other project to be reviewed by ppl and i wanted to try out zig so i thought this is a great toy project idea to play with in zig What models are tested (others might work but i havent tested them): smollm2-360m gemma 4 and its variants with curently only image multimodal working but sound and video might be added in the future Thank you for reading my devlog"}]...
|
Title: ziglm by @simonproyt | Stardance
Devlogs:
Title: ziglm by @simonproyt | Stardance
Devlogs:
First devlog for this new project So i decided to start this new project while waiting for my other project getting reviewed Why did i do this: I was kinda bored waiting for my other project to be reviewed by ppl and i wanted to try out zig so i thought this is a great toy project idea to play with in zig What models are tested (others might work but i havent tested them): smollm2-360m gemma 4 and its variants with curently only image multimodal working but sound and video might be added in the future Thank you for reading my devlog
Devlog 2: Finally working multimodal audio and video support So after a lot of trial and error i finally added multimodal audio and video support because they were the only two things missing from a complete cpu engine because i wanted a fully working cpu reference before doing anything with cuda and stuff but i want to get cuda working asap because the smaller models that i have been testing that would run on my cpu with a good speed they kinda have bad multimodal performance Thank you for reading my devlog
Working cuda and ci pipeline but sadly i cant work on this project anymore because school started So working on this project required quite a beefy and heavy computer and i dont want to carry one so sadly i dont have time to continue on this project in this time so after adding a working cuda gpu backend and a ci pipeline so ppl dont have to compile it from the source code and have nvcc to even try i think this is the end of this project for the current time being and i hope that someone will find this So this is what i added: added a cuda backend with a fatbin kernel so it will work on multiple compute levels a github actions ci pipeline to generate verified releases for the ppl who dont want to compile everything for themselves
Fixed some bugs and improved the performance in my free time so i had some time on the weekend and the days i didnt go to school to fix added a benchmark shell script to compare the performance against ollama and llama.cpp for testing and for generating performance graphs now the vision tensors are run on the gpu too so the model wont get bottle necked by my laptops pci express bus speeds and uses the gpus memory instead so this or maybe another one will be probably the last devlog for this project because it has been super hard to develop this and kinda a pain to maintain and try to get it to the performance levels of modern interference libraries and i dont have much free time anymore because of school maybe i will continue development but idk
removed multimodal and fixed the performance issue so im writing this devlog the second time because stardance logged me out when i tried to post it and it didnt save it sadly so i have to write it again i guess but as the title said i removed the multimodal code basically because it was a pain to maintain and it broke with every update so i just wanted to focus on just closely matching llama.cpp on text speed as a solo developer project and i think i kinda achieved that because in the generation speed its only a few tokens of difference so i think the project is basically finished now and i maybe add a few small changes to it or ship it now but i dont know yet but i hope that someone will like my project even if it was a bit more boring then my other projects
Note to the reviewers/shipwright/fraud squad so i accidentally added my home folder to the hackatime project and and when i contacted the fraud squad they told me to write a note so can you please deduct around 10-15 hours please and i hope that i disclosed this honestly enough because im so scared being banned also i attached a demo video of the benchmark script running for the ppl that dont want to download models and set my project up
Ships:
So after achieving the performance goals that i wanted i think i decided that im ready to ship this project but i feel kinda scared because i wrote a lot less devlogs then my previous projects but like this project was a lot more boring debugging heavy so idk if i could have wrote about more stuff but im hoping that ppl are going to like this one as much as my previous project and it was a great learning experience and i learned a lot about the zig programing language and performance optimization and about the inner workings of llms and about writing low level performance critical cuda code Thank you for checking out my project and best of luck finishing your project and getting what you want...
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Arona Chat by @yearcakes | Stardance
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yearcakes
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4
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79.0
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1237
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T12:39:46Z", "hours": 1.0, "multiplier": 9.78, "payout": 7, "blessing": "neutral", "text": "Some small improvements.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 2, "ts": "2026-09-16T14:26:13Z", "hours": 21.0, "multiplier": 18.5, "payout": 396, "blessing": "neutral", "text": "This is the last ship for Arona Chat for the time being. Since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat!", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 3, "ts": "2026-07-20T05:46:47Z", "hours": 56.0, "multiplier": 14.84, "payout": 826, "blessing": "neutral", "text": "After a lot of work, AronaChat v1.2.0 is finally here! With this update, I’m continuing to transform AronaChat from a simple project into a real product that people can actually use. The Public Demo is now live! This is not just a temporary showcase — I want to build it into a long-term usable product. You can connect your own API providers and use AronaChat with your own models. Security and privacy are also a priority. API keys are stored with encryption and protected by multiple security measures to keep your credentials as safe as possible. Due to storage and cost considerations, each user currently has a limited storage quota. When the limit is reached, attachments will be automatically removed using a FIFO rolling deletion system. Chat history will be preserved as long as possible while keeping operating costs sustainable. Thank you everyone who has followed AronaChat’s journey! This is only the beginning, and I hope AronaChat can become a tool that people truly enjoy using.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 4, "ts": "2026-06-13T09:11:19Z", "hours": 1.0, "multiplier": 8.56, "payout": 8, "blessing": "neutral", "text": "What did you make? I built Arona Chat, a full-stack AI chat application powered by Cloudflare Workers, D1, R2, Durable Objects, and OpenRouter. It supports chat sessions, file attachments, usage tracking, budget management, authentication, and model selection, all wrapped in a Blue Archive-inspired interface. What was challenging? The most challenging part was designing the backend architecture around long-running AI responses and usage tracking. One lesson I learned the hard way is that inefficient SQLite access patterns can dramatically increase database costs. As the project grew, I had to rethink how usage statistics were stored and aggregated instead of recalculating everything repeatedly. Another challenge was handling very long SSE streams. For AI responses that may take a long time to complete, it is important that processing continues even if the client disconnects. This was my first time introducing Durable Objects into a production project, and they turned out to be a great fit for maintaining state and ensuring reliable streaming behavior. What are you proud of? I’m proud that this project pushed me beyond simple CRUD applications and into distributed system design. Integrating Durable Objects, building usage aggregation, and optimizing streaming performance taught me a lot about how real-world AI applications are built. I’m also genuinely impressed by Cloudflare R2. It was extremely easy to integrate, works reliably, and offers a very generous free tier, making it an excellent choice for student developers and hobby projects. How can people test it? Fork this repository. Update the wrangler.toml configuration for your own Cloudflare resources (do not commit any secrets). Deploy the frontend (frontend) to Cloudflare Pages and the backend (backend) to Cloudflare Workers. Configure the required Secrets in Cloudflare after deployment. Open the deployed site and log in using the password you configured. Create your first Passkey (highly recommended for a better login experience). Start chatting, upload files, try different models, and explore usage statistics and budget management features.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}]...
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[{"post_id": 75553, "ts": "202 [{"post_id": 75553, "ts": "2026-09-30T12:37:56Z", "hours": 1.2942, "text": "I added a simple sharing function. I also added automatic picture attachment compression, which should save a lot of tokens. Commit"}, {"post_id": 68643, "ts": "2026-09-15T13:37:00Z", "hours": 4.7658, "text": "This is the last update for Arona Chat for the time being. In this update, I’ve added automatic image resizing, support for TXT and Markdown files, dynamic username injection in the greeting and system prompt, and the new Ethereal Dark theme. However, since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat! Commit"}, {"post_id": 40574, "ts": "2026-08-04T06:52:05Z", "hours": 2.5586, "text": "Hey guys! I’m currently working on a new theme (Ethereal Dark) for Arona Chat, and it will probably introduce a very large diff with many UI/CSS/component changes. I’m thinking about creating a dedicated feature branch (theme/ethereal-dark) for this work instead of directly committing everything to main. The idea is to keep the development process transparent and easier to review for future reviewers and users. After the theme is complete, I’ll merge it back into main. So I’d like to get your opinion: Do you prefer seeing the full development history through a feature branch? Or do you think keeping a cleaner main history with a larger commit is better? Thanks!"}, {"post_id": 40524, "ts": "2026-08-04T03:31:20Z", "hours": 6.0331, "text": "Settings now save automatically as soon as you make changes, so there’s no more clicking Save everywhere. The user list also shows each user’s email when available (falling back to the Clerk ID). Improved auth by showing a recovery screen if initialization gets stuck for 12 seconds, and hardened SSRF protection against alternative IPv4 bypass tricks. I’ve already started designing the Ethereal Dark theme too, but since it’s unrelated to this commit I didn’t include it yet. Still probably another 8–10 hours to go before it’s ready. Commit"}, {"post_id": 38059, "ts": "2026-07-31T07:37:52Z", "hours": 4.6294, "text": "After using the Ethereal Light theme for a while, I realized that although the core chat interface was done, many secondary pages still looked like they belonged to a completely different application. So this update wasn’t about adding a flashy new feature, it was about finishing what Ethereal Light was always meant to be. This is one of those updates where most users probably won’t notice every individual change, but I hope everyone notices that Ethereal Light feels even more beautiful now. I also realized that good UI isn’t about making one page beautiful, it’s about making every page feel like it was designed together. Commit"}, {"post_id": 37591, "ts": "2026-07-30T12:56:46Z", "hours": 1.7836, "text": "Confession time: I’m a high school STEM student. I spend far more time studying math, physics, chemistry, and biology than anything related to design. I have almost no artistic background, and I’m much more of a coder than a designer, so building Ethereal Light has been quite a journey. Half of the CSS for Ethereal Light only exists because I kept googling, “How do I make this look less ugly?” 😭 Somehow, after countless tiny tweaks, it’s finally starting to look like the theme I imagined. Anyway, I hope you love Arona Chat."}, {"post_id": 37517, "ts": "2026-07-30T10:14:34Z", "hours": 1.0261, "text": "I’m planning to further polish Ethereal Light theme and address the suggestions mentioned in the rating feedback. Thanks everyone for the support!"}, {"post_id": 32697, "ts": "2026-07-22T00:42:44Z", "hours": 0.5992, "text": "Upcoming Changes: Add more personalization features, such as customizable tone and emoji usage. Refine the Ethereal Light theme."}, {"post_id": 31626, "ts": "2026-07-20T05:40:15Z", "hours": 1.5953, "text": "After fixing a number of issues, the Arona Chat Public Demo is finally ready! You can try it using the link below. https://aronachat.yearcakes.com/"}, {"post_id": 31317, "ts": "2026-07-19T16:46:36Z", "hours": 4.7217, "text": "AronaChat v1.2.0 — A Bigger Update Than The Version Number Suggests Today, I completed AronaChat v1.2.0! Although this is only a minor version bump, it actually includes a lot of major improvements and new features. In this update, I added multi-provider support, custom models, the new Ethereal Light theme, and many other improvements. There are still many things to polish, but I’m working hard to turn AronaChat into something that we can genuinely use in our daily lives — not just a project. The current codebase has grown into a very complex system, so I’m planning to deploy the Public Demo version tomorrow. But this Public Demo is not just a temporary showcase. My goal is to make it a long-term usable product. You will be able to connect your own API providers and use AronaChat with your own services. To protect your privacy and security, the current version includes encrypted API key storage and multiple layers of security protection to keep your credentials as safe as possible. Due to storage and cost considerations, each user will have a fixed storage quota. If the limit is exceeded, attachments will be automatically removed using a FIFO (First In, First Out) rolling deletion system. For chat history, I’ll try my best to keep conversations stored for as long as possible while maintaining reasonable operating costs. Thank you for following the development of AronaChat! This is still just the beginning, and I hope it can become a tool that people truly enjoy using."}, {"post_id": 30657, "ts": "2026-07-18T12:26:38Z", "hours": 2.2361, "text": "The core development work is pretty much done! I’m now moving into the final polishing phase—doing security reviews, testing everything thoroughly, and fixing all the little rough edges I can find. Once that’s finished, I’ll deploy the new build as a public instance that everyone can use long-term. Can’t wait to share it with you all!"}, {"post_id": 30560, "ts": "2026-07-18T07:28:12Z", "hours": 2.12, "text": "🌸 Devlog Update I’m currently exploring a better and more reasonable resource limitation system, hoping to make the DEMO experience smoother, friendlier, and more enjoyable for everyone! I’m also working on adding support for custom model providers, so you’ll be able to add your own providers and use this project as a complete long-term solution instead of just a DEMO. Of course, this also brings some new challenges qwq Since users will be able to add their own API Keys, I need to carefully design a secure system to make sure your keys stay safe and never get exposed. I’m planning a layered architecture with encryption, multiple authentication layers, and additional security protections. This project is becoming much more complicated than I originally expected… but I want to build it properly instead of rushing it 🥺✨ 🌱 About Storage S3-compatible storage is really expensive qwq, so for now I’ve added per-user file size limits and a 7-day automatic cleanup system. I know these limits are a little too strict, and I’m really sorry about that 🥲💦 I hope you can understand that I’m still a solo developer trying to keep the service sustainable. To improve this, I’m building my own tiered storage system — Minamo 🌊 After Minamo is finished, attachment storage limits will be increased significantly, and the 7-day automatic cleanup will be removed! 🎉 If you like this project, you can follow this project or follow Minamo to receive future updates and new features 💫 Thank you so much for supporting this project! 💙"}, {"post_id": 30185, "ts": "2026-07-17T15:34:58Z", "hours": 4.2597, "text": "Whitelist is almost finished! There’s only a little bit left to polish, and I should have it done within the next few days. New ship coming soon™"}, {"post_id": 29884, "ts": "2026-07-17T01:31:04Z", "hours": 1.4356, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [DONE] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27088, "ts": "2026-07-12T10:32:05Z", "hours": 2.3678, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [IN PROGRESS] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27039, "ts": "2026-07-12T06:47:49Z", "hours": 1.4494, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27020, "ts": "2026-07-12T05:11:34Z", "hours": 2.5303, "text": "Finally fixed the security vulnerabilities and the remaining bugs. Next, I’ll continue reviewing the codebase and finish the new theme."}, {"post_id": 26596, "ts": "2026-07-11T14:50:43Z", "hours": 3.3919, "text": "I’m currently fixing a number of bugs in the new Ethereal Light theme. At the same time, I had the codebase audited by AI, which identified several critical security issues. I’m actively working through both the theme bugs and the reported vulnerabilities, so the next public commit may be delayed a bit. Before anything is published, I’ll also perform a full manual security review to make sure the public release is free of known security issues."}, {"post_id": 26481, "ts": "2026-07-11T09:28:21Z", "hours": 2.2219, "text": "Unexpectedly discovered several critical bugs. Currently fixing them."}, {"post_id": 26419, "ts": "2026-07-11T06:13:44Z", "hours": 1.4672, "text": "Fixed a bunch of UI, animation, rendering, and performance issues across the Ethereal Light theme and the Settings Panel. Real-time reasoning topic extraction now handles unfinished Markdown chunks correctly, so active words no longer get cut off while responses are streaming. I also switched to stable React keys, which eliminates the annoying text flickering during streaming. The scrolling lock, content clipping, and hidden input issues in Ethereal Light have also been fixed by improving layer isolation and hardware acceleration. Finally, repeated clicks on the Save button in Settings are now automatically deduplicated, preventing duplicate requests when the same configuration is submitted multiple times within 5 seconds."}, {"post_id": 26378, "ts": "2026-07-11T04:07:14Z", "hours": 0.9244, "text": "Fixed a critical bug that could allow users to perform unauthorized operations."}, {"post_id": 25794, "ts": "2026-07-10T08:01:30Z", "hours": 2.67, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 25669, "ts": "2026-07-10T02:34:24Z", "hours": 3.2403, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [IN PROGRESS] Animations (almost done) Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 25112, "ts": "2026-07-09T03:30:04Z", "hours": 2.4272, "text": "I couldn’t decide between a typewriter effect and a fade-in animation for AI responses, so I added both! You can now choose your preferred output animation in Settings."}, {"post_id": 24128, "ts": "2026-07-07T14:30:38Z", "hours": 0.7944, "text": "I refactored the usage calculation. This fixes an issue where the per-model cost wasn’t updated automatically, while also reducing database usage."}, {"post_id": 22584, "ts": "2026-07-05T03:34:45Z", "hours": 2.1117, "text": "I discovered that adding a new feature caused an existing feature to break. To prevent similar regressions, I added smoke tests and a full end-to-end (E2E) test suite."}, {"post_id": 21564, "ts": "2026-07-03T16:19:24Z", "hours": 4.1964, "text": "Status Updated! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft Animations Component art polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 19919, "ts": "2026-07-01T11:05:33Z", "hours": 2.1733, "text": "I am currently working on: New frontend UI theme (I named it Ethereal Light. It will be very, very beautiful!), and it will be released with a theme selector (if you don’t like it, you can switch to the current Classic theme). Whitelist: enabling you to have a private deployment! User resource usage limits: designed for the demo. Lazy frontend loading: makes the frontend start faster! Bug fixes: the current version has many bugs, including Clerk integration, multi-provider switching, etc. Locating the source of these bugs is very tiring. The next public version will take a long time to release and be pushed to the public repo. I will sync my progress via devlogs. If you have any suggestions, please tell me — they are very, very important to me!"}, {"post_id": 16796, "ts": "2026-06-27T08:28:33Z", "hours": 3.0211, "text": "Integrated Clerk for authentication and fixed various bugs :D"}, {"post_id": 13718, "ts": "2026-06-22T14:21:24Z", "hours": 3.1058, "text": "feat: optimize chat stream stability, security, and frontend rendering performance- Security: Added sensitive data redaction (masking password , secret , token , apiKey ) for trace logs in backend utility request/response body parsing. Stability: Enhanced Durable Object state recovery by persisting and restoring runtime payloads, ensuring the process queue resumes on restart, and adding a 100-second upstream API fetch timeout. Database: Bumped DB schema version to 15, adding applySchemaV14 and applySchemaV15 compatibility stubs. Performance: Refactored ChatSession message lists by extracting and memoizing UserMessageRow and AssistantMessageRow with React.memo , and extracted static Markdown plugins outside of render scopes to eliminate redundant parsing. State Management: Integrated Zustand useShallow selectors across App , ChatInputArea , and ChatSession to prevent unnecessary re-renders. Resilience: Upgraded stream reconnect/resume flow in the store to pass existing stream progress (content and reasoning), preventing flickering and duplicate content rendering on stream recovery."}, {"post_id": 12359, "ts": "2026-06-20T05:08:29Z", "hours": 1.1664, "text": "Added a Demo Mode that allows guest access via a password-based login. Demo mode can be enabled via config. Guests can log in using a shared demo password. All demo sessions are isolated per device. Demo data is separated from production."}, {"post_id": 7960, "ts": "2026-06-13T08:59:45Z", "hours": 0.5317, "text": "Release 1.1.0 This update focuses on enhancing usage tracking capabilities, introducing flexible service tiers and budget management, and delivering deep performance optimizations for the chat experience. 🌟 New Features Usage Aggregation: Added persistent tracking of total requests, prompt/completion tokens, and total cost (USD) within user profiles, including a detailed breakdown by model. Service Tiers: Introduced OpenRouter Service Tier support to balance cost and performance: Flex (0.5x cost): More affordable, but potentially slower or less reliable. Default (1.0x cost): Standard service level. Priority (2.5x cost): Fastest response times and highest priority. Temporary Daily Budget: Added the ability to set a temporary budget override for the current UTC day, allowing short-term flexibility without altering long-term settings. Usage Sync Tool: A new “Recalculate Usage Statistics” feature in the settings allows users to force a backend scan of all records to synchronize aggregated totals. ⚡ Performance Improvements Streaming Render Optimization: Implemented a buffering mechanism using requestAnimationFrame in useStore, shifting high-frequency streaming updates from “immediate trigger” to “frame-synced updates,” significantly reducing re-renders and improving UI smoothness. Refined Auto-Scroll: Overhauled auto-scroll logic in ChatSession to distinguish between session switches, message count changes, and active streaming, ensuring smoother scrolling behavior. 🎨 UI/UX Enhancements Session Management: Pagination: Session list now uses lazy loading (“Load More”) instead of loading all sessions at once, improving startup speed. Quick Actions: Added Pin and Archive capabilities in session menu for better organization. Settings Panel Upgrade: Advanced Tab: Introduced a new “Advanced” tab for system maintenance tools and technical information. Budget UI: Improved budget settings interface with detailed cost multiplier explanations and a dedicated temporary budget input. System Info: Added visibility for Instance ID and Schema Version. 🛠️ Technical Changes Backend Architecture: Modularized routing and migrated chat sessions to a Durable Object-based implementation for better state consistency. Database Migration: Updated user profile schema to support usage aggregation (Schema v13). Shared Types: Updated UserProfile and ChatGenerationSettings types to support new tracking and configuration options."}, {"post_id": 7928, "ts": "2026-06-13T06:57:41Z", "hours": 0.3606, "text": "First Public Release!"}]...
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Title: Arona Chat by @yearcakes | Stardance
Devlo Title: Arona Chat by @yearcakes | Stardance
Devlogs:
First Public Release!
Release 1.1.0 This update focuses on enhancing usage tracking capabilities, introducing flexible service tiers and budget management, and delivering deep performance optimizations for the chat experience. 🌟 New Features Usage Aggregation: Added persistent tracking of total requests, prompt/completion tokens, and total cost (USD) within user profiles, including a detailed breakdown by model. Service Tiers: Introduced OpenRouter Service Tier support to balance cost and performance: Flex (0.5x cost): More affordable, but potentially slower or less reliable. Default (1.0x cost): Standard service level. Priority (2.5x cost): Fastest response times and highest priority. Temporary Daily Budget: Added the ability to set a temporary budget override for the current UTC day, allowing short-term flexibility without altering long-term settings. Usage Sync Tool: A new “Recalculate Usage Statistics” feature in the settings allows users to force a backend scan of all records to synchronize aggregated totals. ⚡ Performance Improvements Streaming Render Optimization: Implemented a buffering mechanism using requestAnimationFrame in useStore, shifting high-frequency streaming updates from “immediate trigger” to “frame-synced updates,” significantly reducing re-renders and improving UI smoothness. Refined Auto-Scroll: Overhauled auto-scroll logic in ChatSession to distinguish between session switches, message count changes, and active streaming, ensuring smoother scrolling behavior. 🎨 UI/UX Enhancements Session Management: Pagination: Session list now uses lazy loading (“Load More”) instead of loading all sessions at once, improving startup speed. Quick Actions: Added Pin and Archive capabilities in session menu for better organization. Settings Panel Upgrade: Advanced Tab: Introduced a new “Advanced” tab for system maintenance tools and technical information. Budget UI: Improved budget settings interface with detailed cost multiplier explanations and a dedicated temporary budget input. System Info: Added visibility for Instance ID and Schema Version. 🛠️ Technical Changes Backend Architecture: Modularized routing and migrated chat sessions to a Durable Object-based implementation for better state consistency. Database Migration: Updated user profile schema to support usage aggregation (Schema v13). Shared Types: Updated UserProfile and ChatGenerationSettings types to support new tracking and configuration options.
Added a Demo Mode that allows guest access via a password-based login. Demo mode can be enabled via config. Guests can log in using a shared demo password. All demo sessions are isolated per device. Demo data is separated from production.
feat: optimize chat stream stability, security, and frontend rendering performance- Security: Added sensitive data redaction (masking password , secret , token , apiKey ) for trace logs in backend utility request/response body parsing. Stability: Enhanced Durable Object state recovery by persisting and restoring runtime payloads, ensuring the process queue resumes on restart, and adding a 100-second upstream API fetch timeout. Database: Bumped DB schema version to 15, adding applySchemaV14 and applySchemaV15 compatibility stubs. Performance: Refactored ChatSession message lists by extracting and memoizing UserMessageRow and AssistantMessageRow with React.memo , and extracted static Markdown plugins outside of render scopes to eliminate redundant parsing. State Management: Integrated Zustand useShallow selectors across App , ChatInputArea , and ChatSession to prevent unnecessary re-renders. Resilience: Upgraded stream reconnect/resume flow in the store to pass existing stream progress (content and reasoning), preventing flickering and duplicate content rendering on stream recovery.
Integrated Clerk for authentication and fixed various bugs :D
I am currently working on: New frontend UI theme (I named it Ethereal Light. It will be very, very beautiful!), and it will be released with a theme selector (if you don’t like it, you can switch to the current Classic theme). Whitelist: enabling you to have a private deployment! User resource usage limits: designed for the demo. Lazy frontend loading: makes the frontend start faster! Bug fixes: the current version has many bugs, including Clerk integration, multi-provider switching, etc. Locating the source of these bugs is very tiring. The next public version will take a long time to release and be pushed to the public repo. I will sync my progress via devlogs. If you have any suggestions, please tell me — they are very, very important to me!
Status Updated! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft Animations Component art polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
I discovered that adding a new feature caused an existing feature to break. To prevent similar regressions, I added smoke tests and a full end-to-end (E2E) test suite.
I refactored the usage calculation. This fixes an issue where the per-model cost wasn’t updated automatically, while also reducing database usage.
I couldn’t decide between a typewriter effect and a fade-in animation for AI responses, so I added both! You can now choose your preferred output animation in Settings.
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [IN PROGRESS] Animations (almost done) Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Fixed a critical bug that could allow users to perform unauthorized operations.
Fixed a bunch of UI, animation, rendering, and performance issues across the Ethereal Light theme and the Settings Panel. Real-time reasoning topic extraction now handles unfinished Markdown chunks correctly, so active words no longer get cut off while responses are streaming. I also switched to stable React keys, which eliminates the annoying text flickering during streaming. The scrolling lock, content clipping, and hidden input issues in Ethereal Light have also been fixed by improving layer isolation and hardware acceleration. Finally, repeated clicks on the Save button in Settings are now automatically deduplicated, preventing duplicate requests when the same configuration is submitted multiple times within 5 seconds.
Unexpectedly discovered several critical bugs. Currently fixing them.
I’m currently fixing a number of bugs in the new Ethereal Light theme. At the same time, I had the codebase audited by AI, which identified several critical security issues. I’m actively working through both the theme bugs and the reported vulnerabilities, so the next public commit may be delayed a bit. Before anything is published, I’ll also perform a full manual security review to make sure the public release is free of known security issues.
Finally fixed the security vulnerabilities and the remaining bugs. Next, I’ll continue reviewing the codebase and finish the new theme.
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [IN PROGRESS] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [DONE] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading
Whitelist is almost finished! There’s only a little bit left to polish, and I should have it done within the next few days. New ship coming soon™
🌸 Devlog Update I’m currently exploring a better and more reasonable resource limitation system, hoping to make the DEMO experience smoother, friendlier, and more enjoyable for everyone! I’m also working on adding support for custom model providers, so you’ll be able to add your own providers and use this project as a complete long-term solution instead of just a DEMO. Of course, this also brings some new challenges qwq Since users will be able to add their own API Keys, I need to carefully design a secure system to make sure your keys stay safe and never get exposed. I’m planning a layered architecture with encryption, multiple authentication layers, and additional security protections. This project is becoming much more complicated than I originally expected… but I want to build it properly instead of rushing it 🥺✨ 🌱 About Storage S3-compatible storage is really expensive qwq, so for now I’ve added per-user file size limits and a 7-day automatic cleanup system. I know these limits are a little too strict, and I’m really sorry about that 🥲💦 I hope you can understand that I’m still a solo developer trying to keep the service sustainable. To improve this, I’m building my own tiered storage system — Minamo 🌊 After Minamo is finished, attachment storage limits will be increased significantly, and the 7-day automatic cleanup will be removed! 🎉 If you like this project, you can follow this project or follow Minamo to receive future updates and new features 💫 Thank you so much for supporting this project! 💙
The core development work is pretty much done! I’m now moving into the final polishing phase—doing security reviews, testing everything thoroughly, and fixing all the little rough edges I can find. Once that’s finished, I’ll deploy the new build as a public instance that everyone can use long-term. Can’t wait to share it with you all!
AronaChat v1.2.0 — A Bigger Update Than The Version Number Suggests Today, I completed AronaChat v1.2.0! Although this is only a minor version bump, it actually includes a lot of major improvements and new features. In this update, I added multi-provider support, custom models, the new Ethereal Light theme, and many other improvements. There are still many things to polish, but I’m working hard to turn AronaChat into something that we can genuinely use in our daily lives — not just a project. The current codebase has grown into a very complex system, so I’m planning to deploy the Public Demo version tomorrow. But this Public Demo is not just a temporary showcase. My goal is to make it a long-term usable product. You will be able to connect your own API providers and use AronaChat with your own services. To protect your privacy and security, the current version includes encrypted API key storage and multiple layers of security protection to keep your credentials as safe as possible. Due to storage and cost considerations, each user will have a fixed storage quota. If the limit is exceeded, attachments will be automatically removed using a FIFO (First In, First Out) rolling deletion system. For chat history, I’ll try my best to keep conversations stored for as long as possible while maintaining reasonable operating costs. Thank you for following the development of AronaChat! This is still just the beginning, and I hope it can become a tool that people truly enjoy using.
After fixing a number of issues, the Arona Chat Public Demo is finally ready! You can try it using the link below. https://aronachat.yearcakes.com/
Upcoming Changes: Add more personalization features, such as customizable tone and emoji usage. Refine the Ethereal Light theme.
I’m planning to further polish Ethereal Light theme and address the suggestions mentioned in the rating feedback. Thanks everyone for the support!
Confession time: I’m a high school STEM student. I spend far more time studying math, physics, chemistry, and biology than anything related to design. I have almost no artistic background, and I’m much more of a coder than a designer, so building Ethereal Light has been quite a journey. Half of the CSS for Ethereal Light only exists because I kept googling, “How do I make this look less ugly?” 😭 Somehow, after countless tiny tweaks, it’s finally starting to look like the theme I imagined. Anyway, I hope you love Arona Chat.
After using the Ethereal Light theme for a while, I realized that although the core chat interface was done, many secondary pages still looked like they belonged to a completely different application. So this update wasn’t about adding a flashy new feature, it was about finishing what Ethereal Light was always meant to be. This is one of those updates where most users probably won’t notice every individual change, but I hope everyone notices that Ethereal Light feels even more beautiful now. I also realized that good UI isn’t about making one page beautiful, it’s about making every page feel like it was designed together. Commit
Settings now save automatically as soon as you make changes, so there’s no more clicking Save everywhere. The user list also shows each user’s email when available (falling back to the Clerk ID). Improved auth by showing a recovery screen if initialization gets stuck for 12 seconds, and hardened SSRF protection against alternative IPv4 bypass tricks. I’ve already started designing the Ethereal Dark theme too, but since it’s unrelated to this commit I didn’t include it yet. Still probably another 8–10 hours to go before it’s ready. Commit
Hey guys! I’m currently working on a new theme (Ethereal Dark) for Arona Chat, and it will probably introduce a very large diff with many UI/CSS/component changes. I’m thinking about creating a dedicated feature branch (theme/ethereal-dark) for this work instead of directly committing everything to main. The idea is to keep the development process transparent and easier to review for future reviewers and users. After the theme is complete, I’ll merge it back into main. So I’d like to get your opinion: Do you prefer seeing the full development history through a feature branch? Or do you think keeping a cleaner main history with a larger commit is better? Thanks!
This is the last update for Arona Chat for the time being. In this update, I’ve added automatic image resizing, support for TXT and Markdown files, dynamic username injection in the greeting and system prompt, and the new Ethereal Dark theme. However, since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat! Commit
I added a simple sharing function. I also added automatic picture attachment compression, which should save a lot of tokens. Commit
Ships:
What did you make? I built Arona Chat, a full-stack AI chat application powered by Cloudflare Workers, D1, R2, Durable Objects, and OpenRouter. It supports chat sessions, file attachments, usage tracking, budget management, authentication, and model selection, all wrapped in a Blue Archive-inspired interface. What was challenging? The most challenging part was designing the backend architecture around long-running AI responses and usage tracking. One lesson I learned the hard way is that inefficient SQLite access patterns can dramatically increase database costs. As the project grew, I had to rethink how usage statistics were stored and aggregated instead of recalculating everything repeatedly. Another challenge was handling very long SSE streams. For AI responses that may take a long time to complete, it is important that processing continues even if the client disconnects. This was my first time introducing Durable Objects into a production project, and they turned out to be a great fit for maintaining state and ensuring reliable streaming behavior. What are you proud of? I’m proud that this project pushed me beyond simple CRUD applications and into distributed system design. Integrating Durable Objects, building usage aggregation, and optimizing streaming performance taught me a lot about how real-world AI applications are built. I’m also genuinely impressed by Cloudflare R2. It was extremely easy to integrate, works reliably, and offers a very generous free tier, making it an excellent choice for student developers and hobby projects. How can people test it? Fork this repository. Update the wrangler.toml configuration for your own Cloudflare resources (do not commit any secrets). Deploy the frontend (frontend) to Cloudflare Pages and the backend (backend) to Cloudflare Workers. Configure the required Secrets in Cloudflare after deployment. Open the deployed site and log in using the password you configured. Create your first Passkey (highly recommended for a better login experience). Start chatting, upload files, try different models, and explore usage statistics and budget management features.
After a lot of work, AronaChat v1.2.0 is finally here! With this update, I’m continuing to transform AronaChat from a simple project into a real product that people can actually use. The Public Demo is now live! This is not just a temporary showcase — I want to build it into a long-term usable product. You can connect your own API providers and use AronaChat with your own models. Security and privacy are also a priority. API keys are stored with encryption and protected by multiple security measures to keep your credentials as safe as possible. Due to storage and cost considerations, each user currently has a limited storage quota. When the limit is reached, attachments will be automatically removed using a FIFO rolling deletion system. Chat history will be preserved as long as possible while keeping operating costs sustainable. Thank you everyone who has followed AronaChat’s journey! This is only the beginning, and I hope AronaChat can become a tool that people truly enjoy using.
This is the last ship for Arona Chat for the time being. Since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat!
Some small improvements....
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