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69542
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atomic by @karanpandey0812 | Stardance
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karanpandey0812
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0
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0.0
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0
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[]
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[]
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Title: atomic by @karanpandey0812 | Stardance
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1793584290.7471747
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1794189090.7471747
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23465
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atom game by @phonokles | Stardance
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phonokles
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0
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0.0
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0
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[]
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[]
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Title: atom game by @phonokles | Stardance
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1793487360.2193696
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1794092160.2193696
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60720
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atom ctrl by @adityaaaa | Stardance
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adityaaaa
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0
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48.36
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0
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[]
|
[{"post_id": 72312, "ts": "202 [{"post_id": 72312, "ts": "2026-09-22T17:14:51Z", "hours": 48.3586, "text": "hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.."}]...
|
Title: atom ctrl by @adityaaaa | Stardance
Devlog Title: atom ctrl by @adityaaaa | Stardance
Devlogs:
hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.....
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1793645527.892596
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1794250327.892596
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55880
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atmoWEB-tui by @UlmerMan | Stardance
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UlmerMan
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0
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4.47
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0
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[]
|
[{"post_id": 57428, "ts": "202 [{"post_id": 57428, "ts": "2026-08-29T16:02:01Z", "hours": 4.4722, "text": "Devlog: Building a TUI to control my oven from the terminal Spent the last 4h building a TUI in Rust. It can control ovens like the memmert un30 that support atmoWEB. It can monitor and set temperature, fan speed and flap position. It is built with ratatui for the UI and reqwest for talking to the oven’s HTTP API. Next up: Temperature curve support to script the oven and make the TUI less clunky to use."}]...
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Title: atmoWEB-tui by @UlmerMan | Stardance
Devlo Title: atmoWEB-tui by @UlmerMan | Stardance
Devlogs:
Devlog: Building a TUI to control my oven from the terminal Spent the last 4h building a TUI in Rust. It can control ovens like the memmert un30 that support atmoWEB. It can monitor and set temperature, fan speed and flap position. It is built with ratatui for the UI and reqwest for talking to the oven’s HTTP API. Next up: Temperature curve support to script the oven and make the TUI less clunky to use....
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1793357279.7731988
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1793962079.7731988
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1566
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atmega328p emulator by @CoCoCola | Stardance
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CoCoCola
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0
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1.09
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0
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[]
|
[{"post_id": 534, "ts": "2026- [{"post_id": 534, "ts": "2026-06-02T00:31:00Z", "hours": 1.0867, "text": "Devlog #1! Working on tracking down the last few bugs in the emulator core before moving on to more features such as watchdog and a upgraded TUI with support for sending bytes over emulated serial port and viewing cpu registers."}]...
|
Title: atmega328p emulator by @CoCoCola | Stardanc Title: atmega328p emulator by @CoCoCola | Stardance
Devlogs:
Devlog #1! Working on tracking down the last few bugs in the emulator core before moving on to more features such as watchdog and a upgraded TUI with support for sending bytes over emulated serial port and viewing cpu registers....
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1793501538.5338695
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1794106338.5338695
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70895
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atm by @markino | Stardance
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markino
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0
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0.0
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0
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[]
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[]
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Title: atm by @markino | Stardance
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1793368242.6526175
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1793973042.6526175
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57670
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atlantis by @pramsu_pandey | Stardance
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pramsu_pandey
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0
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0.0
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0
|
[]
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[]
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Title: atlantis by @pramsu_pandey | Stardance
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1793451022.5569482
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1794055822.5569482
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65746
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athletiq by @abhinav_911 | Stardance
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abhinav_911
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0
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0.0
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0
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[]
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[]
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Title: athletiq by @abhinav_911 | Stardance
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1793703471.2764473
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1794308271.2764473
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15363
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async by @sn4p_dr4g0n_mei | Stardance
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sn4p_dr4g0n_mei
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0
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0.0
|
0
|
[]
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[]
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Title: async by @sn4p_dr4g0n_mei | Stardance
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1793382577.789726
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1793987377.789726
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48808
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astropulse by @elliotalderson | Stardance
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elliotalderson
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0
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0.0
|
0
|
[]
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[]
|
Title: astropulse by @elliotalderson | Stardance
|
1793987468.698372
|
1794592268.698372
|
|
69620
|
astronomy by @manahil_txx | Stardance
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manahil_txx
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0
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0.0
|
0
|
[]
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[]
|
Title: astronomy by @manahil_txx | Stardance
|
1793584348.5391858
|
1794189148.5391858
|
|
54017
|
astronaut waves by @pragnaarvind17 | Stardance
|
pragnaarvind17
|
0
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0.0
|
0
|
[]
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[]
|
Title: astronaut waves by @pragnaarvind17 | Starda Title: astronaut waves by @pragnaarvind17 | Stardance...
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1793516013.396504
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1794120813.396504
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2241
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astroid for birthday by @nightfury6099 | Stardance
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nightfury6099
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0
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0.0
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0
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[]
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[]
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Title: astroid for birthday by @nightfury6099 | St Title: astroid for birthday by @nightfury6099 | Stardance...
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1793976592.436278
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1794581392.436278
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28076
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astrocopilot's ai feature by @Shadowx0010 | St astrocopilot's ai feature by @Shadowx0010 | Stardance...
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Shadowx0010
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0
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0.0
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0
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[]
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[]
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Title: astrocopilot's ai feature by @Shadowx00 Title: astrocopilot's ai feature by @Shadowx0010 | Stardance...
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1793433145.0904078
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1794037945.0904078
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45500
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astroFETCH by @marygoat | Stardance
|
marygoat
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T01:32:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that pulls in data from the NASA website using their free API, showing the APOD (Astronomy Picture of the Day). It was challenging figuring out how to use the javascript and grab the required info, but it worked out! To access my website, just click on the try project down below or go to: https://awesomesauce4646.github.io/astro-fetch/ I’m proud of learning more about APIs, building off from the slack bot project that also used APIs to gather cat facts!", "repo": "https://github.com/awesomesauce4646/astro-fetch", "demo": "https://awesomesauce4646.github.io/astro-fetch/"}]...
|
[{"post_id": 43652, "ts": "202 [{"post_id": 43652, "ts": "2026-08-09T01:19:23Z", "hours": 0.6319, "text": "DEVLOG #2! animation + stylized page! i have done some stylizing, such as adding some fonts and adding a background image ( yes… the image looks a bit funky in the video but shhh) i have also add a one second fade in animation to the API NASA title, image, and paragraph to make it a bit more appealing!"}, {"post_id": 43635, "ts": "2026-08-09T00:30:58Z", "hours": 0.6017, "text": "DEVLOG #1 base format done! so i got the basic javascript and html done, now i will move onto styling it and adding a new feature! what new feature? not sure yet, but i will be looking at some projects or search things up for inspo."}]...
|
Title: astroFETCH by @marygoat | Stardance
Devlog Title: astroFETCH by @marygoat | Stardance
Devlogs:
DEVLOG #1 base format done! so i got the basic javascript and html done, now i will move onto styling it and adding a new feature! what new feature? not sure yet, but i will be looking at some projects or search things up for inspo.
DEVLOG #2! animation + stylized page! i have done some stylizing, such as adding some fonts and adding a background image ( yes… the image looks a bit funky in the video but shhh) i have also add a one second fade in animation to the API NASA title, image, and paragraph to make it a bit more appealing!
Ships:
I made a website that pulls in data from the NASA website using their free API, showing the APOD (Astronomy Picture of the Day). It was challenging figuring out how to use the javascript and grab the required info, but it worked out! To access my website, just click on the try project down below or go to: https://awesomesauce4646.github.io/astro-fetch/ I’m proud of learning more about APIs, building off from the slack bot project that also used APIs to gather cat facts!...
|
1793857772.0152948
|
1793944172.0152948
|
|
67661
|
astro botany by @ibuild | Stardance
|
ibuild
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: astro botany by @ibuild | Stardance
|
1793732369.2910464
|
1794337169.2910464
|
|
68967
|
astrawatch by @Ahad_Ghanchi | Stardance
|
Ahad_Ghanchi
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T16:57:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records.", "repo": "https://github.com/codewith876/astra-watch", "demo": "https://astrawatch.vercel.app/"}]...
|
[{"post_id": 79356, "ts": "202 [{"post_id": 79356, "ts": "2026-10-13T16:54:46Z", "hours": 2.3036, "text": "The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey."}]...
|
Title: astrawatch by @Ahad_Ghanchi | Stardance
De Title: astrawatch by @Ahad_Ghanchi | Stardance
Devlogs:
The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey.
Ships:
Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records....
|
1793807692.804095
|
1793894092.804095
|
|
60023
|
astraOS by @Kakkarotto | Stardance
|
Kakkarotto
|
1
|
14.05
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T16:43:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made astraOS because i wanted to challenge myself to turn a normal webpage into something that actually feels like a small operating system", "repo": "https://github.com/saptarshimajumder11/astraOS", "demo": "https://saptarshimajumder11.github.io/astraOS/"}]...
|
[{"post_id": 70016, "ts": "202 [{"post_id": 70016, "ts": "2026-09-18T08:48:49Z", "hours": 7.0006, "text": "UPGRADED MOST OF THE THINGS. after getting a return from the shipping process, i tried to make it again without using AI and seems like i did it pretty well.the thhing is that the calendar app is under construction right now and i am working on the widget thingy cause its too hard to find one and takes time to make one,although i am working on it and also it opens pretty well! edited the top-bar too"}, {"post_id": 66049, "ts": "2026-09-11T16:42:52Z", "hours": 4.0467, "text": "I UPDATED AND REDESIGNED EVERYTHING! after getting rejected in the shipping process,i did more coding and learnt many things. WHAT IS NEW? -added fully functioning calculator.changed the background design.added taskbar .redesigned new logo.now there is a start button that actually opens ! but sadly i didnt make any power button type thing…."}, {"post_id": 64779, "ts": "2026-09-09T13:07:29Z", "hours": 1.2803, "text": "completed for part 1"}, {"post_id": 64723, "ts": "2026-09-09T10:55:45Z", "hours": 1.2831, "text": "I can able to get the interface and the website works.now really is left is the coding to get it to work"}, {"post_id": 64690, "ts": "2026-09-09T09:00:27Z", "hours": 0.3228, "text": "First part of the OS is getting completed.sonOS"}]...
|
Title: astraOS by @Kakkarotto | Stardance
Devlogs Title: astraOS by @Kakkarotto | Stardance
Devlogs:
First part of the OS is getting completed.sonOS
I can able to get the interface and the website works.now really is left is the coding to get it to work
completed for part 1
I UPDATED AND REDESIGNED EVERYTHING! after getting rejected in the shipping process,i did more coding and learnt many things. WHAT IS NEW? -added fully functioning calculator.changed the background design.added taskbar .redesigned new logo.now there is a start button that actually opens ! but sadly i didnt make any power button type thing….
UPGRADED MOST OF THE THINGS. after getting a return from the shipping process, i tried to make it again without using AI and seems like i did it pretty well.the thhing is that the calendar app is under construction right now and i am working on the widget thingy cause its too hard to find one and takes time to make one,although i am working on it and also it opens pretty well! edited the top-bar too
Ships:
i made astraOS because i wanted to challenge myself to turn a normal webpage into something that actually feels like a small operating system...
|
1793825570.4608269
|
1793911970.4608269
|
|
51829
|
astra by @somiko | Stardance
|
somiko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: astra by @somiko | Stardance
|
1793407921.379897
|
1794012721.379897
|
|
18454
|
astrOS by @urged-st | Stardance
|
urged-st
|
2
|
32.0
|
302
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T18:06:53Z", "hours": 27.0, "multiplier": 11.44, "payout": 302, "blessing": "neutral", "text": "astrOS is a fullscreen web OS with nine astronomy apps built in vanilla JS: Sky Map uses real star positions calculated from your location, ISS Tracker polls live satellite data with haversine distance, Stargazing Conditions combines weather and moon phase into a seeing score, Solar System renders Keplerian orbits with clickable planets, Meteor Shower Tracker handles year-boundary showers correctly with proper countdown logic, plus NGC Catalogue, APOD, Mission Log, and Wallpaper Changer. I’m most proud of the Sky Map actually calculating real positions rather than faking it, and the ISS Tracker being genuinely useful for knowing whether the station is overhead. To test: open on desktop in fullscreen (geolocation needs permission and fullscreen mode to work), try dragging windows to screen edges to see snapping, check the meteor tracker during an active shower, click planets in Solar System to see their stats, and the Mission Log text persists across refreshes via localStorage. yes, i know it said 3 new features from webos1, but I got a bit too excited. have fun!", "repo": "https://github.com/urged-st/astrOS", "demo": "https://astr-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-18T09:59:21Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a functional astronomy focused WebOS called astrOS. It currently features a custom programmed sky map which takes your location and shows you what is currently in the sky near you, and a simple in-session notepad. It also has a right-click context menu featuring my socials and projects (project links will be added when they are done lol) You can minimise windows as well. Please put any suggestions for new features you have in comments, I’d appreciate it a lot.", "repo": "https://github.com/urged-st/astrOS", "demo": "https://astr-os.vercel.app/"}]...
|
[{"post_id": 29628, "ts": "202 [{"post_id": 29628, "ts": "2026-07-16T18:02:48Z", "hours": 3.6972, "text": "Meteor Shower Tracker finished the last feature, a year-round meteor shower schedule with active/upcoming status so you actually know when to set an alarm. 11 major showers baked in (Quadrantids through Ursids), and everything’s calculated client-side, no API needed. stores absolute peak dates for each shower and works out the active window locally, correctly handles the year-boundary ones (Quadrantids starts Dec 28, Ursids ends Dec 26) without breaking on Jan 1st sorts active showers first, then whoever’s next peak is soonest countdown properly distinguishes “peak in Xd” from “peaked Xd ago” for showers you’re still inside the window for but already past peak on, caught that bug and fixed it before shipping by testing across multiple dates including exact-peak day (Aug 12 for Perseids) renders as a compact list with radiant constellation, ZHR (~Zenith Hourly Rate), and the peak countdown, all colour-coded so active showers pop no polling, just recomputes fresh every time you open it Bug Fixes & Polish went through all three files line-by-line before shipping. found and fixed two bugs plus some cleanup: window snapping corners were broken — getSnapZone() detected top-left/top-right when you dragged to a corner, but showSnapPreview() and applySnap() never had rect definitions for those zones, so the preview showed nothing and the drop silently failed. added proper quarter-tile rects for both corners so you can now snap to all four quadrants APOD toggle IDs — getElementById() calls for apod explanation/toggle buttons were working but the elements weren’t explicitly in the HTML, they were created at render-time by innerHTML, so the id references were technically fine but fragile. left them as-is since they work, but flagged it as something to refactor if we add more dynamic content later also ik its been shown in an earlier devlog, but the taskbar on the bottom isn’t exactly empty lol, you can minimise apps to it (third pic). maybe i’ll add a pin to taskbar feature? what’s left SHIPPPPPPPPPPPPPPPPPPPPPPPPP"}, {"post_id": 28122, "ts": "2026-07-14T06:30:28Z", "hours": 0.7539, "text": "Tiny fix lol I stopped good ol’ neptune being cut off on the solar system map, and also made it so that the contents of the notepad/mission log are saved in localStorage"}, {"post_id": 27936, "ts": "2026-07-13T21:28:34Z", "hours": 3.2881, "text": "Solar System Viewer Thought it’d be cool to have something you could just leave open on the desktop, so I added a little live Solar System app. Every planet sits where it actually should be today rather than looping around on some fake animation. Planet positions come from simplified J2000 Keplerian elements (semi-major axis, eccentricity, orbital period, etc.) and get advanced from the current date, so they’re calculated fresh instead of being hardcoded. Conveniently I’d already written a Newton-Raphson solver for Kepler’s equation while making Umbra, so I shamelessly reused it here to solve the eccentric anomaly before converting that into the planet’s true anomaly and distance from the Sun. Nice when old suffering becomes reusable code lol. Biggest headache honestly wasn’t the orbital maths, it was the scale. If you draw everything linearly then Neptune disappears off the edge of the canvas, but if you squash everything too much then the inner planets all merge together. Ended up scaling the orbital radius by √r instead, which keeps the angular positions correct while compressing the distances enough that the whole Solar System fits on one screen. Made every planet clickable as well because a static diagram felt a bit dead. Clicking one gives its current distance from the Sun and orbital period, with Earth getting a little highlight ring so it’s easy to spot where we are. It redraws once a minute since the planets barely move on human timescales anyway, and it’s definitely not accurate enough to navigate a spacecraft with, but it’s surprisingly close considering it’s just running a handful of orbital equations in the browser lol. deffo gonna play around with the window sizing cause its kinda weird right now… also neptune is STILL SQUASHED (genuine annoyance btw) so will do this TOMORROW."}, {"post_id": 27585, "ts": "2026-07-13T09:25:48Z", "hours": 3.4686, "text": "Stargazing Conditions New app, tells you whether tonight’s actually worth setting up a telescope for. pulls cloud cover, humidity and wind from Open-Meteo using the location I already grab on boot, no key needed which is nice the moon phase bit doesn’t touch an API at all, did it properly with the synodic month (29.53 days) against a known reference new moon, so it’s just maths running locally combined cloud cover and moon brightness into a rough seeing score out of 10, heavier cloud and a brighter moon both drag it down, then a one-line verdict underneath so you don’t have to interpret the number yourself was gonna render an actual crescent/gibbous moon on canvas for this but after the ISS ground track thing broke last time I didn’t wanna ship more clipping/arc geometry I couldn’t properly test, so it’s just the phase emoji + name + illumination % instead. honestly looks fine, might revisit the canvas version later if I’m bored"}, {"post_id": 26790, "ts": "2026-07-11T19:46:07Z", "hours": 3.5022, "text": "ISS Tracker New app, tracks the ISS live using wheretheiss.at (no key needed, CORS-open, genuinely such a nice API to work with). Polls every 5 seconds for lat/lon/altitude/velocity Keeping the last 20 fixes so there’s a fading trail behind the current position instead of just a dot that teleports every update Drew my own little world map for this since I didn’t want to deal with map tile assets, just lat/lon gridlines every 30°, equator and prime meridian slightly brighter. I reused the geolocation I already grab on boot for the sky map, so this app also shows your distance from the ISS via a haversineKm() calc, and flags when it’s within ~2000km with a little “nearby!” tag. Not a proper overhead check (that’d need elevation angle above your horizon) but good enough for now Added a stopIssTracker() call on window close so the polling interval actually dies instead of running forever in the background, learnt that lesson the hard way after leaving a tab open for way too long testing this At the time of writing this I had just the idea to implement a trail that shows the future path, will do this now lol."}, {"post_id": 26626, "ts": "2026-07-11T15:37:59Z", "hours": 2.4692, "text": "APOD Viewer Added the Astronomy Picture of the Day app, pulls straight from NASA’s API and shows today’s pic with the write-up tucked behind a toggle so the image gets to be the main object first. Cached in localStorage per calendar day, so reopening the window doesn’t burn another call for the same picture Nearly got got by this one: NASA sometimes serves a video instead of an image for the day, and my first pass just shoved the url into an <img> tag, broken image icon staring back at me lol Added a media_type check so videos link out instead of trying to embed Also handled the fetch failing outright, just shows a “try again later” message instead of leaving a blank window, DEMO_KEY ’s rate limit is gonna trip this eventually so it needed to fail gracefully lol what’s next? either stargazing conditions or the ISS tracker, we’ll see which one I go for"}, {"post_id": 22333, "ts": "2026-07-04T19:10:32Z", "hours": 9.3625, "text": "Okay, yes I forgot to devlog… or commit This was an absolute lock-in but I don’t wanna rank low on storytelling, so I’ll make this one detailed lol. Wallpaper Switcher Six presets, default plus five gradients: nebula, deep blue, solar flare, aurora, mono Clicking a swatch fades the desktop background over 0.6s instead of snapping Choice persists via localStorage so it survives a refresh markActiveWallpaperSwatch re-reads storage and re-marks the active swatch every time the window reopens NGC Catalogue Browser Started as a hardcoded Messier list, which I scrapped once I found Datastro’s public deep sky objects dataset (~220k NGC/IC/Messier entries, CORS-open, no key) Search input debounces 350ms before hitting the API, results sort by magnitude Clicking a result fills the detail panel: type, constellation, magnitude, coordinates Dataset uses the Historically Corrected NGC scheme ( GPair , OCl , SNR , Cl+N ), so I wrote a bucket function that checks substrings to map raw types into galaxy, nebula, cluster, or other for the filter dropdown Built an 8-object offline fallback (Andromeda, Orion Nebula, Ring Nebula, Pleiades, etc) that kicks in silently if the fetch fails, with a small offline warning shown in the list Did You Know Notifications Toast-style pings slide in from the right with a random space fact First one fires after 4 seconds, then every 60-120 seconds at random 18 facts in the pool right now, the neutron star teaspoon one still gets me Caught a bug where fast in/out window clicks could call scheduleNotifications twice and stack two loops, doubling the ping rate Fixed it with a notifStarted flag so the loop only ever starts once Window Resizing And Snapping Built right before the wallpaper stuff, resize first then snap Every window gets a drag handle in the bottom right corner, clamped to a minimum width and height Handle calls stopPropagation on mousedown so resizing doesn’t also trigger the window drag Snap shows a dashed preview box near screen edges, locks into that rect on release Found a bug writing this up: a top-right zone gets detected but has no rect defined for it, so it falls back to snapping full width across the top instead of a proper quadrant."}, {"post_id": 11193, "ts": "2026-06-18T09:52:09Z", "hours": 1.0806, "text": "WebOS 1 - Finished! Sure it took longer than it should’ve, but at least the sky map is quality Today I finished off the final parts for the first mission. I added a coords toggle so you don’t doxx yourself while taking screenshots of the map. I also fixed up the minimising animation and changed the taskbar to host the app icons instead of the usual app name (this had an ugly white bg lol so I had to change it no matter what) I also added a custom background (yes this is reused from my g-lens project sue me) I’m gonna ship this now for WebOS 1, the finished, polished product will be shipped for WebOS 2 (so if anything can be improved, dm me or comment and I’ll fix it then!)"}, {"post_id": 10856, "ts": "2026-06-17T20:07:29Z", "hours": 0.5308, "text": "Small update added a basic notepad app, it does not save between sessions though. added an animation to minimising windows [FIX] made star names not rotate with the star map (this was annoying me lol) what’s next? add icons to taskbar and not just names for minimised apps hide the coords on sky map lol dont doxx yourself a review of the guidelines so I can get webOS 2!"}, {"post_id": 9505, "ts": "2026-06-15T21:22:49Z", "hours": 2.37, "text": "MAJORRR Update First app, context menu, and a LOT of stars 😭 Today I wanted to add an app. Not a standard one like notepad, music, file explorer… something that is different. So, naturally, I spent two hours coding my own star map using a ton of stars from the yale bright star catalogue (okay maybe not a ton but you get the idea). It takes the users location, calculates the chunk of sky above them (yes, you can do this) and shows the major stars visible to the naked eye on a turntable style minimap. What the heck am I gonna do next for one, the text on the map rotates with everything so i gotta fix that THEN i’ll add a normal app like notepad lol a background needs to be added too, also I might add a bg switcher. ohhhh yeah and i added stuff from the guide like the topbar and time, that’s not the star of the show for this log though lol."}, {"post_id": 8666, "ts": "2026-06-14T12:13:02Z", "hours": 0.7083, "text": "astrOS day 1: I want to finish this project really efficiently, so I have mapped out what features I want (you will see as they come). Today, I finished the boot screen and styling for it, and made the file structure. Not much, only 40 mins, but since its a roughly 2hr 30m project, 30m a day means I finish in 5 days. Next devlog should hopefully be finishing the desktop design, probably ~1hr."}]...
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Title: astrOS by @urged-st | Stardance
Devlogs:
a Title: astrOS by @urged-st | Stardance
Devlogs:
astrOS day 1: I want to finish this project really efficiently, so I have mapped out what features I want (you will see as they come). Today, I finished the boot screen and styling for it, and made the file structure. Not much, only 40 mins, but since its a roughly 2hr 30m project, 30m a day means I finish in 5 days. Next devlog should hopefully be finishing the desktop design, probably ~1hr.
MAJORRR Update First app, context menu, and a LOT of stars 😭 Today I wanted to add an app. Not a standard one like notepad, music, file explorer… something that is different. So, naturally, I spent two hours coding my own star map using a ton of stars from the yale bright star catalogue (okay maybe not a ton but you get the idea). It takes the users location, calculates the chunk of sky above them (yes, you can do this) and shows the major stars visible to the naked eye on a turntable style minimap. What the heck am I gonna do next for one, the text on the map rotates with everything so i gotta fix that THEN i’ll add a normal app like notepad lol a background needs to be added too, also I might add a bg switcher. ohhhh yeah and i added stuff from the guide like the topbar and time, that’s not the star of the show for this log though lol.
Small update added a basic notepad app, it does not save between sessions though. added an animation to minimising windows [FIX] made star names not rotate with the star map (this was annoying me lol) what’s next? add icons to taskbar and not just names for minimised apps hide the coords on sky map lol dont doxx yourself a review of the guidelines so I can get webOS 2!
WebOS 1 - Finished! Sure it took longer than it should’ve, but at least the sky map is quality Today I finished off the final parts for the first mission. I added a coords toggle so you don’t doxx yourself while taking screenshots of the map. I also fixed up the minimising animation and changed the taskbar to host the app icons instead of the usual app name (this had an ugly white bg lol so I had to change it no matter what) I also added a custom background (yes this is reused from my g-lens project sue me) I’m gonna ship this now for WebOS 1, the finished, polished product will be shipped for WebOS 2 (so if anything can be improved, dm me or comment and I’ll fix it then!)
Okay, yes I forgot to devlog… or commit This was an absolute lock-in but I don’t wanna rank low on storytelling, so I’ll make this one detailed lol. Wallpaper Switcher Six presets, default plus five gradients: nebula, deep blue, solar flare, aurora, mono Clicking a swatch fades the desktop background over 0.6s instead of snapping Choice persists via localStorage so it survives a refresh markActiveWallpaperSwatch re-reads storage and re-marks the active swatch every time the window reopens NGC Catalogue Browser Started as a hardcoded Messier list, which I scrapped once I found Datastro’s public deep sky objects dataset (~220k NGC/IC/Messier entries, CORS-open, no key) Search input debounces 350ms before hitting the API, results sort by magnitude Clicking a result fills the detail panel: type, constellation, magnitude, coordinates Dataset uses the Historically Corrected NGC scheme ( GPair , OCl , SNR , Cl+N ), so I wrote a bucket function that checks substrings to map raw types into galaxy, nebula, cluster, or other for the filter dropdown Built an 8-object offline fallback (Andromeda, Orion Nebula, Ring Nebula, Pleiades, etc) that kicks in silently if the fetch fails, with a small offline warning shown in the list Did You Know Notifications Toast-style pings slide in from the right with a random space fact First one fires after 4 seconds, then every 60-120 seconds at random 18 facts in the pool right now, the neutron star teaspoon one still gets me Caught a bug where fast in/out window clicks could call scheduleNotifications twice and stack two loops, doubling the ping rate Fixed it with a notifStarted flag so the loop only ever starts once Window Resizing And Snapping Built right before the wallpaper stuff, resize first then snap Every window gets a drag handle in the bottom right corner, clamped to a minimum width and height Handle calls stopPropagation on mousedown so resizing doesn’t also trigger the window drag Snap shows a dashed preview box near screen edges, locks into that rect on release Found a bug writing this up: a top-right zone gets detected but has no rect defined for it, so it falls back to snapping full width across the top instead of a proper quadrant.
APOD Viewer Added the Astronomy Picture of the Day app, pulls straight from NASA’s API and shows today’s pic with the write-up tucked behind a toggle so the image gets to be the main object first. Cached in localStorage per calendar day, so reopening the window doesn’t burn another call for the same picture Nearly got got by this one: NASA sometimes serves a video instead of an image for the day, and my first pass just shoved the url into an <img> tag, broken image icon staring back at me lol Added a media_type check so videos link out instead of trying to embed Also handled the fetch failing outright, just shows a “try again later” message instead of leaving a blank window, DEMO_KEY ’s rate limit is gonna trip this eventually so it needed to fail gracefully lol what’s next? either stargazing conditions or the ISS tracker, we’ll see which one I go for
ISS Tracker New app, tracks the ISS live using wheretheiss.at (no key needed, CORS-open, genuinely such a nice API to work with). Polls every 5 seconds for lat/lon/altitude/velocity Keeping the last 20 fixes so there’s a fading trail behind the current position instead of just a dot that teleports every update Drew my own little world map for this since I didn’t want to deal with map tile assets, just lat/lon gridlines every 30°, equator and prime meridian slightly brighter. I reused the geolocation I already grab on boot for the sky map, so this app also shows your distance from the ISS via a haversineKm() calc, and flags when it’s within ~2000km with a little “nearby!” tag. Not a proper overhead check (that’d need elevation angle above your horizon) but good enough for now Added a stopIssTracker() call on window close so the polling interval actually dies instead of running forever in the background, learnt that lesson the hard way after leaving a tab open for way too long testing this At the time of writing this I had just the idea to implement a trail that shows the future path, will do this now lol.
Stargazing Conditions New app, tells you whether tonight’s actually worth setting up a telescope for. pulls cloud cover, humidity and wind from Open-Meteo using the location I already grab on boot, no key needed which is nice the moon phase bit doesn’t touch an API at all, did it properly with the synodic month (29.53 days) against a known reference new moon, so it’s just maths running locally combined cloud cover and moon brightness into a rough seeing score out of 10, heavier cloud and a brighter moon both drag it down, then a one-line verdict underneath so you don’t have to interpret the number yourself was gonna render an actual crescent/gibbous moon on canvas for this but after the ISS ground track thing broke last time I didn’t wanna ship more clipping/arc geometry I couldn’t properly test, so it’s just the phase emoji + name + illumination % instead. honestly looks fine, might revisit the canvas version later if I’m bored
Solar System Viewer Thought it’d be cool to have something you could just leave open on the desktop, so I added a little live Solar System app. Every planet sits where it actually should be today rather than looping around on some fake animation. Planet positions come from simplified J2000 Keplerian elements (semi-major axis, eccentricity, orbital period, etc.) and get advanced from the current date, so they’re calculated fresh instead of being hardcoded. Conveniently I’d already written a Newton-Raphson solver for Kepler’s equation while making Umbra, so I shamelessly reused it here to solve the eccentric anomaly before converting that into the planet’s true anomaly and distance from the Sun. Nice when old suffering becomes reusable code lol. Biggest headache honestly wasn’t the orbital maths, it was the scale. If you draw everything linearly then Neptune disappears off the edge of the canvas, but if you squash everything too much then the inner planets all merge together. Ended up scaling the orbital radius by √r instead, which keeps the angular positions correct while compressing the distances enough that the whole Solar System fits on one screen. Made every planet clickable as well because a static diagram felt a bit dead. Clicking one gives its current distance from the Sun and orbital period, with Earth getting a little highlight ring so it’s easy to spot where we are. It redraws once a minute since the planets barely move on human timescales anyway, and it’s definitely not accurate enough to navigate a spacecraft with, but it’s surprisingly close considering it’s just running a handful of orbital equations in the browser lol. deffo gonna play around with the window sizing cause its kinda weird right now… also neptune is STILL SQUASHED (genuine annoyance btw) so will do this TOMORROW.
Tiny fix lol I stopped good ol’ neptune being cut off on the solar system map, and also made it so that the contents of the notepad/mission log are saved in localStorage
Meteor Shower Tracker finished the last feature, a year-round meteor shower schedule with active/upcoming status so you actually know when to set an alarm. 11 major showers baked in (Quadrantids through Ursids), and everything’s calculated client-side, no API needed. stores absolute peak dates for each shower and works out the active window locally, correctly handles the year-boundary ones (Quadrantids starts Dec 28, Ursids ends Dec 26) without breaking on Jan 1st sorts active showers first, then whoever’s next peak is soonest countdown properly distinguishes “peak in Xd” from “peaked Xd ago” for showers you’re still inside the window for but already past peak on, caught that bug and fixed it before shipping by testing across multiple dates including exact-peak day (Aug 12 for Perseids) renders as a compact list with radiant constellation, ZHR (~Zenith Hourly Rate), and the peak countdown, all colour-coded so active showers pop no polling, just recomputes fresh every time you open it Bug Fixes & Polish went through all three files line-by-line before shipping. found and fixed two bugs plus some cleanup: window snapping corners were broken — getSnapZone() detected top-left/top-right when you dragged to a corner, but showSnapPreview() and applySnap() never had rect definitions for those zones, so the preview showed nothing and the drop silently failed. added proper quarter-tile rects for both corners so you can now snap to all four quadrants APOD toggle IDs — getElementById() calls for apod explanation/toggle buttons were working but the elements weren’t explicitly in the HTML, they were created at render-time by innerHTML, so the id references were technically fine but fragile. left them as-is since they work, but flagged it as something to refactor if we add more dynamic content later also ik its been shown in an earlier devlog, but the taskbar on the bottom isn’t exactly empty lol, you can minimise apps to it (third pic). maybe i’ll add a pin to taskbar feature? what’s left SHIPPPPPPPPPPPPPPPPPPPPPPPPP
Ships:
I have made a functional astronomy focused WebOS called astrOS. It currently features a custom programmed sky map which takes your location and shows you what is currently in the sky near you, and a simple in-session notepad. It also has a right-click context menu featuring my socials and projects (project links will be added when they are done lol) You can minimise windows as well. Please put any suggestions for new features you have in comments, I’d appreciate it a lot.
astrOS is a fullscreen web OS with nine astronomy apps built in vanilla JS: Sky Map uses real star positions calculated from your location, ISS Tracker polls live satellite data with haversine distance, Stargazing Conditions combines weather and moon phase into a seeing score, Solar System renders Keplerian orbits with clickable planets, Meteor Shower Tracker handles year-boundary showers correctly with proper countdown logic, plus NGC Catalogue, APOD, Mission Log, and Wallpaper Changer. I’m most proud of the Sky Map actually calculating real positions rather than faking it, and the ISS Tracker being genuinely useful for knowing whether the station is overhead. To test: open on desktop in fullscreen (geolocation needs permission and fullscreen mode to work), try dragging windows to screen edges to see snapping, check the meteor tracker during an active shower, click planets in Solar System to see their stats, and the Mission Log text persists across refreshes via localStorage. yes, i know it said 3 new features from webos1, but I got a bit too excited. have fun!...
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1793775151.660149
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asteroid hunter by @layerblayerplus | Stardance
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layerblayerplus
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1
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86.0
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837
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:43:08Z", "hours": 86.0, "multiplier": 9.79, "payout": 837, "blessing": "neutral", "text": "this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)", "repo": "https://github.com/layerblayerplus-lgtm/asteriod-hunter", "demo": "https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}]...
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[{"post_id": 73721, "ts": "202 [{"post_id": 73721, "ts": "2026-09-25T19:37:54Z", "hours": 0.7925, "text": "I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls"}, {"post_id": 73466, "ts": "2026-09-25T04:57:32Z", "hours": 1.0242, "text": "i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}, {"post_id": 72980, "ts": "2026-09-24T04:49:33Z", "hours": 2.4158, "text": "I worked on adding a health bar effect to the asteriod which will slowly crack after each hit"}, {"post_id": 71952, "ts": "2026-09-21T20:46:18Z", "hours": 1.0011, "text": "I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over"}, {"post_id": 69793, "ts": "2026-09-17T20:00:50Z", "hours": 0.9675, "text": "i worked on making the github repo for the game"}, {"post_id": 68965, "ts": "2026-09-16T03:57:58Z", "hours": 2.1344, "text": "THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)"}, {"post_id": 68446, "ts": "2026-09-15T04:16:14Z", "hours": 1.5678, "text": "I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better"}, {"post_id": 67856, "ts": "2026-09-14T04:15:04Z", "hours": 1.3503, "text": "RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature"}, {"post_id": 67072, "ts": "2026-09-13T03:44:00Z", "hours": 1.8433, "text": "BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text"}, {"post_id": 66360, "ts": "2026-09-12T04:46:07Z", "hours": 2.2178, "text": "TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out."}, {"post_id": 65779, "ts": "2026-09-11T04:39:51Z", "hours": 1.1006, "text": "I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs"}, {"post_id": 65181, "ts": "2026-09-10T03:56:49Z", "hours": 1.3131, "text": "I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play"}, {"post_id": 64606, "ts": "2026-09-09T03:48:28Z", "hours": 1.4183, "text": "I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played"}, {"post_id": 64070, "ts": "2026-09-08T06:45:07Z", "hours": 0.3539, "text": "added asteriod explosion sounds"}, {"post_id": 63395, "ts": "2026-09-07T06:37:20Z", "hours": 1.0186, "text": "LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack"}, {"post_id": 62721, "ts": "2026-09-06T06:54:58Z", "hours": 1.5864, "text": "POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use"}, {"post_id": 62005, "ts": "2026-09-05T06:37:20Z", "hours": 1.7881, "text": "game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor"}, {"post_id": 61344, "ts": "2026-09-04T06:50:17Z", "hours": 1.6422, "text": "no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true"}, {"post_id": 60662, "ts": "2026-09-03T05:07:49Z", "hours": 1.6744, "text": "THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today"}, {"post_id": 60045, "ts": "2026-09-02T04:45:08Z", "hours": 1.7844, "text": "THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display"}, {"post_id": 59394, "ts": "2026-09-01T05:49:14Z", "hours": 1.7128, "text": "no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation"}, {"post_id": 58651, "ts": "2026-08-31T04:24:01Z", "hours": 2.1347, "text": "BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane"}, {"post_id": 57910, "ts": "2026-08-30T07:34:23Z", "hours": 1.84, "text": "THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool"}, {"post_id": 57105, "ts": "2026-08-29T06:29:24Z", "hours": 3.4183, "text": "SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them"}, {"post_id": 52121, "ts": "2026-08-22T06:40:26Z", "hours": 2.5372, "text": "THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present."}, {"post_id": 51468, "ts": "2026-08-21T06:10:08Z", "hours": 2.5592, "text": "Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player ."}, {"post_id": 50802, "ts": "2026-08-20T06:31:30Z", "hours": 1.3339, "text": "I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed."}, {"post_id": 50126, "ts": "2026-08-19T06:31:21Z", "hours": 2.5678, "text": "I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again."}, {"post_id": 42263, "ts": "2026-08-06T21:52:47Z", "hours": 2.7675, "text": "I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works"}, {"post_id": 39902, "ts": "2026-08-03T06:11:48Z", "hours": 4.1467, "text": "I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)"}, {"post_id": 39126, "ts": "2026-08-01T20:43:28Z", "hours": 3.5433, "text": "I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades."}, {"post_id": 38007, "ts": "2026-07-31T03:57:38Z", "hours": 1.9503, "text": "I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later"}, {"post_id": 37402, "ts": "2026-07-30T02:51:02Z", "hours": 0.3169, "text": "I worked on designing two more upgrades"}, {"post_id": 36610, "ts": "2026-07-28T20:35:36Z", "hours": 1.9003, "text": "I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates."}, {"post_id": 36121, "ts": "2026-07-28T00:18:31Z", "hours": 2.1339, "text": "I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet."}, {"post_id": 35637, "ts": "2026-07-27T06:09:16Z", "hours": 1.1169, "text": "I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system."}, {"post_id": 35349, "ts": "2026-07-26T17:53:50Z", "hours": 1.0839, "text": "I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game."}, {"post_id": 35007, "ts": "2026-07-26T04:51:16Z", "hours": 2.6678, "text": "I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect."}, {"post_id": 34438, "ts": "2026-07-25T04:46:03Z", "hours": 2.1167, "text": "I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard"}, {"post_id": 34390, "ts": "2026-07-25T02:25:50Z", "hours": 1.0839, "text": "I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it"}, {"post_id": 34239, "ts": "2026-07-24T19:32:04Z", "hours": 1.1839, "text": "I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect"}, {"post_id": 33883, "ts": "2026-07-24T04:54:43Z", "hours": 0.5836, "text": "I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share."}, {"post_id": 33792, "ts": "2026-07-24T00:15:24Z", "hours": 1.3214, "text": "I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game"}, {"post_id": 33750, "ts": "2026-07-23T22:14:43Z", "hours": 0.4669, "text": "I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)"}, {"post_id": 33661, "ts": "2026-07-23T19:17:23Z", "hours": 3.0133, "text": "I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)"}, {"post_id": 33338, "ts": "2026-07-23T04:59:55Z", "hours": 1.2003, "text": "I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear."}, {"post_id": 32790, "ts": "2026-07-22T05:35:21Z", "hours": 0.4672, "text": "The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet."}, {"post_id": 32679, "ts": "2026-07-22T00:06:05Z", "hours": 1.6003, "text": "I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects."}, {"post_id": 32159, "ts": "2026-07-21T03:56:48Z", "hours": 1.5042, "text": "I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions"}, {"post_id": 32082, "ts": "2026-07-21T00:10:21Z", "hours": 1.0589, "text": "I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}"}, {"post_id": 31933, "ts": "2026-07-20T18:52:43Z", "hours": 1.2003, "text": "I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:("}]...
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Title: asteroid hunter by @layerblayerplus | Stard Title: asteroid hunter by @layerblayerplus | Stardance
Devlogs:
I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:(
I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}
I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions
I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects.
The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet.
I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear.
I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)
I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)
I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game
I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share.
I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect
I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it
I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard
I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect.
I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game.
I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system.
I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet.
I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates.
I worked on designing two more upgrades
I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later
I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades.
I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)
I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works
I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again.
I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed.
Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player .
THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present.
SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them
THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool
BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane
no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation
THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display
THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today
no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true
game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor
POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use
LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack
added asteriod explosion sounds
I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played
I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play
I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs
TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out.
BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text
RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature
I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better
THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)
i worked on making the github repo for the game
I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over
I worked on adding a health bar effect to the asteriod which will slowly crack after each hit
i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/
I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls
Ships:
this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)...
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1794016563.4522073
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1794102963.4522073
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49569
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asteroid destroyed by @offlinesoham | Stardance
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offlinesoham
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0
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0.0
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0
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[]
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[]
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Title: asteroid destroyed by @offlinesoham | Stard Title: asteroid destroyed by @offlinesoham | Stardance...
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1793292581.7770052
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1793897381.7770052
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60157
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assaggio by @LeoMos | Stardance
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LeoMos
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0
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0.0
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[]
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[]
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Title: assaggio by @LeoMos | Stardance
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1793641715.159124
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1794246515.159124
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1068
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ass by @timothy1498 | Stardance
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timothy1498
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0.0
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[]
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Title: ass by @timothy1498 | Stardance
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1793299893.0779696
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1793904693.0779696
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26129
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aspen by @sunsuke | Stardance
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sunsuke
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0.0
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[]
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Title: aspen by @sunsuke | Stardance
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1793965995.016167
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1794570795.016167
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28516
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aspen by @Alwx | Stardance
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Alwx
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0
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Title: aspen by @Alwx | Stardance
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1793472952.4999437
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44773
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asooasas by @lizmariam | Stardance
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lizmariam
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[]
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[]
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Title: asooasas by @lizmariam | Stardance
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1793296070.0176353
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1793900870.0176353
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64419
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askHeros by @sushant-vats | Stardance
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sushant-vats
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1
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6.07
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T12:00:47Z", "hours": 5.0, "multiplier": 1.95, "payout": 10, "blessing": "neutral", "text": "I made a web app called askHeros ! One of the biggest challenges was finding a good API to use. A big shoutout to the people in the Hack Club Slack who told me about the Hack Club AI API, that helped me a lot. Another challenge was understanding how the , frontend and backend communicate with each other. This was actually my first time working with that, so figuring out how a request goes from the frontend to the backend and then comes back with a response was a really good learning experience. One small thing to keep in mind: askHeros might not be as fast as AI tools like GPT or Claude. It can take a few extra seconds to think and generate the response, so if it doesn’t answer immediately, just wait a few seconds! That’s pretty much it. Hope you enjoy trying it out!", "repo": "https://github.com/sushant-vats/askHeros", "demo": "https://askheros.sushant-vats.hackclub.app/"}]...
|
[{"post_id": 74776, "ts": "202 [{"post_id": 74776, "ts": "2026-09-28T06:50:40Z", "hours": 1.0703, "text": "Day 02: Made some changes in askHeros based on the suggestion from the reviewer. The main changes were: 1) Hosted askHeros on Hackclub Nest instead of render so it can run 24/7 without going to sleep. 2) Updated the README and some other improvements 3) Removed the parts of project were written using Ai and rewrote them myself. Overall, I cleaned up the project and made the changes suggested during the review"}, {"post_id": 71720, "ts": "2026-09-21T11:37:12Z", "hours": 5.2056, "text": "Day 1: Built askHeros from scratch Today I finished building my first version of askHeros end-to-end!The idea is pretty simple: you choose a superhero, ask them a question, and they explain it in their own way. I wanted each hero to actually feel different, so instead of just changing a few words in the prompt, I made a proper persona system using structured config data for each hero’s personality, voice, and teaching style.On the backend, I set up Node.js + Express and connected it to the Hack Club AI API. Then I built the frontend with a landing page, superhero selection cards, a question box, and an answer screen. I went with a dark comic-book style and gave each hero their own glow color.I also added loading and error states, entrance animations, and made the site responsive so it works on mobile too.After getting everything working locally, I deployed the app on Render and pushed the project to GitHub.Things that went wrongThe biggest challenge was honestly debugging tiny mistakes. Things like missing quotes or using the wrong variable name could completely break something, and sometimes the error wasn’t immediately obvious.I also accidentally exposed my API key while working on the project. GitHub’s secret scanning caught it before it could become a bigger problem, which was a really useful lesson. I learned why environment variables, .env files, and .gitignore are so important when building projects with APIs.Overall, this was a really fun first day. I learned way more by actually building and breaking things than I expected."}]...
|
Title: askHeros by @sushant-vats | Stardance
Devl Title: askHeros by @sushant-vats | Stardance
Devlogs:
Day 1: Built askHeros from scratch Today I finished building my first version of askHeros end-to-end!The idea is pretty simple: you choose a superhero, ask them a question, and they explain it in their own way. I wanted each hero to actually feel different, so instead of just changing a few words in the prompt, I made a proper persona system using structured config data for each hero’s personality, voice, and teaching style.On the backend, I set up Node.js + Express and connected it to the Hack Club AI API. Then I built the frontend with a landing page, superhero selection cards, a question box, and an answer screen. I went with a dark comic-book style and gave each hero their own glow color.I also added loading and error states, entrance animations, and made the site responsive so it works on mobile too.After getting everything working locally, I deployed the app on Render and pushed the project to GitHub.Things that went wrongThe biggest challenge was honestly debugging tiny mistakes. Things like missing quotes or using the wrong variable name could completely break something, and sometimes the error wasn’t immediately obvious.I also accidentally exposed my API key while working on the project. GitHub’s secret scanning caught it before it could become a bigger problem, which was a really useful lesson. I learned why environment variables, .env files, and .gitignore are so important when building projects with APIs.Overall, this was a really fun first day. I learned way more by actually building and breaking things than I expected.
Day 02: Made some changes in askHeros based on the suggestion from the reviewer. The main changes were: 1) Hosted askHeros on Hackclub Nest instead of render so it can run 24/7 without going to sleep. 2) Updated the README and some other improvements 3) Removed the parts of project were written using Ai and rewrote them myself. Overall, I cleaned up the project and made the changes suggested during the review
Ships:
I made a web app called askHeros ! One of the biggest challenges was finding a good API to use. A big shoutout to the people in the Hack Club Slack who told me about the Hack Club AI API, that helped me a lot. Another challenge was understanding how the , frontend and backend communicate with each other. This was actually my first time working with that, so figuring out how a request goes from the frontend to the backend and then comes back with a response was a really good learning experience. One small thing to keep in mind: askHeros might not be as fast as AI tools like GPT or Claude. It can take a few extra seconds to think and generate the response, so if it doesn’t answer immediately, just wait a few seconds! That’s pretty much it. Hope you enjoy trying it out!...
|
1793836038.8479161
|
1793922438.8479161
|
|
39862
|
asistende holograma con ia by @jdaviddg077 | Stard asistende holograma con ia by @jdaviddg077 | Stardance...
|
jdaviddg077
|
1
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67.42
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T01:28:11Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "este es un prototipo del proyecto no es la parte funcional lei e investige en youtube que esto se podia hacer y mi intencion es que ustedes vean que estoy trabajando en el esta es la parte base del peroyecto tambien agrege una ia es llama 3.2 3b en un redmi note 14 para que respondiera y lo hace muy rapido tambien lo intente con una 7b pero aunque respondio se tardo mucho en si esta es una muestra del proyecto", "repo": "https://github.com/jdaviddg077/holograma-asistente-de-ia-", "demo": ""}]...
|
[{"post_id": 61940, "ts": "202 [{"post_id": 61940, "ts": "2026-09-05T03:44:40Z", "hours": 0.5672, "text": "Hi, today we were working on adding more lighting and creating some more detailed spaces."}, {"post_id": 52059, "ts": "2026-08-22T03:16:23Z", "hours": 2.4222, "text": "Hi, today we assembled the sliding system for the hologram projector’s glass; should we paint it or leave it as is?"}, {"post_id": 51404, "ts": "2026-08-21T02:42:19Z", "hours": 1.5711, "text": "Hi! Today we were working on the system to make the hologram move 360 degrees."}, {"post_id": 50720, "ts": "2026-08-20T01:58:48Z", "hours": 1.3008, "text": "Hello again. Today we were cutting the glass and designing a mount that allows it to rotate 360 degrees."}, {"post_id": 45537, "ts": "2026-08-12T02:57:45Z", "hours": 4.0842, "text": "Hi! Today, we finally managed to integrate an AI into the HTML file."}, {"post_id": 44983, "ts": "2026-08-11T03:25:08Z", "hours": 0.3503, "text": "Hi, I’ve been doing quite a lot of things but I’ve had problems with Lapse, so I can’t post many hours at the moment, but I’ll keep in touch."}, {"post_id": 43676, "ts": "2026-08-09T02:31:52Z", "hours": 0.4533, "text": "Hi, today we built the prism for the project; it works quite well, but I’m going to try to improve it."}, {"post_id": 43039, "ts": "2026-08-08T02:54:22Z", "hours": 5.3339, "text": "Hi! Today we worked on the physical part of the hologram. It was a bit complicated, but it is fully functional. Templates for replicating it will be added soon."}, {"post_id": 42407, "ts": "2026-08-07T03:02:07Z", "hours": 9.9328, "text": "Hi, I’m building the website today. A lot of progress has already been made; the only thing left is to connect the AI to the HTML file."}, {"post_id": 41115, "ts": "2026-08-05T03:26:37Z", "hours": 10.4061, "text": "Day 6 of the hologram project: we made quite a few changes today. We started 3D animation, finished the personal website, and began work on the assistant’s website."}, {"post_id": 40461, "ts": "2026-08-04T00:25:13Z", "hours": 8.9503, "text": "Day 5, today we were doing some cheering and also some programming and"}, {"post_id": 39842, "ts": "2026-08-03T03:06:11Z", "hours": 7.3939, "text": "Day 4 of the hologram assistant project: today we built the base of the webpage and added some more animation. Yesterday I asked for a name for the female character, and the winner was @puerta , who suggested “Sisi”—so that’s her new name. Now we need a name for the Minecraft character."}, {"post_id": 39218, "ts": "2026-08-02T01:27:22Z", "hours": 6.8336, "text": "Day 3: Today I animated our second hologram assistant character, but I don’t know what name to give it. If anyone has any ideas for the characters, please write them in the comments."}, {"post_id": 38531, "ts": "2026-07-31T23:47:49Z", "hours": 5.1969, "text": "Day 2: Today I started doing a bit of everything. I began by practicing how to create HTML, then I worked on fixing the model, and after that, I started creating the first animation for the assistant I chose a Minecraft character. Here are the videos."}, {"post_id": 37883, "ts": "2026-07-30T21:29:37Z", "hours": 1.3939, "text": "Day 1: We modeled the base of the hologram where the objects will be placed for it to work"}, {"post_id": 37634, "ts": "2026-07-30T14:50:21Z", "hours": 1.57, "text": "Hello! Day 1 of the hologram assistant project. Today I’m drafting the project plans to give it its final shape; I’ll also be creating digital versions. This is just the first one—there are three in total—and I’ll be posting them later."}]...
|
Title: asistende holograma con ia by @jdaviddg077 Title: asistende holograma con ia by @jdaviddg077 | Stardance
Devlogs:
Hello! Day 1 of the hologram assistant project. Today I’m drafting the project plans to give it its final shape; I’ll also be creating digital versions. This is just the first one—there are three in total—and I’ll be posting them later.
Day 1: We modeled the base of the hologram where the objects will be placed for it to work
Day 2: Today I started doing a bit of everything. I began by practicing how to create HTML, then I worked on fixing the model, and after that, I started creating the first animation for the assistant I chose a Minecraft character. Here are the videos.
Day 3: Today I animated our second hologram assistant character, but I don’t know what name to give it. If anyone has any ideas for the characters, please write them in the comments.
Day 4 of the hologram assistant project: today we built the base of the webpage and added some more animation. Yesterday I asked for a name for the female character, and the winner was @puerta , who suggested “Sisi”—so that’s her new name. Now we need a name for the Minecraft character.
Day 5, today we were doing some cheering and also some programming and
Day 6 of the hologram project: we made quite a few changes today. We started 3D animation, finished the personal website, and began work on the assistant’s website.
Hi, I’m building the website today. A lot of progress has already been made; the only thing left is to connect the AI to the HTML file.
Hi! Today we worked on the physical part of the hologram. It was a bit complicated, but it is fully functional. Templates for replicating it will be added soon.
Hi, today we built the prism for the project; it works quite well, but I’m going to try to improve it.
Hi, I’ve been doing quite a lot of things but I’ve had problems with Lapse, so I can’t post many hours at the moment, but I’ll keep in touch.
Hi! Today, we finally managed to integrate an AI into the HTML file.
Hello again. Today we were cutting the glass and designing a mount that allows it to rotate 360 degrees.
Hi! Today we were working on the system to make the hologram move 360 degrees.
Hi, today we assembled the sliding system for the hologram projector’s glass; should we paint it or leave it as is?
Hi, today we were working on adding more lighting and creating some more detailed spaces.
Ships:
este es un prototipo del proyecto no es la parte funcional lei e investige en youtube que esto se podia hacer y mi intencion es que ustedes vean que estoy trabajando en el esta es la parte base del peroyecto tambien agrege una ia es llama 3.2 3b en un redmi note 14 para que respondiera y lo hace muy rapido tambien lo intente con una 7b pero aunque respondio se tardo mucho en si esta es una muestra del proyecto...
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1793951588.5746758
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1794037988.5746758
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15381
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ashrwm by @shadowash8 | Stardance
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shadowash8
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0
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0.0
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0
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[]
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[]
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Title: ashrwm by @shadowash8 | Stardance
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1793321357.7312434
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64661
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ash's right hand by @aashvik | Stardance
|
aashvik
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:42:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Devlog The hardest part was getting the DM system to work with multiple DMs and replies. The fun part was adding the random roasts, 67 reaction, and completely random woof feature. : D", "repo": "https://github.com/koditra/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C3VCB477V"}]...
|
[{"post_id": 72879, "ts": "202 [{"post_id": 72879, "ts": "2026-09-23T22:36:06Z", "hours": 1.1672, "text": "I finished making this bot It now has: /ash-ping, /ash-roast, /ash-dms, plus the 67 reaction and random woof replies. The DM system was probably the most fun part to build."}]...
|
Title: ash's right hand by @aashvik | Stardanc Title: ash's right hand by @aashvik | Stardance
Devlogs:
I finished making this bot It now has: /ash-ping, /ash-roast, /ash-dms, plus the 67 reaction and random woof replies. The DM system was probably the most fun part to build.
Ships:
Devlog The hardest part was getting the DM system to work with multiple DMs and replies. The fun part was adding the random roasts, 67 reaction, and completely random woof feature. : D...
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1793836153.3296719
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1793922553.3296719
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60550
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asfjhaskf by @summerjones | Stardance
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summerjones
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Title: asfjhaskf by @summerjones | Stardance
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51018
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asdfghjkl by @Lalith | Stardance
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Lalith
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Title: asdfghjkl by @Lalith | Stardance
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asdfgbh by @Dynapart | Stardance
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Dynapart
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Title: asdfgbh by @Dynapart | Stardance
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asdfds by @bazinga | Stardance
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bazinga
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Title: asdfds by @bazinga | Stardance
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asdf by @plastuchino | Stardance
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plastuchino
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Title: asdf by @plastuchino | Stardance
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asdf by @luxdejewels | Stardance
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luxdejewels
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Title: asdf by @luxdejewels | Stardance
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asdf by @janekmusin | Stardance
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janekmusin
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Title: asdf by @janekmusin | Stardance
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asdf by @augie_test | Stardance
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augie_test
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Title: asdf by @augie_test | Stardance
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asdf by @astra_celestine | Stardance
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astra_celestine
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Title: asdf by @astra_celestine | Stardance
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asdadsadsa by @pakix70287 | Stardance
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pakix70287
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Title: asdadsadsa by @pakix70287 | Stardance
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asda by @uwu | Stardance
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Title: asda by @uwu | Stardance
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asd by @wesamhejazi | Stardance
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Title: asd by @wesamhejazi | Stardance
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ronaldo
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Title: asd by @ronaldo | Stardance
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asd by @mrfinch | Stardance
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Title: asd by @mrfinch | Stardance
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asd by @laijarrett | Stardance
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laijarrett
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Title: asd by @laijarrett | Stardance
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keerthi
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Title: asd by @keerthi | Stardance
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RespectableDot
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Title: asd by @RespectableDot | Stardance
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asd by @Cheetah | Stardance
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Cheetah
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Title: asd by @Cheetah | Stardance
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asd by @ | Stardance
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Title: asd by @ | Stardance
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