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67429
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steam deck 2.0 i guess by @sushimi | Stardance
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sushimi
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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: steam deck 2.0 i guess by @sushimi | Starda Title: steam deck 2.0 i guess by @sushimi | Stardance...
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1793109239.9910805
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1793714039.9910805
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67894
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stayalive by @Kaanreal | Stardance
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Kaanreal
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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: stayalive by @Kaanreal | Stardance
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1793116176.0491364
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1793720976.0491364
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22643
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station-siege by @Abbos | Stardance
|
Abbos
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1
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90.0
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1130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
|
Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1793004849.5226796
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1793091249.5226796
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56723
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startpage by @jorm | Stardance
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jorm
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0
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0.0
|
0
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[]
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[]
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Title: startpage by @jorm | Stardance
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1792925265.5710006
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1793789265.5710006
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39799
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start by @zyluxXD | Stardance
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zyluxXD
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T00:04:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access.", "repo": "https://github.com/ZyluxXD/start", "demo": "https://zyluxxd.github.io/start/"}]...
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[{"post_id": 34897, "ts": "202 [{"post_id": 34897, "ts": "2026-07-26T00:00:42Z", "hours": 0.3578, "text": "Finished the README, uploaded to GitHub, and deployed the page."}, {"post_id": 34887, "ts": "2026-07-25T23:30:54Z", "hours": 1.2747, "text": "Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text."}, {"post_id": 34853, "ts": "2026-07-25T21:50:36Z", "hours": 0.4864, "text": "Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title."}]...
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Title: start by @zyluxXD | Stardance
Devlogs:
Dev Title: start by @zyluxXD | Stardance
Devlogs:
Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title.
Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text.
Finished the README, uploaded to GitHub, and deployed the page.
Ships:
I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access....
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1793112560.9894006
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1793198960.9894006
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30493
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starstruct by @z0b1 | Stardance
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z0b1
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0
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3.14
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0
|
[]
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[{"post_id": 21933, "ts": "202 [{"post_id": 21933, "ts": "2026-07-04T04:01:39Z", "hours": 3.1369, "text": "Devlog #1 I have worked on the general looks, python code and javascript for the web app. there is still a lot of tweaking left to do, concerning API limiting and similar. BTW this is an amazing project, I’m using HTML/CSS/JS for the Frontend, whilst the Backend is built in Python. Its all hosted on Vercel and its main focus is to help new Hack Clubbers get to understand and make their first YSWSs easier. Please do add templates to the template_defs.py and checkout the repository at this link https://github.com/z0b1/starstruct"}]...
|
Title: starstruct by @z0b1 | Stardance
Devlogs:
D Title: starstruct by @z0b1 | Stardance
Devlogs:
Devlog #1 I have worked on the general looks, python code and javascript for the web app. there is still a lot of tweaking left to do, concerning API limiting and similar. BTW this is an amazing project, I’m using HTML/CSS/JS for the Frontend, whilst the Backend is built in Python. Its all hosted on Vercel and its main focus is to help new Hack Clubbers get to understand and make their first YSWSs easier. Please do add templates to the template_defs.py and checkout the repository at this link https://github.com/z0b1/starstruct...
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1792670083.175719
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1793274883.175719
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25580
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starstruckOS by @sleepymeep | Stardance
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sleepymeep
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0
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0.0
|
0
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[]
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[]
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Title: starstruckOS by @sleepymeep | Stardance
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1792630251.323086
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1793235051.323086
|
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24880
|
starstruck 💫 by @yaanacore | Stardance
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yaanacore
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0
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0.0
|
0
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[]
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[]
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Title: starstruck 💫 by @yaanacore | Stardance
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1792745743.6817043
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1793350543.6817043
|
|
44517
|
starshipvote by @lilyy | Stardance
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lilyy
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0
|
5.35
|
0
|
[]
|
[{"post_id": 45686, "ts": "202 [{"post_id": 45686, "ts": "2026-08-12T10:35:34Z", "hours": 1.35, "text": "added em dash(+other ai chars) highlighting sitewide now it will highlight em dashes, en dashes, and curly quotes in the entire site and it shows this note so you aren’t confused. none of these are in a keyboard (- and – — are different chars) so if it appears its most likely typed by an AI, except curly quotes since macOS by default converts straight quotes to curlies commits since the last devlog i uhh forgot what i did in this commit add ai char highlighting sitewide"}, {"post_id": 45596, "ts": "2026-08-12T05:54:57Z", "hours": 0.9375, "text": "made the github client highlight em dashes and ai chars …and more improvements im gonna add this to stardance sitewide using the extension asw, but i first put it in the gh client only. and the other improvements are: styling: buttons become smaller when the window is not popped out add unicode support: previously it broke into ascii chars consistency: the “API rate limit reached please enter PAT” screen was different depending on how you reached it so i fixed it commits since the last devlog consistency improve styling stuff highlight ai chars like em dashes. add unicode support also fun thing: the last commit in the shown project says it adds a human readme, but with my highlighting you see that they were lying"}, {"post_id": 45560, "ts": "2026-08-12T04:14:00Z", "hours": 0.69, "text": "add github support by making a custom github client the custom github client is at pages.tanjim.org/github.com its made because github does not support iframes. it implements most of github features like: readme releases viewing code with syntax highlighting basically everything you would need for voting on 99% of projects and you can always just open it in a new tab if you REALLY need to but the sidebar makes everything a lot faster, for obv reasons it has to be mobile responsive because the sidebar is essentially mobile sized. commits since the last devlog fb14d95 changes 5cbe208 add github support using my custom client"}, {"post_id": 43123, "ts": "2026-08-08T06:45:31Z", "hours": 0.9869, "text": "actually put in the iframes and added a popout button yay! now it works actually!!! commits since the last devlog 9fc4d67 css fixes 0ef6e3c remove inline styles for iframe f721eae Add the iframes and a popout button"}, {"post_id": 42464, "ts": "2026-08-07T06:51:10Z", "hours": 1.3881, "text": "made the places where i will put the iframes i replaced the scorecard header with buttons to switch between the demo, repo and scorecard. i wrapped the entire scorecard in a <span> and put 2 more <span> s for the demo and the repo then made buttons that show the selected span and hide the others using CSS display:none . so the thing looks like this <!--im ommitting CSS in the devlog this is not at all the full html being used--> <div class= \"vote-page__layout\" > <section class= \"vote-page__main\" > <!--...whatever is here im not changing it...--> </section> <aside class= \"vote-page__aside\" > <section class= \"class=\" vote-scorecard \" > <header class= \"vote-scorecard__header\" > <button> Demo </button> <button> Repo </button> <button> Scorecard </button> </header> <span id= \"scorecard-wrapper\" > <!--...scorecard...--> </span> <span style= \"display: none;\" > <!--unselected tabs are hidden--> <!--...repo...--> </span> <span style= \"display: none;\" > <!--...demo...--> </span> </section> </aside> </div> commits put the submit button above coz annoying css styling stuff Make the places where I will put the iframes"}]...
|
Title: starshipvote by @lilyy | Stardance
Devlogs Title: starshipvote by @lilyy | Stardance
Devlogs:
made the places where i will put the iframes i replaced the scorecard header with buttons to switch between the demo, repo and scorecard. i wrapped the entire scorecard in a <span> and put 2 more <span> s for the demo and the repo then made buttons that show the selected span and hide the others using CSS display:none . so the thing looks like this <!--im ommitting CSS in the devlog this is not at all the full html being used--> <div class= "vote-page__layout" > <section class= "vote-page__main" > <!--...whatever is here im not changing it...--> </section> <aside class= "vote-page__aside" > <section class= "class=" vote-scorecard " > <header class= "vote-scorecard__header" > <button> Demo </button> <button> Repo </button> <button> Scorecard </button> </header> <span id= "scorecard-wrapper" > <!--...scorecard...--> </span> <span style= "display: none;" > <!--unselected tabs are hidden--> <!--...repo...--> </span> <span style= "display: none;" > <!--...demo...--> </span> </section> </aside> </div> commits put the submit button above coz annoying css styling stuff Make the places where I will put the iframes
actually put in the iframes and added a popout button yay! now it works actually!!! commits since the last devlog 9fc4d67 css fixes 0ef6e3c remove inline styles for iframe f721eae Add the iframes and a popout button
add github support by making a custom github client the custom github client is at pages.tanjim.org/github.com its made because github does not support iframes. it implements most of github features like: readme releases viewing code with syntax highlighting basically everything you would need for voting on 99% of projects and you can always just open it in a new tab if you REALLY need to but the sidebar makes everything a lot faster, for obv reasons it has to be mobile responsive because the sidebar is essentially mobile sized. commits since the last devlog fb14d95 changes 5cbe208 add github support using my custom client
made the github client highlight em dashes and ai chars …and more improvements im gonna add this to stardance sitewide using the extension asw, but i first put it in the gh client only. and the other improvements are: styling: buttons become smaller when the window is not popped out add unicode support: previously it broke into ascii chars consistency: the “API rate limit reached please enter PAT” screen was different depending on how you reached it so i fixed it commits since the last devlog consistency improve styling stuff highlight ai chars like em dashes. add unicode support also fun thing: the last commit in the shown project says it adds a human readme, but with my highlighting you see that they were lying
added em dash(+other ai chars) highlighting sitewide now it will highlight em dashes, en dashes, and curly quotes in the entire site and it shows this note so you aren’t confused. none of these are in a keyboard (- and – — are different chars) so if it appears its most likely typed by an AI, except curly quotes since macOS by default converts straight quotes to curlies commits since the last devlog i uhh forgot what i did in this commit add ai char highlighting sitewide...
|
1792590510.3258436
|
1793195310.3258436
|
|
61432
|
starships (⌒▽⌒)☆ by @rinimee | Stardance
|
rinimee
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T17:57:28Z", "hours": 3.0, "multiplier": 1.94, "payout": 3, "blessing": "neutral", "text": "I made a Godot platformer game called Starships! The goal of the game is to help the alien get all three gems in order to win! It is a very simple game, yet the UI is a very arcade game styled game! Something that was challenging was figuring out how to add more elements to the game after making the platformer. Something that I am really proud of however, is adding a music toggle! It was very easy to implement yet I still am very fond of it! All the information needed to run the project or how to run it is located in my GitHub repository and READme. Thank you so much, and have fun!", "repo": "https://github.com/rinimee/rinistarships", "demo": "https://rinimee.itch.io/starships"}]...
|
[{"post_id": 67732, "ts": "202 [{"post_id": 67732, "ts": "2026-09-13T23:09:56Z", "hours": 1.3836, "text": "**Turnin’ out well! ** So I refurbished a lot of things! I added a title and win screen to it and added some collectibles. Below are some of the elements I mentioned! I was considering adding a small counter for the collectibles but I felt like that was going to be a whole lot of work. Ill be pushing it to Github and then upload it to Itch. Here are some sprites! PS: I really, REALLY like the birb."}, {"post_id": 67523, "ts": "2026-09-13T17:19:22Z", "hours": 1.1631, "text": "starships more like star-chips Starchips sound like a fun snack…anyway I’m following this Godot tutorial for Haven Jumpstart and wanted to share the process here! As of now, I made the Player sprite (which I might change later) and also made some platformers for the sprite to move on. It took a while to click on all of the tiles with physics layers, like 5 minutes at most…very rigorous. There wasn’t a ctrl + a option so… insert sigh . Anyway, here’s how it looks like right now!"}]...
|
Title: starships (⌒▽⌒)☆ by @rinimee | Stardance
D Title: starships (⌒▽⌒)☆ by @rinimee | Stardance
Devlogs:
starships more like star-chips Starchips sound like a fun snack…anyway I’m following this Godot tutorial for Haven Jumpstart and wanted to share the process here! As of now, I made the Player sprite (which I might change later) and also made some platformers for the sprite to move on. It took a while to click on all of the tiles with physics layers, like 5 minutes at most…very rigorous. There wasn’t a ctrl + a option so… insert sigh . Anyway, here’s how it looks like right now!
**Turnin’ out well! ** So I refurbished a lot of things! I added a title and win screen to it and added some collectibles. Below are some of the elements I mentioned! I was considering adding a small counter for the collectibles but I felt like that was going to be a whole lot of work. Ill be pushing it to Github and then upload it to Itch. Here are some sprites! PS: I really, REALLY like the birb.
Ships:
I made a Godot platformer game called Starships! The goal of the game is to help the alien get all three gems in order to win! It is a very simple game, yet the UI is a very arcade game styled game! Something that was challenging was figuring out how to add more elements to the game after making the platformer. Something that I am really proud of however, is adding a music toggle! It was very easy to implement yet I still am very fond of it! All the information needed to run the project or how to run it is located in my GitHub repository and READme. Thank you so much, and have fun!...
|
1793055346.7082572
|
1793141746.7082572
|
|
5300
|
starscream by @leule | Stardance
|
leule
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starscream by @leule | Stardance
|
1792770493.6284416
|
1793375293.6284416
|
|
44029
|
starry by @Chloee | Stardance
|
Chloee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starry by @Chloee | Stardance
|
1792569208.1011908
|
1793174008.1011908
|
|
58244
|
staros by @Lakshit_Techy_Bro | Stardance
|
Lakshit_Techy_Bro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: staros by @Lakshit_Techy_Bro | Stardance
|
1792741959.2710903
|
1793346759.2710903
|
|
54000
|
starlit stories (⌒▽⌒)☆ by @rinimee | Stardance
|
rinimee
|
1
|
7.29
|
97
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T01:03:13Z", "hours": 6.0, "multiplier": 15.68, "payout": 97, "blessing": "neutral", "text": "Starlit Stories is a AI-Chat platform designed for writers and authors who are struggling with writing plot elements and forming their story. Starry, the chatbot, doesn’t write the story for you, but helps you write the story, which is something that many people are looking forward to in the creative industry! Something that was challenging for me included working with JavaScript: I ran into a lot of errors but I ended up getting loads of help from reliable sources and real-life people to complete it! I am really proud of this concept and the project output: this was the first time I 100% designed my own content and it looks really amazing! All of the information in how to use the website is located on the website’s Github repository in its READme. Thank you for checking out my website!", "repo": "https://github.com/rinimee/starlitstories", "demo": "https://starlitstories-pi.vercel.app/"}]...
|
[{"post_id": 66247, "ts": "202 [{"post_id": 66247, "ts": "2026-09-11T23:29:06Z", "hours": 0.3139, "text": "**quick update ** Woah I just figured out about these emojis…anyway I have to reship because Render projects do not work! I switched it to Vercel so hoping for the best! It didn’t take long to deploy either! I don’t have much to drop into the screenshot section so here’s a free Ryder for you (I really like this drawing). Ok rinimee out"}, {"post_id": 65688, "ts": "2026-09-11T00:38:00Z", "hours": 0.9764, "text": "I LOWKENUINLY CRASHED OUT OH MY GOD You thought I was done? Yeah, yeah no. Apparently, GitHub wants to be a really annoying doodoo-head and wont accept Flask, which is the way I run my Google Gemini for my website. I had to look for another hostname, for like 3 separate times and finally landed on Render! After that, my bot kept on NOT connecting to the backend, which was a whole other dilemma. I made like 10 commits in this hour. It was not fun. Finally, Starry stopped passing out! She works now, phew! Also, I made the font less of an eyesore! Here’s how it looks now!"}, {"post_id": 65116, "ts": "2026-09-10T00:57:13Z", "hours": 0.2508, "text": "Completely Done! So…I know I said I was done, but after fixing a cache issue because apparently Github Pages is case sensitive and everything, starlit stories is up and running! I’m making this devlog just to tell you guys that. Yep. Insert sigh. Anyway, check out my project guys!"}, {"post_id": 65074, "ts": "2026-09-09T22:49:23Z", "hours": 0.3697, "text": "Really short but…she’s complete! After some CSS and some backend fixing (an error that the retry loop in my python AI bot file was being stubborn ended up being the culprit…) I finally finished! It looks really good, and I’m really proud of it! I’ll be working on getting it running on Github Pages and adding a READme for it. Here’s a snapshot! Last devlog, the next one’s gonna be the project deets! PS: My devlogs aren’t straight bullet points because I like seeing devlogs as a journal that shows emotion and how it would feel if you all were in my shoes, which is why these devlogs look different ;)"}, {"post_id": 64547, "ts": "2026-09-09T01:35:25Z", "hours": 1.1244, "text": "CSS is backbreaking ;-; Alright! CSS is mostly done, still got a couple tweaks and stuff, and I also lowkey need to make a delete chat button…oh well! You can see it turning our pretty well! The title looks bland, and I plan on switching it up just a tad. Also, I added a scroll instead of a book since that’s too much work. Anyway, this is how it looks now! The delete button is kind of functioning, but this is based off of previous knowledge from my journaling website. Here’s a snapshot! I’ll report back in say…another hour? 30 minutes? Hard to say… ;)"}, {"post_id": 63014, "ts": "2026-09-06T16:05:14Z", "hours": 1.5069, "text": "CSS Time! A couple of updates! First off, I added a feature to import images (trying to do PDFS took forever!) so that the user can paste in pictures of their character to develop characterstics and other needs for the story! I also made sure all of the files are saved locally! After that I did a quick fix with the whole “nameless” chat by allowsing users to change it. Now that all the technical stuff is complete, I decided to start working on the CSS! My plan is a little bit complex, which is why I am working on the chat window first. I found this reall cool gothic font on Google Fonts and this really pretty background. Attached is how it looks right now. Since I’m wokring on the chat box, the other features are pretty plain, and the notes features is at the complete bottom…hopefully I’ll look much nicer!"}, {"post_id": 58242, "ts": "2026-08-30T16:33:10Z", "hours": 0.555, "text": "very quick updates ;) so, i fixed up starry’s yapping problem by developing a better addition to her prompt that basically says to stop yapping and stop using asterisks and hashtags since HTML can’t pick up those as actual formatting commands. i also added local storage to it which was pretty easy since i’ve done it a bajillion times. this was applied to the notes the user can write for and the chats that starry has. that too, when you “flip to a new page” or start a new chat, starry is reset for that specific page and your notes are refreshed too. when you go to the previous page, all your previous work stays. while it might sound complicated, HTML provides functions that are quite literal and allow you to use them anywhere you want!"}, {"post_id": 58148, "ts": "2026-08-30T14:31:40Z", "hours": 0.9514, "text": "updates! today i started to format the next part of my platform, the new chats, or in this case, pages! each page is a new story, and basically how it works is that each chat is assigned a chat id, and therefore is attached to each page. every time you go to a previous page, it is connected to its specific chat id. now, starry is a bit of a yapper, she loves to yap… we are going to fix starrys chatting and also fix her formatting so that she isnt yapping in asterisks 24/7! ps: i had no idea ← and → meant being rendered as left and right arrows…html rules!!"}, {"post_id": 57750, "ts": "2026-08-30T00:44:06Z", "hours": 1.4294, "text": "first devlog: first thoughts! if you haven’t read through my project details yet, starlit stories is a platform where an ai can help you write a plot without it writing it for you! you can see previous chats and take your own, human notes! this time around, i got my ai api key and used it in a python script as the backend while the html is at the frontend. I’ve decided to work on the css last, since it takes up the least time. after running some errors, talking with real life refs, and getting help from the amazing google gemini, i was finally able to get my ai to work successfully! here’s a snapshot from below!"}]...
|
Title: starlit stories (⌒▽⌒)☆ by @rinimee | Starda Title: starlit stories (⌒▽⌒)☆ by @rinimee | Stardance
Devlogs:
first devlog: first thoughts! if you haven’t read through my project details yet, starlit stories is a platform where an ai can help you write a plot without it writing it for you! you can see previous chats and take your own, human notes! this time around, i got my ai api key and used it in a python script as the backend while the html is at the frontend. I’ve decided to work on the css last, since it takes up the least time. after running some errors, talking with real life refs, and getting help from the amazing google gemini, i was finally able to get my ai to work successfully! here’s a snapshot from below!
updates! today i started to format the next part of my platform, the new chats, or in this case, pages! each page is a new story, and basically how it works is that each chat is assigned a chat id, and therefore is attached to each page. every time you go to a previous page, it is connected to its specific chat id. now, starry is a bit of a yapper, she loves to yap… we are going to fix starrys chatting and also fix her formatting so that she isnt yapping in asterisks 24/7! ps: i had no idea ← and → meant being rendered as left and right arrows…html rules!!
very quick updates ;) so, i fixed up starry’s yapping problem by developing a better addition to her prompt that basically says to stop yapping and stop using asterisks and hashtags since HTML can’t pick up those as actual formatting commands. i also added local storage to it which was pretty easy since i’ve done it a bajillion times. this was applied to the notes the user can write for and the chats that starry has. that too, when you “flip to a new page” or start a new chat, starry is reset for that specific page and your notes are refreshed too. when you go to the previous page, all your previous work stays. while it might sound complicated, HTML provides functions that are quite literal and allow you to use them anywhere you want!
CSS Time! A couple of updates! First off, I added a feature to import images (trying to do PDFS took forever!) so that the user can paste in pictures of their character to develop characterstics and other needs for the story! I also made sure all of the files are saved locally! After that I did a quick fix with the whole “nameless” chat by allowsing users to change it. Now that all the technical stuff is complete, I decided to start working on the CSS! My plan is a little bit complex, which is why I am working on the chat window first. I found this reall cool gothic font on Google Fonts and this really pretty background. Attached is how it looks right now. Since I’m wokring on the chat box, the other features are pretty plain, and the notes features is at the complete bottom…hopefully I’ll look much nicer!
CSS is backbreaking ;-; Alright! CSS is mostly done, still got a couple tweaks and stuff, and I also lowkey need to make a delete chat button…oh well! You can see it turning our pretty well! The title looks bland, and I plan on switching it up just a tad. Also, I added a scroll instead of a book since that’s too much work. Anyway, this is how it looks now! The delete button is kind of functioning, but this is based off of previous knowledge from my journaling website. Here’s a snapshot! I’ll report back in say…another hour? 30 minutes? Hard to say… ;)
Really short but…she’s complete! After some CSS and some backend fixing (an error that the retry loop in my python AI bot file was being stubborn ended up being the culprit…) I finally finished! It looks really good, and I’m really proud of it! I’ll be working on getting it running on Github Pages and adding a READme for it. Here’s a snapshot! Last devlog, the next one’s gonna be the project deets! PS: My devlogs aren’t straight bullet points because I like seeing devlogs as a journal that shows emotion and how it would feel if you all were in my shoes, which is why these devlogs look different ;)
Completely Done! So…I know I said I was done, but after fixing a cache issue because apparently Github Pages is case sensitive and everything, starlit stories is up and running! I’m making this devlog just to tell you guys that. Yep. Insert sigh. Anyway, check out my project guys!
I LOWKENUINLY CRASHED OUT OH MY GOD You thought I was done? Yeah, yeah no. Apparently, GitHub wants to be a really annoying doodoo-head and wont accept Flask, which is the way I run my Google Gemini for my website. I had to look for another hostname, for like 3 separate times and finally landed on Render! After that, my bot kept on NOT connecting to the backend, which was a whole other dilemma. I made like 10 commits in this hour. It was not fun. Finally, Starry stopped passing out! She works now, phew! Also, I made the font less of an eyesore! Here’s how it looks now!
**quick update ** Woah I just figured out about these emojis…anyway I have to reship because Render projects do not work! I switched it to Vercel so hoping for the best! It didn’t take long to deploy either! I don’t have much to drop into the screenshot section so here’s a free Ryder for you (I really like this drawing). Ok rinimee out
Ships:
Starlit Stories is a AI-Chat platform designed for writers and authors who are struggling with writing plot elements and forming their story. Starry, the chatbot, doesn’t write the story for you, but helps you write the story, which is something that many people are looking forward to in the creative industry! Something that was challenging for me included working with JavaScript: I ran into a lot of errors but I ended up getting loads of help from reliable sources and real-life people to complete it! I am really proud of this concept and the project output: this was the first time I 100% designed my own content and it looks really amazing! All of the information in how to use the website is located on the website’s Github repository in its READme. Thank you for checking out my website!...
|
1793105328.3674326
|
1793191728.3674326
|
|
22642
|
starlink by @ | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starlink by @ | Stardance
|
1792727363.1193516
|
1793332163.1193516
|
|
52958
|
starlight by @eshaan | Stardance
|
eshaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starlight by @eshaan | Stardance
|
1792731152.9740915
|
1793335952.9740915
|
|
50215
|
stardust by @Noa | Stardance
|
Noa
|
0
|
1.6
|
0
|
[]
|
[{"post_id": 48777, "ts": "202 [{"post_id": 48777, "ts": "2026-08-17T09:54:40Z", "hours": 1.6, "text": "Davleg#1 -> Today, I started setting up the 3D scene with Three.js. I created a scene with a very dark background, then added a perspective camera and a WebGL renderer to display the scene in the browser. I also added OrbitControls, which allows you to rotate around the scene and zoom with the mouse. Finally, I set up two light sources: an ambient light and a directional light to start giving depth to the future 3D objects. Next step: add the first objects and start building the environment for my Stardust project."}]...
|
Title: stardust by @Noa | Stardance
Devlogs:
Davl Title: stardust by @Noa | Stardance
Devlogs:
Davleg#1 -> Today, I started setting up the 3D scene with Three.js. I created a scene with a very dark background, then added a perspective camera and a WebGL renderer to display the scene in the browser. I also added OrbitControls, which allows you to rotate around the scene and zoom with the mouse. Finally, I set up two light sources: an ambient light and a directional light to start giving depth to the future 3D objects. Next step: add the first objects and start building the environment for my Stardust project....
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1792622986.703984
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1793227786.703984
|
|
288
|
stardisco by @simonpth | Stardance
|
simonpth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardisco by @simonpth | Stardance
|
1792687659.249788
|
1793292459.249788
|
|
53527
|
stardance-new-tab. by @markorrra | Stardance
|
markorrra
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardance-new-tab. by @markorrra | Stardanc Title: stardance-new-tab. by @markorrra | Stardance...
|
1792752483.9158633
|
1793357283.9158633
|
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29837
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stardance-challenge-plugin by @raczjonathan12 | St stardance-challenge-plugin by @raczjonathan12 | Stardance...
|
raczjonathan12
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T08:16:41Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Claude Code skill designed for faster & better projects for the Stardance Challenge", "repo": "https://github.com/raczjonathan12/stardance-challenge-plugin", "demo": "https://github.com/raczjonathan12/stardance-challenge-plugin/releases/tag/v1.0.0"}]...
|
[{"post_id": 22689, "ts": "202 [{"post_id": 22689, "ts": "2026-07-05T07:44:46Z", "hours": 0.8356, "text": "Added /ship, the last skill in the set, that checks whether a project is actually ready to submit before you hit send. It goes through the things a Shipwright reviewer actually checks: a public GitHub repo, a README that isn’t just boilerplate, a live demo link that actually responds, a devlog entry newer than the last time you shipped, and Hackatime tracking.It only reports gaps, doesn’t try to fix anything itself, just points you at /readme, /devlog, or the right gh command depending on what’s missing. Tried it on a throwaway repo that had never shipped, then with old and fresh ship timestamps, to check the devlog comparison actually flips the right way. Also pointed it at a genuinely broken demo link and a fake GitHub remote, just to make sure it reports a real failure instead of quietly assuming things are fine."}, {"post_id": 22651, "ts": "2026-07-05T06:30:31Z", "hours": 0.4142, "text": "Added a third skill, /commit, that drafts real commit messages instead of leaving you to type “fix” again. It looks at your actual staged and unstaged diff, checks whether it’s really one coherent change or a few things mashed together, and only then writes the message, imperative mood, specific about what changed, no vague one-word placeholders. It always asks before actually running git commit, even if you say you’re in a hurry, since that’s exactly when a wrong commit slips through unnoticed. Right after, went back and added it to the README, so it shows up in Features and Quick Start next to /devlog and /readme instead of getting left out the way /readme almost was last time."}, {"post_id": 22639, "ts": "2026-07-05T05:59:00Z", "hours": 0.9814, "text": "Built a second skill, /readme, then had to fix it twice after it actually missed things. Added /readme so it writes a real README straight from the repo, checking manifests and existing docs instead of guessing. Ran it on this project and it only wrote up /devlog. Turned out the skill was trusting an old doc that said there was just one skill, instead of looking at what was actually in the skills folder. Fixed that and had it always check the real directory listing over any doc’s claim. Then noticed the README still just mentioned /readme in passing instead of giving it a proper section. Made the rule stricter: every component found has to get its own labeled group in Features, no exceptions. Went one more round after that. The detection was written around “skills” specifically, so it wouldn’t have caught other kinds of components like agents or commands. Reworded it to catch any repeated pattern of the same kind of thing, then tested it against a fake plugin with a skill and an agent side by side, and it gave both their own sections this time."}, {"post_id": 22608, "ts": "2026-07-05T04:53:46Z", "hours": 0.3792, "text": "Added a rule letting devlogs actually sound excited or annoyed instead of staying flat and careful. Went through the devlog skill again and loosened it up. Before, the tone rules kept everything even no matter how a session actually went. Now it can sound genuinely pumped if the work went well, or genuinely annoyed if it didn’t, instead of forcing a flat middle voice. Also switched the default format to short lines with blank lines between them instead of one dense paragraph, closer to how someone actually jots down what they did. Added a bit about not listing more than three things in a row like a changelog, and about swapping in big words for plain ones when a small one says the same thing."}, {"post_id": 21673, "ts": "2026-07-03T19:12:50Z", "hours": 1.3539, "text": "Spent the day building out a devlog skill for Claude Code and kept finding new ways it could go wrong. Started by dropping the CLI-and-backend plan and turning this into a plugin instead, a plugin.json plus a first SKILL.md that has Claude read your git history and write the entry right there, no server needed. A few hours later I went back through it and added a bunch of edge cases I hadn’t thought about the first time, things like a huge diff, a binary file, a commit from someone else, work sitting uncommitted, a diff with something that looks like a secret in it, that kind of thing. I also added a self-check pass so the draft gets reread against a short list of AI-writing tics before it’s shown to anyone.Then near the end of the day I caught something in my own rules. The skill was telling itself to sound honest and grounded, but it had no rule against describing a design decision as if it were a bug that actually happened, which is exactly the kind of thing this tool is supposed to catch. I added that as a third rule sitting above everything else in the file, next to the no-inventing-details rule, and cleaned up a duplicate rule while I was in there. I also pulled an old demo devlog.md entry that had been sitting in the repo from testing.Right now I’m still in the middle of another pass, adding a rule about writing in plain, everyday language instead of anything that sounds like an essay or a spec, and one about calling out jargon words like “guardrail” or “architecture” that only make sense with full context. Not committed yet, still checking whether the wording actually reads like something a person would say."}, {"post_id": 21482, "ts": "2026-07-03T13:36:10Z", "hours": 1.5406, "text": "I thought that a qwen model would be enough for generating good quality devlogs but it turns out it isn’t, so I’m switching approaches. I’m going to build a plugin for Claude that generates high quality and human devlogs. P.S. here is the output I managed to get with the qwen model: I added a note flag to the devlog command so I can hand-write details when the automated git log feels too sparse. The CLI now sends requests to the backend over HTTP. I swapped the model to qwen3.6-flash when I hit rate limits and added a fallback just in case that one locks up too. File-change stats get calculated and injected into the prompt alongside the commit data."}, {"post_id": 20772, "ts": "2026-07-02T13:53:53Z", "hours": 1.5911, "text": "Built a CLI that reads git commits and a backend that turns those commits into AI-written devlogs. The CLI uses Commander to pull git log history and hand it off to the backend. The backend takes that commit data and generates a devlog through OpenRouter. Lost a good chunk of time to two bugs that failed silently instead of erroring properly: the SDK wanted the request wrapped inside a field called chatRequest, not documented anywhere obvious. Then I had baseURL instead of serverURL in the client config, so requests were quietly going to the wrong server the whole time. Next: wiring the CLI to actually call the backend."}]...
|
Title: stardance-challenge-plugin by @raczjonathan Title: stardance-challenge-plugin by @raczjonathan12 | Stardance
Devlogs:
Built a CLI that reads git commits and a backend that turns those commits into AI-written devlogs. The CLI uses Commander to pull git log history and hand it off to the backend. The backend takes that commit data and generates a devlog through OpenRouter. Lost a good chunk of time to two bugs that failed silently instead of erroring properly: the SDK wanted the request wrapped inside a field called chatRequest, not documented anywhere obvious. Then I had baseURL instead of serverURL in the client config, so requests were quietly going to the wrong server the whole time. Next: wiring the CLI to actually call the backend.
I thought that a qwen model would be enough for generating good quality devlogs but it turns out it isn’t, so I’m switching approaches. I’m going to build a plugin for Claude that generates high quality and human devlogs. P.S. here is the output I managed to get with the qwen model: I added a note flag to the devlog command so I can hand-write details when the automated git log feels too sparse. The CLI now sends requests to the backend over HTTP. I swapped the model to qwen3.6-flash when I hit rate limits and added a fallback just in case that one locks up too. File-change stats get calculated and injected into the prompt alongside the commit data.
Spent the day building out a devlog skill for Claude Code and kept finding new ways it could go wrong. Started by dropping the CLI-and-backend plan and turning this into a plugin instead, a plugin.json plus a first SKILL.md that has Claude read your git history and write the entry right there, no server needed. A few hours later I went back through it and added a bunch of edge cases I hadn’t thought about the first time, things like a huge diff, a binary file, a commit from someone else, work sitting uncommitted, a diff with something that looks like a secret in it, that kind of thing. I also added a self-check pass so the draft gets reread against a short list of AI-writing tics before it’s shown to anyone.Then near the end of the day I caught something in my own rules. The skill was telling itself to sound honest and grounded, but it had no rule against describing a design decision as if it were a bug that actually happened, which is exactly the kind of thing this tool is supposed to catch. I added that as a third rule sitting above everything else in the file, next to the no-inventing-details rule, and cleaned up a duplicate rule while I was in there. I also pulled an old demo devlog.md entry that had been sitting in the repo from testing.Right now I’m still in the middle of another pass, adding a rule about writing in plain, everyday language instead of anything that sounds like an essay or a spec, and one about calling out jargon words like “guardrail” or “architecture” that only make sense with full context. Not committed yet, still checking whether the wording actually reads like something a person would say.
Added a rule letting devlogs actually sound excited or annoyed instead of staying flat and careful. Went through the devlog skill again and loosened it up. Before, the tone rules kept everything even no matter how a session actually went. Now it can sound genuinely pumped if the work went well, or genuinely annoyed if it didn’t, instead of forcing a flat middle voice. Also switched the default format to short lines with blank lines between them instead of one dense paragraph, closer to how someone actually jots down what they did. Added a bit about not listing more than three things in a row like a changelog, and about swapping in big words for plain ones when a small one says the same thing.
Built a second skill, /readme, then had to fix it twice after it actually missed things. Added /readme so it writes a real README straight from the repo, checking manifests and existing docs instead of guessing. Ran it on this project and it only wrote up /devlog. Turned out the skill was trusting an old doc that said there was just one skill, instead of looking at what was actually in the skills folder. Fixed that and had it always check the real directory listing over any doc’s claim. Then noticed the README still just mentioned /readme in passing instead of giving it a proper section. Made the rule stricter: every component found has to get its own labeled group in Features, no exceptions. Went one more round after that. The detection was written around “skills” specifically, so it wouldn’t have caught other kinds of components like agents or commands. Reworded it to catch any repeated pattern of the same kind of thing, then tested it against a fake plugin with a skill and an agent side by side, and it gave both their own sections this time.
Added a third skill, /commit, that drafts real commit messages instead of leaving you to type “fix” again. It looks at your actual staged and unstaged diff, checks whether it’s really one coherent change or a few things mashed together, and only then writes the message, imperative mood, specific about what changed, no vague one-word placeholders. It always asks before actually running git commit, even if you say you’re in a hurry, since that’s exactly when a wrong commit slips through unnoticed. Right after, went back and added it to the README, so it shows up in Features and Quick Start next to /devlog and /readme instead of getting left out the way /readme almost was last time.
Added /ship, the last skill in the set, that checks whether a project is actually ready to submit before you hit send. It goes through the things a Shipwright reviewer actually checks: a public GitHub repo, a README that isn’t just boilerplate, a live demo link that actually responds, a devlog entry newer than the last time you shipped, and Hackatime tracking.It only reports gaps, doesn’t try to fix anything itself, just points you at /readme, /devlog, or the right gh command depending on what’s missing. Tried it on a throwaway repo that had never shipped, then with old and fresh ship timestamps, to check the devlog comparison actually flips the right way. Also pointed it at a genuinely broken demo link and a fake GitHub remote, just to make sure it reports a real failure instead of quietly assuming things are fine.
Ships:
I made a Claude Code skill designed for faster & better projects for the Stardance Challenge...
|
1793105276.9242306
|
1793191676.9242306
|
|
584
|
stardance! by @m | Stardance
|
m
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardance! by @m | Stardance
|
1792497195.011085
|
1793101995.011085
|
|
12910
|
stardance pls make a delete button by @Fedi41 | St stardance pls make a delete button by @Fedi41 | Stardance...
|
Fedi41
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 4910, "ts": "2026 [{"post_id": 4910, "ts": "2026-06-08T14:25:57Z", "hours": 0.0, "text": "tried to make some SDFs…."}]...
|
Title: stardance pls make a delete button by @Fedi Title: stardance pls make a delete button by @Fedi41 | Stardance
Devlogs:
tried to make some SDFs…....
|
1792932752.2201102
|
1793796752.2201102
|
|
34184
|
stardance github export extension by @scorpion7sla stardance github export extension by @scorpion7slayer | Stardance...
|
scorpion7slayer
|
1
|
1.31
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T12:41:29Z", "hours": 1.0, "multiplier": 18.0, "payout": 24, "blessing": "neutral", "text": "I’ve modified almost the entire extension to adapt it from Flavortown to Stardance. Since the sites don’t work the same way, I had to make a few changes. It took me about 30 minutes to adapt and redo the styling, and also fix 2-3 bugs that were already being fixed in the old version but that I had abandoned when Flavortown ended.", "repo": "https://github.com/scorpion7slayer/flavortown-github-exporter", "demo": "https://chromewebstore.google.com/detail/stardance-github-importer/ohkkaaibkhikfeemhpfpdhbpopjngaia"}]...
|
[{"post_id": 45939, "ts": "202 [{"post_id": 45939, "ts": "2026-08-12T19:00:31Z", "hours": 0.31, "text": "I redesigned the interface and improved usability. It took me a lot of time to adapt it properly to Stardance, but it’s finally finished. I removed GitHub Copilot because there were problems with it, and GitHub doesn’t provide documentation for implementing its models, so I don’t have the exact API, hence the replacement with Hackclub AI."}, {"post_id": 27439, "ts": "2026-07-13T00:26:38Z", "hours": 1.3497, "text": "extension adapted for stardance (the update on chrome will arrive pending validation, if you want to try it now use firefox or a browser based on it)"}]...
|
Title: stardance github export extension by @scorp Title: stardance github export extension by @scorpion7slayer | Stardance
Devlogs:
extension adapted for stardance (the update on chrome will arrive pending validation, if you want to try it now use firefox or a browser based on it)
I redesigned the interface and improved usability. It took me a lot of time to adapt it properly to Stardance, but it’s finally finished. I removed GitHub Copilot because there were problems with it, and GitHub doesn’t provide documentation for implementing its models, so I don’t have the exact API, hence the replacement with Hackclub AI.
Ships:
I’ve modified almost the entire extension to adapt it from Flavortown to Stardance. Since the sites don’t work the same way, I had to make a few changes. It took me about 30 minutes to adapt and redo the styling, and also fix 2-3 bugs that were already being fixed in the old version but that I had abandoned when Flavortown ended....
|
1793087282.1143734
|
1793173682.1143734
|
|
39747
|
stardance by @eshaan | Stardance
|
eshaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stardance by @eshaan | Stardance
|
1792947184.3502219
|
1793811184.3502219
|
|
21025
|
stard(ata science)dust by @diiiiyaaa | Stardance
|
diiiiyaaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: stard(ata science)dust by @diiiiyaaa | Star Title: stard(ata science)dust by @diiiiyaaa | Stardance...
|
1792734461.8602772
|
1793339261.8602772
|
|
30057
|
starconvert by @z0b1 | Stardance
|
z0b1
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T21:43:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a privacy first file converter utilizing WebAssembly(WASM), it can convert .HEIC, .jpg, .png, .webp files as well as extract .mp3 from .mp4! It uses the FFmpeg for converting and is fully built in TypeScript so that no files ever leave your device, all computation is done locally on your device.", "repo": "https://github.com/z0b1/starconvert", "demo": "https://wasm.z0b1.tech"}]...
|
[{"post_id": 21737, "ts": "202 [{"post_id": 21737, "ts": "2026-07-03T20:34:18Z", "hours": 0.63, "text": "Devlog #3 I redid the UI(made better stars, the convert card now floats up and down) I have also added .mp4 to .mp3 . The project is basically finished, there could be some changes made to the UI, but the main functionality is done. I am thinking about maybe making a youtube video downloader or audio downloader but it will probably go into a different project."}, {"post_id": 21250, "ts": "2026-07-03T02:47:35Z", "hours": 2.28, "text": "Devlog #2 I have made enhanced the UI further, and made the error handling better, thinking of adding a scraper to download videos and music from youtube. Code is now solid. I did have some troubles: Modules wouldnt work over CDN so I had to download them Getting the stars to draw properly in the background and make it random was hella hard, I had to recalculate atleast 3 times!"}, {"post_id": 21164, "ts": "2026-07-02T23:36:16Z", "hours": 0.4208, "text": "Devlog #1 I have initialized the project. This project is a privacy first focused user end media file converter utilizing WASM(Web Assembly). I have had troubles with a corrupt npm which I had to reinstall, here are some issues I encountered: Modern TypeScript Module Resolution Blocks(solved) Multi-Threaded WebAssembly Type Mismatches(solved) Global Node.js Binary Corruption(solved) z0b1"}]...
|
Title: starconvert by @z0b1 | Stardance
Devlogs:
Title: starconvert by @z0b1 | Stardance
Devlogs:
Devlog #1 I have initialized the project. This project is a privacy first focused user end media file converter utilizing WASM(Web Assembly). I have had troubles with a corrupt npm which I had to reinstall, here are some issues I encountered: Modern TypeScript Module Resolution Blocks(solved) Multi-Threaded WebAssembly Type Mismatches(solved) Global Node.js Binary Corruption(solved) z0b1
Devlog #2 I have made enhanced the UI further, and made the error handling better, thinking of adding a scraper to download videos and music from youtube. Code is now solid. I did have some troubles: Modules wouldnt work over CDN so I had to download them Getting the stars to draw properly in the background and make it random was hella hard, I had to recalculate atleast 3 times!
Devlog #3 I redid the UI(made better stars, the convert card now floats up and down) I have also added .mp4 to .mp3 . The project is basically finished, there could be some changes made to the UI, but the main functionality is done. I am thinking about maybe making a youtube video downloader or audio downloader but it will probably go into a different project.
Ships:
I made a privacy first file converter utilizing WebAssembly(WASM), it can convert .HEIC, .jpg, .png, .webp files as well as extract .mp3 from .mp4! It uses the FFmpeg for converting and is fully built in TypeScript so that no files ever leave your device, all computation is done locally on your device....
|
1793112725.0569541
|
1793199125.0569541
|
|
68731
|
starco by @Starco | Stardance
|
Starco
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starco by @Starco | Stardance
|
1793123641.0188377
|
1793728441.0188377
|
|
57129
|
starc build main.hmx by @DEV369 | Stardance
|
DEV369
|
0
|
5.64
|
0
|
[]
|
[{"post_id": 69541, "ts": "202 [{"post_id": 69541, "ts": "2026-09-17T08:28:06Z", "hours": 0.9567, "text": "status update of my compiler you all can see it at https://github.com/himanshu-2010/hmx-lang"}, {"post_id": 69530, "ts": "2026-09-17T07:30:14Z", "hours": 0.9414, "text": "currently working on the closures and nested functions arrays anr loops for arrays like foreach are done so excited to finish this"}, {"post_id": 69509, "ts": "2026-09-17T06:33:30Z", "hours": 1.3192, "text": "building arrays and loops for arrays in my HMX language"}, {"post_id": 65946, "ts": "2026-09-11T12:47:04Z", "hours": 0.5069, "text": "building AST and arrays into the transpiler"}, {"post_id": 61384, "ts": "2026-09-04T08:30:53Z", "hours": 0.3083, "text": "working on the next version having oops concept and method overloading and more stuff like optimisation and stuff very exited for the first github release of this language 🥳"}, {"post_id": 60797, "ts": "2026-09-03T12:04:01Z", "hours": 1.6058, "text": "making the looping statements compatible with this programming language"}]...
|
Title: starc build main.hmx by @DEV369 | Stardance Title: starc build main.hmx by @DEV369 | Stardance
Devlogs:
making the looping statements compatible with this programming language
working on the next version having oops concept and method overloading and more stuff like optimisation and stuff very exited for the first github release of this language 🥳
building AST and arrays into the transpiler
building arrays and loops for arrays in my HMX language
currently working on the closures and nested functions arrays anr loops for arrays like foreach are done so excited to finish this
status update of my compiler you all can see it at https://github.com/himanshu-2010/hmx-lang...
|
1792691693.7920976
|
1793296493.7920976
|
|
68212
|
starbie by @Divine_Dusk08 | Stardance
|
Divine_Dusk08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: starbie by @Divine_Dusk08 | Stardance
|
1793119820.6651194
|
1793724620.6651194
|
|
39567
|
starTab by @mschiller890 | Stardance
|
mschiller890
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T10:05:14Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built startab , a custom new-tab dashboard that replaces your browser’s default tab with NASA’s Astronomy Picture of the Day as a full-screen background (supporting both images and videos, including YouTube/Vimeo embeds), a live clock, a geolocation-based weather widget with forecast, and a localStorage-backed shortcuts grid, all wrapped in a custom glassmorphism UI built from scratch. The trickiest part was keeping text readable against a background that changes every day, which I solved with a canvas-based brightness sampler that flips text between white and black depending on the image, plus switching several UI elements from a single global scroll threshold to per-element getBoundingClientRect() checks so each one reacts to its own position on screen. I’m most proud of how that adaptive theming ties everything together – the clock, weather widget, and buttons all smoothly shift color based on what’s behind them, which makes it feel a lot more polished than just a static background with white text slapped on. To test it: allow geolocation for local weather (denying it just falls back to a default city), right-click a shortcut to delete it or click “+” to add one, and check back on different days since APOD is sometimes a video instead of a photo.", "repo": "https://github.com/mschiller890/startab", "demo": "https://mschiller890.github.io/startab/"}]...
|
[{"post_id": 35102, "ts": "202 [{"post_id": 35102, "ts": "2026-07-26T09:59:11Z", "hours": 1.5039, "text": "starTab devlog 3 we are finished! what was added? animations for modals coloring of text based on background more info button now stays at the button video support searching via the input works (enter to search) i like it a lot somehow"}, {"post_id": 34817, "ts": "2026-07-25T20:30:22Z", "hours": 0.8028, "text": "startab devlog 2 im really having fun with this project. whats new tho? shortcuts: they save to localstorage and you can add them by clicking the button or remove by right clicking one little snackbar notifications for stuff like incorrect input blur efffects very cool!"}, {"post_id": 34687, "ts": "2026-07-25T16:42:52Z", "hours": 1.5667, "text": "starTab devlog 1 i totally forgot to post prior devlogs and just worked lol whats there? shortcuts! you can add and delete shortcuts from the new tab page search bar! currently nonfunctional clock and date! selfexplanatory what will there be? more info about image! could be interesting custom dialogs for stuff like adding a tab and moreeee"}]...
|
Title: starTab by @mschiller890 | Stardance
Devlo Title: starTab by @mschiller890 | Stardance
Devlogs:
starTab devlog 1 i totally forgot to post prior devlogs and just worked lol whats there? shortcuts! you can add and delete shortcuts from the new tab page search bar! currently nonfunctional clock and date! selfexplanatory what will there be? more info about image! could be interesting custom dialogs for stuff like adding a tab and moreeee
startab devlog 2 im really having fun with this project. whats new tho? shortcuts: they save to localstorage and you can add them by clicking the button or remove by right clicking one little snackbar notifications for stuff like incorrect input blur efffects very cool!
starTab devlog 3 we are finished! what was added? animations for modals coloring of text based on background more info button now stays at the button video support searching via the input works (enter to search) i like it a lot somehow
Ships:
Built startab , a custom new-tab dashboard that replaces your browser’s default tab with NASA’s Astronomy Picture of the Day as a full-screen background (supporting both images and videos, including YouTube/Vimeo embeds), a live clock, a geolocation-based weather widget with forecast, and a localStorage-backed shortcuts grid, all wrapped in a custom glassmorphism UI built from scratch. The trickiest part was keeping text readable against a background that changes every day, which I solved with a canvas-based brightness sampler that flips text between white and black depending on the image, plus switching several UI elements from a single global scroll threshold to per-element getBoundingClientRect() checks so each one reacts to its own position on screen. I’m most proud of how that adaptive theming ties everything together – the clock, weather widget, and buttons all smoothly shift color based on what’s behind them, which makes it feel a lot more polished than just a static background with white text slapped on. To test it: allow geolocation for local weather (denying it just falls back to a default city), right-click a shortcut to delete it or click “+” to add one, and check back on different days since APOD is sometimes a video instead of a photo....
|
1793087834.373047
|
1793174234.373047
|
|
40494
|
starOS by @Devin | Stardance
|
Devin
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 36015, "ts": "202 [{"post_id": 36015, "ts": "2026-07-27T20:41:53Z", "hours": 0.5372, "text": "got the background to work using html, if its not clear those are stars in the background maybe i should make them larger and brighter."}]...
|
Title: starOS by @Devin | Stardance
Devlogs:
got Title: starOS by @Devin | Stardance
Devlogs:
got the background to work using html, if its not clear those are stars in the background maybe i should make them larger and brighter....
|
1792529362.750632
|
1793134162.750632
|
|
12093
|
starDSA by @killcalico | Stardance
|
killcalico
|
0
|
2.06
|
0
|
[]
|
[{"post_id": 8560, "ts": "2026 [{"post_id": 8560, "ts": "2026-06-14T07:09:07Z", "hours": 2.0606, "text": "wrote header and .c files for basic vector implementation in c resizing, push/pop functions, getting and setting, and two different initializer functions a fun exercise in memory management"}]...
|
Title: starDSA by @killcalico | Stardance
Devlogs Title: starDSA by @killcalico | Stardance
Devlogs:
wrote header and .c files for basic vector implementation in c resizing, push/pop functions, getting and setting, and two different initializer functions a fun exercise in memory management...
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1793217230.836572
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star://CRΔSH by @JonButNotReally | Stardance
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JonButNotReally
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35.0
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[{"post_id": 2748, "ts": "2026 [{"post_id": 2748, "ts": "2026-06-05T14:51:50Z", "hours": 1.0, "text": "Finished my unity tutorial. This is going to be harder than i thought 🥀"}, {"post_id": 2991, "ts": "2026-06-05T22:21:34Z", "hours": 3.0, "text": "I have done YET ANOTHER TUTORIAL HOORAY. I’m trying to cram as much information into my head about Unity so that i can make the best game ever for you guys ❤️. ALSO you may have noticed, i put an actual name on this project. It’s - if you couldn’t tell - stardance themed. I also got a little inspired by Project Hail Mary and put a little delta symbol in place of the A."}, {"post_id": 4337, "ts": "2026-06-07T16:51:43Z", "hours": 8.0, "text": "I have started working on my game. I looked around on the unity store a bunch and i found robots that i could use maybe? Still got no idea what this games going to be about but ill update everyone soon 👍"}, {"post_id": 6408, "ts": "2026-06-10T19:36:10Z", "hours": 3.0, "text": "Worked a bit on sound design. I have an intro cutscene almost done. I made two songs last night and would like your opinions on them :3. EDIT: stardance converted both my songs into one video and deleted the second song :<. heres an updated link https://drive.google.com/file/d/1vatk2i9xqu3f0RGaYp2QvOf_O7ZOb8Cj/view?usp=drive_link , https://drive.google.com/file/d/1gPaW7eQ4ubazGF0JGi917zmj3drQxAt8/view?usp=drive_link"}, {"post_id": 6632, "ts": "2026-06-11T03:49:02Z", "hours": 5.0, "text": "Intro scene is complete!!!!!!!! I have released a teaser on Youtube . This took me longer than i expected but hopefully the rest will come easy :>. also tw jumpscare :3"}, {"post_id": 10969, "ts": "2026-06-17T23:59:48Z", "hours": 15.0, "text": "i swear I entered a time loop—7 days disappeared in what felt like 2 seconds. 😭 My older brother got me into playing OMORI, Doki Doki Literature Club!, MiSide, and Lethal Company, and its honestly been superrrr inspiring, but it also made me start doubting my own project, especially the storyline. im not sure if ill be able to finish it before the end of Stardance, but im still trying my hardest for everyone. Over the past week, ive been experimenting with different, more unique art styles for the game and reshaping the story to be more cohesive, and im definitely leaning a bit scarier and more intense than before hehehe. also btw heres a possible logo idea i was playing around with in photoshop, id love to hear your guys feedback on it"}]...
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Title: star://CRΔSH by @JonButNotReally | Stardanc Title: star://CRΔSH by @JonButNotReally | Stardance
Devlogs:
Finished my unity tutorial. This is going to be harder than i thought 🥀
I have done YET ANOTHER TUTORIAL HOORAY. I’m trying to cram as much information into my head about Unity so that i can make the best game ever for you guys ❤️. ALSO you may have noticed, i put an actual name on this project. It’s - if you couldn’t tell - stardance themed. I also got a little inspired by Project Hail Mary and put a little delta symbol in place of the A.
I have started working on my game. I looked around on the unity store a bunch and i found robots that i could use maybe? Still got no idea what this games going to be about but ill update everyone soon 👍
Worked a bit on sound design. I have an intro cutscene almost done. I made two songs last night and would like your opinions on them :3. EDIT: stardance converted both my songs into one video and deleted the second song :<. heres an updated link https://drive.google.com/file/d/1vatk2i9xqu3f0RGaYp2QvOf_O7ZOb8Cj/view?usp=drive_link , https://drive.google.com/file/d/1gPaW7eQ4ubazGF0JGi917zmj3drQxAt8/view?usp=drive_link
Intro scene is complete!!!!!!!! I have released a teaser on Youtube . This took me longer than i expected but hopefully the rest will come easy :>. also tw jumpscare :3
i swear I entered a time loop—7 days disappeared in what felt like 2 seconds. 😭 My older brother got me into playing OMORI, Doki Doki Literature Club!, MiSide, and Lethal Company, and its honestly been superrrr inspiring, but it also made me start doubting my own project, especially the storyline. im not sure if ill be able to finish it before the end of Stardance, but im still trying my hardest for everyone. Over the past week, ive been experimenting with different, more unique art styles for the game and reshaping the story to be more cohesive, and im definitely leaning a bit scarier and more intense than before hehehe. also btw heres a possible logo idea i was playing around with in photoshop, id love to hear your guys feedback on it...
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1792946996.8744335
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star tracker by @Leo_Zhang | Stardance
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Leo_Zhang
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Title: star tracker by @Leo_Zhang | Stardance
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star struck by @minha | Stardance
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Title: star struck by @minha | Stardance
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star sort game by @Madhur | Stardance
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Title: star sort game by @Madhur | Stardance
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star light game by @eshaan | Stardance
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Title: star light game by @eshaan | Stardance
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star led blinker by @krupa_pramod | Stardance
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Title: star led blinker by @krupa_pramod | Stardan Title: star led blinker by @krupa_pramod | Stardance...
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star guy by @velio | Stardance
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Title: star guy by @velio | Stardance
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star detector by @s_boora | Stardance
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Title: star detector by @s_boora | Stardance
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star by @dannapaola | Stardance
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Title: star by @dannapaola | Stardance
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ssv-pyramid by @misbahgauri9 | Stardance
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Title: ssv-pyramid by @misbahgauri9 | Stardance
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ssv-pyramid by @misbahgauri9 | Stardance
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Title: ssv-pyramid by @misbahgauri9 | Stardance
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ssv-pyramid by @misbahgauri9 | Stardance
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Title: ssv-pyramid by @misbahgauri9 | Stardance
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ssv-pyramid by @misbahgauri9 | Stardance
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Title: ssv-pyramid by @misbahgauri9 | Stardance
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sss by @radheya | Stardance
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Title: sss by @radheya | Stardance
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sree by @sreerang49 | Stardance
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Title: sree by @sreerang49 | Stardance
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30259
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sqush by @Dackel | Stardance
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Dackel
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T16:54:50Z", "hours": 428.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sqush is an indie game store with a comic 90s look. You can add games as a dev or use the platform as a normal user. You can interact with others message them and earn badges. And of course you can download games. The backend was one of the hardest things I have ever done. I had to fix so many errors along the way (see devlogs). One time I forgot to initialise a value the other time my complete logic was bullax. Sometimes I even pushed code without proper testing. It did not turn out well. And then there was how I organized the code first. It was messy and hard to read. Implementing something new could take ages because of the code not being easy enough to read through. Also some platforms just hated me for no reason and made it harder for me to add something new. On the other hand it was extremly refreshing to try something new and fail misrebaly at it. I can now propely set up automatic emailing systems use payment services like Stripe, make automatic file scanners, hash password, make upload systems that will hopefully not fail after 1000 game uploads, even learnt a bit of drawing (name me Picasso) ,migrate databases (couldn’t actually do it before. Even tho its easy) and set up servers for the site ( even if I did use AI for that last part). My plan was actually to put up a real game on this platform and actually test it. But school is starting now and I don’t know if there is still enough time for it (Cause I signed up for something big). Stress Test it to your’e liking but PLEASE dont upload thousands of 2 GB files cause that costs money. This name is peak btw. I don’t accept other opinions. And for testing: Dev-Login: developer / test | Stripe Testcard: 4242 4242 4242 4242 (Exp: 12/34, CVC: 123, Zip: 12345) The full Feature List is on the Readme on git.", "repo": "https://github.com/DerRealeHier/sqush", "demo": "https://sqush.dev/"}]...
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[{"post_id": 66216, "ts": "202 [{"post_id": 66216, "ts": "2026-09-11T21:59:59Z", "hours": 6.0431, "text": "added moderation Now I have an AI model that constantly scans new messages and searches for inappropriate content. If the AI finds such content the person that wrote it will be banned and every single message the user wrote will be checked for issues. Oh I forgot to mention that Copilot fixed some critical secruity vulnerabilitys for me. The user that got banned will also be put on the Wall of Shame where there is a record of every single banned Account ever on the Platform. Developers of games can also always search for not so cool content. And of course Admins can manually ban accounts. (Yeah your private messages are also getting scanned)"}, {"post_id": 66009, "ts": "2026-09-11T15:02:37Z", "hours": 6.5411, "text": "added Inventory, Card drops You can now get cards dropped by buying or reviewing games. There are 4 rarities you can get and you can also just test pull these (so you can try it out yourself). Also because of this new feature I found a Issue with the notification system I am gonna fix. You can also trade these card with others through the chat or the trade tab. And you can also forge cards together if you have to many duplicates. Because of this new feature I also found a issue with the notification system, Hopefully have it fixed tommorow."}, {"post_id": 64370, "ts": "2026-09-08T17:55:35Z", "hours": 0.7389, "text": "Didn’t know that I could format it at the shipment so there is the text again formatted. Also I fixed a little download error ( The Site didn’t have the test files in the folder) Sqush is an indie game store with a comic 90s look. You can add games as a dev or use the platform as a normal user. You can interact with others message them and earn badges. And of course you can download games. Issues: The backend was one of the hardest things I have ever done. I had to fix so many errors along the way (see devlogs). One time I forgot to initialise a value the other time my complete logic was bullax. Sometimes I even pushed code without proper testing. It did not turn out well. And then there was how I organized the code first. It was messy and hard to read. Implementing something new could take ages because of the code not being easy enough to read through. Also some platforms just hated me for no reason and made it harder for me to add something new. The good side: On the other hand it was extremly refreshing to try something new and fail misrebaly at it. I can now propely set up automatic emailing systems use payment services like Stripe, make automatic file scanners, hash password, make upload systems that will hopefully not fail after 1000 game uploads, even learnt a bit of drawing (name me Picasso) ,migrate databases (couldn’t actually do it before. Even tho its easy) and set up servers for the site ( even if I did use AI for that last part). What I didn’t do: My plan was actually to put up a real game on this platform and actually test it. But school is starting now and I don’t know if there is still enough time for it (Cause I signed up for something big). Stress Test it to your’e liking but PLEASE dont upload thousands of 2 GB files cause that costs money. This name is peak btw. I don’t accept other opinions. And for testing: Dev-Login: developer / test | Stripe Testcard: 4242 4242 4242 4242 (Exp: 12/34, CVC: 123, Zip: 12345) The full Feature List is on the Readme on git."}, {"post_id": 64237, "ts": "2026-09-08T14:23:48Z", "hours": 5.1408, "text": "looked for errors and started website Today I overlooked the site one last time and fixed secruity issues and others. I fixed Email service added an option to change the background Image of the score and made my testdata a bit more secure (had my real emails in there before). I used AI for much of the progress cause it was my first time starting a server (see commits). I ran into many issues while setting everything up."}, {"post_id": 63722, "ts": "2026-09-07T17:34:18Z", "hours": 7.1667, "text": "added dev cut and reworked Background Image I also added test Data. Thats entirely made by AI except some covers that were made by me. Cause I ain’t interactng thousands of times with my own platform. Also which background banner would you like more?"}, {"post_id": 63175, "ts": "2026-09-06T20:44:54Z", "hours": 7.1403, "text": "added roadmap So there is the list of what I have done: Public Roadmaps and Feature Voting the roadmaap can have the status (Planned/In Progress/Done) and the Types (Feature/Bug/Improvment) the dev can Drag and Drop the items into the status it is in and also mdelete it. Users can comment and upvote those Items Redesign of Game Detail site Its not 9 Buttons in one row anymore It’s seperatd into two sections. updated the sale section And I also added Unit Tests."}, {"post_id": 62518, "ts": "2026-09-05T22:36:59Z", "hours": 6.4219, "text": "fixed optimization and UI errors (and not ill anymore) So i fixed many Issues regarding the performance of the website Performance (Optimization) videos don’t get loaded instantly anymore (180ms cooldown) Search is done in memmory atribut caches and requestAnimationFrame. all countdown intervalls have been put into one. background image is done locally instead of GitHub Offscreen Cards now use content-visibility:auto. Database and Queries: SQLite changed to 64MB Cahe. made 10 indizes for Foreign Keys/Filter. Even the translator doesn’t wanna tell me what this means in English. You have to find out yourself. UI and Interaction errors js doesnt crash when pressing a button without being logged in (don’t ask how that happend) guest cart can now delete a game from their carts. when checking out and not being logged in you get forwarded to login. Didn’t actually happen before. Wishlist and card buttons now syncronize when a game is there two times or even more on the front page. It pissed me off before. collection badge gets added after animation. Thats all I wanna write for today"}, {"post_id": 61045, "ts": "2026-09-03T19:12:23Z", "hours": 10.5322, "text": "added tip jar, fixed some UI bugs So now you can tip the game devs and they can see it on their dashboard and on the game detail page. You can also add a message to your donation. And I fixed the message button that hid under the profiles in the community tab."}, {"post_id": 60467, "ts": "2026-09-02T20:05:43Z", "hours": 12.0164, "text": "added messaging , updated UI Now users can message devlopers and other ussers. They can also include game Links and Update Links so you can discuss games."}, {"post_id": 59753, "ts": "2026-09-01T18:00:53Z", "hours": 9.7142, "text": "added Readme and fixed some visual bugs Yesterday the UI looked a bit off. Especially at the unlocking of the badges. It’s now looking good."}, {"post_id": 59207, "ts": "2026-08-31T21:27:06Z", "hours": 11.2833, "text": "added profile badges It’s hard getting the badges right. Cause currently I’m only using Plain HTML and CSS for these badges. And I added the js to the HTML files. Thats much cleaner then in a seperate js file."}, {"post_id": 58172, "ts": "2026-08-30T15:09:34Z", "hours": 9.8781, "text": "cleaned up all of the backend code So yeah I’ve done it! I cleaned up all of the code and now its much easier to get through all. It’s so much better now."}, {"post_id": 57497, "ts": "2026-08-29T17:39:29Z", "hours": 5.1814, "text": "fixed the gifting system (and beginning to clean up that code) So i fixed the gifting system and I also began my work on cleaning up all of this. And as you see it doesnt look beautyfull right now if someone gifts you something but I’ll make it better."}, {"post_id": 56823, "ts": "2026-08-28T19:12:19Z", "hours": 10.8536, "text": "added gifting system and failed miserably (again) Yea I promised to make the code cleaner today. But I found out that doing that is boring. Thats why I added more features. Now I’m paying for it by having new errors pop up every few minutes. If I’d like to just feel some progress at cleaning this mess up I had to do it in small steps. (cause I ain’t fixing 3000 lines in one day) So tommorow I’ll at least try getting the first 1000 lines cleaned up again"}, {"post_id": 56200, "ts": "2026-08-27T21:06:27Z", "hours": 9.985, "text": "Fixed it ☺️ So now it’s totally possible to make new collections. No errors anymore. Also I fixed some more bugs. And tommorow I will begin cleaning up some of the code."}, {"post_id": 55149, "ts": "2026-08-26T16:57:07Z", "hours": 11.1111, "text": "added library collections (tried) Yeah so I did get to add a good UI but currently it does not work to add a collection. I will have it fixed tommorow. Most likely a minor mistae breaking everything."}, {"post_id": 54559, "ts": "2026-08-25T16:06:35Z", "hours": 10.0472, "text": "added honeypot and fixed this horrendeus cart UI So yeah I fixed the UI I had yesterday to make it look more like everything else on the store."}, {"post_id": 53985, "ts": "2026-08-24T18:17:31Z", "hours": 11.4483, "text": "added cart system So for today I added a new cart system. I know I’ve done more than epic. You can now get games into your cart and buy them later. You will also get a warning if a game is cheaper in a bundle.HTML will be fixed tommorow"}, {"post_id": 53215, "ts": "2026-08-23T17:35:14Z", "hours": 9.9589, "text": "fixed that fricking page(couldn’t buy something before) Yeah I just made a completly new route for buying bundles and also a completly new HTML page. For some reason I always find a way to make something extremly complicated"}, {"post_id": 52631, "ts": "2026-08-22T21:06:14Z", "hours": 10.3861, "text": "updated my super dubba design So yeah it should look good now. see for yourself"}, {"post_id": 51791, "ts": "2026-08-21T17:07:05Z", "hours": 11.7708, "text": "fixed backend added first HTML Page with bundles It willl look better tommorow (I PROMISE) But for now it looks like that. I also fixed the backend code so now you should actually be able to buy bundles. It will look more like the dev dashboard tommorow I just used the store.html as template."}, {"post_id": 51181, "ts": "2026-08-20T18:00:39Z", "hours": 10.2681, "text": "added backend for bundles Here a little code snippet. HTML will be finished tommorow. I hope"}, {"post_id": 50504, "ts": "2026-08-19T17:49:13Z", "hours": 10.3353, "text": "fixed the backend So you can now buy games and should get the monopoly money back when refunding it. But if I wanted to make it for a real system I would have to save the payment_tenent_id which I cxurrently don’t. But that should be a easy fix.So it should work like in that cool drawing I made."}, {"post_id": 49756, "ts": "2026-08-18T17:55:42Z", "hours": 10.4592, "text": "added Refund Handling (firs code) So I added Refund Handling for my Store. Unfourtanely I could’t finish it but I did get to finish the frontend. So what did I do. I updated the library page so its now easier to see that you can actually refund the game and how long you have until its not possible anymore. For the backend I currently have some problems with the real refund. You cant really get the money back because of how the buying of a game currently works. Especially automated refunding would be extremly hard in the current system."}, {"post_id": 49062, "ts": "2026-08-17T17:33:22Z", "hours": 12.0856, "text": "added Rate Limits Unfourtanetly I can’t push the code right now cause of github having problems with their API. So but it did take very long cause im Albert himself. So first I tried hardcoding Rate Limits with timers and stuff like that and I very much had very dumb ways to deal with it. Then I found out that Flask actually has a own Libary just for Limits. So after failing doing it my own way I just sticked with that."}, {"post_id": 48247, "ts": "2026-08-16T15:29:51Z", "hours": 12.3036, "text": "added Account Linking/fixed Hackclub auth (again) So now its getting rememberd if you also have a password and not only auth with google or hackclub. Also in the database there is a completly new columm for the hackclub ID. Backend:hackclub_callback() now also checks for Login/register or Link Modus. google_login() now accepts link mode.There are two new routes for unlinking google and hackclub. And last but not least. There is also a secruity check. The last used login methoid cant be deleted."}, {"post_id": 47643, "ts": "2026-08-15T17:49:50Z", "hours": 10.6342, "text": "fixed the hackclub auth So I finally fixed the authentication. So here is a list of all of my mistakes: Used the wrong email field; use identity.primary_emailRequested (I did not need this) use openid emailValidated state even though the callback only returned code (how do I even get to sucessfully code anything) Added duplicate OAuth routes/functions (the dumbest mistake of mine) Left the callback incomplete: no user creation, login, or redirectLogged sensitive access and refresh tokens (name me albstein) Kept Flask debug mode enabled outside local development (hopefully no one saw that) Tommorow I’ll do something. Maybe I’ll even be finished. Cause I dont know what to add anymore. If you have some recommendations just drop them off. thats the list of all current features: User registrationUsername and password login Email verification Resend email verification Email based 2FA 2FA code resend Enable or disable 2FA Change username Change email address Change password Logout Google login Hack Club login First login username setup User profiles Profile pictures Profile comments Delete profile comments Enable or disable profile comments Community page User search Follow users Unfollow users Friend requests Accept friend requests Notifications Unread notification counter Mark notifications as read User roles Developer roles Developer dashboard Create games Edit games Upload game files Upload demo files Upload screenshots Upload images Upload videos Add YouTube videos ZIP game uploads EXE game uploads Optional ClamAV malware scanning Game updates Version labels Patch notes Update history Update comments Update upvotes Update downvotes Update view counts Follow games Game update notifications Store page Genre grouping Game tags Tag filter data Game details Game descriptions Game screenshots Game videos Game view counter Positive/negative ratings Written reviews Edit reviews Helpful review votes Funny review votes Review scoring Wishlist Add to wishlist Remove from wishlist Personal game library Purchases Duplicate purchase prevention Buy page Stripe Checkout Payment success page Sales Discounts Sale end dates Automatic sale expiration Price calculation Developer revenue page Revenue per game Sales count per game Game analytics Daily view statistics Daily wishlist statistics Daily purchase statistics Daily revenue statistics Personalized game recommendations(Yeah thats real) Popular game recommendations SQLite database SQLAlchemy ORMDatabase migrations SMTP email support Firebase configuration Stripe configuration Hack Club OAuth configuration Environment variable secret configuration Please drop some recommendatins🥲"}, {"post_id": 47073, "ts": "2026-08-14T18:18:25Z", "hours": 10.4444, "text": "added hackclub auth (or atleast tried) Thats just because of me being a dum dum. You may see whats the mistake. Will have it fixed tommorow."}, {"post_id": 46511, "ts": "2026-08-13T19:48:06Z", "hours": 10.3497, "text": "Fixed the code (again) So like I said yesterday I rewrote the js. So what was the problem? Well yesterday while testing out the Site I found out that the buy button didn’t send a GET request to the backend. So when I looked at the js I first looked confused cause everything seemed to be fine. After some debugging I found out that my new feature somehow collided with the buy button (Don’t ask how) So I fixed it. Here is my totally real payment information, Everything works fine now:"}, {"post_id": 45999, "ts": "2026-08-12T20:57:45Z", "hours": 7.4628, "text": "fixed all the issues of yesterday made new ones(kinda) So I fixed the old issues you can now see the updates page and actual updates. But I began cleaning up some of the js code and I’m still not finished. So now I need to get over 100 more lines of js. Also I need to look over my python code cause well. 1800 lines of code in one file is horrendeus(At least for me) So wish me luck for tommorow!"}, {"post_id": 45326, "ts": "2026-08-11T18:24:42Z", "hours": 10.7886, "text": "Added update feed SO today I did end up making an update feed but I still have to fix some frustrating errors. You can view your own games updates these of your friends or the updates of the hole platform. You should also be able to upvote these but I currently have some errors with that."}, {"post_id": 44766, "ts": "2026-08-10T19:21:12Z", "hours": 10.5611, "text": "I’m back So I’m back from my holidays and my stress with Oracle. So I added a new simple feature and also updated some of my secruity checks. So I did test the file scanner on my PC and it turns out to be good enough. It can find malicious files and get them out before even anyone sees them. Also you can now update your game. Currently you can write what you changed but there is no way of seeing what you wrote for now. I will add that tommorow. It will just be a thread of all updates and the newest come out on top."}, {"post_id": 30891, "ts": "2026-07-18T21:16:48Z", "hours": 10.9772, "text": "Can’t show real progress because of Oracle. So I have fnished the backend and already had a plan, but Oracle had to ruin the fun. I wanted to host a VirtualMachine on Oracle Servers because I already have experience with them. But after wanting to sign up I was straight up rejected from getting the Server I paid for . They also debited my money twice (Not cool) . So now I have to wait for the support to answer me and give me some of my money back. There is a small snippet of the code:"}, {"post_id": 30418, "ts": "2026-07-17T22:52:15Z", "hours": 10.2122, "text": "It’s getting somewhere That was a lot less work than in the last days. So what have I added today? overworked Dropdown Menu Beforehands the Dropdown Menu always was a bit behind the page. Now I have fixed it and also it has become much more interactive. overworked Store Search Now the Store search has more options to search for a game. made Settings Page You can now change Important settings on the help tab. For example your Email Adress, your username, or your password. made Page to choose username when logging in with Google You can now choose a username when logging in with google. You couldn’t do that yesterday!"}, {"post_id": 29842, "ts": "2026-07-17T00:01:04Z", "hours": 11.6853, "text": "Google is not that cool 🤬 So guys like I said I finished it today so thats what I added: Basic Recommendation System So there are the three factors for the Recommendations: Tag taste: users who own a game sharing tags with your library also own the canditate Popularity: how many people in total own the candidate (Thats the least important) Similar library wishlists: users who share games with your library wishlisted the candidate All of that is done in phython, which is very dumb to do if you wanna have thousands of games. (But for that small store its enough) 2fa authentification So for that I have used firebase. For me it was extremly hard configuring this.But I made it. Also I have used a gmail address to send a potential user the verification and email confirmation. And if you dont wanna verify anything you can deactivate it with the checkmark( But please if the demo is online do it(Note: Analytics are activated on firebase )) added google login You can also login in with google. For that I had to use the most irrating API Keys. Really why is Google making it so hard? IMPORTANT: For now your Username will automatically be the name you have on you Google account."}, {"post_id": 29221, "ts": "2026-07-16T00:04:58Z", "hours": 10.5619, "text": "havent finished anything today So today I began working on something big. But I havent really made any real progress in that. I had to work around so many logic problems. Also over the course of working on this I found out that my code isn’t really optimised for much data. If this code would ever be used with 10.000 games or even more it would most likely crash. But still I will finish the feature tommorow. And also I will start a Demo site in the next days. It would be great if anyone just tested it out. Here a code snippet"}, {"post_id": 28557, "ts": "2026-07-14T21:38:29Z", "hours": 10.1431, "text": "added revenue tab and new background image So today I added a new metric to the stats page. It was really hard getting it right. Especially in the graph because I didnt wanna use the same axis for the revenue again. I also made the backround image more pixelated so it gets more of a retro look. Tomorrow I’ll begin making something big(I already did some of the work today but yeah)"}, {"post_id": 27955, "ts": "2026-07-13T21:55:59Z", "hours": 10.12, "text": "added stats page I added a stats page for every game a developer has published. You can see the history of how your game has developed. Thats why I’ve worked on the wishlist ,views and purchase features, so I can actually put them on a stats page. Adding the graph was especially hard and also saving the old datapoints was difficult. For example I had used simple Optimization like if its the same data as yesterday there will just be no new datapoint added. So there is a look at the new page::"}, {"post_id": 27383, "ts": "2026-07-12T22:09:28Z", "hours": 10.1817, "text": "added comments to user profiles I added comments to user profiles. The great thing is you can deactivate the comment tab and delete comments you dont like. It really took super long making this feature. Especially handling the errors. In the end I did make it but I still have to fix some errors tomoorow. Now I’ll go to sleep (:"}, {"post_id": 26883, "ts": "2026-07-11T22:34:49Z", "hours": 10.6103, "text": "added demos, user badge, blurred email and default picture(penguins of madagascar) overworked login, register, profile, community , game_detail , dashboard and edit game So today I added Demos you can install. I just copied the code of the game upload. I also added a user badge so you can see who is a dev and who is a user. Now youn will also not see your whole email but reade just the first three letters. (That took way too long to do) And I also overworked all of these pages so they have a look that better fits the entire store."}, {"post_id": 26225, "ts": "2026-07-10T21:46:58Z", "hours": 10.6775, "text": "added reactions to reviews and wishlist so today I already began working on bigger features. It was a bit hard to do all off this but I made it. I just found out today that you can actually migrate databases wth Flask. I always thought I had to delete the hole database and set it up again to make everything work. Also I spent around 4 hours searching for a mistake just to find out that I linked the wrong javascript file. My backend code gets worse every day. I must find a solution for that. Here my new wishlist page and the reactions:"}, {"post_id": 25527, "ts": "2026-07-09T20:53:38Z", "hours": 10.2692, "text": "fixed several bugs and commented,optimized the code So today I decided to look through all of my code and look for ways to improve. In the end I made several fixes and I’am satisfied with how it ended up. The reason I did this is because I wanna add many more features tommorow. But yesterday I already noticed that its hard to look through the code and that there were so many issues. Also some on the performance side. I believe that all errors are fixed for now. Here a code snipet:"}, {"post_id": 25006, "ts": "2026-07-08T22:20:11Z", "hours": 10.1572, "text": "added notifications, countdown for sales, friend request (not just following like yesterday) ,overworked UI aspects and reviews For the notifications I mjust had to add a new route and add it to the front end. The countdown was really hard to figure out for my but it worked out with unix time I searched for an error the entire time just to find out that my countdown was written in white on a white background. The friend request are why I added notifications. Because I wanted to let the user see who sent a request and respond to that. For the new system I had to delete the entire database to make it work. After that I added reviews. You can now give a game a thumbs up or down. The average score will be shown and your text (the review). When finishing that I overworked some of the most Important UI’s and made it much better to look at. Like you see here:"}, {"post_id": 24404, "ts": "2026-07-07T22:50:08Z", "hours": 10.1739, "text": "added views, befriending, community, paying, user profiles and searching for users So first the biggest: I added paying with Stripe . I only used the sandbox but you could basicially just add your own API Keys in an .env file and youd be able to start. The documentation was really tuff to read through but I made it with the help of a tutorial. After that I added user profiles. I just reused my game backend with the screenshots and so for the avatar. When I was finished with the unique users I started with the view system. For now it’s pretty basic and you just have to view a site for 5 seconds to count as a view. After that I added the community tab where you can search users and befriend them. Some of my error highlights: “stripe is not defined”; I forgot to add the API key. Not an error but. I hardcoded the API Keys. Already fixed but still. “Template…… unexpected” I had to delete the database because I added a new velue for it."}, {"post_id": 23753, "ts": "2026-07-06T21:37:45Z", "hours": 1.93, "text": "Libary and buying today I just added a basic libary where you can view the games added to your account and even download them and I overworked the login and register page. Tommorow I’ll begin the payment process when buying a game. For that I will use the sandbox tools of Stripe."}, {"post_id": 23122, "ts": "2026-07-05T21:45:27Z", "hours": 10.1194, "text": "Most Productive day Today was really crazy. I worked for the hole day and made some big progress. Dashboard I first added a dashboard for developers. So you can finally add a game. I used flask (python) for the backend. You can also add screenshots and youtube links or mp.4. On the homepage you can preview the games trailer by hovering over it. Secruity Also editing of the game is only possible if you are the owner of the game. So I had to add a System for User Authorization and hashing for the passwords of course. Luckily Flask did most of it.So its getting checked if you are even a developer. When you are not you dont even get the options shown to publish a game or edit one. Media I also expanded on the media upload . You can now add as many screenshots or videos as you want (Little side note: don’t keep the video upload blank). And the biggest part you can add games now. UI Changes The UI also got a big Overhaul. I have decided to use a comic style for the site. Please Note that the background image at the nav is still AI generated(Even tho I did edit it a bit too get more of a retro style) Also I fixed several error. Mostly just typos that ended up getting the hole site down. Features: I also added new features such as tags, genres, game pages, the developer dashboard, search and an edit page for the games you made."}, {"post_id": 22423, "ts": "2026-07-04T21:40:26Z", "hours": 2.1081, "text": "Interactive Home Screen with Banner Today I began overworking my initial concept from yesterday and I made some progress. The home site now has a background banner with the most important things in the nav. The background Image currently is AI generated but I will make my own in the next few days. I also made the site much more interactive. Everything you see here has an effect when hovering it. But don’t worry I didn’t exaggerate with the effects. For the pulsing Image I used the inbuild keyframes CSS has. I also blurred the text when hovering the image but that may has to be reverted tommorow. I also don’t think that I’l be able to make much more in the next 3 days. But I will try making small changes. I will most likely begin with the backend in the next week at the current pace."}, {"post_id": 21706, "ts": "2026-07-03T20:03:19Z", "hours": 2.1947, "text": "Ideas for the front end Today I only ended up making some bold prototypes for the front end in HTML and CSS. I did have a small error already because of using bootstrap. I always load up the scripts for the HTML and CSS from the Bootstrap site, and that was not a good idea. I ended up searching for an error that didn’t really exist . In the end I found out what was wrong by seeking help from gemini. Nothing else was done with the help of AI as you can see by the bad UX. I didn’t really have time for anything big so thats what I ended up with. I will make it much nicer tomorrow if I have the time to do it."}]...
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Title: sqush by @Dackel | Stardance
Devlogs:
Idea Title: sqush by @Dackel | Stardance
Devlogs:
Ideas for the front end Today I only ended up making some bold prototypes for the front end in HTML and CSS. I did have a small error already because of using bootstrap. I always load up the scripts for the HTML and CSS from the Bootstrap site, and that was not a good idea. I ended up searching for an error that didn’t really exist . In the end I found out what was wrong by seeking help from gemini. Nothing else was done with the help of AI as you can see by the bad UX. I didn’t really have time for anything big so thats what I ended up with. I will make it much nicer tomorrow if I have the time to do it.
Interactive Home Screen with Banner Today I began overworking my initial concept from yesterday and I made some progress. The home site now has a background banner with the most important things in the nav. The background Image currently is AI generated but I will make my own in the next few days. I also made the site much more interactive. Everything you see here has an effect when hovering it. But don’t worry I didn’t exaggerate with the effects. For the pulsing Image I used the inbuild keyframes CSS has. I also blurred the text when hovering the image but that may has to be reverted tommorow. I also don’t think that I’l be able to make much more in the next 3 days. But I will try making small changes. I will most likely begin with the backend in the next week at the current pace.
Most Productive day Today was really crazy. I worked for the hole day and made some big progress. Dashboard I first added a dashboard for developers. So you can finally add a game. I used flask (python) for the backend. You can also add screenshots and youtube links or mp.4. On the homepage you can preview the games trailer by hovering over it. Secruity Also editing of the game is only possible if you are the owner of the game. So I had to add a System for User Authorization and hashing for the passwords of course. Luckily Flask did most of it.So its getting checked if you are even a developer. When you are not you dont even get the options shown to publish a game or edit one. Media I also expanded on the media upload . You can now add as many screenshots or videos as you want (Little side note: don’t keep the video upload blank). And the biggest part you can add games now. UI Changes The UI also got a big Overhaul. I have decided to use a comic style for the site. Please Note that the background image at the nav is still AI generated(Even tho I did edit it a bit too get more of a retro style) Also I fixed several error. Mostly just typos that ended up getting the hole site down. Features: I also added new features such as tags, genres, game pages, the developer dashboard, search and an edit page for the games you made.
Libary and buying today I just added a basic libary where you can view the games added to your account and even download them and I overworked the login and register page. Tommorow I’ll begin the payment process when buying a game. For that I will use the sandbox tools of Stripe.
added views, befriending, community, paying, user profiles and searching for users So first the biggest: I added paying with Stripe . I only used the sandbox but you could basicially just add your own API Keys in an .env file and youd be able to start. The documentation was really tuff to read through but I made it with the help of a tutorial. After that I added user profiles. I just reused my game backend with the screenshots and so for the avatar. When I was finished with the unique users I started with the view system. For now it’s pretty basic and you just have to view a site for 5 seconds to count as a view. After that I added the community tab where you can search users and befriend them. Some of my error highlights: “stripe is not defined”; I forgot to add the API key. Not an error but. I hardcoded the API Keys. Already fixed but still. “Template…… unexpected” I had to delete the database because I added a new velue for it.
added notifications, countdown for sales, friend request (not just following like yesterday) ,overworked UI aspects and reviews For the notifications I mjust had to add a new route and add it to the front end. The countdown was really hard to figure out for my but it worked out with unix time I searched for an error the entire time just to find out that my countdown was written in white on a white background. The friend request are why I added notifications. Because I wanted to let the user see who sent a request and respond to that. For the new system I had to delete the entire database to make it work. After that I added reviews. You can now give a game a thumbs up or down. The average score will be shown and your text (the review). When finishing that I overworked some of the most Important UI’s and made it much better to look at. Like you see here:
fixed several bugs and commented,optimized the code So today I decided to look through all of my code and look for ways to improve. In the end I made several fixes and I’am satisfied with how it ended up. The reason I did this is because I wanna add many more features tommorow. But yesterday I already noticed that its hard to look through the code and that there were so many issues. Also some on the performance side. I believe that all errors are fixed for now. Here a code snipet:
added reactions to reviews and wishlist so today I already began working on bigger features. It was a bit hard to do all off this but I made it. I just found out today that you can actually migrate databases wth Flask. I always thought I had to delete the hole database and set it up again to make everything work. Also I spent around 4 hours searching for a mistake just to find out that I linked the wrong javascript file. My backend code gets worse every day. I must find a solution for that. Here my new wishlist page and the reactions:
added demos, user badge, blurred email and default picture(penguins of madagascar) overworked login, register, profile, community , game_detail , dashboard and edit game So today I added Demos you can install. I just copied the code of the game upload. I also added a user badge so you can see who is a dev and who is a user. Now youn will also not see your whole email but reade just the first three letters. (That took way too long to do) And I also overworked all of these pages so they have a look that better fits the entire store.
added comments to user profiles I added comments to user profiles. The great thing is you can deactivate the comment tab and delete comments you dont like. It really took super long making this feature. Especially handling the errors. In the end I did make it but I still have to fix some errors tomoorow. Now I’ll go to sleep (:
added stats page I added a stats page for every game a developer has published. You can see the history of how your game has developed. Thats why I’ve worked on the wishlist ,views and purchase features, so I can actually put them on a stats page. Adding the graph was especially hard and also saving the old datapoints was difficult. For example I had used simple Optimization like if its the same data as yesterday there will just be no new datapoint added. So there is a look at the new page::
added revenue tab and new background image So today I added a new metric to the stats page. It was really hard getting it right. Especially in the graph because I didnt wanna use the same axis for the revenue again. I also made the backround image more pixelated so it gets more of a retro look. Tomorrow I’ll begin making something big(I already did some of the work today but yeah)
havent finished anything today So today I began working on something big. But I havent really made any real progress in that. I had to work around so many logic problems. Also over the course of working on this I found out that my code isn’t really optimised for much data. If this code would ever be used with 10.000 games or even more it would most likely crash. But still I will finish the feature tommorow. And also I will start a Demo site in the next days. It would be great if anyone just tested it out. Here a code snippet
Google is not that cool 🤬 So guys like I said I finished it today so thats what I added: Basic Recommendation System So there are the three factors for the Recommendations: Tag taste: users who own a game sharing tags with your library also own the canditate Popularity: how many people in total own the candidate (Thats the least important) Similar library wishlists: users who share games with your library wishlisted the candidate All of that is done in phython, which is very dumb to do if you wanna have thousands of games. (But for that small store its enough) 2fa authentification So for that I have used firebase. For me it was extremly hard configuring this.But I made it. Also I have used a gmail address to send a potential user the verification and email confirmation. And if you dont wanna verify anything you can deactivate it with the checkmark( But please if the demo is online do it(Note: Analytics are activated on firebase )) added google login You can also login in with google. For that I had to use the most irrating API Keys. Really why is Google making it so hard? IMPORTANT: For now your Username will automatically be the name you have on you Google account.
It’s getting somewhere That was a lot less work than in the last days. So what have I added today? overworked Dropdown Menu Beforehands the Dropdown Menu always was a bit behind the page. Now I have fixed it and also it has become much more interactive. overworked Store Search Now the Store search has more options to search for a game. made Settings Page You can now change Important settings on the help tab. For example your Email Adress, your username, or your password. made Page to choose username when logging in with Google You can now choose a username when logging in with google. You couldn’t do that yesterday!
Can’t show real progress because of Oracle. So I have fnished the backend and already had a plan, but Oracle had to ruin the fun. I wanted to host a VirtualMachine on Oracle Servers because I already have experience with them. But after wanting to sign up I was straight up rejected from getting the Server I paid for . They also debited my money twice (Not cool) . So now I have to wait for the support to answer me and give me some of my money back. There is a small snippet of the code:
I’m back So I’m back from my holidays and my stress with Oracle. So I added a new simple feature and also updated some of my secruity checks. So I did test the file scanner on my PC and it turns out to be good enough. It can find malicious files and get them out before even anyone sees them. Also you can now update your game. Currently you can write what you changed but there is no way of seeing what you wrote for now. I will add that tommorow. It will just be a thread of all updates and the newest come out on top.
Added update feed SO today I did end up making an update feed but I still have to fix some frustrating errors. You can view your own games updates these of your friends or the updates of the hole platform. You should also be able to upvote these but I currently have some errors with that.
fixed all the issues of yesterday made new ones(kinda) So I fixed the old issues you can now see the updates page and actual updates. But I began cleaning up some of the js code and I’m still not finished. So now I need to get over 100 more lines of js. Also I need to look over my python code cause well. 1800 lines of code in one file is horrendeus(At least for me) So wish me luck for tommorow!
Fixed the code (again) So like I said yesterday I rewrote the js. So what was the problem? Well yesterday while testing out the Site I found out that the buy button didn’t send a GET request to the backend. So when I looked at the js I first looked confused cause everything seemed to be fine. After some debugging I found out that my new feature somehow collided with the buy button (Don’t ask how) So I fixed it. Here is my totally real payment information, Everything works fine now:
added hackclub auth (or atleast tried) Thats just because of me being a dum dum. You may see whats the mistake. Will have it fixed tommorow.
fixed the hackclub auth So I finally fixed the authentication. So here is a list of all of my mistakes: Used the wrong email field; use identity.primary_emailRequested (I did not need this) use openid emailValidated state even though the callback only returned code (how do I even get to sucessfully code anything) Added duplicate OAuth routes/functions (the dumbest mistake of mine) Left the callback incomplete: no user creation, login, or redirectLogged sensitive access and refresh tokens (name me albstein) Kept Flask debug mode enabled outside local development (hopefully no one saw that) Tommorow I’ll do something. Maybe I’ll even be finished. Cause I dont know what to add anymore. If you have some recommendations just drop them off. thats the list of all current features: User registrationUsername and password login Email verification Resend email verification Email based 2FA 2FA code resend Enable or disable 2FA Change username Change email address Change password Logout Google login Hack Club login First login username setup User profiles Profile pictures Profile comments Delete profile comments Enable or disable profile comments Community page User search Follow users Unfollow users Friend requests Accept friend requests Notifications Unread notification counter Mark notifications as read User roles Developer roles Developer dashboard Create games Edit games Upload game files Upload demo files Upload screenshots Upload images Upload videos Add YouTube videos ZIP game uploads EXE game uploads Optional ClamAV malware scanning Game updates Version labels Patch notes Update history Update comments Update upvotes Update downvotes Update view counts Follow games Game update notifications Store page Genre grouping Game tags Tag filter data Game details Game descriptions Game screenshots Game videos Game view counter Positive/negative ratings Written reviews Edit reviews Helpful review votes Funny review votes Review scoring Wishlist Add to wishlist Remove from wishlist Personal game library Purchases Duplicate purchase prevention Buy page Stripe Checkout Payment success page Sales Discounts Sale end dates Automatic sale expiration Price calculation Developer revenue page Revenue per game Sales count per game Game analytics Daily view statistics Daily wishlist statistics Daily purchase statistics Daily revenue statistics Personalized game recommendations(Yeah thats real) Popular game recommendations SQLite database SQLAlchemy ORMDatabase migrations SMTP email support Firebase configuration Stripe configuration Hack Club OAuth configuration Environment variable secret configuration Please drop some recommendatins🥲
added Account Linking/fixed Hackclub auth (again) So now its getting rememberd if you also have a password and not only auth with google or hackclub. Also in the database there is a completly new columm for the hackclub ID. Backend:hackclub_callback() now also checks for Login/register or Link Modus. google_login() now accepts link mode.There are two new routes for unlinking google and hackclub. And last but not least. There is also a secruity check. The last used login methoid cant be deleted.
added Rate Limits Unfourtanetly I can’t push the code right now cause of github having problems with their API. So but it did take very long cause im Albert himself. So first I tried hardcoding Rate Limits with timers and stuff like that and I very much had very dumb ways to deal with it. Then I found out that Flask actually has a own Libary just for Limits. So after failing doing it my own way I just sticked with that.
added Refund Handling (firs code) So I added Refund Handling for my Store. Unfourtanely I could’t finish it but I did get to finish the frontend. So what did I do. I updated the library page so its now easier to see that you can actually refund the game and how long you have until its not possible anymore. For the backend I currently have some problems with the real refund. You cant really get the money back because of how the buying of a game currently works. Especially automated refunding would be extremly hard in the current system.
fixed the backend So you can now buy games and should get the monopoly money back when refunding it. But if I wanted to make it for a real system I would have to save the payment_tenent_id which I cxurrently don’t. But that should be a easy fix.So it should work like in that cool drawing I made.
added backend for bundles Here a little code snippet. HTML will be finished tommorow. I hope
fixed backend added first HTML Page with bundles It willl look better tommorow (I PROMISE) But for now it looks like that. I also fixed the backend code so now you should actually be able to buy bundles. It will look more like the dev dashboard tommorow I just used the store.html as template.
updated my super dubba design So yeah it should look good now. see for yourself
fixed that fricking page(couldn’t buy something before) Yeah I just made a completly new route for buying bundles and also a completly new HTML page. For some reason I always find a way to make something extremly complicated
added cart system So for today I added a new cart system. I know I’ve done more than epic. You can now get games into your cart and buy them later. You will also get a warning if a game is cheaper in a bundle.HTML will be fixed tommorow
added honeypot and fixed this horrendeus cart UI So yeah I fixed the UI I had yesterday to make it look more like everything else on the store.
added library collections (tried) Yeah so I did get to add a good UI but currently it does not work to add a collection. I will have it fixed tommorow. Most likely a minor mistae breaking everything.
Fixed it ☺️ So now it’s totally possible to make new collections. No errors anymore. Also I fixed some more bugs. And tommorow I will begin cleaning up some of the code.
added gifting system and failed miserably (again) Yea I promised to make the code cleaner today. But I found out that doing that is boring. Thats why I added more features. Now I’m paying for it by having new errors pop up every few minutes. If I’d like to just feel some progress at cleaning this mess up I had to do it in small steps. (cause I ain’t fixing 3000 lines in one day) So tommorow I’ll at least try getting the first 1000 lines cleaned up again
fixed the gifting system (and beginning to clean up that code) So i fixed the gifting system and I also began my work on cleaning up all of this. And as you see it doesnt look beautyfull right now if someone gifts you something but I’ll make it better.
cleaned up all of the backend code So yeah I’ve done it! I cleaned up all of the code and now its much easier to get through all. It’s so much better now.
added profile badges It’s hard getting the badges right. Cause currently I’m only using Plain HTML and CSS for these badges. And I added the js to the HTML files. Thats much cleaner then in a seperate js file.
added Readme and fixed some visual bugs Yesterday the UI looked a bit off. Especially at the unlocking of the badges. It’s now looking good.
added messaging , updated UI Now users can message devlopers and other ussers. They can also include game Links and Update Links so you can discuss games.
added tip jar, fixed some UI bugs So now you can tip the game devs and they can see it on their dashboard and on the game detail page. You can also add a message to your donation. And I fixed the message button that hid under the profiles in the community tab.
fixed optimization and UI errors (and not ill anymore) So i fixed many Issues regarding the performance of the website Performance (Optimization) videos don’t get loaded instantly anymore (180ms cooldown) Search is done in memmory atribut caches and requestAnimationFrame. all countdown intervalls have been put into one. background image is done locally instead of GitHub Offscreen Cards now use content-visibility:auto. Database and Queries: SQLite changed to 64MB Cahe. made 10 indizes for Foreign Keys/Filter. Even the translator doesn’t wanna tell me what this means in English. You have to find out yourself. UI and Interaction errors js doesnt crash when pressing a button without being logged in (don’t ask how that happend) guest cart can now delete a game from their carts. when checking out and not being logged in you get forwarded to login. Didn’t actually happen before. Wishlist and card buttons now syncronize when a game is there two times or even more on the front page. It pissed me off before. collection badge gets added after animation. Thats all I wanna write for today
added roadmap So there is the list of what I have done: Public Roadmaps and Feature Voting the roadmaap can have the status (Planned/In Progress/Done) and the Types (Feature/Bug/Improvment) the dev can Drag and Drop the items into the status it is in and also mdelete it. Users can comment and upvote those Items Redesign of Game Detail site Its not 9 Buttons in one row anymore It’s seperatd into two sections. updated the sale section And I also added Unit Tests.
added dev cut and reworked Background Image I also added test Data. Thats entirely made by AI except some covers that were made by me. Cause I ain’t interactng thousands of times with my own platform. Also which background banner would you like more?
looked for errors and started website Today I overlooked the site one last time and fixed secruity issues and others. I fixed Email service added an option to change the background Image of the score and made my testdata a bit more secure (had my real emails in there before). I used AI for much of the progress cause it was my first time starting a server (see commits). I ran into many issues while setting everything up.
Didn’t know that I could format it at the shipment so there is the text again formatted. Also I fixed a little download error ( The Site didn’t have the test files in the folder) Sqush is an indie game store with a comic 90s look. You can add games as a dev or use the platform as a normal user. You can interact with others message them and earn badges. And of course you can download games. Issues: The backend was one of the hardest things I have ever done. I had to fix so many errors along the way (see devlogs). One time I forgot to initialise a value the other time my complete logic was bullax. Sometimes I even pushed code without proper testing. It did not turn out well. And then there was how I organized the code first. It was messy and hard to read. Implementing something new could take ages because of the code not being easy enough to read through. Also some platforms just hated me for no reason and made it harder for me to add something new. The good side: On the other hand it was extremly refreshing to try something new and fail misrebaly at it. I can now propely set up automatic emailing systems use payment services like Stripe, make automatic file scanners, hash password, make upload systems that will hopefully not fail after 1000 game uploads, even learnt a bit of drawing (name me Picasso) ,migrate databases (couldn’t actually do it before. Even tho its easy) and set up servers for the site ( even if I did use AI for that last part). What I didn’t do: My plan was actually to put up a real game on this platform and actually test it. But school is starting now and I don’t know if there is still enough time for it (Cause I signed up for something big). Stress Test it to your’e liking but PLEASE dont upload thousands of 2 GB files cause that costs money. This name is peak btw. I don’t accept other opinions. And for testing: Dev-Login: developer / test | Stripe Testcard: 4242 4242 4242 4242 (Exp: 12/34, CVC: 123, Zip: 12345) The full Feature List is on the Readme on git.
added Inventory, Card drops You can now get cards dropped by buying or reviewing games. There are 4 rarities you can get and you can also just test pull these (so you can try it out yourself). Also because of this new feature I found a Issue with the notification system I am gonna fix. You can also trade these card with others through the chat or the trade tab. And you can also forge cards together if you have to many duplicates. Because of this new feature I also found a issue with the notification system, Hopefully have it fixed tommorow.
added moderation Now I have an AI model that constantly scans new messages and searches for inappropriate content. If the AI finds such content the person that wrote it will be banned and every single message the user wrote will be checked for issues. Oh I forgot to mention that Copilot fixed some critical secruity vulnerabilitys for me. The user that got banned will also be put on the Wall of Shame where there is a record of every single banned Account ever on the Platform. Developers of games can also always search for not so cool content. And of course Admins can manually ban accounts. (Yeah your private messages are also getting scanned)
Ships:
Sqush is an indie game store with a comic 90s look. You can add games as a dev or use the platform as a normal user. You can interact with others message them and earn badges. And of course you can download games. The backend was one of the hardest things I have ever done. I had to fix so many errors along the way (see devlogs). One time I forgot to initialise a value the other time my complete logic was bullax. Sometimes I even pushed code without proper testing. It did not turn out well. And then there was how I organized the code first. It was messy and hard to read. Implementing something new could take ages because of the code not being easy enough to read through. Also some platforms just hated me for no reason and made it harder for me to add something new. On the other hand it was extremly refreshing to try something new and fail misrebaly at it. I can now propely set up automatic emailing systems use payment services like Stripe, make automatic file scanners, hash password, make upload systems that will hopefully not fail after 1000 game uploads, even learnt a bit of drawing (name me Picasso) ,migrate databases (couldn’t actually do it before. Even tho its easy) and set up servers for the site ( even if I did use AI for that last part). My plan was actually to put up a real game on this platform and actually test it. But school is starting now and I don’t know if there is still enough time for it (Cause I signed up for something big). Stress Test it to your’e liking but PLEASE dont upload thousands of 2 GB files cause that costs money. This name is peak btw. I don’t accept other opinions. And for testing: Dev-Login: developer / test | Stripe Testcard: 4242 4242 4242 4242 (Exp: 12/34, CVC: 123, Zip: 12345) The full Feature List is on the Readme on git....
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squiggle by @Skiddysquito | Stardance
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Title: squiggle by @Skiddysquito | Stardance
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squeze by @VIRAT_narcissus | Stardance
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Title: squeze by @VIRAT_narcissus | Stardance
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