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56694
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[MOVED] Discord User Apps Bot by @stefdp | Stardan [MOVED] Discord User Apps Bot by @stefdp | Stardance...
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stefdp
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1
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85.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T13:33:42Z", "hours": 85.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it", "repo": "https://git.stefdp.com/Stef/userApps", "demo": "https://discord.com/oauth2/authorize?client_id=1223221223685886032"}]...
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[{"post_id": 72794, "ts": "202 [{"post_id": 72794, "ts": "2026-09-23T19:06:22Z", "hours": 0.3492, "text": "Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only"}, {"post_id": 72707, "ts": "2026-09-23T15:29:45Z", "hours": 3.7897, "text": "Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose"}, {"post_id": 70873, "ts": "2026-09-19T22:10:42Z", "hours": 5.3797, "text": "Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard"}, {"post_id": 70257, "ts": "2026-09-18T20:20:48Z", "hours": 5.9111, "text": "Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)"}, {"post_id": 69649, "ts": "2026-09-17T14:30:09Z", "hours": 4.295, "text": "Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class"}, {"post_id": 68211, "ts": "2026-09-14T18:17:54Z", "hours": 2.95, "text": "Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }"}, {"post_id": 67479, "ts": "2026-09-13T16:26:49Z", "hours": 7.7817, "text": "Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string"}, {"post_id": 66516, "ts": "2026-09-12T11:06:55Z", "hours": 6.5256, "text": "Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs"}, {"post_id": 65657, "ts": "2026-09-10T22:56:19Z", "hours": 4.5164, "text": "Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig"}, {"post_id": 65422, "ts": "2026-09-10T15:31:24Z", "hours": 5.8289, "text": "Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars"}, {"post_id": 64121, "ts": "2026-09-08T10:02:03Z", "hours": 7.1333, "text": "Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction"}, {"post_id": 62806, "ts": "2026-09-06T10:14:43Z", "hours": 5.5831, "text": "Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable"}, {"post_id": 61179, "ts": "2026-09-03T23:53:05Z", "hours": 6.5219, "text": "Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler"}, {"post_id": 60524, "ts": "2026-09-02T22:26:55Z", "hours": 3.5928, "text": "Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)"}, {"post_id": 60238, "ts": "2026-09-02T14:13:38Z", "hours": 5.9553, "text": "Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format"}, {"post_id": 59784, "ts": "2026-09-01T18:32:38Z", "hours": 3.5347, "text": "Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )"}, {"post_id": 59212, "ts": "2026-08-31T21:38:20Z", "hours": 4.8561, "text": "Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best"}]...
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Title: [MOVED] Discord User Apps Bot by @stefdp | Title: [MOVED] Discord User Apps Bot by @stefdp | Stardance
Devlogs:
Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best
Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )
Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format
Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)
Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler
Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable
Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction
Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars
Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig
Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs
Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string
Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }
Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class
Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)
Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard
Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose
Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only
Ships:
I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it...
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1793004890.0812786
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1793091290.0812786
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51505
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Simon_pocket by @joris | Stardance
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joris
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T10:19:34Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits.", "repo": "https://github.com/JorisBar/Simon_pocket", "demo": ""}]...
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[{"post_id": 71325, "ts": "202 [{"post_id": 71325, "ts": "2026-09-20T17:06:37Z", "hours": 0.7, "text": "I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem."}, {"post_id": 62788, "ts": "2026-09-06T09:38:25Z", "hours": 3.2003, "text": "I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing."}, {"post_id": 56440, "ts": "2026-08-28T06:33:06Z", "hours": 5.6667, "text": "I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results."}, {"post_id": 51524, "ts": "2026-08-21T09:05:24Z", "hours": 2.0833, "text": "Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good"}, {"post_id": 50940, "ts": "2026-08-20T12:31:58Z", "hours": 1.1833, "text": "I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams."}, {"post_id": 50846, "ts": "2026-08-20T09:10:28Z", "hours": 2.2167, "text": "I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly."}]...
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Title: Simon_pocket by @joris | Stardance
Devlogs Title: Simon_pocket by @joris | Stardance
Devlogs:
I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly.
I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams.
Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good
I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results.
I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing.
I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem.
Ships:
I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits....
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1793004888.4027257
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1793091288.4027257
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29670
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Eiffel tower by @B754a | Stardance
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B754a
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
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[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
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Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
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1793004886.466707
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1793091286.466707
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46587
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DayFlow-Pro by @Julian | Stardance
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Julian
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T05:20:47Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)", "repo": "https://github.com/GhostlyJunior/DayFlow-Pro", "demo": "https://ghostlyjunior.github.io/DayFlow-Pro/"}]...
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[{"post_id": 66370, "ts": "202 [{"post_id": 66370, "ts": "2026-09-12T05:12:58Z", "hours": 1.0111, "text": "I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity"}, {"post_id": 63348, "ts": "2026-09-07T03:48:23Z", "hours": 2.6561, "text": "I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)"}, {"post_id": 58319, "ts": "2026-08-30T18:14:10Z", "hours": 12.6053, "text": "hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea."}]...
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Title: DayFlow-Pro by @Julian | Stardance
Devlogs Title: DayFlow-Pro by @Julian | Stardance
Devlogs:
hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea.
I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)
I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity
Ships:
Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)...
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1793004883.125153
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1793091283.125153
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36706
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hariharan ( portfolio ) by @hariharann | Stardance
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hariharann
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1
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74.68
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895
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": 19.0, "payout": 895, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
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[{"post_id": 82222, "ts": "202 [{"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
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Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !...
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Tempname: Engine by @pkncoder | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T12:06:16Z", "hours": 165.0, "multiplier": 19.97, "payout": 2930, "blessing": "neutral", "text": "—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine", "repo": "https://github.com/pkncoder/Engine/", "demo": "https://pkncoder.github.io/Engine/index.html"}]...
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[{"post_id": 72971, "ts": "202 [{"post_id": 72971, "ts": "2026-09-24T04:20:28Z", "hours": 2.5239, "text": "—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 72516, "ts": "2026-09-23T03:30:31Z", "hours": 9.9433, "text": "—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 71565, "ts": "2026-09-21T02:05:45Z", "hours": 2.1433, "text": "—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 69952, "ts": "2026-09-18T03:52:09Z", "hours": 8.6456, "text": "—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 67656, "ts": "2026-09-13T20:09:19Z", "hours": 7.9958, "text": "—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??"}, {"post_id": 61084, "ts": "2026-09-03T20:05:33Z", "hours": 3.7325, "text": "—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput"}, {"post_id": 58866, "ts": "2026-08-31T13:21:49Z", "hours": 3.4211, "text": "—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers"}, {"post_id": 53552, "ts": "2026-08-24T04:42:42Z", "hours": 3.7022, "text": "—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos"}, {"post_id": 52406, "ts": "2026-08-22T15:11:34Z", "hours": 4.0344, "text": "—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save"}, {"post_id": 50519, "ts": "2026-08-19T18:20:39Z", "hours": 5.6344, "text": "—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/"}, {"post_id": 45347, "ts": "2026-08-11T18:54:11Z", "hours": 2.9381, "text": "—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR"}, {"post_id": 44514, "ts": "2026-08-10T10:13:23Z", "hours": 4.0428, "text": "—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager"}, {"post_id": 42396, "ts": "2026-08-07T02:46:23Z", "hours": 5.3317, "text": "—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????"}, {"post_id": 40154, "ts": "2026-08-03T15:39:36Z", "hours": 3.0697, "text": "—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render"}, {"post_id": 38683, "ts": "2026-08-01T06:03:47Z", "hours": 3.0264, "text": "—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 36073, "ts": "2026-07-27T22:33:56Z", "hours": 1.5831, "text": "—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 32890, "ts": "2026-07-22T10:48:43Z", "hours": 6.8567, "text": "—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 29073, "ts": "2026-07-15T18:41:40Z", "hours": 4.3689, "text": "—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \\#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine"}, {"post_id": 27729, "ts": "2026-07-13T15:23:24Z", "hours": 8.2792, "text": "Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/"}, {"post_id": 23348, "ts": "2026-07-06T07:48:30Z", "hours": 11.7481, "text": "Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot."}, {"post_id": 19362, "ts": "2026-06-30T17:15:23Z", "hours": 5.5031, "text": "Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!"}, {"post_id": 18091, "ts": "2026-06-29T02:57:38Z", "hours": 8.6825, "text": "Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3"}, {"post_id": 16960, "ts": "2026-06-27T15:16:34Z", "hours": 1.2764, "text": "I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III ."}, {"post_id": 16713, "ts": "2026-06-27T04:43:42Z", "hours": 17.5281, "text": "Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged."}, {"post_id": 11788, "ts": "2026-06-19T05:50:41Z", "hours": 7.56, "text": "I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!"}, {"post_id": 10063, "ts": "2026-06-16T17:20:32Z", "hours": 2.4, "text": "I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more."}, {"post_id": 9647, "ts": "2026-06-16T01:45:44Z", "hours": 19.2833, "text": "Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR"}]...
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Title: Tempname: Engine by @pkncoder | Stardance
Title: Tempname: Engine by @pkncoder | Stardance
Devlogs:
Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR
I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more.
I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!
Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged.
I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III .
Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3
Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!
Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot.
Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/
—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine
—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render
—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????
—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager
—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR
—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/
—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save
—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos
—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers
—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput
—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??
—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
Ships:
—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine...
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T23:28:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files.", "repo": "https://github.com/lyri3aly/universe-today", "demo": "https://lyri3aly.github.io/universe-today/"}]...
|
[{"post_id": 65082, "ts": "202 [{"post_id": 65082, "ts": "2026-09-09T23:21:39Z", "hours": 0.5256, "text": "decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans."}, {"post_id": 64566, "ts": "2026-09-09T02:24:23Z", "hours": 1.0472, "text": "officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable."}, {"post_id": 61934, "ts": "2026-09-05T03:25:12Z", "hours": 1.4894, "text": "completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission."}]...
|
Title: universe today by @alyah | Stardance
Devlo Title: universe today by @alyah | Stardance
Devlogs:
completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission.
officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable.
decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans.
Ships:
I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files....
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1793004878.1770887
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1793091278.1770887
|
|
46545
|
Time Out by @Will_boss | Stardance
|
Will_boss
|
1
|
11.0
|
84
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:11:13Z", "hours": 11.0, "multiplier": 8.42, "payout": 84, "blessing": "neutral", "text": "This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops", "repo": "https://github.com/Wi-ai/Time-Out", "demo": "https://itch.io/embed-upload/18573812?color=333333"}]...
|
[{"post_id": 68400, "ts": "202 [{"post_id": 68400, "ts": "2026-09-15T02:04:18Z", "hours": 11.4639, "text": "mke h first level and prototype of te game"}]...
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Title: Time Out by @Will_boss | Stardance
Devlogs Title: Time Out by @Will_boss | Stardance
Devlogs:
mke h first level and prototype of te game
Ships:
This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops...
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1793004877.3196483
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1793091277.3196483
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|
51395
|
Untitled project by @Arushh | Stardance
|
Arushh
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
|
Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
|
1793004875.9551368
|
1793091275.9551368
|
|
51360
|
The "I Don't even Know (IDeK) Game" by The "I Don't even Know (IDeK) Game" by @Synxed | Stardance...
|
Synxed
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T07:54:49Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!", "repo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game", "demo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game/releases/tag/v1.0"}]...
|
[{"post_id": 73022, "ts": "202 [{"post_id": 73022, "ts": "2026-09-24T07:17:26Z", "hours": 1.0525, "text": "Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!"}, {"post_id": 71608, "ts": "2026-09-21T04:51:41Z", "hours": 4.9222, "text": "Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !"}, {"post_id": 61162, "ts": "2026-09-03T23:02:04Z", "hours": 10.5028, "text": "I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,\",\") return \"\".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!"}, {"post_id": 56572, "ts": "2026-08-28T11:51:37Z", "hours": 5.0236, "text": "Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!"}, {"post_id": 55498, "ts": "2026-08-27T11:53:27Z", "hours": 0.7961, "text": "Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:"}, {"post_id": 55466, "ts": "2026-08-27T10:21:33Z", "hours": 0.27, "text": "I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !"}, {"post_id": 55456, "ts": "2026-08-27T09:55:41Z", "hours": 1.0306, "text": "The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!"}, {"post_id": 55393, "ts": "2026-08-27T06:08:37Z", "hours": 0.6569, "text": "Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!"}, {"post_id": 54876, "ts": "2026-08-26T02:40:58Z", "hours": 1.0692, "text": "So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!"}, {"post_id": 50230, "ts": "2026-08-19T11:38:37Z", "hours": 2.8489, "text": "Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”"}]...
|
Title: The "I Don't even Know (IDeK) Game& Title: The "I Don't even Know (IDeK) Game" by @Synxed | Stardance
Devlogs:
Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”
So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!
Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!
The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!
I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !
Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:
Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!
I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,",") return "".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!
Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !
Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!
Ships:
I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!...
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1793004874.7445593
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1793091274.7445593
|
|
46524
|
Panels by @CadenO | Stardance
|
CadenO
|
1
|
8.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T23:35:00Z", "hours": 8.0, "multiplier": 3.56, "payout": 30, "blessing": "neutral", "text": "I made Panels, a game that was going to be an escape room, but is just a series of puzzles. I finally re-learned how to use html canvas, and had fun making and solving the puzzles. The three levels are Basic slider manipulation A swap-to-solve puzzle Tic tac toe, but with the squares shuffled I also tried my best at a decent UI while I was at it :)", "repo": "https://github.com/Cesium72/panels", "demo": "https://cesium72.github.io/panels"}]...
|
[{"post_id": 67737, "ts": "202 [{"post_id": 67737, "ts": "2026-09-13T23:25:16Z", "hours": 1.1939, "text": "I’ve done some final work on Panels, my pseudo-escape room game. It now has the third and final level, which is a tic-tac-toe game against the computer, but with the squares shuffled around😈! It also has a winning animation, a somewhat-acceptable README, and will be shipped after this!"}, {"post_id": 64753, "ts": "2026-09-09T12:06:42Z", "hours": 3.0828, "text": "Panels was supposed to be an escape room, but now it is just a series of puzzles. I’m fine with that, though. So far it has three stages, and that seems to be enough for me. Some of them are hard to explain, so it might just be easier to try them yourself. I will probably just add a win animation, a hints page, and then ship it :)"}, {"post_id": 54197, "ts": "2026-08-25T02:35:50Z", "hours": 4.2031, "text": "I’ve been working on Panels, a little game with a bunch of puzzles, kind of like an escape room. I don’t really know much about game design, and haven’t made a game in a few months (okay, maybe 2 years), but so far it has the first stage of puzzles done, which mostly just involve manipulating some sliders :)"}]...
|
Title: Panels by @CadenO | Stardance
Devlogs:
I’v Title: Panels by @CadenO | Stardance
Devlogs:
I’ve been working on Panels, a little game with a bunch of puzzles, kind of like an escape room. I don’t really know much about game design, and haven’t made a game in a few months (okay, maybe 2 years), but so far it has the first stage of puzzles done, which mostly just involve manipulating some sliders :)
Panels was supposed to be an escape room, but now it is just a series of puzzles. I’m fine with that, though. So far it has three stages, and that seems to be enough for me. Some of them are hard to explain, so it might just be easier to try them yourself. I will probably just add a win animation, a hints page, and then ship it :)
I’ve done some final work on Panels, my pseudo-escape room game. It now has the third and final level, which is a tic-tac-toe game against the computer, but with the squares shuffled around😈! It also has a winning animation, a somewhat-acceptable README, and will be shipped after this!
Ships:
I made Panels, a game that was going to be an escape room, but is just a series of puzzles. I finally re-learned how to use html canvas, and had fun making and solving the puzzles. The three levels are Basic slider manipulation A swap-to-solve puzzle Tic tac toe, but with the squares shuffled I also tried my best at a decent UI while I was at it :)...
|
1793004872.058221
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1793091272.058221
|
|
56543
|
Classic Python Games by @184765 | Stardance
|
184765
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T03:09:30Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!", "repo": "https://github.com/184765/Classic-Python-Games", "demo": "https://trippyinfantry.itch.io/classic-python-games"}]...
|
[{"post_id": 69940, "ts": "202 [{"post_id": 69940, "ts": "2026-09-18T03:07:24Z", "hours": 0.7211, "text": "Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards."}, {"post_id": 69846, "ts": "2026-09-17T21:54:50Z", "hours": 4.9683, "text": "Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely."}, {"post_id": 64509, "ts": "2026-09-08T23:36:48Z", "hours": 3.4631, "text": "Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round."}]...
|
Title: Classic Python Games by @184765 | Stardance Title: Classic Python Games by @184765 | Stardance
Devlogs:
Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round.
Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely.
Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards.
Ships:
I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!...
|
1793004870.959152
|
1793091270.959152
|
|
56504
|
LucidOS by @Snetch | Stardance
|
Snetch
|
1
|
17.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T13:10:54Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an online desktop OS called LucidOS , the first idea was to make it a creepy OS that evolves over time but i changed the idea to make it so people can create small apps/games in it with the custom Lucid script , it was made to look easy and beginer freindly , people can publish those apps , i review the apps and if accepted the app will be shown in lucid store where other users can try your app ! , there are also cool built in apps such as lucid media and Lucid paint , you can create musics , and make simple cool animations , the LucidOS+ is working but the payment method isnt , since i am a minor i made the payment method only in test mode , DONT PUT YOUR CARD INFOS , there is the terminal with cool commands , and custom wallpaper for the OS , i struggled with the project since i have a lot of studies for bachelor but AI helped me complete the project , i am proud of making my first functional project since all the projects before failed , contact me at my email [email protected] for bugs or cool features and enjoy !", "repo": "https://github.com/Snetchy09/LucidOS/", "demo": "https://snetchy09.github.io/LucidOS/"}]...
|
[{"post_id": 73069, "ts": "202 [{"post_id": 73069, "ts": "2026-09-24T09:54:43Z", "hours": 1.8347, "text": "buku buku! added themes , rewrote some scripts , optimized and the orb eye follow the cursor now !"}, {"post_id": 69290, "ts": "2026-09-16T19:03:58Z", "hours": 2.9706, "text": "added intro for the OS and some simple musics i found , so you dont get bored , well typically OSs dont have music in them but whatever"}, {"post_id": 65342, "ts": "2026-09-10T12:57:46Z", "hours": 4.9172, "text": "finished working on the OS !!!! you can try it out now , hope you like it , and also report any bugs and dont buy the LucidOS+ since it is in test mode"}, {"post_id": 60292, "ts": "2026-09-02T15:48:38Z", "hours": 2.5389, "text": "#Devlog 3 , i tried to add a whole lucid programing lang wich i named lucidscript , nothing fance but i keep getting a lot of errors , at the current time , i added lucid studio where users create simple apps that run in the OS and get submited to me and review them before adding them to lucid store where other useres can try community made apps !, that it for now"}, {"post_id": 59414, "ts": "2026-09-01T07:17:47Z", "hours": 0.765, "text": "#Devlog 2 , i made the animation smoother and now the windows appear on top icons and the orb , that it for now"}, {"post_id": 59198, "ts": "2026-08-31T21:07:39Z", "hours": 4.9867, "text": "#devlog 1 , here is the test page https://snetchy09.github.io/LucidOS/ i made an OS based on hallucinations , it wont be creepy like those games and it will remain functional , that part still wasnt implemented as i am trying to make the full OS with the apps and stuff , current working apps are : browser(only weki works) , notes , media , calculator , terminal , lucid store ( it only shows apps but won’t download apps at this moment ) , settings , text editor/files , some apps are unfinished and there are some bugs , yall can comment if you find any and thank you!"}]...
|
Title: LucidOS by @Snetch | Stardance
Devlogs:
#d Title: LucidOS by @Snetch | Stardance
Devlogs:
#devlog 1 , here is the test page https://snetchy09.github.io/LucidOS/ i made an OS based on hallucinations , it wont be creepy like those games and it will remain functional , that part still wasnt implemented as i am trying to make the full OS with the apps and stuff , current working apps are : browser(only weki works) , notes , media , calculator , terminal , lucid store ( it only shows apps but won’t download apps at this moment ) , settings , text editor/files , some apps are unfinished and there are some bugs , yall can comment if you find any and thank you!
#Devlog 2 , i made the animation smoother and now the windows appear on top icons and the orb , that it for now
#Devlog 3 , i tried to add a whole lucid programing lang wich i named lucidscript , nothing fance but i keep getting a lot of errors , at the current time , i added lucid studio where users create simple apps that run in the OS and get submited to me and review them before adding them to lucid store where other useres can try community made apps !, that it for now
finished working on the OS !!!! you can try it out now , hope you like it , and also report any bugs and dont buy the LucidOS+ since it is in test mode
added intro for the OS and some simple musics i found , so you dont get bored , well typically OSs dont have music in them but whatever
buku buku! added themes , rewrote some scripts , optimized and the orb eye follow the cursor now !
Ships:
i made an online desktop OS called LucidOS , the first idea was to make it a creepy OS that evolves over time but i changed the idea to make it so people can create small apps/games in it with the custom Lucid script , it was made to look easy and beginer freindly , people can publish those apps , i review the apps and if accepted the app will be shown in lucid store where other users can try your app ! , there are also cool built in apps such as lucid media and Lucid paint , you can create musics , and make simple cool animations , the LucidOS+ is working but the payment method isnt , since i am a minor i made the payment method only in test mode , DONT PUT YOUR CARD INFOS , there is the terminal with cool commands , and custom wallpaper for the OS , i struggled with the project since i have a lot of studies for bachelor but AI helped me complete the project , i am proud of making my first functional project since all the projects before failed , contact me at my email [email protected] for bugs or cool features and enjoy !...
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1793004869.7728531
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1793091269.7728531
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46496
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Light by @Eclipse | Stardance
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Eclipse
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1
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52.27
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835
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:28:48Z", "hours": 48.0, "multiplier": 16.49, "payout": 835, "blessing": "neutral", "text": "Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹", "repo": "https://github.com/Alchemic-Eclipse/light", "demo": "https://alchemic-eclipse.github.io/light/"}]...
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[{"post_id": 81847, "ts": "202 [{"post_id": 81847, "ts": "2026-10-22T18:28:24Z", "hours": 4.2711, "text": "Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)"}, {"post_id": 75684, "ts": "2026-09-30T19:06:50Z", "hours": 0.9286, "text": "Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️"}, {"post_id": 75640, "ts": "2026-09-30T17:01:59Z", "hours": 6.8375, "text": "Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋"}, {"post_id": 74879, "ts": "2026-09-28T14:20:34Z", "hours": 4.4908, "text": "Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!"}, {"post_id": 73589, "ts": "2026-09-25T13:08:56Z", "hours": 5.705, "text": "Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)"}, {"post_id": 72825, "ts": "2026-09-23T20:23:53Z", "hours": 3.5156, "text": "Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀"}, {"post_id": 72239, "ts": "2026-09-22T14:52:12Z", "hours": 2.65, "text": "Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!"}, {"post_id": 71391, "ts": "2026-09-20T18:52:49Z", "hours": 4.5592, "text": "Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈"}, {"post_id": 51095, "ts": "2026-08-20T16:20:04Z", "hours": 2.9694, "text": "Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃"}, {"post_id": 48873, "ts": "2026-08-17T13:16:35Z", "hours": 15.4381, "text": "Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!"}, {"post_id": 45127, "ts": "2026-08-11T12:47:00Z", "hours": 0.5603, "text": "The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}"}]...
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Title: Light by @Eclipse | Stardance
Devlogs:
The Title: Light by @Eclipse | Stardance
Devlogs:
The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}
Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!
Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃
Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈
Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!
Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀
Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)
Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!
Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋
Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️
Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)
Ships:
Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹...
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1793004868.5805786
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1793091268.5805786
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46490
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Periodic by @crx1x1 | Stardance
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crx1x1
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T22:50:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After 8 hours of development, I present the Periodic Table for the Evo! It’s a fully custom and high-performance periodic table app based in MicroPython for the TI-84 Evo calculators. I literally built this because TI half-baked their product launch and forgot about literally every aspect of backwards compatibility! (looking at you, every appvar format ever built for the CE and lower) What I have: -A full 118-Element Data array: Complete data for every single element; atomic mass, electron config, electronegativity, density, phase, discovery year, and oxidation states. -Faithful GUI recreation: I recreated the original TI-84 Plus CE Periodic Table app layout and interface to look and feel exactly like the built-in app (minus the speed, TI really had to lobotomize that) AI Attribution: AI tools used: Google Gemini Scope: Generated almost the entirety of the 118-element dataset (E) as well a debugging partner. From me: everything else! Some side notes: -You might see some strings scattered around in the E array. Those are simply to prevent the calculator from trying to display float inaccuracies that overflow out of the GUI box -The screen recorder given in TI-Connect Evo is so slow, and my device camera is horrible, so whoopsies :P -Go and roast TI for their sloppy rushed release!", "repo": "https://github.com/CrX1x1/periodic_table/", "demo": "https://github.com/CrX1x1/periodic_table"}]...
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[{"post_id": 73339, "ts": "202 [{"post_id": 73339, "ts": "2026-09-24T22:26:01Z", "hours": 1.9089, "text": "i added basic scrolling and selection in the info panel, adding other stuff like more pages of information and horizontal scrolling to the next element"}, {"post_id": 72456, "ts": "2026-09-23T00:40:10Z", "hours": 1.6164, "text": "I made a splash screen and added softkeys… I dunno what else to say besides that also rewrote the stuff a tiny bit I guess"}, {"post_id": 64244, "ts": "2026-09-08T14:36:22Z", "hours": 1.0072, "text": "I added a way to see the element and the symbol that’s being selected because not everyone remembers their periodic tables. (me neither) I’ll be adding soft buttons and a graph in the next devlog so there will be room for more features. If you haven’t already, you should go check the periodic table app on the TI-84 Plus CE if you have one… or not. (Exactly 1 hour lol)"}, {"post_id": 56311, "ts": "2026-08-28T01:29:03Z", "hours": 1.5047, "text": "Well, I guess you could say I took a long break, huh? Anyways, I spend a good hour of my time hardcoding some extra lookups so it can actually select up and down just like how it is on the TI-84 Plus CE. Yes, I seriously should optimize it, I know, but if it works, it works. I’ll be sure to make it more readable next commit. Catch you in the next devlog!"}, {"post_id": 44799, "ts": "2026-08-10T20:12:55Z", "hours": 0.6464, "text": "Half functional selection, half functional brain, pushed commit anyways todos: add vertical selection as well work on page that says the info and stuff idk, whatever is on the TI-84 Plus CE but not on the Evo (srry for the horrible video quality, i should get a new phone lulz)"}]...
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Title: Periodic by @crx1x1 | Stardance
Devlogs:
H Title: Periodic by @crx1x1 | Stardance
Devlogs:
Half functional selection, half functional brain, pushed commit anyways todos: add vertical selection as well work on page that says the info and stuff idk, whatever is on the TI-84 Plus CE but not on the Evo (srry for the horrible video quality, i should get a new phone lulz)
Well, I guess you could say I took a long break, huh? Anyways, I spend a good hour of my time hardcoding some extra lookups so it can actually select up and down just like how it is on the TI-84 Plus CE. Yes, I seriously should optimize it, I know, but if it works, it works. I’ll be sure to make it more readable next commit. Catch you in the next devlog!
I added a way to see the element and the symbol that’s being selected because not everyone remembers their periodic tables. (me neither) I’ll be adding soft buttons and a graph in the next devlog so there will be room for more features. If you haven’t already, you should go check the periodic table app on the TI-84 Plus CE if you have one… or not. (Exactly 1 hour lol)
I made a splash screen and added softkeys… I dunno what else to say besides that also rewrote the stuff a tiny bit I guess
i added basic scrolling and selection in the info panel, adding other stuff like more pages of information and horizontal scrolling to the next element
Ships:
After 8 hours of development, I present the Periodic Table for the Evo! It’s a fully custom and high-performance periodic table app based in MicroPython for the TI-84 Evo calculators. I literally built this because TI half-baked their product launch and forgot about literally every aspect of backwards compatibility! (looking at you, every appvar format ever built for the CE and lower) What I have: -A full 118-Element Data array: Complete data for every single element; atomic mass, electron config, electronegativity, density, phase, discovery year, and oxidation states. -Faithful GUI recreation: I recreated the original TI-84 Plus CE Periodic Table app layout and interface to look and feel exactly like the built-in app (minus the speed, TI really had to lobotomize that) AI Attribution: AI tools used: Google Gemini Scope: Generated almost the entirety of the 118-element dataset (E) as well a debugging partner. From me: everything else! Some side notes: -You might see some strings scattered around in the E array. Those are simply to prevent the calculator from trying to display float inaccuracies that overflow out of the GUI box -The screen recorder given in TI-Connect Evo is so slow, and my device camera is horrible, so whoopsies :P -Go and roast TI for their sloppy rushed release!...
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1793004867.473758
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1793091267.473758
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46465
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SolariStudy by @MathBty | Stardance
|
MathBty
|
1
|
18.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T18:27:10Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use.", "repo": "https://github.com/MateiBt/solaristudy", "demo": "https://mateibt.github.io/solaristudy/"}]...
|
[{"post_id": 72336, "ts": "202 [{"post_id": 72336, "ts": "2026-09-22T18:06:32Z", "hours": 1.7706, "text": "5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!"}, {"post_id": 71254, "ts": "2026-09-20T15:10:53Z", "hours": 2.0711, "text": "4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys"}, {"post_id": 69232, "ts": "2026-09-16T16:54:29Z", "hours": 2.6781, "text": "3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys"}, {"post_id": 64976, "ts": "2026-09-09T18:52:05Z", "hours": 7.7342, "text": "2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog"}, {"post_id": 60406, "ts": "2026-09-02T18:23:57Z", "hours": 3.3744, "text": "1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:"}]...
|
Title: SolariStudy by @MathBty | Stardance
Devlog Title: SolariStudy by @MathBty | Stardance
Devlogs:
1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:
2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog
3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys
4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys
5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!
Ships:
Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use....
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1793004866.3192956
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1793091266.3192956
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46463
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DAEMON by @katopirat | Stardance
|
katopirat
|
1
|
61.0
|
1164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:26:15Z", "hours": 61.0, "multiplier": 19.19, "payout": 1164, "blessing": "neutral", "text": "I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends.", "repo": "https://github.com/katopirat/DAEMON/", "demo": "https://katopiratgames.itch.io/daemon"}]...
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[{"post_id": 72194, "ts": "202 [{"post_id": 72194, "ts": "2026-09-22T13:11:43Z", "hours": 6.9956, "text": "THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these"}, {"post_id": 70636, "ts": "2026-09-19T14:23:51Z", "hours": 9.4572, "text": "NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending"}, {"post_id": 65332, "ts": "2026-09-10T12:36:07Z", "hours": 9.8781, "text": "NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :("}, {"post_id": 61901, "ts": "2026-09-05T02:23:10Z", "hours": 9.3094, "text": "SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝"}, {"post_id": 58703, "ts": "2026-08-31T07:22:56Z", "hours": 7.6203, "text": "DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done"}, {"post_id": 52522, "ts": "2026-08-22T17:50:42Z", "hours": 8.6172, "text": "8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲"}, {"post_id": 48850, "ts": "2026-08-17T12:19:45Z", "hours": 6.9931, "text": "JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈"}, {"post_id": 45669, "ts": "2026-08-12T09:37:29Z", "hours": 1.8022, "text": "So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for."}]...
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Title: DAEMON by @katopirat | Stardance
Devlogs:
Title: DAEMON by @katopirat | Stardance
Devlogs:
So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for.
JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈
8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲
DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done
SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝
NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :(
NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending
THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these
Ships:
I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends....
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1793004865.1393566
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1793091265.1393566
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46459
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APStudyCanvas by @derek_chen | Stardance
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derek_chen
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2
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146.0
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1942
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:25:39Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An extension for Canvas. This works for other schools too, not just mine. Thank you all for your feedback. To install and use, please visit https://github.com/SimpleLemon/APStudyCanvas/releases and install the latest release.", "repo": "https://github.com/SimpleLemon/APStudyCanvas", "demo": "https://youtu.be/wb6AkZ6M4Q8"}, {"ship_num": 2, "ts": "2026-09-17T01:01:11Z", "hours": 133.0, "multiplier": 15.46, "payout": 1942, "blessing": "neutral", "text": "APStudyCanvas’s first beta release improves Canvas by improving the dashboard, a much richer To-Do experience, improved grades and course cards, synchronized streak tracking, smoother motion, and the first Google Calendar integration through Nest.APStudy. This extension adds onto CanvasRefined which similarly started due to dislike of BetterCampus’s high extension costs. Please note that this is still an early stage of the extension and bugs/optimization issues will be present. If you see any, please don’t hesitate to include comments in your feedback! They are greatly appreciated. The image below is a preview of the extension popup.", "repo": "https://github.com/SimpleLemon/APStudyCanvas", "demo": "https://youtu.be/wb6AkZ6M4Q8"}]...
|
[{"post_id": 82711, "ts": "202 [{"post_id": 82711, "ts": "2026-10-25T17:22:50Z", "hours": 5.7994, "text": "So many new features have been released since my last devlog that I forgot which was when. So for this devlog, I’ll announce a new solar system inspired progress bar where each ring represents a class. Each class orbits around a golden egg."}, {"post_id": 71578, "ts": "2026-09-21T02:45:37Z", "hours": 0.3953, "text": "Release: Beta 0.6 Link"}, {"post_id": 71562, "ts": "2026-09-21T02:00:02Z", "hours": 2.6711, "text": "Added a new orbital progress “bar” option that you can move around in 3d. I’m really happy with how it turned out."}, {"post_id": 70943, "ts": "2026-09-20T02:41:38Z", "hours": 3.76, "text": "Genuinely spent 2 hours on improving this 😭 Any design suggestions? I went with a compact streak button in the same line as the To-Do List instead of a large section above it to give more screen space to the assignments list. The large center is an egg surrounded by fire (because the extension is built under Nest.APStudy. So nests –> eggs) The motivational message also has a fun easter egg: one exclamation mark is rare and two exclamation mark messages are ultra rare. Just something to look forward to everyday."}, {"post_id": 69421, "ts": "2026-09-17T00:57:48Z", "hours": 2.2194, "text": "Still doesn’t look quite there yet, but more design UI will go into this including graphs and previous assignment history and how it affects your overall course grade."}, {"post_id": 68251, "ts": "2026-09-14T19:43:05Z", "hours": 8.8794, "text": "Improvement on the design! What do we think? Better rainbow, better sidebar, better assignment details, better streak, better due list, etc."}, {"post_id": 66008, "ts": "2026-09-11T15:02:04Z", "hours": 7.2456, "text": "Working on moving the 4 pages (Grades, Planner, Notes, and Study) to the popup UI and making it look nice."}, {"post_id": 64480, "ts": "2026-09-08T22:10:08Z", "hours": 3.4811, "text": "Settings design update! Went with an ios settings design"}, {"post_id": 63946, "ts": "2026-09-08T01:05:50Z", "hours": 8.5072, "text": "Looking better now! Now time to get some features to actually work properly (ie the 4 extension added pages)"}, {"post_id": 63211, "ts": "2026-09-06T21:51:20Z", "hours": 11.9767, "text": "Mildly messed up the settings page :("}, {"post_id": 61898, "ts": "2026-09-05T02:12:56Z", "hours": 9.4814, "text": "Heavily touched up that todo section & card appearance. Still got lots of issues to work on.As for new features, I’m working on adding canvas search, grade analytics, dashboard notes, local themes, planner tasks, and a better sidebar.Given that this project was initially a fork of CanvasRefined (though it has diverged by a large amount), I’m working on adding the new features/bug fixes to this extension as well."}, {"post_id": 60335, "ts": "2026-09-02T16:49:27Z", "hours": 9.1958, "text": "AYYY its coming together! The cards are now loading properly, the settings actually controls stuff, and the rings are coming together. Though, I can’t seem to figure out how to hide courses without active assignments from the ring design. After I finish all the UI changes I can think of, I’ll go through and completely revamp the settings popup (it’s mad ugly right now)."}, {"post_id": 58999, "ts": "2026-08-31T16:04:32Z", "hours": 12.4089, "text": "I may have broken the todo list section… But I’m still working on it and improving the design. I going for a rainbow style layout with a 3 column toggle for assignments and announcements"}, {"post_id": 55680, "ts": "2026-08-27T17:22:38Z", "hours": 8.4667, "text": "Sidebar is still coming together, but we’re getting closer to a nice design now!"}, {"post_id": 54401, "ts": "2026-08-25T12:19:14Z", "hours": 12.7903, "text": "Still working on improving the sidebar, which is suprisingly difficult to make look good. As for the todo list bar, I’m hoping to make it more like a rainbow and the tasks list to be easier to read."}, {"post_id": 49880, "ts": "2026-08-18T20:38:13Z", "hours": 9.9878, "text": "I’m trying to create a design similar to this… Still a work in progress though My Canvas page now looks broken with my WIP design, which is not good :("}, {"post_id": 46904, "ts": "2026-08-14T13:27:52Z", "hours": 10.6172, "text": "Almost done with my big change!"}, {"post_id": 46153, "ts": "2026-08-13T05:12:48Z", "hours": 8.9219, "text": "Many changes coming soon! Update in the DevLog above!"}, {"post_id": 45847, "ts": "2026-08-12T16:00:24Z", "hours": 9.2033, "text": "I am starting a project by forking CanvasRefined and connecting it to Nest.APStudy.org (my productivity project), as well as adding new features to make it easier to use myself. Improvements: Rebranded the extension (whilst keeping previous creator credit). Replaced the old settings screen with the new Edit Canvas workspace and compact-to-expanded navigation (essentially redesigned the popup and settings UI with clearer categories, spacing, focus states, and reduced-motion support) Added settings search with keyboard shortcuts and accessible live status updates. Improved course-card editing with previews, custom names, codes, images, visibility controls, saving, and reset actions. Added a settings-migration runbook for moving data from CanvasRefined to APStudyCanvas. Move changes to come!"}]...
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Title: APStudyCanvas by @derek_chen | Stardance
D Title: APStudyCanvas by @derek_chen | Stardance
Devlogs:
I am starting a project by forking CanvasRefined and connecting it to Nest.APStudy.org (my productivity project), as well as adding new features to make it easier to use myself. Improvements: Rebranded the extension (whilst keeping previous creator credit). Replaced the old settings screen with the new Edit Canvas workspace and compact-to-expanded navigation (essentially redesigned the popup and settings UI with clearer categories, spacing, focus states, and reduced-motion support) Added settings search with keyboard shortcuts and accessible live status updates. Improved course-card editing with previews, custom names, codes, images, visibility controls, saving, and reset actions. Added a settings-migration runbook for moving data from CanvasRefined to APStudyCanvas. Move changes to come!
Many changes coming soon! Update in the DevLog above!
Almost done with my big change!
I’m trying to create a design similar to this… Still a work in progress though My Canvas page now looks broken with my WIP design, which is not good :(
Still working on improving the sidebar, which is suprisingly difficult to make look good. As for the todo list bar, I’m hoping to make it more like a rainbow and the tasks list to be easier to read.
Sidebar is still coming together, but we’re getting closer to a nice design now!
I may have broken the todo list section… But I’m still working on it and improving the design. I going for a rainbow style layout with a 3 column toggle for assignments and announcements
AYYY its coming together! The cards are now loading properly, the settings actually controls stuff, and the rings are coming together. Though, I can’t seem to figure out how to hide courses without active assignments from the ring design. After I finish all the UI changes I can think of, I’ll go through and completely revamp the settings popup (it’s mad ugly right now).
Heavily touched up that todo section & card appearance. Still got lots of issues to work on.As for new features, I’m working on adding canvas search, grade analytics, dashboard notes, local themes, planner tasks, and a better sidebar.Given that this project was initially a fork of CanvasRefined (though it has diverged by a large amount), I’m working on adding the new features/bug fixes to this extension as well.
Mildly messed up the settings page :(
Looking better now! Now time to get some features to actually work properly (ie the 4 extension added pages)
Settings design update! Went with an ios settings design
Working on moving the 4 pages (Grades, Planner, Notes, and Study) to the popup UI and making it look nice.
Improvement on the design! What do we think? Better rainbow, better sidebar, better assignment details, better streak, better due list, etc.
Still doesn’t look quite there yet, but more design UI will go into this including graphs and previous assignment history and how it affects your overall course grade.
Genuinely spent 2 hours on improving this 😭 Any design suggestions? I went with a compact streak button in the same line as the To-Do List instead of a large section above it to give more screen space to the assignments list. The large center is an egg surrounded by fire (because the extension is built under Nest.APStudy. So nests –> eggs) The motivational message also has a fun easter egg: one exclamation mark is rare and two exclamation mark messages are ultra rare. Just something to look forward to everyday.
Added a new orbital progress “bar” option that you can move around in 3d. I’m really happy with how it turned out.
Release: Beta 0.6 Link
So many new features have been released since my last devlog that I forgot which was when. So for this devlog, I’ll announce a new solar system inspired progress bar where each ring represents a class. Each class orbits around a golden egg.
Ships:
APStudyCanvas’s first beta release improves Canvas by improving the dashboard, a much richer To-Do experience, improved grades and course cards, synchronized streak tracking, smoother motion, and the first Google Calendar integration through Nest.APStudy. This extension adds onto CanvasRefined which similarly started due to dislike of BetterCampus’s high extension costs. Please note that this is still an early stage of the extension and bugs/optimization issues will be present. If you see any, please don’t hesitate to include comments in your feedback! They are greatly appreciated. The image below is a preview of the extension popup.
An extension for Canvas. This works for other schools too, not just mine. Thank you all for your feedback. To install and use, please visit https://github.com/SimpleLemon/APStudyCanvas/releases and install the latest release....
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1793004863.894945
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1793091263.894945
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56484
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In Another Life by @eshunburge | Stardance
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eshunburge
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T00:16:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a quiz game.", "repo": "https://github.com/EshunBurge/TheGoats", "demo": "https://eshunburge.github.io/TheGoats/"}]...
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[{"post_id": 58402, "ts": "202 [{"post_id": 58402, "ts": "2026-08-30T20:16:06Z", "hours": 1.6267, "text": "Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life."}]...
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Title: In Another Life by @eshunburge | Stardance
Title: In Another Life by @eshunburge | Stardance
Devlogs:
Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life.
Ships:
I made a quiz game....
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1793004862.988267
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1793091262.988267
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56480
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21 Days of Python by @LPcomix123 | Stardance
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LPcomix123
|
1
|
11.42
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21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T20:09:23Z", "hours": 11.0, "multiplier": 1.96, "payout": 21, "blessing": "neutral", "text": "I made Sticky Streaks for the 21 Days of Python challenge. I started with a basic Python project and slowly added more features over the 21 days, including a day counter, coin flip, dice, number guesser, calculator, Magic 8 Ball, slot machine, unit converter and more. The hardest part was probably keeping myself working on it for all 21 days and fixing all the random bugs I came across. I’m really proud that I actually finished it and managed to keep adding things throughout the challenge. If you want to test it, just download the project and run main.py. Have fun :)", "repo": "https://github.com/LPcomix123/21-Days-of-Python", "demo": "https://github.com/LPcomix123/21-Days-of-Python/releases/tag/v1.0.0"}]...
|
[{"post_id": 71421, "ts": "202 [{"post_id": 71421, "ts": "2026-09-20T19:51:47Z", "hours": 0.4164, "text": "I’ve added an executable for windows for the reviewer to the release page Here and updated the Installation guide in the readme Here and finally I have vibe-coded a cool website for the project Here and added a link to my main website Here and finally I have changed the banner, and that’s it! :)"}, {"post_id": 70707, "ts": "2026-09-19T16:58:38Z", "hours": 1.0258, "text": "Days 18-21!!!!! Over the past few days I have added and fixed and polished the last few features and I think the last commit ever to this project will give you an understanding to what I have done over the past few days and how I feel, here it is: Added it so you can exit the calculator easier just by typing \"exit\", added a new log to the about section and added completed text for after the completion date of: 19 of September 2026, removed a feature cause i wont have time to fulfill it and I have removed the under development text cause it's all done!!!!!!!!!!! :) Thank you to everyone who has followed this journey from day 1 to day 21! CYA!!!! :) , there ya go, this is the last devlog to this project and I am really proud of the way I have come and what I have learned over this period and yeah, that is 21 DAYS OF PYTHON , thank you all for following along and bye! :)"}, {"post_id": 69016, "ts": "2026-09-16T07:01:53Z", "hours": 0.5383, "text": "Days 15-17! Over the past few days I have addded a modderate amount of features and those are: a first working version of the calculator, more dev friendly spacing, bug fixes and another few new number guesser session stats. Anddthose were Days 15-17"}, {"post_id": 67526, "ts": "2026-09-13T17:20:38Z", "hours": 0.4069, "text": "Day 14! Finally got to the 2/3 milestone, ok, today I haven’t done too much again, but I have added a working most guesses counter and a buggy fewest guesses counter in the number guesser stats feature, but I have fixed a bug where if you haven’t played a number guesser game before in that session it would error but now it doesn’t. And that’s Day 14! :) p.s. sorry for light mode in images"}, {"post_id": 66221, "ts": "2026-09-11T22:11:54Z", "hours": 1.0608, "text": "Days 11-13! Over the past few days I have added a WORKING magic 8 ball and fixed all the bugs in it, I have added some stats to the number guesser and I have fixed some bugs that have been in the back of my mind"}, {"post_id": 64457, "ts": "2026-09-08T21:08:02Z", "hours": 0.2872, "text": "Day 10! Finally got to double digits, almost half way to the ultimate plushie goal, anyway today I have added: a basic feature under development feature, and I tested and fixed a few bugs, and that’s it really, anyway bye, That’s Day 10!"}, {"post_id": 63838, "ts": "2026-09-07T20:20:05Z", "hours": 1.2444, "text": "Day 7-9! over the past 3 days I have added a new Easter egg, I have fixed a lot of bugs and just other cool stuff, I have mainly over the past 3 days, been sailing and making my pc multi-bootable with 5 Linux distros and windows, then I’m gonna customise my Grub. And that’s Days 7-9!"}, {"post_id": 61769, "ts": "2026-09-04T20:47:28Z", "hours": 1.0753, "text": "Day 6! Well today I have brought back a big hour of development to the project, and today I have accomplished: finalised the countdown and started the number guesser game, I have added difficulty levels to the number guesser: Easy, Medium, Hard, Extreme, and UNLIMITED; and I have made the difficulties actually work, I have added basic exit and checking code, and started range validation! And that’s Day 6!"}, {"post_id": 60782, "ts": "2026-09-03T11:33:47Z", "hours": 0.4056, "text": "Day 5!, Another day of barely anything to do with this project, but in fairness I have got my website running on Hackclub Nest, but Today I have added: emojis to the main menu and I have added Time up text to the Countdown feature, and that’s Day 5"}, {"post_id": 60164, "ts": "2026-09-02T11:27:55Z", "hours": 0.4672, "text": "Day 4! Again today I haven’t done a lot but I have done a cool feature; I have committed the first version of a Countdown timer, and I have fixed all known bugs and given it some flare as well as a small update to an Easter egg but I’m probably going to do some Roblox game dev for the rest of the day, and that’s Day 4! :)"}, {"post_id": 59445, "ts": "2026-09-01T09:26:43Z", "hours": 0.2992, "text": "Day 3! Today I haven’t done as much as usual, but I have done something; I have added the Dice Roller feature and tested and fixed the bugs in it, I gave the Dice Roller some flair by adding emojis, I’m probably gonna spend the rest of today doing some pc config, but that’s Day 3. :)"}, {"post_id": 59116, "ts": "2026-08-31T19:00:18Z", "hours": 2.7858, "text": "Day 2! Today I have fully completed and tested the modular foundation (a day early) and I have added a working day counter out of 21, I have finished laying out the about section and the main menu and I have updated the code behind “feature 5 is currently in development, please check again later” so its a lot simpler, I have also added comments to keep the big chunk of code organised, and FINALLY I have added and tested a coin flip mechanic that has an invalid option fallback similar to the main menu’s one, and I have shown the code to my Dad and he has officially approved!!! 😃"}, {"post_id": 58495, "ts": "2026-08-30T22:21:51Z", "hours": 1.1078, "text": "Day 1! I have coded a startup message and a main menu with a modular “if mode is” architecture for later features, the menu also has an Exit option that displays a goodbye message and quits the program, the program has a nice typewriter typing style and uses a few functions to save time as well as all the options are in a list to save time writing type(“…”) over and over again, I’d say a pretty successful day 1! :)"}]...
|
Title: 21 Days of Python by @LPcomix123 | Stardanc Title: 21 Days of Python by @LPcomix123 | Stardance
Devlogs:
Day 1! I have coded a startup message and a main menu with a modular “if mode is” architecture for later features, the menu also has an Exit option that displays a goodbye message and quits the program, the program has a nice typewriter typing style and uses a few functions to save time as well as all the options are in a list to save time writing type(“…”) over and over again, I’d say a pretty successful day 1! :)
Day 2! Today I have fully completed and tested the modular foundation (a day early) and I have added a working day counter out of 21, I have finished laying out the about section and the main menu and I have updated the code behind “feature 5 is currently in development, please check again later” so its a lot simpler, I have also added comments to keep the big chunk of code organised, and FINALLY I have added and tested a coin flip mechanic that has an invalid option fallback similar to the main menu’s one, and I have shown the code to my Dad and he has officially approved!!! 😃
Day 3! Today I haven’t done as much as usual, but I have done something; I have added the Dice Roller feature and tested and fixed the bugs in it, I gave the Dice Roller some flair by adding emojis, I’m probably gonna spend the rest of today doing some pc config, but that’s Day 3. :)
Day 4! Again today I haven’t done a lot but I have done a cool feature; I have committed the first version of a Countdown timer, and I have fixed all known bugs and given it some flare as well as a small update to an Easter egg but I’m probably going to do some Roblox game dev for the rest of the day, and that’s Day 4! :)
Day 5!, Another day of barely anything to do with this project, but in fairness I have got my website running on Hackclub Nest, but Today I have added: emojis to the main menu and I have added Time up text to the Countdown feature, and that’s Day 5
Day 6! Well today I have brought back a big hour of development to the project, and today I have accomplished: finalised the countdown and started the number guesser game, I have added difficulty levels to the number guesser: Easy, Medium, Hard, Extreme, and UNLIMITED; and I have made the difficulties actually work, I have added basic exit and checking code, and started range validation! And that’s Day 6!
Day 7-9! over the past 3 days I have added a new Easter egg, I have fixed a lot of bugs and just other cool stuff, I have mainly over the past 3 days, been sailing and making my pc multi-bootable with 5 Linux distros and windows, then I’m gonna customise my Grub. And that’s Days 7-9!
Day 10! Finally got to double digits, almost half way to the ultimate plushie goal, anyway today I have added: a basic feature under development feature, and I tested and fixed a few bugs, and that’s it really, anyway bye, That’s Day 10!
Days 11-13! Over the past few days I have added a WORKING magic 8 ball and fixed all the bugs in it, I have added some stats to the number guesser and I have fixed some bugs that have been in the back of my mind
Day 14! Finally got to the 2/3 milestone, ok, today I haven’t done too much again, but I have added a working most guesses counter and a buggy fewest guesses counter in the number guesser stats feature, but I have fixed a bug where if you haven’t played a number guesser game before in that session it would error but now it doesn’t. And that’s Day 14! :) p.s. sorry for light mode in images
Days 15-17! Over the past few days I have addded a modderate amount of features and those are: a first working version of the calculator, more dev friendly spacing, bug fixes and another few new number guesser session stats. Anddthose were Days 15-17
Days 18-21!!!!! Over the past few days I have added and fixed and polished the last few features and I think the last commit ever to this project will give you an understanding to what I have done over the past few days and how I feel, here it is: Added it so you can exit the calculator easier just by typing "exit", added a new log to the about section and added completed text for after the completion date of: 19 of September 2026, removed a feature cause i wont have time to fulfill it and I have removed the under development text cause it's all done!!!!!!!!!!! :) Thank you to everyone who has followed this journey from day 1 to day 21! CYA!!!! :) , there ya go, this is the last devlog to this project and I am really proud of the way I have come and what I have learned over this period and yeah, that is 21 DAYS OF PYTHON , thank you all for following along and bye! :)
I’ve added an executable for windows for the reviewer to the release page Here and updated the Installation guide in the readme Here and finally I have vibe-coded a cool website for the project Here and added a link to my main website Here and finally I have changed the banner, and that’s it! :)
Ships:
I made Sticky Streaks for the 21 Days of Python challenge. I started with a basic Python project and slowly added more features over the 21 days, including a day counter, coin flip, dice, number guesser, calculator, Magic 8 Ball, slot machine, unit converter and more. The hardest part was probably keeping myself working on it for all 21 days and fixing all the random bugs I came across. I’m really proud that I actually finished it and managed to keep adding things throughout the challenge. If you want to test it, just download the project and run main.py. Have fun :)...
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1793004861.819497
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1793091261.819497
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56468
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ignr by @blue_alpaka | Stardance
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blue_alpaka
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T18:59:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that.", "repo": "https://github.com/Siddhartha-Kolla/ignr", "demo": "https://github.com/Siddhartha-Kolla/ignr/releases"}]...
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[{"post_id": 58388, "ts": "202 [{"post_id": 58388, "ts": "2026-08-30T19:57:03Z", "hours": 4.8811, "text": "This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates"}]...
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Title: ignr by @blue_alpaka | Stardance
Devlogs:
Title: ignr by @blue_alpaka | Stardance
Devlogs:
This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates
Ships:
I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that....
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1793004860.9429789
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1793091260.9429789
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11696
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FlatCraft by @Blxm | Stardance
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Blxm
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1
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115.21
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1405
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T23:31:01Z", "hours": 113.0, "multiplier": 12.47, "payout": 1405, "blessing": "neutral", "text": "FlatCraft Basic Info FlatCraft is an open source, MIT licensed 2d Minecraft inspired game. It uses LittleJS for the rendering, and vanilla HTML/CSS/JavaScript for the UI. All the rest was written by me. Challenges: One of the biggest challenge was world generation. The idea was to use simplex noise to make terrain, but there was one problem: It’s uncontrolability. I wanted real biomes, but that coudn’t happen because I didn’t know how to control simplex noise. Nor did I know how to make mountains. I solved it by realizing that this is just a silly 2d Minecraft game for a program designed to get teens to make something, not for teens to make some complex minecraft like game, so I decided to bite the bullet and to just make an array for each biome, and have that array contain the y level of the highest block, and use that array to make the terrain. It’s basically like [1,1,2,2,3,3]. Nothing complicated, and if you played this game long enough you’ll see that each biomes are litterally the same. Most Proud of: I’m actually most proud of the custom skins part of flatcraft. It’s really not that complex, but it took a mesruable amount of time to get it working. I had to learn node.js, finally had a use for a server! and used my old chromebook as my server. I made the precaution of adding a ratelimiter just in case someone tried to take it down or whatever, but yeah. That’s what I’m most proud of. What I learned: Making classes in js NodeJS LittleJS engine Stuff that didnt make it into the game: Game music Mobs Credits Art: Me, mostly me, My little brother Inspired by https://www.planetminecraft.com/texture-pack/digs-simple-pack-1-15-100-complete/ , and https://bloxd.io Programming: Me Libraries used: LittleJS", "repo": "https://github.com/BlxCode/FlatCraft", "demo": "https://flatcraft.blxm.me"}]...
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[{"post_id": 72489, "ts": "202 [{"post_id": 72489, "ts": "2026-09-23T02:15:22Z", "hours": 0.3167, "text": "FIxed bug where jumping wasn’t scaled to your fps Simple really! it’s on the title Changes & Bug Fixes fixed bug where jumping wasn’t scaled to your fps that bug would have made high fps players not able to jump high, and low fps players to jump SUPER high"}, {"post_id": 71071, "ts": "2026-09-20T08:19:33Z", "hours": 1.8978, "text": "Fixed some issues regarding prod (wont get paied for this 😭) ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time. Bug fixes Fixed bug when you were very fast on a 60hz+ monitor Fixed glitch where the animation state changes between falling and breaking a block while breaking a block while falling"}, {"post_id": 70883, "ts": "2026-09-19T23:01:44Z", "hours": 5.6633, "text": "Sprinting this will be my last ever devlog! New Features: FULL Random world generation: It works like this: Seeds: Seeds are not that important, though they do play a part for terrain generation. Terrain: The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat. Ores: Ores are truly random. It dosn’t depend on the seed. Trees: Trees are also truly random Sprinting: Double press the key in the direction you want to go to sprint that’s it! plz rate it well"}, {"post_id": 69200, "ts": "2026-09-16T16:09:37Z", "hours": 6.2003, "text": "Saving worlds… I hope Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol New Features: Saving It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it. Flower flower. very cool Terrain generation Terrain generation, no ore generation lol"}, {"post_id": 66474, "ts": "2026-09-12T09:52:21Z", "hours": 5.9692, "text": "Tools Update!!!!111 3 more hard gh issues to go! yay it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups. defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this. New Features: Tools!!111 tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools. Changes & Bugfixes: Compleated Metadata Drops now produce 80% less lag (by making sure that only 1 shadow per x coord can exist)"}, {"post_id": 62583, "ts": "2026-09-06T01:30:40Z", "hours": 8.5536, "text": "Lighting & Dropping stuff i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys. Features Lighting At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches. Q Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it. Moving things around in ur inventory with the top number keys I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that. Attack anim press mouse button 0 to attack. currently just attack animation for now Changes & Bug fixes Random tick events for stuff like grass turning into dirt or vice versa *greijodkmgrfd idk, it was in my commits smth to do with promises"}, {"post_id": 58560, "ts": "2026-08-31T00:30:24Z", "hours": 1.4617, "text": "Custom Skins Settings Front End Uhhhh it’s in the title… nothing interesting. https://github.com/users/BlxCode/projects/5 New Features Custom Skins are now FULLY 100% Out! custom skins. How it works: A gallery with a bunch of skins and their ids a textbox for the skin ids reload Changes & Bug Fixes None lol"}, {"post_id": 57793, "ts": "2026-08-30T02:50:18Z", "hours": 8.83, "text": "Inventory Ok so i’ve basically just coded the inventory system. uhhh New Features Inventory System Ok so this is how it works: There is an object that has all the invetory data There is a function that renders it it works like that so u dont render the inventory every frame. that would cause SOO MUCH LAG Place blocks Uhhh… place blocks and it also checks if the block u placed collides with any blocks or players and if it is next to a block Changes & Bug Fixes Fixed some weird crouching behavior that I cant really explain cuz it’s like weird. Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy"}, {"post_id": 54123, "ts": "2026-08-24T22:58:00Z", "hours": 8.3086, "text": "Drops Part 2 Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much. New Features Pick up: The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple. Hotbar: I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar. Changes: Renamed the id of the Inventory div to the Hotbar Readded the FPS counter, and gave it an overhaul The lower arm animation actually plays now"}, {"post_id": 50200, "ts": "2026-08-19T10:30:30Z", "hours": 8.8847, "text": "Drops Part 1 Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!) New Features Drops (partially) Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that. Changes & Bug Fixes Collision system revamp The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system. Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon."}, {"post_id": 46768, "ts": "2026-08-14T08:07:02Z", "hours": 8.0811, "text": "Block Breaking and Particles! half of the time was spent fixing bugs uhh… ignore that youtube video… New Features: Shadow Particles when touching ground after falling, walking, and after breaking a block Block Breaking Changes & Fixes: Added more things to the block metadata object Fixed collisions not colliding"}, {"post_id": 43802, "ts": "2026-08-09T07:19:22Z", "hours": 0.2828, "text": "Bug Fix: I didn’t include the no falling if you are crouching in the last update so i just quickly added an if statement to include that feature."}, {"post_id": 43193, "ts": "2026-08-08T09:59:34Z", "hours": 1.7314, "text": "Players! Players are finally out. After what? 2 progress updates? Wow, that was harder than I imagined. Especially the physics. I had to think creatively and outside of the box for this. Also, this devlog continues from the last one. Just pretend that the progress updates like didn’t exist or just aren’t canon. Finished Features: Players: Player Physics Player Animations Changes: Slightly adjusted dirt texture Increased label elements’ font size Patched weird css border glitch Deleted unnecessary assets (like the custom cursor that only existed for like 5 minutes, 2 months ago) What’s Next (In order): Crouching, and not falling ✅ Drawing tools (hardest one, btw) ✅ Breaking blocks with tools and fists Custom Skins (it’s literally 90 % complete now, but my server is down due to some real life events so have to wait) ✅ Sandbox world Mobs if i have time ship ps. if you are wondering why the screen recording has some static noise, it’s because i have a small desktop fan running like really close, because it’s kinda hot indoors. I don’t know why it’s making tha t sound, it dosnt make that sound irl to be clear. I think it’s because i accidently turned on my mic and my mic is currently my crappy very quiet laptop mic"}, {"post_id": 41831, "ts": "2026-08-06T09:09:42Z", "hours": 8.1389, "text": "Progress Update #3 I’m too stupid to do physics. I should have made everything with Box2D. I’m currently fiddling with side collisions, as all other collisions (I hope) are done. I’ve also finished jumping and falling physics. Also, I’ve spent another 8 hours, and I want every minute to be for my new 3d printer. Finished Features Jumping My Jumping physics thingy is like the poor and stupid man’s way to do it, but hey… at least it works. It kinda just has a jump multiplyer and it goes down every frame and every frame the player goes up something like 0.05 block units multiplied by the jump multiplier Falling Falling is basically the same as the jumping one. i added sky yes, its a sky :D only a gradient. ill add sun and moon soon prob hopefully idk if there will be night, idk if i can create a night in time. Unfinished Features Side collisions This is stupidlly harder cuz my blocks’ x center is at 0, not 0.5. this means that a block spans from like -0.5 to 0.5. My brain cant handle this… thing."}, {"post_id": 39389, "ts": "2026-08-02T10:30:17Z", "hours": 10.1594, "text": "Progress Update #2: Why, you may ask, do I do progress updates? It’s because only 10 hours MAX can be logged per dev log, and uhh… I think you get the picture. So, without further adieu, this is what I’ve been working on. Unfinished Features: Players (85% Complete) That’s a huge jump from the last time I’ve updated you on the progress on players. Now the thing is, physics is annoying. And I’m not old enough to study calculus at my high school. Which is a shame, as I really like the idea of calculating values based off of differentiating values. I’ve literally just been playing around with the physics at 3 am!??!? Wow! It’s literally 3:30 in the morning. I should go get some sleep. The jumping and crouching are a bit finicky, but I’ll fix them sometime later. Closing Remarks: First of all, a lot of the 10 hours in this progress update have been miscellaneous things like bug fixes or just general tweaks. I’ve also been realizing that this project is big. But the end of the tunnel is still nowhere in sight. Yet, if I can stop sitting around and start sprinting towards, uhh… any direction, there will be light at the end of the tunnel. I hope I can finish this project before school starts. I’ll have to grind like a lot, and especially at night because my siblings are quite brain-rotted, annoying, and loud."}, {"post_id": 33370, "ts": "2026-07-23T07:19:45Z", "hours": 2.5872, "text": "Custom Skins! After a lot of time getting the back-end setup (with some help from ChatGPT, I’d have to admit), custom skins are here! (Granted… players aren’t here yet so you can’t really try them out lol.) New Features New page ( https://blxcode.github.io/FlatCraft/upload-skin/ ) Think of it like skindex but with a worse ui Searching for skins Skin Uploading Changes & Bug-Fixes Grass Retexture Dirt Retexture"}, {"post_id": 32173, "ts": "2026-07-21T04:55:32Z", "hours": 8.2811, "text": "Progress report: I have been grinding this, and I haven’t posted a dev log in a while because I haven’t really finished anything, so this will be a progress report. Finished Features: New dirt, and grass textures The old textures suck, because in between blocks there would be like a small section where there is like no detail, so I added those details and recolored the grass bit of the grass texture because the old one was too “limy.” Added bedrock Self-explanatory; no interesting thing happened that I would want to yap about Updated Game rendering Last devlog, I ported my rendering side of the game to LittleJS, a browser game engine. Why? Because I realized that I wouldn’t have the time and effort to manually do advanced stuff like lighting and particles. Hence, I ported to LittleJS. Now, in the days after the port, I had to fix a lot of things and bugs. Originally, the game would render everything, even if it wasn’t on screen, so I fixed that. I made it so that if you couldn’t see the blocks in the camera, they wouldn’t be rendered. Unfinished Features: Flat Game Mode (90% Done): I decided that tinkering with sandbox mode first would be stupid, as I would still have to make players, inventory system, etc. I feel like I’ve finished everything, but there is something missing. The sky. I still need to make the sky. I don’t know if it should be an image or something else. Players (10% Done): All I have done for players is literally a goffy ahh skin (which I should make better) and a player variable. I think you would be able to piece together what I want for this. Custom skins (60% Done): I want to make custom skins. I have completed the UI, the security part of the server-side (aka my old broken ahh Chromebook) code, and a simple UI for it. All I need to make now is server-side code to store the custom skin and deliver it to the client."}, {"post_id": 22640, "ts": "2026-07-05T06:00:35Z", "hours": 5.6808, "text": "The LittleJS Update Yes, this doesn’t look like much, but it took 5 hours over the span of multiple days and a LOT of trial and error to get to this point! I had to learn so many things, like Promises, async and await, how to make new classes, and LittleJS. But why? Why go through so much trouble? That’s because I’ve realized that I would not, in my current state, be capable of making a full Minecraft clone using only the vanilla HTML Canvas. I chose littleJS because of the promise of fast and lean, and I had already tried it before but failed; I wanted to redeem myself. New Features The rendering part of the game is now done with LittleJS Popups now have minimum width and heights Create new world form now has placeholder text for those who are lazy to type stuff Fixes Renamed Ebony to Cedar because Ebony trees are not pine trees Removed the useless pausing system Removed all of the old rendering system (NEXT UPDATE: Create worlds from seeds 😭 i need help with this)"}, {"post_id": 14909, "ts": "2026-06-24T06:37:35Z", "hours": 4.1328, "text": "The Terrain Preparation Update This is a BIG UI update, and in the next update I’ll add scripting to most of the world menu UI, which has not yet been scripted. New Features: Play Button (shows after the loading screen is finished (in order to get the main menu audio to play)) Main menu music (from opengameart.org) World Menus UI World Creation UI Temporary Gradient Background (To be replaced by game screenshots) Scrollable Credits Fixes Fixed some spelling mistakes in the code"}, {"post_id": 10957, "ts": "2026-06-17T23:33:42Z", "hours": 2.9889, "text": "The Loading Screen Update Added a loading screen which goes to 90% and then waits for the CrazyGames SDK. Removed all NPM dependancies and replaced them with CDNs Added a squeeze in animation when closing Loading screen and Main Menu And much more! (NEXT UPDATE: Create worlds frm seeds with basic terrein 😭 i need help with this)"}, {"post_id": 8555, "ts": "2026-06-14T06:57:09Z", "hours": 1.3439, "text": "The Backdrop Update Added Backdrops to all popups Added a “pausing” system (just disabling keyboard input for now) Added Animations like popup to the main menu elements Added some NPM packages"}, {"post_id": 7631, "ts": "2026-06-12T19:08:43Z", "hours": 2.4183, "text": "main menu, new cursor"}, {"post_id": 5344, "ts": "2026-06-09T02:33:51Z", "hours": 0.4506, "text": "re-done block rendering, adding a function instead of just drawing it onto the canvas, added more textures (gems in block form) and redid dirt texture. Also added movement (only canvas movemnt)"}, {"post_id": 4754, "ts": "2026-06-08T06:28:44Z", "hours": 0.9686, "text": "maple (oak) trees and fps counter"}, {"post_id": 4657, "ts": "2026-06-08T02:00:46Z", "hours": 1.7033, "text": "Inventory UI, Block Creation, some textures"}]...
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Title: FlatCraft by @Blxm | Stardance
Devlogs:
In Title: FlatCraft by @Blxm | Stardance
Devlogs:
Inventory UI, Block Creation, some textures
maple (oak) trees and fps counter
re-done block rendering, adding a function instead of just drawing it onto the canvas, added more textures (gems in block form) and redid dirt texture. Also added movement (only canvas movemnt)
main menu, new cursor
The Backdrop Update Added Backdrops to all popups Added a “pausing” system (just disabling keyboard input for now) Added Animations like popup to the main menu elements Added some NPM packages
The Loading Screen Update Added a loading screen which goes to 90% and then waits for the CrazyGames SDK. Removed all NPM dependancies and replaced them with CDNs Added a squeeze in animation when closing Loading screen and Main Menu And much more! (NEXT UPDATE: Create worlds frm seeds with basic terrein 😭 i need help with this)
The Terrain Preparation Update This is a BIG UI update, and in the next update I’ll add scripting to most of the world menu UI, which has not yet been scripted. New Features: Play Button (shows after the loading screen is finished (in order to get the main menu audio to play)) Main menu music (from opengameart.org) World Menus UI World Creation UI Temporary Gradient Background (To be replaced by game screenshots) Scrollable Credits Fixes Fixed some spelling mistakes in the code
The LittleJS Update Yes, this doesn’t look like much, but it took 5 hours over the span of multiple days and a LOT of trial and error to get to this point! I had to learn so many things, like Promises, async and await, how to make new classes, and LittleJS. But why? Why go through so much trouble? That’s because I’ve realized that I would not, in my current state, be capable of making a full Minecraft clone using only the vanilla HTML Canvas. I chose littleJS because of the promise of fast and lean, and I had already tried it before but failed; I wanted to redeem myself. New Features The rendering part of the game is now done with LittleJS Popups now have minimum width and heights Create new world form now has placeholder text for those who are lazy to type stuff Fixes Renamed Ebony to Cedar because Ebony trees are not pine trees Removed the useless pausing system Removed all of the old rendering system (NEXT UPDATE: Create worlds from seeds 😭 i need help with this)
Progress report: I have been grinding this, and I haven’t posted a dev log in a while because I haven’t really finished anything, so this will be a progress report. Finished Features: New dirt, and grass textures The old textures suck, because in between blocks there would be like a small section where there is like no detail, so I added those details and recolored the grass bit of the grass texture because the old one was too “limy.” Added bedrock Self-explanatory; no interesting thing happened that I would want to yap about Updated Game rendering Last devlog, I ported my rendering side of the game to LittleJS, a browser game engine. Why? Because I realized that I wouldn’t have the time and effort to manually do advanced stuff like lighting and particles. Hence, I ported to LittleJS. Now, in the days after the port, I had to fix a lot of things and bugs. Originally, the game would render everything, even if it wasn’t on screen, so I fixed that. I made it so that if you couldn’t see the blocks in the camera, they wouldn’t be rendered. Unfinished Features: Flat Game Mode (90% Done): I decided that tinkering with sandbox mode first would be stupid, as I would still have to make players, inventory system, etc. I feel like I’ve finished everything, but there is something missing. The sky. I still need to make the sky. I don’t know if it should be an image or something else. Players (10% Done): All I have done for players is literally a goffy ahh skin (which I should make better) and a player variable. I think you would be able to piece together what I want for this. Custom skins (60% Done): I want to make custom skins. I have completed the UI, the security part of the server-side (aka my old broken ahh Chromebook) code, and a simple UI for it. All I need to make now is server-side code to store the custom skin and deliver it to the client.
Custom Skins! After a lot of time getting the back-end setup (with some help from ChatGPT, I’d have to admit), custom skins are here! (Granted… players aren’t here yet so you can’t really try them out lol.) New Features New page ( https://blxcode.github.io/FlatCraft/upload-skin/ ) Think of it like skindex but with a worse ui Searching for skins Skin Uploading Changes & Bug-Fixes Grass Retexture Dirt Retexture
Progress Update #2: Why, you may ask, do I do progress updates? It’s because only 10 hours MAX can be logged per dev log, and uhh… I think you get the picture. So, without further adieu, this is what I’ve been working on. Unfinished Features: Players (85% Complete) That’s a huge jump from the last time I’ve updated you on the progress on players. Now the thing is, physics is annoying. And I’m not old enough to study calculus at my high school. Which is a shame, as I really like the idea of calculating values based off of differentiating values. I’ve literally just been playing around with the physics at 3 am!??!? Wow! It’s literally 3:30 in the morning. I should go get some sleep. The jumping and crouching are a bit finicky, but I’ll fix them sometime later. Closing Remarks: First of all, a lot of the 10 hours in this progress update have been miscellaneous things like bug fixes or just general tweaks. I’ve also been realizing that this project is big. But the end of the tunnel is still nowhere in sight. Yet, if I can stop sitting around and start sprinting towards, uhh… any direction, there will be light at the end of the tunnel. I hope I can finish this project before school starts. I’ll have to grind like a lot, and especially at night because my siblings are quite brain-rotted, annoying, and loud.
Progress Update #3 I’m too stupid to do physics. I should have made everything with Box2D. I’m currently fiddling with side collisions, as all other collisions (I hope) are done. I’ve also finished jumping and falling physics. Also, I’ve spent another 8 hours, and I want every minute to be for my new 3d printer. Finished Features Jumping My Jumping physics thingy is like the poor and stupid man’s way to do it, but hey… at least it works. It kinda just has a jump multiplyer and it goes down every frame and every frame the player goes up something like 0.05 block units multiplied by the jump multiplier Falling Falling is basically the same as the jumping one. i added sky yes, its a sky :D only a gradient. ill add sun and moon soon prob hopefully idk if there will be night, idk if i can create a night in time. Unfinished Features Side collisions This is stupidlly harder cuz my blocks’ x center is at 0, not 0.5. this means that a block spans from like -0.5 to 0.5. My brain cant handle this… thing.
Players! Players are finally out. After what? 2 progress updates? Wow, that was harder than I imagined. Especially the physics. I had to think creatively and outside of the box for this. Also, this devlog continues from the last one. Just pretend that the progress updates like didn’t exist or just aren’t canon. Finished Features: Players: Player Physics Player Animations Changes: Slightly adjusted dirt texture Increased label elements’ font size Patched weird css border glitch Deleted unnecessary assets (like the custom cursor that only existed for like 5 minutes, 2 months ago) What’s Next (In order): Crouching, and not falling ✅ Drawing tools (hardest one, btw) ✅ Breaking blocks with tools and fists Custom Skins (it’s literally 90 % complete now, but my server is down due to some real life events so have to wait) ✅ Sandbox world Mobs if i have time ship ps. if you are wondering why the screen recording has some static noise, it’s because i have a small desktop fan running like really close, because it’s kinda hot indoors. I don’t know why it’s making tha t sound, it dosnt make that sound irl to be clear. I think it’s because i accidently turned on my mic and my mic is currently my crappy very quiet laptop mic
Bug Fix: I didn’t include the no falling if you are crouching in the last update so i just quickly added an if statement to include that feature.
Block Breaking and Particles! half of the time was spent fixing bugs uhh… ignore that youtube video… New Features: Shadow Particles when touching ground after falling, walking, and after breaking a block Block Breaking Changes & Fixes: Added more things to the block metadata object Fixed collisions not colliding
Drops Part 1 Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!) New Features Drops (partially) Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that. Changes & Bug Fixes Collision system revamp The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system. Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon.
Drops Part 2 Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much. New Features Pick up: The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple. Hotbar: I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar. Changes: Renamed the id of the Inventory div to the Hotbar Readded the FPS counter, and gave it an overhaul The lower arm animation actually plays now
Inventory Ok so i’ve basically just coded the inventory system. uhhh New Features Inventory System Ok so this is how it works: There is an object that has all the invetory data There is a function that renders it it works like that so u dont render the inventory every frame. that would cause SOO MUCH LAG Place blocks Uhhh… place blocks and it also checks if the block u placed collides with any blocks or players and if it is next to a block Changes & Bug Fixes Fixed some weird crouching behavior that I cant really explain cuz it’s like weird. Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy
Custom Skins Settings Front End Uhhhh it’s in the title… nothing interesting. https://github.com/users/BlxCode/projects/5 New Features Custom Skins are now FULLY 100% Out! custom skins. How it works: A gallery with a bunch of skins and their ids a textbox for the skin ids reload Changes & Bug Fixes None lol
Lighting & Dropping stuff i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys. Features Lighting At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches. Q Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it. Moving things around in ur inventory with the top number keys I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that. Attack anim press mouse button 0 to attack. currently just attack animation for now Changes & Bug fixes Random tick events for stuff like grass turning into dirt or vice versa *greijodkmgrfd idk, it was in my commits smth to do with promises
Tools Update!!!!111 3 more hard gh issues to go! yay it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups. defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this. New Features: Tools!!111 tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools. Changes & Bugfixes: Compleated Metadata Drops now produce 80% less lag (by making sure that only 1 shadow per x coord can exist)
Saving worlds… I hope Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol New Features: Saving It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it. Flower flower. very cool Terrain generation Terrain generation, no ore generation lol
Sprinting this will be my last ever devlog! New Features: FULL Random world generation: It works like this: Seeds: Seeds are not that important, though they do play a part for terrain generation. Terrain: The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat. Ores: Ores are truly random. It dosn’t depend on the seed. Trees: Trees are also truly random Sprinting: Double press the key in the direction you want to go to sprint that’s it! plz rate it well
Fixed some issues regarding prod (wont get paied for this 😭) ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time. Bug fixes Fixed bug when you were very fast on a 60hz+ monitor Fixed glitch where the animation state changes between falling and breaking a block while breaking a block while falling
FIxed bug where jumping wasn’t scaled to your fps Simple really! it’s on the title Changes & Bug Fixes fixed bug where jumping wasn’t scaled to your fps that bug would have made high fps players not able to jump high, and low fps players to jump SUPER high
Ships:
FlatCraft Basic Info FlatCraft is an open source, MIT licensed 2d Minecraft inspired game. It uses LittleJS for the rendering, and vanilla HTML/CSS/JavaScript for the UI. All the rest was written by me. Challenges: One of the biggest challenge was world generation. The idea was to use simplex noise to make terrain, but there was one problem: It’s uncontrolability. I wanted real biomes, but that coudn’t happen because I didn’t know how to control simplex noise. Nor did I know how to make mountains. I solved it by realizing that this is just a silly 2d Minecraft game for a program designed to get teens to make something, not for teens to make some complex minecraft like game, so I decided to bite the bullet and to just make an array for each biome, and have that array contain the y level of the highest block, and use that array to make the terrain. It’s basically like [1,1,2,2,3,3]. Nothing complicated, and if you played this game long enough you’ll see that each biomes are litterally the same. Most Proud of: I’m actually most proud of the custom skins part of flatcraft. It’s really not that complex, but it took a mesruable amount of time to get it working. I had to learn node.js, finally had a use for a server! and used my old chromebook as my server. I made the precaution of adding a ratelimiter just in case someone tried to take it down or whatever, but yeah. That’s what I’m most proud of. What I learned: Making classes in js NodeJS LittleJS engine Stuff that didnt make it into the game: Game music Mobs Credits Art: Me, mostly me, My little brother Inspired by https://www.planetminecraft.com/texture-pack/digs-simple-pack-1-15-100-complete/ , and https://bloxd.io Programming: Me Libraries used: LittleJS...
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1793004859.6862261
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1793091259.6862261
|
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46405
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Poolside Cooler :D by @aayanalikhan09 | Stardance
|
aayanalikhan09
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T20:27:13Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pool cooler that floats in the water and can act as in-pool storage for your drinks! This makes it easy to access, easy to keep drinks cool, and, after all the ice and drinks are gone, a fun floating object to make as fun as you wish! Unfortunately, I couldn’t test it myself due to certain restrictions, but all files are publicly available for those who wish to test it out! If you do end up printing this - let me know! I want to see what you guys make!", "repo": "https://github.com/aayanalikhan09-hash/Pool-Cooler", "demo": ""}]...
|
[{"post_id": 65017, "ts": "202 [{"post_id": 65017, "ts": "2026-09-09T20:13:05Z", "hours": 3.8981, "text": "i know its kind of abrupt - but thats it for this cooler i made this cooler in cad and printed it and didnt have the money nor time for a pool noodle so im leaving it here i have attached the makerworld link here if you want to support the model in some way or wish to print it yourself - https://makerworld.com/en/models/3281187-poolside-drinks-cooler-6-pack"}, {"post_id": 44838, "ts": "2026-08-10T21:18:25Z", "hours": 1.5169, "text": "I’m making a pool drinks cooler for a 6-pack of any canned drink! Thought this would be a cool project to make so I’m making it for Stardance"}]...
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Title: Poolside Cooler :D by @aayanalikhan09 | Sta Title: Poolside Cooler :D by @aayanalikhan09 | Stardance
Devlogs:
I’m making a pool drinks cooler for a 6-pack of any canned drink! Thought this would be a cool project to make so I’m making it for Stardance
i know its kind of abrupt - but thats it for this cooler i made this cooler in cad and printed it and didnt have the money nor time for a pool noodle so im leaving it here i have attached the makerworld link here if you want to support the model in some way or wish to print it yourself - https://makerworld.com/en/models/3281187-poolside-drinks-cooler-6-pack
Ships:
I made a pool cooler that floats in the water and can act as in-pool storage for your drinks! This makes it easy to access, easy to keep drinks cool, and, after all the ice and drinks are gone, a fun floating object to make as fun as you wish! Unfortunately, I couldn’t test it myself due to certain restrictions, but all files are publicly available for those who wish to test it out! If you do end up printing this - let me know! I want to see what you guys make!...
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1793004858.5676372
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1793091258.5676372
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33463
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My Personal site! by @GigiOP817 | Stardance
|
GigiOP817
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2
|
20.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:33:27Z", "hours": 2.0, "multiplier": 8.54, "payout": 13, "blessing": "neutral", "text": "I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}, {"ship_num": 2, "ts": "2026-09-19T23:52:17Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}]...
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[{"post_id": 71996, "ts": "202 [{"post_id": 71996, "ts": "2026-09-21T23:21:32Z", "hours": 0.2594, "text": "I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section."}, {"post_id": 71289, "ts": "2026-09-20T16:08:28Z", "hours": 0.9828, "text": "There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D"}, {"post_id": 71160, "ts": "2026-09-20T11:32:08Z", "hours": 0.2758, "text": "I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized."}, {"post_id": 70822, "ts": "2026-09-19T20:32:09Z", "hours": 1.0442, "text": "I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below."}, {"post_id": 66933, "ts": "2026-09-12T22:10:04Z", "hours": 5.9147, "text": "I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me."}, {"post_id": 47195, "ts": "2026-08-14T22:52:47Z", "hours": 1.3186, "text": "Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow."}, {"post_id": 44939, "ts": "2026-08-11T01:08:26Z", "hours": 2.165, "text": "Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day."}, {"post_id": 43696, "ts": "2026-08-09T03:13:55Z", "hours": 2.0939, "text": "Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more."}, {"post_id": 42735, "ts": "2026-08-07T16:29:40Z", "hours": 2.0211, "text": "I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info."}, {"post_id": 37337, "ts": "2026-07-30T00:02:55Z", "hours": 1.1786, "text": "It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P"}, {"post_id": 29146, "ts": "2026-07-15T20:35:30Z", "hours": 1.9319, "text": "Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D"}]...
|
Title: My Personal site! by @GigiOP817 | Stardance Title: My Personal site! by @GigiOP817 | Stardance
Devlogs:
Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D
It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P
I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info.
Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more.
Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day.
Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow.
I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me.
I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below.
I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized.
There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D
I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section.
Ships:
I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D
I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D...
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1793004857.3676822
|
1793091257.3676822
|
|
39903
|
Navi by @weeewwwwwwww | Stardance
|
weeewwwwwwww
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:05Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to", "repo": "https://github.com/notwewnothing/Navi", "demo": "https://github.com/notwewnothing/Navi/releases/tag/v1.0.1"}]...
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[{"post_id": 71123, "ts": "202 [{"post_id": 71123, "ts": "2026-09-20T10:11:57Z", "hours": 4.6764, "text": "The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies"}, {"post_id": 59702, "ts": "2026-09-01T16:58:09Z", "hours": 5.3219, "text": "Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3"}, {"post_id": 52671, "ts": "2026-08-22T22:45:55Z", "hours": 2.3983, "text": "Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee"}, {"post_id": 48185, "ts": "2026-08-16T14:11:27Z", "hours": 1.3858, "text": "Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye"}, {"post_id": 46595, "ts": "2026-08-13T22:52:24Z", "hours": 1.7533, "text": "Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho"}, {"post_id": 46067, "ts": "2026-08-13T00:43:07Z", "hours": 4.7158, "text": "Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333"}, {"post_id": 43647, "ts": "2026-08-09T01:08:37Z", "hours": 4.1842, "text": "Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one"}, {"post_id": 36743, "ts": "2026-07-29T00:15:06Z", "hours": 2.2719, "text": "Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog"}, {"post_id": 36276, "ts": "2026-07-28T08:40:43Z", "hours": 1.6708, "text": "Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin"}, {"post_id": 35888, "ts": "2026-07-27T16:42:41Z", "hours": 1.1892, "text": "Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping"}]...
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Title: Navi by @weeewwwwwwww | Stardance
Devlogs: Title: Navi by @weeewwwwwwww | Stardance
Devlogs:
Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping
Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin
Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog
Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one
Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333
Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho
Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye
Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee
Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3
The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies
Ships:
Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to...
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1793004856.2295218
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1793091256.2295218
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56449
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Portfolio Site by @Vihaan15 | Stardance
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Vihaan15
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1
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2.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T05:40:20Z", "hours": 2.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful", "repo": "https://github.com/Vihaan6119/Portfolio-Site", "demo": "https://vihaan6119.github.io/Portfolio-Site/"}]...
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[{"post_id": 67112, "ts": "202 [{"post_id": 67112, "ts": "2026-09-13T05:26:44Z", "hours": 1.8, "text": "Finished working on the portfolio site"}]...
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Title: Portfolio Site by @Vihaan15 | Stardance
De Title: Portfolio Site by @Vihaan15 | Stardance
Devlogs:
Finished working on the portfolio site
Ships:
This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful...
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1793004855.3418946
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1793091255.3418946
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56391
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jam by @tiydwe | Stardance
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tiydwe
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1
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74.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
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[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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1793004854.1230614
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1793091254.1230614
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51156
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Fleeting by @Cret | Stardance
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Cret
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1
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10.48
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:14:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right.", "repo": "https://gitlab.com/IHateGitHub/fleeting-prev", "demo": "https://testflight.apple.com/join/sJhN18r4"}]...
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[{"post_id": 78532, "ts": "202 [{"post_id": 78532, "ts": "2026-10-11T03:37:02Z", "hours": 0.4814, "text": "rewrote the readme file"}, {"post_id": 50759, "ts": "2026-08-20T03:40:40Z", "hours": 9.8222, "text": "This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight."}]...
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Title: Fleeting by @Cret | Stardance
Devlogs:
Thi Title: Fleeting by @Cret | Stardance
Devlogs:
This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight.
rewrote the readme file
Ships:
I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right....
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1793004853.0122068
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1793091253.0122068
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46314
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WayneWebOS by @wayne14 | Stardance
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wayne14
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1
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23.68
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T06:42:22Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]", "repo": "https://github.com/wayne-14e/WebOS", "demo": "https://wayne-14e.github.io/WebOS/"}]...
|
[{"post_id": 73099, "ts": "202 [{"post_id": 73099, "ts": "2026-09-24T11:43:25Z", "hours": 0.7064, "text": "Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor."}, {"post_id": 72660, "ts": "2026-09-23T13:12:12Z", "hours": 0.9714, "text": "I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner."}, {"post_id": 72550, "ts": "2026-09-23T05:57:17Z", "hours": 9.5225, "text": "I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]"}, {"post_id": 71353, "ts": "2026-09-20T17:56:37Z", "hours": 6.52, "text": "Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…"}, {"post_id": 66300, "ts": "2026-09-12T01:56:55Z", "hours": 6.305, "text": "I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!"}]...
|
Title: WayneWebOS by @wayne14 | Stardance
Devlogs Title: WayneWebOS by @wayne14 | Stardance
Devlogs:
I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!
Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…
I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]
I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner.
Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor.
Ships:
I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]...
|
1793004851.8587308
|
1793091251.8587308
|
|
22612
|
RC car by @Sked | Stardance
|
Sked
|
1
|
58.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:57:08Z", "hours": 58.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car", "repo": "https://github.com/Sked777/RC-car-", "demo": ""}]...
|
[{"post_id": 75338, "ts": "202 [{"post_id": 75338, "ts": "2026-09-29T19:39:10Z", "hours": 10.6006, "text": "I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it."}, {"post_id": 73990, "ts": "2026-09-26T14:07:47Z", "hours": 12.8336, "text": "This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled"}, {"post_id": 69735, "ts": "2026-09-17T17:51:13Z", "hours": 10.0503, "text": "still working on the car. fixing a lot of things"}, {"post_id": 65335, "ts": "2026-09-10T12:41:51Z", "hours": 9.7836, "text": "I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it"}, {"post_id": 59479, "ts": "2026-09-01T10:48:26Z", "hours": 11.0289, "text": "still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension."}, {"post_id": 19577, "ts": "2026-06-30T22:24:11Z", "hours": 1.3336, "text": "I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension"}, {"post_id": 17888, "ts": "2026-06-28T20:30:44Z", "hours": 0.8167, "text": "Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it"}, {"post_id": 17201, "ts": "2026-06-27T22:12:20Z", "hours": 1.2503, "text": "I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms"}]...
|
Title: RC car by @Sked | Stardance
Devlogs:
I am Title: RC car by @Sked | Stardance
Devlogs:
I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms
Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it
I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension
still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension.
I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it
still working on the car. fixing a lot of things
This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled
I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it.
Ships:
I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car...
|
1793004850.6856081
|
1793091250.6856081
|
|
22643
|
station-siege by @Abbos | Stardance
|
Abbos
|
1
|
90.0
|
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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|
46291
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SmartBedLamp by @Stylt | Stardance
|
Stylt
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:10:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder.", "repo": "https://github.com/Stylt1/bed-lamp", "demo": ""}]...
|
[{"post_id": 48245, "ts": "202 [{"post_id": 48245, "ts": "2026-08-16T15:29:21Z", "hours": 0.9667, "text": "Devlog #7 -made some silkscreen Next finishing Slikscreen"}, {"post_id": 47014, "ts": "2026-08-14T16:22:25Z", "hours": 1.8333, "text": "Devlog #6 -finishing up PCB"}, {"post_id": 46222, "ts": "2026-08-13T09:31:02Z", "hours": 2.2047, "text": "Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together"}, {"post_id": 45709, "ts": "2026-08-12T11:36:47Z", "hours": 2.1, "text": "Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout"}, {"post_id": 45207, "ts": "2026-08-11T15:09:38Z", "hours": 1.2833, "text": "Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints"}, {"post_id": 45054, "ts": "2026-08-11T09:51:20Z", "hours": 2.0667, "text": "Devlog #2 -searched components -worked on schematic"}, {"post_id": 44509, "ts": "2026-08-10T09:52:33Z", "hours": 1.1, "text": "Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components"}]...
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Title: SmartBedLamp by @Stylt | Stardance
Devlogs Title: SmartBedLamp by @Stylt | Stardance
Devlogs:
Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components
Devlog #2 -searched components -worked on schematic
Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints
Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout
Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together
Devlog #6 -finishing up PCB
Devlog #7 -made some silkscreen Next finishing Slikscreen
Ships:
This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder....
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1793004848.3322618
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1793091248.3322618
|
|
46281
|
ASTRA by @BobbyLovesShrek | Stardance
|
BobbyLovesShrek
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1
|
87.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T09:22:20Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment.", "repo": "https://github.com/Sid95-44/ASTRA-3D", "demo": "https://sid95-44.github.io/ASTRA-3D/"}]...
|
[{"post_id": 74795, "ts": "202 [{"post_id": 74795, "ts": "2026-09-28T08:44:38Z", "hours": 11.8558, "text": "Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment."}, {"post_id": 74010, "ts": "2026-09-26T14:53:28Z", "hours": 12.6856, "text": "Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work."}, {"post_id": 73012, "ts": "2026-09-24T06:48:26Z", "hours": 13.2147, "text": "Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements."}, {"post_id": 72035, "ts": "2026-09-22T01:15:27Z", "hours": 11.0403, "text": "Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2."}, {"post_id": 70959, "ts": "2026-09-20T03:17:22Z", "hours": 6.7439, "text": "Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work."}, {"post_id": 69171, "ts": "2026-09-16T15:01:55Z", "hours": 7.0864, "text": "So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee"}, {"post_id": 51372, "ts": "2026-08-21T00:36:22Z", "hours": 6.1872, "text": "Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess"}, {"post_id": 50863, "ts": "2026-08-20T09:49:11Z", "hours": 10.8689, "text": "Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause"}, {"post_id": 49304, "ts": "2026-08-18T01:28:06Z", "hours": 7.5714, "text": "Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx"}]...
|
Title: ASTRA by @BobbyLovesShrek | Stardance
Devl Title: ASTRA by @BobbyLovesShrek | Stardance
Devlogs:
Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx
Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause
Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess
So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee
Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work.
Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2.
Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements.
Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work.
Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment.
Ships:
ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment....
|
1793004847.1576495
|
1793091247.1576495
|
|
46259
|
OEDO by @Cherish9 | Stardance
|
Cherish9
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T23:52:48Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipped my second ever cad project!! (First one was a wire organizer but not on stardance) Designed this whole multi-part build in FreeCAD across a few weeks of weekend grinding to solve my messy desk problem since my essentials kept getting misplaced. It holds my watche, pens, bracelet, USB and Micro SD cards. I learned a lot from this experience like threading, fastener workbench, and assembly. It took around 9 hours but it doesn’t include the time outside where I was figuring out how to do certain stuff. So I’m super happy to finally ship this!", "repo": "https://github.com/Cherish-everything/OEDO", "demo": ""}]...
|
[{"post_id": 76353, "ts": "202 [{"post_id": 76353, "ts": "2026-10-03T08:58:48Z", "hours": 0.5, "text": "FINAL UPDATE ON OEDO!! Omg this has been a long long journey and countless hours figuring out how things work. It was a nice learning journey as I learned assembly and threading (that was a painn) now I’m probably not going print this out because I haven’t gotten access to a 3d printer yet but when I do I’ll maybe try it out (but by then I’d probably have atleast 3 other projects lol)"}, {"post_id": 57970, "ts": "2026-08-30T09:35:31Z", "hours": 0.7667, "text": "I’m almost done modeling this! The middle body was rlly hard for me to model since I wanted it to have this snap lock hanger for my watch and bracelets and then it has a camfollower thing inside that hopefully if it works pushes out my usb and sd card as I turn the part Though next session I’ll do these fixes cuz i just realized it won’t work without these and i’m too tired to do it rn Remove threads on hanger body, replace with smooth insert like the one I made under the pencil holder The camfollower connects to pole that goes through hanger body from top of drawer section, act as pivot"}, {"post_id": 52904, "ts": "2026-08-23T08:57:39Z", "hours": 3.2669, "text": "Today I modeled the camfollower (idk what it’s called but it’s supposed to pushed things out when rotated, don’t have a pic rn) and also finally figured out how to make easy male and female threads. This whole thing took a lot of crashing out on freeCAD haha but I’m finally getting somewhere! So my plan is to have the drawer, hanger for my watch & braceletes and slots for usb and my sd card. If you’re wondering why I’m adding threads it’s because to learn I will print at a library like 30 minutes from here and I can only at max print for 4 hours so I need to find a way to do one section at a time then assemble them together lol. So I also learned how to add joints in assembly so I can see it coming together. Next session I’ll finish up the cam follower thing and fix up the hanger measurements because it doesn’t quite fit and this thing is already stressing me out. Then after those are done I just need to add a sticky note holder + a pencil holder on top and done! (+ a second drawer but I just need the same drawer piece twice for that)"}, {"post_id": 52233, "ts": "2026-08-22T10:23:08Z", "hours": 1.6172, "text": "I modelled the hanger part but oh my days this took so long just because FreeCad kept giving me errors lol but I’m one step closer to finishing OEDO!"}, {"post_id": 50187, "ts": "2026-08-19T09:50:31Z", "hours": 1.5336, "text": "Today I learned how to do threads so I can at some point screw them together ig since I’ll be printing them seperately, I also modelled the simple base platform for it"}, {"post_id": 48070, "ts": "2026-08-16T11:02:30Z", "hours": 1.7169, "text": "Made the drawer section of OEDO (Over-engineered desk organizer"}]...
|
Title: OEDO by @Cherish9 | Stardance
Devlogs:
Mad Title: OEDO by @Cherish9 | Stardance
Devlogs:
Made the drawer section of OEDO (Over-engineered desk organizer
Today I learned how to do threads so I can at some point screw them together ig since I’ll be printing them seperately, I also modelled the simple base platform for it
I modelled the hanger part but oh my days this took so long just because FreeCad kept giving me errors lol but I’m one step closer to finishing OEDO!
Today I modeled the camfollower (idk what it’s called but it’s supposed to pushed things out when rotated, don’t have a pic rn) and also finally figured out how to make easy male and female threads. This whole thing took a lot of crashing out on freeCAD haha but I’m finally getting somewhere! So my plan is to have the drawer, hanger for my watch & braceletes and slots for usb and my sd card. If you’re wondering why I’m adding threads it’s because to learn I will print at a library like 30 minutes from here and I can only at max print for 4 hours so I need to find a way to do one section at a time then assemble them together lol. So I also learned how to add joints in assembly so I can see it coming together. Next session I’ll finish up the cam follower thing and fix up the hanger measurements because it doesn’t quite fit and this thing is already stressing me out. Then after those are done I just need to add a sticky note holder + a pencil holder on top and done! (+ a second drawer but I just need the same drawer piece twice for that)
I’m almost done modeling this! The middle body was rlly hard for me to model since I wanted it to have this snap lock hanger for my watch and bracelets and then it has a camfollower thing inside that hopefully if it works pushes out my usb and sd card as I turn the part Though next session I’ll do these fixes cuz i just realized it won’t work without these and i’m too tired to do it rn Remove threads on hanger body, replace with smooth insert like the one I made under the pencil holder The camfollower connects to pole that goes through hanger body from top of drawer section, act as pivot
FINAL UPDATE ON OEDO!! Omg this has been a long long journey and countless hours figuring out how things work. It was a nice learning journey as I learned assembly and threading (that was a painn) now I’m probably not going print this out because I haven’t gotten access to a 3d printer yet but when I do I’ll maybe try it out (but by then I’d probably have atleast 3 other projects lol)
Ships:
Finally shipped my second ever cad project!! (First one was a wire organizer but not on stardance) Designed this whole multi-part build in FreeCAD across a few weeks of weekend grinding to solve my messy desk problem since my essentials kept getting misplaced. It holds my watche, pens, bracelet, USB and Micro SD cards. I learned a lot from this experience like threading, fastener workbench, and assembly. It took around 9 hours but it doesn’t include the time outside where I was figuring out how to do certain stuff. So I’m super happy to finally ship this!...
|
1793004846.0126498
|
1793091246.0126498
|
|
56348
|
LightScanner by @belbel | Stardance
|
belbel
|
2
|
20.0
|
321
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T06:21:13Z", "hours": 4.0, "multiplier": 17.93, "payout": 91, "blessing": "neutral", "text": "Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}, {"ship_num": 2, "ts": "2026-09-27T06:15:32Z", "hours": 16.0, "multiplier": 14.56, "payout": 230, "blessing": "neutral", "text": "HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}]...
|
[{"post_id": 76321, "ts": "202 [{"post_id": 76321, "ts": "2026-10-03T06:12:08Z", "hours": 2.3231, "text": "NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing"}, {"post_id": 76171, "ts": "2026-10-02T15:53:35Z", "hours": 1.9375, "text": "NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name"}, {"post_id": 74334, "ts": "2026-09-27T05:58:37Z", "hours": 0.3883, "text": "GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!"}, {"post_id": 74256, "ts": "2026-09-27T02:43:21Z", "hours": 0.4664, "text": "Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!"}, {"post_id": 74218, "ts": "2026-09-26T22:56:02Z", "hours": 1.5956, "text": "API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web."}, {"post_id": 73947, "ts": "2026-09-26T11:57:24Z", "hours": 1.9642, "text": "Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests."}, {"post_id": 71961, "ts": "2026-09-21T21:14:51Z", "hours": 5.6494, "text": "Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile."}, {"post_id": 64308, "ts": "2026-09-08T16:27:06Z", "hours": 4.0986, "text": "Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage."}, {"post_id": 61527, "ts": "2026-09-04T14:09:18Z", "hours": 1.6481, "text": "LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme"}]...
|
Title: LightScanner by @belbel | Stardance
Devlog Title: LightScanner by @belbel | Stardance
Devlogs:
LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme
Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage.
Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile.
Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests.
API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web.
Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!
GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!
NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name
NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing
Ships:
HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.
Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint....
|
1793004844.0795686
|
1793091244.0795686
|
|
51115
|
Sakura.dev by @sp6k | Stardance
|
sp6k
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:28:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)", "repo": "https://github.com/vHyp3r/sakura.xyz", "demo": "https://sakura-xyz.onrender.com/"}]...
|
[{"post_id": 71981, "ts": "202 [{"post_id": 71981, "ts": "2026-09-21T21:56:33Z", "hours": 0.9108, "text": "Shop updates shopRefresh has been defined now and fixes to the sites have been coming"}, {"post_id": 68039, "ts": "2026-09-14T12:44:55Z", "hours": 0.6078, "text": "New Admin Panel Created adminPanel and adminVar"}, {"post_id": 65947, "ts": "2026-09-11T12:52:15Z", "hours": 0.3694, "text": "New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly"}, {"post_id": 65370, "ts": "2026-09-10T13:47:19Z", "hours": 0.4675, "text": "Site Overhaul in Progress, and new variables userConfig and renderDev"}, {"post_id": 64839, "ts": "2026-09-09T15:08:42Z", "hours": 0.2606, "text": "Pack System Overhaul! packSchema now has been made recursive"}, {"post_id": 64820, "ts": "2026-09-09T14:31:50Z", "hours": 0.8075, "text": "Working strong right now!"}, {"post_id": 60805, "ts": "2026-09-03T12:27:52Z", "hours": 0.7397, "text": "updated ui!"}, {"post_id": 59514, "ts": "2026-09-01T11:50:18Z", "hours": 0.3247, "text": "Reworking ui as of right now"}]...
|
Title: Sakura.dev by @sp6k | Stardance
Devlogs:
R Title: Sakura.dev by @sp6k | Stardance
Devlogs:
Reworking ui as of right now
updated ui!
Working strong right now!
Pack System Overhaul! packSchema now has been made recursive
Site Overhaul in Progress, and new variables userConfig and renderDev
New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly
New Admin Panel Created adminPanel and adminVar
Shop updates shopRefresh has been defined now and fixes to the sites have been coming
Ships:
Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)...
|
1793004842.8990116
|
1793091242.8990116
|
|
51109
|
Shooting with Shapes by @thecatsmeow | Stardance
|
thecatsmeow
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
|
Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
|
1793004841.756451
|
1793091241.756451
|
|
56330
|
double-or-nothing by @M4RC086 | Stardance
|
M4RC086
|
1
|
19.0
|
103
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:25:51Z", "hours": 19.0, "multiplier": 5.3, "payout": 103, "blessing": "neutral", "text": "So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!", "repo": "https://github.com/M4RC086/double-or-nothing", "demo": "https://double-or-nothing-eta.vercel.app/"}]...
|
[{"post_id": 67202, "ts": "202 [{"post_id": 67202, "ts": "2026-09-13T08:11:08Z", "hours": 1.6578, "text": "Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed"}, {"post_id": 65355, "ts": "2026-09-10T13:20:45Z", "hours": 3.4994, "text": "I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)"}, {"post_id": 64858, "ts": "2026-09-09T15:32:36Z", "hours": 2.2994, "text": "Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big"}, {"post_id": 62848, "ts": "2026-09-06T11:37:24Z", "hours": 1.9247, "text": "I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important"}, {"post_id": 62155, "ts": "2026-09-05T12:30:10Z", "hours": 3.0353, "text": "I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!"}, {"post_id": 60762, "ts": "2026-09-03T10:53:48Z", "hours": 1.1658, "text": "I did the leaderboard in real time… I hate javascript. Thanks Claude…"}, {"post_id": 60239, "ts": "2026-09-02T14:14:00Z", "hours": 2.0994, "text": "I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly"}, {"post_id": 59476, "ts": "2026-09-01T10:45:05Z", "hours": 1.0508, "text": "I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff."}, {"post_id": 59235, "ts": "2026-08-31T22:13:25Z", "hours": 1.6658, "text": "The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS."}, {"post_id": 58725, "ts": "2026-08-31T08:29:47Z", "hours": 0.9381, "text": "This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)"}]...
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Title: double-or-nothing by @M4RC086 | Stardance
Title: double-or-nothing by @M4RC086 | Stardance
Devlogs:
This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)
The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS.
I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff.
I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly
I did the leaderboard in real time… I hate javascript. Thanks Claude…
I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!
I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important
Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big
I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)
Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed
Ships:
So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!...
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1793004839.1568658
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1793091239.1568658
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30784
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My first slack bot! by @kratak | Stardance
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kratak
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:06:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall.", "repo": "https://github.com/Kratak78/slackbot-stardance_challenge", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
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[{"post_id": 71619, "ts": "202 [{"post_id": 71619, "ts": "2026-09-21T05:33:31Z", "hours": 0.9583, "text": "Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new."}]...
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Title: My first slack bot! by @kratak | Stardance
Title: My first slack bot! by @kratak | Stardance
Devlogs:
Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new.
Ships:
Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall....
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1793004838.2732673
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1793091238.2732673
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56281
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xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardanc xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance...
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Asta_does_stuff
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1
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34.63
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T08:14:34Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU", "repo": "https://github.com/aryasatyaardy-cell/xX_Shadow_Hunter_Xx", "demo": ""}]...
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[{"post_id": 80539, "ts": "202 [{"post_id": 80539, "ts": "2026-10-18T03:47:06Z", "hours": 6.0067, "text": "ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously"}, {"post_id": 79459, "ts": "2026-10-14T03:37:57Z", "hours": 0.785, "text": "Organizing Just putting vibration sensing codes in their designated files"}, {"post_id": 79002, "ts": "2026-10-12T09:40:53Z", "hours": 0.5564, "text": "#YAYA it works"}, {"post_id": 78984, "ts": "2026-10-12T08:00:56Z", "hours": 1.6869, "text": "Codes for vibration sensor"}, {"post_id": 78648, "ts": "2026-10-11T05:08:36Z", "hours": 2.0417, "text": "2 DoF Inverse Kinematics tried it, theoretically works, practically nope"}, {"post_id": 78239, "ts": "2026-10-10T02:45:32Z", "hours": 9.7806, "text": "assembling charger module and gluing all the parts"}, {"post_id": 75880, "ts": "2026-10-01T13:42:26Z", "hours": 0.9022, "text": "idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…"}, {"post_id": 75807, "ts": "2026-10-01T06:37:25Z", "hours": 2.2919, "text": "Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135"}, {"post_id": 74739, "ts": "2026-09-28T03:14:47Z", "hours": 1.68, "text": "Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number"}, {"post_id": 74485, "ts": "2026-09-27T14:19:46Z", "hours": 0.4442, "text": "Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)"}, {"post_id": 74451, "ts": "2026-09-27T12:18:04Z", "hours": 0.4578, "text": "ERORRRRRRRRRRRRRS"}, {"post_id": 74370, "ts": "2026-09-27T08:13:08Z", "hours": 1.0003, "text": "Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works"}, {"post_id": 73882, "ts": "2026-09-26T07:51:20Z", "hours": 0.4169, "text": "Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving"}, {"post_id": 73876, "ts": "2026-09-26T07:22:30Z", "hours": 0.6336, "text": "Finished writing readme with all I’ve done for this project"}, {"post_id": 73841, "ts": "2026-09-26T04:40:56Z", "hours": 0.8719, "text": "Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first"}, {"post_id": 73513, "ts": "2026-09-25T08:47:10Z", "hours": 0.6667, "text": "Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)"}, {"post_id": 73367, "ts": "2026-09-25T00:27:00Z", "hours": 0.805, "text": "Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque"}, {"post_id": 73116, "ts": "2026-09-24T12:48:25Z", "hours": 1.5989, "text": "I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!"}, {"post_id": 73051, "ts": "2026-09-24T08:48:54Z", "hours": 1.3989, "text": "Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface"}, {"post_id": 72148, "ts": "2026-09-22T10:07:02Z", "hours": 0.7014, "text": "Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)"}, {"post_id": 70504, "ts": "2026-09-19T09:11:23Z", "hours": 0.9617, "text": "Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^"}, {"post_id": 70424, "ts": "2026-09-19T05:09:43Z", "hours": 1.0456, "text": "Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height"}, {"post_id": 69641, "ts": "2026-09-17T13:57:28Z", "hours": 0.6864, "text": "Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)"}, {"post_id": 67161, "ts": "2026-09-13T07:22:14Z", "hours": 0.7939, "text": "Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit"}, {"post_id": 67132, "ts": "2026-09-13T06:07:25Z", "hours": 0.7392, "text": "Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness"}, {"post_id": 66594, "ts": "2026-09-12T13:20:34Z", "hours": 0.8753, "text": "Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly"}, {"post_id": 66541, "ts": "2026-09-12T11:56:46Z", "hours": 0.3242, "text": "First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?"}, {"post_id": 66277, "ts": "2026-09-12T00:47:47Z", "hours": 0.3003, "text": "Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy"}, {"post_id": 65989, "ts": "2026-09-11T14:33:12Z", "hours": 1.4019, "text": "Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2"}, {"post_id": 65854, "ts": "2026-09-11T08:50:18Z", "hours": 0.3003, "text": "Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing"}, {"post_id": 65367, "ts": "2026-09-10T13:42:38Z", "hours": 1.3903, "text": "Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff"}, {"post_id": 64824, "ts": "2026-09-09T14:36:05Z", "hours": 0.8414, "text": "Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error"}, {"post_id": 60007, "ts": "2026-09-02T03:11:32Z", "hours": 1.0306, "text": "First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO"}]...
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Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | S Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance
Devlogs:
First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO
Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error
Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff
Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing
Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2
Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy
First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?
Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly
Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness
Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit
Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)
Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height
Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^
Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)
Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface
I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!
Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque
Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)
Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first
Finished writing readme with all I’ve done for this project
Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving
Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works
ERORRRRRRRRRRRRRS
Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)
Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number
Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135
idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…
assembling charger module and gluing all the parts
2 DoF Inverse Kinematics tried it, theoretically works, practically nope
Codes for vibration sensor
#YAYA it works
Organizing Just putting vibration sensing codes in their designated files
ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously
Ships:
xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU...
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ProjectGen - Powered by HackAI by @fanouriakisharr ProjectGen - Powered by HackAI by @fanouriakisharry | Stardance...
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fanouriakisharry
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:43:06Z", "hours": 19.0, "multiplier": 15.43, "payout": 293, "blessing": "neutral", "text": "ProjectGen - AI Powered Project Idea Generator Hey there! I’ve had the idea to build this for a while, and I finally did it! ProjectGen is a desktop app, coded in Python and packaged both for mac and windows using Pyinstaller . In simple words, it’s an app powered by artificial intelligence, that can generate your next project ideas tailored to your exact requirements (project type, time, budget, difficulty level, etc.). It’s built to solve a specific problem I, and I’m sure all other tinkerers have: we have this feeling that we wanna start a new project, but have no idea what, and when we finally land on a specific idea, we often realize that we don’t have the right components, enough time, or the budget to actually build it. It is powered using HackAI, HackClub’s own free LLM API, and using gemini-3.8-flash as the model. How it works! When you open the app, you are met with the main screen, which features separate entry boxes and dropdown menus for the project type (software or hardware), difficulty level, available components if it’s a hardware project, and programming language if it’s software. There are also input fields for the time you can devote and your budget for the project. Oh, something I forgot to mention is that there’s an upload image button for the components, to avoid the hassle of having to type each and every one of your parts manually, and just upload an image of your components drawer. When you click “Generate ideas!”, after some time, 5 ideas will show up. Each one of those ideas has a “Build this!” button under it, that once pressed, generates a complete build guide for the specific project, covering everything you’ll need to build it yourself (overview, parts, wiring, code, instructions, etc.). What was challenging? The biggest challenge for this project, was probably packaging everything. The macOS dock icon constantly refused to work properly, because when I was launching the app, it would show the actual app icon for half a second and then switch to the deafult ttkbootstrap icon. Eventually, after asking AI, I ended up using PyObjC to keep re-applying the icon every 500ms while the app was running. Since I’m developing on a Mac, I also couldn’t build the Windows .exe myself on my computer, so I used GitHub Actions and a workflow written by ChatGpt to build it for me. I then created a Windows VM using UTM to make sure the .exe actually worked properly. What I’m happy with! I genuinely feel pretty happy with how the finished app turned out, especially considering how it started as a 70-line terminal-based Python script that only worked through VS code, and evolved into a proper packaged app that people can download and use without even needing Python installed. I’m also really happy with the component image upload feature, cause it just saves so much time! Instead of having to manually type out each one of the components you have, you can just take a picture of your components drawer and let the AI figure out what you have. How can you test it? Windows release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0_Windows Extract the ZIP file and run ProjectGen.exe . MacOS release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0 When you double click to open the app, it will refuse saying that Apple can’t verify it doesn’t contain malware. Go to Settings, then click Privacy & Security, scroll down, find the section about ProjectGen and click “Open anyway”.", "repo": "https://github.com/HarFProFour12/projectgen", "demo": "https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0"}]...
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[{"post_id": 79303, "ts": "202 [{"post_id": 79303, "ts": "2026-10-13T13:10:49Z", "hours": 0.3097, "text": "Added back the API key dialog, so the app uses the user’s key, instead of leaking mine."}, {"post_id": 74851, "ts": "2026-09-28T13:20:20Z", "hours": 0.6281, "text": "Updated the github releases (both for Windows and MacOS), so the app runs straight out the box without needing the user to input their own api key. This was done upon request from the Shipwrights."}, {"post_id": 71185, "ts": "2026-09-20T12:35:23Z", "hours": 4.4536, "text": "Devlog #7: Packaging the app and shipping! Heyy there! Continuing from what I said on the next devlog, what I did today was finally turn ProjectGen into an actual app that people can download and run on their pc instead of just through VS code, as well as add some new features. Then, I used PyInstaller to package everything into a proper macOS .app , including the fonts and icon. The biggest problem I ran into was the dock icon not working for some reason. My actual ProjectGen icon would appear for half a second before default ttkbootstrap icon would take its place. After asking AI to help me find a solution, I ended up using PyObjC to keep re-applying my icon while the app is running, which sometimes works and sometimes just doesn’t, but I decided not to give it too much attention. Since, I am on mac, I couldn’t locally create the .exe file using pyinstaller , so I used Github Actions plus a script Chatgpt wrote to create it from there. Then I set up a windows vm in UTM, to check if the .exe file works properly. Thankfully it does, so that’s great! Other than that, there were some errosr with indentation and syntax, which I easily fixed. Finally, I made a .gitignore , added requirements.txt , uploaded everything to GitHub, and uploaded the packaged .app as a github release so people can download and run ProjectGen without needing Python or VS Code installed. I used AI a lot in this step, because the icon issue was driving me insane and also to create help create the Windows app. That’s it for now, see you on the next devlog!"}, {"post_id": 66790, "ts": "2026-09-12T17:52:31Z", "hours": 1.9661, "text": "Devlog #6: Photo upload for the components + copy code button! Hey there! Following up on what I said in the last devlog, what I did today what add a way to uplaod a photo of your components drawer instead of typing each componetn manually. There’s nwo an “or” and an “upload image” button right next to the components field, so the user can pick whichever way is more convenient for them. I used base64 to then encode the image and send it to the AI along with the rest of the prompt, along with some extra instructions. When an image is picked, the components field just shows “Image uploaded” so the user can tell the AI will be looking at the photo instead of reading from the entry field, plus I added a red X button next to the upload button so the user can cancel it to pick another image or use txet instead. Other than that, I also added a “Copy code” button to the build guide’s code section, so you don’t have to manually select text out of the text box anymore to copy it. Later, I found out that command=self._copy_code(code) doesn’t work the way it looks like it would, since the parentheses call the function immediately instead of waiting for a the button to be cliced. To solve that, I wrapped it in a lambda function so it only runs when the button’s actually pressed. I used AI to create the new prompt for the image upload and also to help me understand some errors the terminal was showing. That’s for now, see you on the next devlog!"}, {"post_id": 65299, "ts": "2026-09-10T10:41:54Z", "hours": 2.8261, "text": "Devlog #5: Build guide screen, project types, and caching! Heyyy! I’ve been putting off writing this devlog, since there’s a lot off stuff I need to talk about. So, picking up from where I left off in devlog #4, since I said I’d give the build guide it’s own screen and fix the colors, that’s mostly what this devlog is about. The build guide now renders as a seperate screen with seperate sections (Overview, Components, Wiring, Build Steps, Code), pulled from the AI call that returns structured json. I also fixed the fact that the build guide screen was using a blue theme instead of my olive green one, which was because I was using bootstyle=\"primary\" that pulls from ttkbootstrap ’s default theme instead of my custom styles. I also added a project type dropdown in the beginning of the home screen, so the user can choose whether they want a hardware or a software project. Picking software, hides the budget field (since software projects are mostly free), and relabels the components field to programming language. I fixed another annoying bug where clicking “Build this!” twice on the same project, re-called the AI every time, instead of using the old response. To fix tat, I added a small cache keyed my project name, so if it detects that the build button has already been pressed for the specific project, it displays the old instructions instead of creating new ones every time. I also fixed a small bug with the “Back to ideas” button and debugged some typos. Next time, I’m thinking of letting users upload a photo of their components drawer and having the AI think of ideas using those components. That’s it for now, see you on the next devlog!"}, {"post_id": 63443, "ts": "2026-09-07T09:17:41Z", "hours": 3.5797, "text": "Devlog #4: Moving to ttkbootstrap + adding a “Build this!“button Heyyyy! I was gonna write this devlog yesterday, but it was getting kinda late, so I decided to do it toady. So here’s what’s new: First of all, I switched the app over from plain tkinter widgets to ttkbootstrap , to basically just make things easier. Before, the “Generate ideas!” button was just a label pretending to be a button, with custom hover colors and click bindings, because MacOS (my operating system) was applying an ugly outdated gray/silverish button with no styling, and I wasn’t able to change it. The switch was relatively smooth, since for most commands, I just had to change the prefix from tk. to tb. Only problem was that these new widgets don’t take bg= / fg= like my previous ones did, so I had to define named styled in the beginning instead. I also added a difficulty field in the beginning, so the user can control the difficulty level of the project ideas, and also a progress bar along with the cycling messages, so the user actually knows when the Ai is thinking. I also gave each card a “Build this! button, which once pressed, sends another prompt to the ai asking for a full guide, including components, wiring, build instructions, and code if needed. I ran into some errors along the way, mostly typos, which I debugged with the help of Ai. Next time I’ll give the build guide it’s own screen instead of sitting underneath the entry fields, and make the colors of the app consistent between all the screens. That’s it for now, see you on the next devlog!"}, {"post_id": 62750, "ts": "2026-09-06T08:23:14Z", "hours": 3.7319, "text": "Devlog #3: Displaying each idea in it’s own dedicated card Hey there! Today, I switched from dumping all he project ideas the AI gave me into one big ScrolledText box, since just a wall of text with no specific layout or format isn’t excactly great UX. The main thing I changed, was swapping the text box with a scrollable list of widgets (boxes), with each widget having its own colored background, border, a Label for the project name, one for the description and the extra components and lastly one for the time and cost to make. Since tkinter frames don’t scroll by default, I had to create a seperate canvas with a scrollbar bound to it and the cards embedded inside it. Because cards are real widgets now instead of just plain text you can use .delete() , when the user clicked the button again to regenerate ideas, it also had to clean up the previous cards before drawing the new ones, since otherwise all the ideas would just pile up one after the other. I ran into quite some bugs along the way, such as small syntax errors and typos, which I used AI to help me debug. Next time I’ll probably add some buttons for each card, such as a “copy idea” or a “build this one” button. That’s it for now, see you on the next devlog!"}, {"post_id": 59863, "ts": "2026-09-01T20:51:27Z", "hours": 1.5997, "text": "Devlog #2: Transferring project to tkinter ! Today I moved the project from a terminal-based script to an actual GUI using the tkinter library, since typing into input() prompts and just reading a wall of terminal text isn’t exactly a great user experience. The main structure translated pretty easily: text boxes (entry widgets) for components, hours and budget, a “Generate Ideas!” button and an output area for the results. The most difficult part was keeping the window responsive: calling the AI API directly would freeze the whole window until the response came back, so the request now runs in the background, with the result handed back to the main thread safely using root.after(). I used the same rotating status messages from the terminal version (“Brainstorming…”, “Thinking”, etc.), which now update live in the GUI while it waits. Because this was my first time using tkinter , I used Claude to get me up to speed with the core concepts (widgets, entries, `.pack(), etc.). Once I wrote the code, I also used it to help me debug it. Next time I’m probably gonna make the ai output structures json so I can display each project idea in it’s own “card”, and generally work in making the GUI look prettier. That’s it for today, see you on the next devlog!"}, {"post_id": 59186, "ts": "2026-08-31T20:42:01Z", "hours": 0.8419, "text": "Devlog #1: Coding MVP Hey there! First devlog for this project! So the idea of this project is that you write what components you have, how much time you can devote and what your budget is, and AI brainstorms 5 different project ideas you can make that fit those criteria. The project is coded in Python. First, I generated a new API key from HackAi to use as the brain, and integrated it. Then I wrote 1 master prompt which gets sent to the AI every time and includes the info the user has given (components, time available, budget), along with instructions on what format to return each idea in (name, description, extra components needed, cost, and time estimate). I used the rich library to make the terminal output look prettier: rendering the AI’s response as formatted markdown instead of plain text, adding colors and even a colored spinner along with some phrases (such as thinking... , brainstorming... , ect.) so the user knows somethings is happening instead of just guessing if the program has frozen or not. I used AI to help make the prompt and debug. Next up: I’ll probably switch to Tkinter to give it an actual GUI instead of a terminal prompt. Probably gonna have text boxes for components/time/budget, a “Generate Ideas” button, and each idea shown in its own card instead of one long markdown dump. Follow along to see how it turns out!"}]...
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Title: ProjectGen - Powered by HackAI by @fanouria Title: ProjectGen - Powered by HackAI by @fanouriakisharry | Stardance
Devlogs:
Devlog #1: Coding MVP Hey there! First devlog for this project! So the idea of this project is that you write what components you have, how much time you can devote and what your budget is, and AI brainstorms 5 different project ideas you can make that fit those criteria. The project is coded in Python. First, I generated a new API key from HackAi to use as the brain, and integrated it. Then I wrote 1 master prompt which gets sent to the AI every time and includes the info the user has given (components, time available, budget), along with instructions on what format to return each idea in (name, description, extra components needed, cost, and time estimate). I used the rich library to make the terminal output look prettier: rendering the AI’s response as formatted markdown instead of plain text, adding colors and even a colored spinner along with some phrases (such as thinking... , brainstorming... , ect.) so the user knows somethings is happening instead of just guessing if the program has frozen or not. I used AI to help make the prompt and debug. Next up: I’ll probably switch to Tkinter to give it an actual GUI instead of a terminal prompt. Probably gonna have text boxes for components/time/budget, a “Generate Ideas” button, and each idea shown in its own card instead of one long markdown dump. Follow along to see how it turns out!
Devlog #2: Transferring project to tkinter ! Today I moved the project from a terminal-based script to an actual GUI using the tkinter library, since typing into input() prompts and just reading a wall of terminal text isn’t exactly a great user experience. The main structure translated pretty easily: text boxes (entry widgets) for components, hours and budget, a “Generate Ideas!” button and an output area for the results. The most difficult part was keeping the window responsive: calling the AI API directly would freeze the whole window until the response came back, so the request now runs in the background, with the result handed back to the main thread safely using root.after(). I used the same rotating status messages from the terminal version (“Brainstorming…”, “Thinking”, etc.), which now update live in the GUI while it waits. Because this was my first time using tkinter , I used Claude to get me up to speed with the core concepts (widgets, entries, `.pack(), etc.). Once I wrote the code, I also used it to help me debug it. Next time I’m probably gonna make the ai output structures json so I can display each project idea in it’s own “card”, and generally work in making the GUI look prettier. That’s it for today, see you on the next devlog!
Devlog #3: Displaying each idea in it’s own dedicated card Hey there! Today, I switched from dumping all he project ideas the AI gave me into one big ScrolledText box, since just a wall of text with no specific layout or format isn’t excactly great UX. The main thing I changed, was swapping the text box with a scrollable list of widgets (boxes), with each widget having its own colored background, border, a Label for the project name, one for the description and the extra components and lastly one for the time and cost to make. Since tkinter frames don’t scroll by default, I had to create a seperate canvas with a scrollbar bound to it and the cards embedded inside it. Because cards are real widgets now instead of just plain text you can use .delete() , when the user clicked the button again to regenerate ideas, it also had to clean up the previous cards before drawing the new ones, since otherwise all the ideas would just pile up one after the other. I ran into quite some bugs along the way, such as small syntax errors and typos, which I used AI to help me debug. Next time I’ll probably add some buttons for each card, such as a “copy idea” or a “build this one” button. That’s it for now, see you on the next devlog!
Devlog #4: Moving to ttkbootstrap + adding a “Build this!“button Heyyyy! I was gonna write this devlog yesterday, but it was getting kinda late, so I decided to do it toady. So here’s what’s new: First of all, I switched the app over from plain tkinter widgets to ttkbootstrap , to basically just make things easier. Before, the “Generate ideas!” button was just a label pretending to be a button, with custom hover colors and click bindings, because MacOS (my operating system) was applying an ugly outdated gray/silverish button with no styling, and I wasn’t able to change it. The switch was relatively smooth, since for most commands, I just had to change the prefix from tk. to tb. Only problem was that these new widgets don’t take bg= / fg= like my previous ones did, so I had to define named styled in the beginning instead. I also added a difficulty field in the beginning, so the user can control the difficulty level of the project ideas, and also a progress bar along with the cycling messages, so the user actually knows when the Ai is thinking. I also gave each card a “Build this! button, which once pressed, sends another prompt to the ai asking for a full guide, including components, wiring, build instructions, and code if needed. I ran into some errors along the way, mostly typos, which I debugged with the help of Ai. Next time I’ll give the build guide it’s own screen instead of sitting underneath the entry fields, and make the colors of the app consistent between all the screens. That’s it for now, see you on the next devlog!
Devlog #5: Build guide screen, project types, and caching! Heyyy! I’ve been putting off writing this devlog, since there’s a lot off stuff I need to talk about. So, picking up from where I left off in devlog #4, since I said I’d give the build guide it’s own screen and fix the colors, that’s mostly what this devlog is about. The build guide now renders as a seperate screen with seperate sections (Overview, Components, Wiring, Build Steps, Code), pulled from the AI call that returns structured json. I also fixed the fact that the build guide screen was using a blue theme instead of my olive green one, which was because I was using bootstyle="primary" that pulls from ttkbootstrap ’s default theme instead of my custom styles. I also added a project type dropdown in the beginning of the home screen, so the user can choose whether they want a hardware or a software project. Picking software, hides the budget field (since software projects are mostly free), and relabels the components field to programming language. I fixed another annoying bug where clicking “Build this!” twice on the same project, re-called the AI every time, instead of using the old response. To fix tat, I added a small cache keyed my project name, so if it detects that the build button has already been pressed for the specific project, it displays the old instructions instead of creating new ones every time. I also fixed a small bug with the “Back to ideas” button and debugged some typos. Next time, I’m thinking of letting users upload a photo of their components drawer and having the AI think of ideas using those components. That’s it for now, see you on the next devlog!
Devlog #6: Photo upload for the components + copy code button! Hey there! Following up on what I said in the last devlog, what I did today what add a way to uplaod a photo of your components drawer instead of typing each componetn manually. There’s nwo an “or” and an “upload image” button right next to the components field, so the user can pick whichever way is more convenient for them. I used base64 to then encode the image and send it to the AI along with the rest of the prompt, along with some extra instructions. When an image is picked, the components field just shows “Image uploaded” so the user can tell the AI will be looking at the photo instead of reading from the entry field, plus I added a red X button next to the upload button so the user can cancel it to pick another image or use txet instead. Other than that, I also added a “Copy code” button to the build guide’s code section, so you don’t have to manually select text out of the text box anymore to copy it. Later, I found out that command=self._copy_code(code) doesn’t work the way it looks like it would, since the parentheses call the function immediately instead of waiting for a the button to be cliced. To solve that, I wrapped it in a lambda function so it only runs when the button’s actually pressed. I used AI to create the new prompt for the image upload and also to help me understand some errors the terminal was showing. That’s for now, see you on the next devlog!
Devlog #7: Packaging the app and shipping! Heyy there! Continuing from what I said on the next devlog, what I did today was finally turn ProjectGen into an actual app that people can download and run on their pc instead of just through VS code, as well as add some new features. Then, I used PyInstaller to package everything into a proper macOS .app , including the fonts and icon. The biggest problem I ran into was the dock icon not working for some reason. My actual ProjectGen icon would appear for half a second before default ttkbootstrap icon would take its place. After asking AI to help me find a solution, I ended up using PyObjC to keep re-applying my icon while the app is running, which sometimes works and sometimes just doesn’t, but I decided not to give it too much attention. Since, I am on mac, I couldn’t locally create the .exe file using pyinstaller , so I used Github Actions plus a script Chatgpt wrote to create it from there. Then I set up a windows vm in UTM, to check if the .exe file works properly. Thankfully it does, so that’s great! Other than that, there were some errosr with indentation and syntax, which I easily fixed. Finally, I made a .gitignore , added requirements.txt , uploaded everything to GitHub, and uploaded the packaged .app as a github release so people can download and run ProjectGen without needing Python or VS Code installed. I used AI a lot in this step, because the icon issue was driving me insane and also to create help create the Windows app. That’s it for now, see you on the next devlog!
Updated the github releases (both for Windows and MacOS), so the app runs straight out the box without needing the user to input their own api key. This was done upon request from the Shipwrights.
Added back the API key dialog, so the app uses the user’s key, instead of leaking mine.
Ships:
ProjectGen - AI Powered Project Idea Generator Hey there! I’ve had the idea to build this for a while, and I finally did it! ProjectGen is a desktop app, coded in Python and packaged both for mac and windows using Pyinstaller . In simple words, it’s an app powered by artificial intelligence, that can generate your next project ideas tailored to your exact requirements (project type, time, budget, difficulty level, etc.). It’s built to solve a specific problem I, and I’m sure all other tinkerers have: we have this feeling that we wanna start a new project, but have no idea what, and when we finally land on a specific idea, we often realize that we don’t have the right components, enough time, or the budget to actually build it. It is powered using HackAI, HackClub’s own free LLM API, and using gemini-3.8-flash as the model. How it works! When you open the app, you are met with the main screen, which features separate entry boxes and dropdown menus for the project type (software or hardware), difficulty level, available components if it’s a hardware project, and programming language if it’s software. There are also input fields for the time you can devote and your budget for the project. Oh, something I forgot to mention is that there’s an upload image button for the components, to avoid the hassle of having to type each and every one of your parts manually, and just upload an image of your components drawer. When you click “Generate ideas!”, after some time, 5 ideas will show up. Each one of those ideas has a “Build this!” button under it, that once pressed, generates a complete build guide for the specific project, covering everything you’ll need to build it yourself (overview, parts, wiring, code, instructions, etc.). What was challenging? The biggest challenge for this project, was probably packaging everything. The macOS dock icon constantly refused to work properly, because when I was launching the app, it would show the actual app icon for half a second and then switch to the deafult ttkbootstrap icon. Eventually, after asking AI, I ended up using PyObjC to keep re-applying the icon every 500ms while the app was running. Since I’m developing on a Mac, I also couldn’t build the Windows .exe myself on my computer, so I used GitHub Actions and a workflow written by ChatGpt to build it for me. I then created a Windows VM using UTM to make sure the .exe actually worked properly. What I’m happy with! I genuinely feel pretty happy with how the finished app turned out, especially considering how it started as a 70-line terminal-based Python script that only worked through VS code, and evolved into a proper packaged app that people can download and use without even needing Python installed. I’m also really happy with the component image upload feature, cause it just saves so much time! Instead of having to manually type out each one of the components you have, you can just take a picture of your components drawer and let the AI figure out what you have. How can you test it? Windows release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0_Windows Extract the ZIP file and run ProjectGen.exe . MacOS release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0 When you double click to open the app, it will refuse saying that Apple can’t verify it doesn’t contain malware. Go to Settings, then click Privacy & Security, scroll down, find the section about ProjectGen and click “Open anyway”....
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App to help Seniors protect themselves against sca App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance...
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Mykulkar
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1
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30.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:35:56Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows.", "repo": "https://github.com/mykulkarvt/KinGuard", "demo": "https://youtube.com/shorts/aS_OT5WA54Q?feature=share"}]...
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[{"post_id": 75090, "ts": "202 [{"post_id": 75090, "ts": "2026-09-29T04:08:52Z", "hours": 3.1739, "text": "Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment."}, {"post_id": 74743, "ts": "2026-09-28T03:41:54Z", "hours": 8.2256, "text": "Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow."}, {"post_id": 73462, "ts": "2026-09-25T04:19:37Z", "hours": 8.2314, "text": "Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog"}, {"post_id": 72061, "ts": "2026-09-22T03:06:47Z", "hours": 3.1456, "text": "Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before."}, {"post_id": 69865, "ts": "2026-09-17T23:10:22Z", "hours": 3.3942, "text": "Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works"}, {"post_id": 68947, "ts": "2026-09-16T02:56:28Z", "hours": 1.9725, "text": "Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared"}, {"post_id": 68477, "ts": "2026-09-15T05:50:12Z", "hours": 2.1247, "text": "KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)"}]...
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Title: App to help Seniors protect themselves agai Title: App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance
Devlogs:
KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)
Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared
Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works
Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before.
Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog
Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow.
Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment.
Ships:
KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows....
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1793004834.6138606
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1793091234.6138606
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46202
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Will you Rush? by @Domenica | Stardance
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Domenica
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1
|
7.4
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:50:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points", "repo": "https://github.com/Domenica-Santayana/WillYouRush", "demo": "https://dsc-217.itch.io/will-you-rush"}]...
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[{"post_id": 79189, "ts": "202 [{"post_id": 79189, "ts": "2026-10-12T23:30:50Z", "hours": 0.3964, "text": "Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!"}, {"post_id": 75069, "ts": "2026-09-29T01:52:49Z", "hours": 1.9414, "text": "Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!"}, {"post_id": 67068, "ts": "2026-09-13T03:39:32Z", "hours": 2.5042, "text": "Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!"}, {"post_id": 63286, "ts": "2026-09-07T01:05:12Z", "hours": 0.655, "text": "Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!"}, {"post_id": 51632, "ts": "2026-08-21T12:39:57Z", "hours": 0.5333, "text": "Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!"}, {"post_id": 46052, "ts": "2026-08-13T00:02:46Z", "hours": 0.55, "text": "Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!"}, {"post_id": 45510, "ts": "2026-08-12T01:37:06Z", "hours": 0.9472, "text": "Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!"}]...
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Title: Will you Rush? by @Domenica | Stardance
De Title: Will you Rush? by @Domenica | Stardance
Devlogs:
Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!
Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!
Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!
Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!
Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!
Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!
Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!
Ships:
I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points...
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1793004833.439804
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1793091233.439804
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46161
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Particle Evolution by @dubbyy | Stardance
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dubbyy
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1
|
21.0
|
314
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T23:52:08Z", "hours": 21.0, "multiplier": 14.66, "payout": 314, "blessing": "neutral", "text": "Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>", "repo": "https://github.com/dubbyy1/particle-evo", "demo": "https://github.com/dubbyy1/particle-evo/releases/tag/v1.0.0"}]...
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[{"post_id": 69393, "ts": "202 [{"post_id": 69393, "ts": "2026-09-16T23:40:57Z", "hours": 1.0261, "text": "Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it"}, {"post_id": 69312, "ts": "2026-09-16T19:39:18Z", "hours": 7.205, "text": "Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!"}, {"post_id": 52682, "ts": "2026-08-22T23:04:28Z", "hours": 1.6047, "text": "Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>"}, {"post_id": 49248, "ts": "2026-08-17T22:42:46Z", "hours": 3.5361, "text": "Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!"}, {"post_id": 48926, "ts": "2026-08-17T14:19:48Z", "hours": 1.12, "text": "Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it"}, {"post_id": 47208, "ts": "2026-08-14T23:38:27Z", "hours": 3.3586, "text": "Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon"}, {"post_id": 44261, "ts": "2026-08-09T21:58:04Z", "hours": 3.5419, "text": "Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution"}]...
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Title: Particle Evolution by @dubbyy | Stardance
Title: Particle Evolution by @dubbyy | Stardance
Devlogs:
Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution
Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon
Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it
Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!
Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>
Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!
Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it
Ships:
Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>...
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1793004832.2570345
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1793091232.2570345
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56243
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Aksara by @Dat-One-Dev | Stardance
|
Dat-One-Dev
|
1
|
8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T17:14:03Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda.", "repo": "https://github.com/Dat-one-dev/Aksara", "demo": "https://github.com/Dat-one-dev/Aksara/releases/tag/v0.1.1"}]...
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[{"post_id": 68731, "ts": "202 [{"post_id": 68731, "ts": "2026-09-15T17:13:21Z", "hours": 0.4275, "text": "Devlog 13 Nothing just completing the project readme and stuff uk"}, {"post_id": 67930, "ts": "2026-09-14T07:36:44Z", "hours": 0.3147, "text": "DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol"}, {"post_id": 67484, "ts": "2026-09-13T16:29:21Z", "hours": 0.5808, "text": "DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog"}, {"post_id": 67243, "ts": "2026-09-13T09:30:30Z", "hours": 0.2867, "text": "Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h"}, {"post_id": 67225, "ts": "2026-09-13T08:46:27Z", "hours": 0.9328, "text": "DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg \"~/.config/aksara/wall.png\" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]"}, {"post_id": 66659, "ts": "2026-09-12T14:55:15Z", "hours": 0.6428, "text": "Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : \"cmnd\" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus"}, {"post_id": 66605, "ts": "2026-09-12T13:33:42Z", "hours": 0.5889, "text": "DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig"}, {"post_id": 66562, "ts": "2026-09-12T12:17:05Z", "hours": 0.4478, "text": "DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers"}, {"post_id": 66538, "ts": "2026-09-12T11:44:38Z", "hours": 0.9928, "text": "DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting.."}, {"post_id": 61983, "ts": "2026-09-05T05:47:56Z", "hours": 1.0956, "text": "DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more"}, {"post_id": 61411, "ts": "2026-09-04T09:47:01Z", "hours": 0.7644, "text": "DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it"}, {"post_id": 60802, "ts": "2026-09-03T12:20:08Z", "hours": 0.6964, "text": "PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;"}, {"post_id": 58100, "ts": "2026-08-30T13:35:03Z", "hours": 0.56, "text": "DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE"}]...
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Title: Aksara by @Dat-One-Dev | Stardance
Devlogs Title: Aksara by @Dat-One-Dev | Stardance
Devlogs:
DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE
PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;
DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it
DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more
DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting..
DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers
DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig
Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : "cmnd" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus
DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg "~/.config/aksara/wall.png" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]
Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h
DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog
DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol
Devlog 13 Nothing just completing the project readme and stuff uk
Ships:
terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda....
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1793004830.9971414
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1793091230.9971414
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56214
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space-bot by @LunarLeaper | Stardance
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LunarLeaper
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1
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4.0
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9
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T16:10:25Z", "hours": 4.0, "multiplier": 1.96, "payout": 9, "blessing": "neutral", "text": "I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval", "repo": "https://github.com/rr-codes4/Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C02ADG5JFRB"}]...
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[{"post_id": 74038, "ts": "202 [{"post_id": 74038, "ts": "2026-09-26T16:06:53Z", "hours": 2.4575, "text": "This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is"}, {"post_id": 67377, "ts": "2026-09-13T13:54:12Z", "hours": 1.9211, "text": "Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc."}]...
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Title: space-bot by @LunarLeaper | Stardance
Devl Title: space-bot by @LunarLeaper | Stardance
Devlogs:
Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc.
This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is
Ships:
I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval...
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1793004830.1167703
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1793091230.1167703
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51008
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My first slack bot! by @Raihan_pr | Stardance
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Raihan_pr
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:00:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel.", "repo": "https://github.com/Raihanpr135/kunju-slack-bot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 52083, "ts": "202 [{"post_id": 52083, "ts": "2026-08-22T04:47:54Z", "hours": 1.0714, "text": "Look guys, When will the approval come"}]...
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Title: My first slack bot! by @Raihan_pr | Stardan Title: My first slack bot! by @Raihan_pr | Stardance
Devlogs:
Look guys, When will the approval come
Ships:
I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel....
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1793004829.2188745
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1793091229.2188745
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34685
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My first slack bot by @rsupp | Stardance
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rsupp
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T18:29:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pretty simple slack bot that has commands for pinging, a help command, and an echo command. While its not very complex, I liked learning about how to deploy a slack bot with private and public keys, using git push through vscode, and keeping it running through nest.", "repo": "https://github.com/Supertiger576/rs-responder/", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 36708, "ts": "202 [{"post_id": 36708, "ts": "2026-07-28T22:52:49Z", "hours": 0.7822, "text": "I worked for a while on coding my slackbot and setting it up for the guide. One things I was originally trying to code was a slash command where the bot would return a message after an inputted time. This did not end up working because the bot would be entirely taken up by one message and then crash. Instead, I created an “echo” slash command where the bot immediately returns this message."}]...
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Title: My first slack bot by @rsupp | Stardance
D Title: My first slack bot by @rsupp | Stardance
Devlogs:
I worked for a while on coding my slackbot and setting it up for the guide. One things I was originally trying to code was a slash command where the bot would return a message after an inputted time. This did not end up working because the bot would be entirely taken up by one message and then crash. Instead, I created an “echo” slash command where the bot immediately returns this message.
Ships:
I made a pretty simple slack bot that has commands for pinging, a help command, and an echo command. While its not very complex, I liked learning about how to deploy a slack bot with private and public keys, using git push through vscode, and keeping it running through nest....
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1793004828.3215547
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1793091228.3215547
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14477
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Celestial Capitalist by @Ratseer | Stardance
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Ratseer
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1
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80.0
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1360
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:46:59Z", "hours": 80.0, "multiplier": 19.18, "payout": 1360, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Currently on FIRST BETA! Contains the slightly unpolished first stage, Rock Bottom, with basic progression, a bunch of minigames and… style!. You’re homeless and you needa earn money to get out of it. Also you can’t save yet. And the volume is broken. WE’LL FIX IT ONE DAY. Controls are all point and clicked + arrow keys for the Fake Injury minigame. Windows only for the moment - will support more soon. Unzip and run ccap1.0exe. By @idi0cy and RatseerOfRattesse Made for Hack Club Stardance. Tribulations Coding is notorious for producing the kind of mistakes one looks through for an entire night and solves in a second of effort. We had a lot of that. The amount of stupid crap on the way here is immense and we’ve still not cleared out all of it. But, @idi0cy and I hope you will enjoy what we’ve made, cuz we sure did enjoy making it. Celestial Capitalist by @idi0cy and @Ratseer .", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
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[{"post_id": 70013, "ts": "202 [{"post_id": 70013, "ts": "2026-09-18T08:42:14Z", "hours": 3.6286, "text": "Celestial Capitalist - Beta Complete! After four hours of horrifically annoying bugfixing with @idi0cy , CC is ship ready! We did a lot of misc fixes. There was some really stupid code we left in such as ‘check if x > y’ and consecutively in that one ‘check if x < y’. We’re geniuses. Anyway, we just added a sound slider that doesn’t work outside the editor 😭 . There were also a bunch of balancing issues to fix, such as me labelling a bottle of soy sauce as 45 dollars. But it’s done, oh lord it’s done. Check it out! https://ratseerofrattesse.itch.io/celestial-capitalist"}, {"post_id": 67110, "ts": "2026-09-13T05:19:16Z", "hours": 10.2817, "text": "Revamped Tutorial Gave the new tutorial put in place by @idi0cy some flair. It now also contains a text box for you to pick a save name, which will automatically show up in the ledger where the account name thing is. It may be the save name, but we’re not going to be implementing saves before shipping as we’re lazy and have things to do. The revamp has also made the game through anywhere from 1-103 data.tree is null errors but it ain’t crashing and I’m done solving that crap. Two Bowls of Chili We now have the two bowls of chili as per request by a friend of @idi0cy . New Item Mechanics I’ve changed the item system so that they can take on far more data than just an item type. They now have an additionalProperties , which is a Dictionary that is meant to take a string key and value. This allows us to store pretty much any data we want in there. This was done so that I could make items give temporary skill buffs with ease, as a lot of them are currently only good for selling. So now, you can use a pencil and gain a minute of +1 dexterity (which helps in the fake injury and stealth steal minigames), among other buffs. Miscellaneous fixes We are nearing release, and so we’ve begun to review a lot of stuff and make balancing/bugfixing changes. Deathscreen now returns you to title screen. Made perception affect scavenge quality and charisma affect market quality Added a bajillion tooltips to explain stuff Haggle difficulty has been made easier Fixed an issue in scavenge that made all the loot 0 quality Made event popups stack Made it so other windows can’t open if a scavenge game is happening Celestial Capitalist , dubiously developed by @Ratseer and @idi0cy ."}, {"post_id": 56846, "ts": "2026-08-28T19:55:57Z", "hours": 12.85, "text": "Vitals System Added a health, hydration, and satiation system. Satiation controls max health, and if your hydration hits 0, you begin taking damage over time. When you take damage or your health is low, your screen has a damage overlay. Celestial Capitalist in collaboration with @idi0cy ."}, {"post_id": 42247, "ts": "2026-08-06T21:19:59Z", "hours": 10.2553, "text": "The Great Organization So while @idi0cy over there has been coding new stuff, I’ve been over here cleaning after his mess. I’m currently in the process of adding documentation comments to everything so we know what the hell anything is after we code it. Suffice to say, it’s not going that great but it’s coming along. This man literally wrote a variable called lengthOfTimeUnitThingHi_rAt_D_ontWeLovenamingConVentIons just to piss me off. Another part of the organization effort is adding these #region and #endregion comments everywhere so we can close and expand large sections of code. The Great Centralization I’ve also been working on centralizing certain things. I’ve added a new InventoryHelper class, which contains methods used for inventories such as the market stalls, loot boxes, the actual inventory, and the pick to sell menu. Attached below is the documentation comments for the Resources class containing pretty much every texture, dialogue line, name, and utility function and now a lot of the scripts extend it."}, {"post_id": 23270, "ts": "2026-07-06T03:47:42Z", "hours": 5.2578, "text": "The Market I’ve added a shop system! At exactly 00:00 every day the Market tab refreshes with a new market stall, with randomly generated name, products, and an owner profile for the funnies. This system isn’t really for you to buy and flip prices in the get money tab - this is supposed to drag money out of you when you’re starving for food and also purchase upgrades for your run. Said upgrades have not yet been implemented, but - Using Items Items that can be used now pop up a use item button in the inventory. Monetary items now return money to your ledger and food items now add to your vitals - which hasn’t been implemented yet. We’ll also be adding more items and usages - such as those aforementioned upgrades. Celestial Capitalist in collaboration with @idi0cy"}, {"post_id": 14197, "ts": "2026-06-23T06:03:54Z", "hours": 15.8422, "text": "Celestial Capitalist: Scavenging WOW that took a while! Probably should have posted some breadcrumbs midway but whatever. The SCAVENGING FEATURE IS COMPLETE. This is basically loot box opening simulator + squid game dalgona cookies. This will be your main way to get items to sell (therefore earn money). The value of each item is based off that quality value we’ve been showing off, as well as the item’s base value and your minigame performance. Loot even scales as you gain more money (which I do in the video with a debug keybind), allowing you to go from looting trash cans to looting discarded packages and dropped briefcases. To spice up the loot, I’ve also added WAYYY too many items (yes, I did the textures myself). The hardest part of this whole thing was making a proper weighted loot system. That was a pain, because I could never quite fine tune the results to what I wanted - still really haven’t, but it works well enough. The other hardest part was me, as a relative beginner to programming, discovering that assigning a new variable to an array in fact synced both arrays. Godot what the hell is duplicate_deep() 😭 Celestial Capitalist in collaboration with @idi0cy"}, {"post_id": 11810, "ts": "2026-06-19T06:57:08Z", "hours": 3.935, "text": "Celestial Capitalist: Randomized Stranger Names Just made random names for all the strangers - which was a damn pain because @idi0cy , despite his all-knowing-ness, decided to name the index of the button icons with the stranger sprites ‘index’, then proceeded to reference those same values in a different function under the name ‘place’ whilst the argument ‘index’ in said function was something entirely different. This confused me for at least an hour. You will also notice that we have a new merry little cast of sprites, for those strangers. I tried to make them look as dystopian as possible. Think it worked. Would probably have gone for more distorted faces too if I had the time. As you can see below, I spent way too long getting a massive list of names - mostly from Orteil’s RandomGen, and then a few references to media I like. We’ll definitely be adding more."}, {"post_id": 11148, "ts": "2026-06-18T07:16:54Z", "hours": 2.7939, "text": "Celestial Capitalist: Inventory Revamp + Misc Fixes Revamped the inventory item inspector and made it prettier, as seen below Also did various other internal fixes with code and stuff such as renaming a button, adding lines to the fake injury game, and item flavour text edit: just noticed the screenshot is horrendous so i replaced it edit two: nvm apparently stardance just crops it 😭 wtf"}, {"post_id": 11063, "ts": "2026-06-18T03:06:53Z", "hours": 2.9181, "text": "Celestial Capitalist: Randomized Dialogue little mini update while i do more stuff This and 15 more stupid lines per each dialogue option"}, {"post_id": 8514, "ts": "2026-06-14T05:01:46Z", "hours": 2.7608, "text": "Celestial Capitalist: Daily Monetaries + Tooltips Added a general purpose tooltip scene for instancing with the _make_custom_tooltip() method. That was a pain to get right - I spent a good half hour trying to figure out why it wouldn’t work before realizing the root had to be a container node. Control nodes stink and I hate them. In practical terms, I’ve added a method to append daily costs and profits to the ledger interface. Nothing actually uses it yet, so the values in here are from a debug keybind I was using."}, {"post_id": 8010, "ts": "2026-06-13T11:16:41Z", "hours": 3.9717, "text": "Celestial Capitalist: The Ledger Bit of an annoyance to make, but it works :D This is where you can keep track of your transactions and balance, as well as a hub for future financial stats that have yet to be implemented. Did a bunch of tomfoolery with containers and control nodes and all that weird stuff trying to make the collapsible boxes work - ended up just changing minimum sizes myself instead of bothering with the FoldableContainers. Other stuff In terms of backend stuff I guess you’d call it, I made some changes to the project settings for window scaling + added some font settings so we can apply them everywhere easier, as well as a button template script that won’t actually do anything. That’s for the tooltips on the daily buttons in the legder - for later!"}, {"post_id": 7783, "ts": "2026-06-13T00:11:11Z", "hours": 3.9939, "text": "Celestial Capitalist Dynamic Background Background now changes based on night cycle. Damn this was a pain - mostly because the issue wasn’t even the programming it was the frickin math. I hate math. I hate math so much. Also godot what the hell do you mean ‘70 is out of bounds of 70’ i’m dying The following showcase vid has time passing so quickly because I added a keybind to add hours to the clock for debug purposes. Also my laptop’s a bit laggy lmao Still needs polish, but hey, it works."}, {"post_id": 6529, "ts": "2026-06-10T23:42:25Z", "hours": 1.6681, "text": "Celestial Capitalist: Sprite Refresh Just did a big ol’ redo of all the placeholder sprite art + redid inventory grid to have five columns instead of ten so those 32*32 textures don’t go to waste. Also, this definitely took longer than an hour and a half. Unfortunately, I can’t log Krita. Anyw check out @idi0cy , he’s doing the code for this and original concept."}]...
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Title: Celestial Capitalist by @Ratseer | Stardanc Title: Celestial Capitalist by @Ratseer | Stardance
Devlogs:
Celestial Capitalist: Sprite Refresh Just did a big ol’ redo of all the placeholder sprite art + redid inventory grid to have five columns instead of ten so those 32*32 textures don’t go to waste. Also, this definitely took longer than an hour and a half. Unfortunately, I can’t log Krita. Anyw check out @idi0cy , he’s doing the code for this and original concept.
Celestial Capitalist Dynamic Background Background now changes based on night cycle. Damn this was a pain - mostly because the issue wasn’t even the programming it was the frickin math. I hate math. I hate math so much. Also godot what the hell do you mean ‘70 is out of bounds of 70’ i’m dying The following showcase vid has time passing so quickly because I added a keybind to add hours to the clock for debug purposes. Also my laptop’s a bit laggy lmao Still needs polish, but hey, it works.
Celestial Capitalist: The Ledger Bit of an annoyance to make, but it works :D This is where you can keep track of your transactions and balance, as well as a hub for future financial stats that have yet to be implemented. Did a bunch of tomfoolery with containers and control nodes and all that weird stuff trying to make the collapsible boxes work - ended up just changing minimum sizes myself instead of bothering with the FoldableContainers. Other stuff In terms of backend stuff I guess you’d call it, I made some changes to the project settings for window scaling + added some font settings so we can apply them everywhere easier, as well as a button template script that won’t actually do anything. That’s for the tooltips on the daily buttons in the legder - for later!
Celestial Capitalist: Daily Monetaries + Tooltips Added a general purpose tooltip scene for instancing with the _make_custom_tooltip() method. That was a pain to get right - I spent a good half hour trying to figure out why it wouldn’t work before realizing the root had to be a container node. Control nodes stink and I hate them. In practical terms, I’ve added a method to append daily costs and profits to the ledger interface. Nothing actually uses it yet, so the values in here are from a debug keybind I was using.
Celestial Capitalist: Randomized Dialogue little mini update while i do more stuff This and 15 more stupid lines per each dialogue option
Celestial Capitalist: Inventory Revamp + Misc Fixes Revamped the inventory item inspector and made it prettier, as seen below Also did various other internal fixes with code and stuff such as renaming a button, adding lines to the fake injury game, and item flavour text edit: just noticed the screenshot is horrendous so i replaced it edit two: nvm apparently stardance just crops it 😭 wtf
Celestial Capitalist: Randomized Stranger Names Just made random names for all the strangers - which was a damn pain because @idi0cy , despite his all-knowing-ness, decided to name the index of the button icons with the stranger sprites ‘index’, then proceeded to reference those same values in a different function under the name ‘place’ whilst the argument ‘index’ in said function was something entirely different. This confused me for at least an hour. You will also notice that we have a new merry little cast of sprites, for those strangers. I tried to make them look as dystopian as possible. Think it worked. Would probably have gone for more distorted faces too if I had the time. As you can see below, I spent way too long getting a massive list of names - mostly from Orteil’s RandomGen, and then a few references to media I like. We’ll definitely be adding more.
Celestial Capitalist: Scavenging WOW that took a while! Probably should have posted some breadcrumbs midway but whatever. The SCAVENGING FEATURE IS COMPLETE. This is basically loot box opening simulator + squid game dalgona cookies. This will be your main way to get items to sell (therefore earn money). The value of each item is based off that quality value we’ve been showing off, as well as the item’s base value and your minigame performance. Loot even scales as you gain more money (which I do in the video with a debug keybind), allowing you to go from looting trash cans to looting discarded packages and dropped briefcases. To spice up the loot, I’ve also added WAYYY too many items (yes, I did the textures myself). The hardest part of this whole thing was making a proper weighted loot system. That was a pain, because I could never quite fine tune the results to what I wanted - still really haven’t, but it works well enough. The other hardest part was me, as a relative beginner to programming, discovering that assigning a new variable to an array in fact synced both arrays. Godot what the hell is duplicate_deep() 😭 Celestial Capitalist in collaboration with @idi0cy
The Market I’ve added a shop system! At exactly 00:00 every day the Market tab refreshes with a new market stall, with randomly generated name, products, and an owner profile for the funnies. This system isn’t really for you to buy and flip prices in the get money tab - this is supposed to drag money out of you when you’re starving for food and also purchase upgrades for your run. Said upgrades have not yet been implemented, but - Using Items Items that can be used now pop up a use item button in the inventory. Monetary items now return money to your ledger and food items now add to your vitals - which hasn’t been implemented yet. We’ll also be adding more items and usages - such as those aforementioned upgrades. Celestial Capitalist in collaboration with @idi0cy
The Great Organization So while @idi0cy over there has been coding new stuff, I’ve been over here cleaning after his mess. I’m currently in the process of adding documentation comments to everything so we know what the hell anything is after we code it. Suffice to say, it’s not going that great but it’s coming along. This man literally wrote a variable called lengthOfTimeUnitThingHi_rAt_D_ontWeLovenamingConVentIons just to piss me off. Another part of the organization effort is adding these #region and #endregion comments everywhere so we can close and expand large sections of code. The Great Centralization I’ve also been working on centralizing certain things. I’ve added a new InventoryHelper class, which contains methods used for inventories such as the market stalls, loot boxes, the actual inventory, and the pick to sell menu. Attached below is the documentation comments for the Resources class containing pretty much every texture, dialogue line, name, and utility function and now a lot of the scripts extend it.
Vitals System Added a health, hydration, and satiation system. Satiation controls max health, and if your hydration hits 0, you begin taking damage over time. When you take damage or your health is low, your screen has a damage overlay. Celestial Capitalist in collaboration with @idi0cy .
Revamped Tutorial Gave the new tutorial put in place by @idi0cy some flair. It now also contains a text box for you to pick a save name, which will automatically show up in the ledger where the account name thing is. It may be the save name, but we’re not going to be implementing saves before shipping as we’re lazy and have things to do. The revamp has also made the game through anywhere from 1-103 data.tree is null errors but it ain’t crashing and I’m done solving that crap. Two Bowls of Chili We now have the two bowls of chili as per request by a friend of @idi0cy . New Item Mechanics I’ve changed the item system so that they can take on far more data than just an item type. They now have an additionalProperties , which is a Dictionary that is meant to take a string key and value. This allows us to store pretty much any data we want in there. This was done so that I could make items give temporary skill buffs with ease, as a lot of them are currently only good for selling. So now, you can use a pencil and gain a minute of +1 dexterity (which helps in the fake injury and stealth steal minigames), among other buffs. Miscellaneous fixes We are nearing release, and so we’ve begun to review a lot of stuff and make balancing/bugfixing changes. Deathscreen now returns you to title screen. Made perception affect scavenge quality and charisma affect market quality Added a bajillion tooltips to explain stuff Haggle difficulty has been made easier Fixed an issue in scavenge that made all the loot 0 quality Made event popups stack Made it so other windows can’t open if a scavenge game is happening Celestial Capitalist , dubiously developed by @Ratseer and @idi0cy .
Celestial Capitalist - Beta Complete! After four hours of horrifically annoying bugfixing with @idi0cy , CC is ship ready! We did a lot of misc fixes. There was some really stupid code we left in such as ‘check if x > y’ and consecutively in that one ‘check if x < y’. We’re geniuses. Anyway, we just added a sound slider that doesn’t work outside the editor 😭 . There were also a bunch of balancing issues to fix, such as me labelling a bottle of soy sauce as 45 dollars. But it’s done, oh lord it’s done. Check it out! https://ratseerofrattesse.itch.io/celestial-capitalist
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Currently on FIRST BETA! Contains the slightly unpolished first stage, Rock Bottom, with basic progression, a bunch of minigames and… style!. You’re homeless and you needa earn money to get out of it. Also you can’t save yet. And the volume is broken. WE’LL FIX IT ONE DAY. Controls are all point and clicked + arrow keys for the Fake Injury minigame. Windows only for the moment - will support more soon. Unzip and run ccap1.0exe. By @idi0cy and RatseerOfRattesse Made for Hack Club Stardance. Tribulations Coding is notorious for producing the kind of mistakes one looks through for an entire night and solves in a second of effort. We had a lot of that. The amount of stupid crap on the way here is immense and we’ve still not cleared out all of it. But, @idi0cy and I hope you will enjoy what we’ve made, cuz we sure did enjoy making it. Celestial Capitalist by @idi0cy and @Ratseer ....
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Zenith V model rocket by @alexpleson49 | Stardance
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alexpleson49
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T23:18:56Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hello. this is the failure of the Zenith V model rocket. the rocket launch earlier today ended in a failure with the rocket violently veering of course due to a faulty engine stabilizer resulting in a fiery crash. I am shipping it as is because i do not have the ability for another launch. although i have only logged 20 hours i have undoubtably spend over 100 which makes this a very sad loss. Thank you for taking the time to read this regardless what you choose to rate it. Here i will end it off with the launch and my favourite picture from the process, again thank you.", "repo": "https://github.com/zanderman106/Zenith-V-model-rocket-flight-computer-software", "demo": ""}]...
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[{"post_id": 71425, "ts": "202 [{"post_id": 71425, "ts": "2026-09-20T19:57:12Z", "hours": 1.935, "text": "finished wiring the flight computer, uploaded the code to the ground station, and prepped the flight computer for the code and launch."}, {"post_id": 69443, "ts": "2026-09-17T02:04:41Z", "hours": 2.1664, "text": "a longer work period here, i completely soldered the ground station and begun to solder the flight computer (sorry about the image quality it was taken form my laptop =) )"}, {"post_id": 38009, "ts": "2026-07-31T04:04:30Z", "hours": 0.9342, "text": "nothing too exciting today, just figuring out some random things if anyone has any questions about the rocket/project please ask!"}, {"post_id": 37390, "ts": "2026-07-30T02:20:04Z", "hours": 1.8169, "text": "finalized the designs for the flight computer and LoRa receiver, the final design is to have GPS in the flight computer and have all of the info transmitted rather than stored. the information will be received by a module that plugs into the USB port on my laptop so that it can by interpreted and displayed in real time. the information will include: altitude, barometric pressure, temperature, and a video feed will be saved to an onboard SD card."}, {"post_id": 36132, "ts": "2026-07-28T00:47:52Z", "hours": 0.4503, "text": "finalized flight computer components, and found launch site candidates."}, {"post_id": 21247, "ts": "2026-07-03T02:42:07Z", "hours": 4.1219, "text": "i did a lot and kind of forgot to devlog, so i finalized connection rings, made the nosecone design, and begun to work on the PCB for the flight computer"}, {"post_id": 17347, "ts": "2026-06-28T03:04:11Z", "hours": 1.2508, "text": "the first parts of the rocket have been finalized, printed, and assembled. The structure of the main body is now ready for testing."}, {"post_id": 16673, "ts": "2026-06-27T03:21:49Z", "hours": 1.5669, "text": "Parachute bay and main body tube almost complete, this is an image of a 3D model for the parachute bay and main body tube, all that needs to be done on these is adding strength via interior support bars."}, {"post_id": 12836, "ts": "2026-06-21T00:34:45Z", "hours": 5.3375, "text": "The final version of the Zenith V booster stage is complete. This is the version that will launch the rocket about 2000 ft before the sustainer stage activates and this stage falls back to the ground."}, {"post_id": 11976, "ts": "2026-06-19T15:35:47Z", "hours": 0.5003, "text": "now printing the final version of the main booster stage for the Zenith V"}, {"post_id": 11956, "ts": "2026-06-19T14:48:17Z", "hours": 0.3492, "text": "Zenith V booster stage test model –––––––––––––––––––––––––––––––This is a test model for the booster stage of my zenith V model rocket, the booster stage will house 2 Estes E 12 0 motors."}]...
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Title: Zenith V model rocket by @alexpleson49 | St Title: Zenith V model rocket by @alexpleson49 | Stardance
Devlogs:
Zenith V booster stage test model –––––––––––––––––––––––––––––––This is a test model for the booster stage of my zenith V model rocket, the booster stage will house 2 Estes E 12 0 motors.
now printing the final version of the main booster stage for the Zenith V
The final version of the Zenith V booster stage is complete. This is the version that will launch the rocket about 2000 ft before the sustainer stage activates and this stage falls back to the ground.
Parachute bay and main body tube almost complete, this is an image of a 3D model for the parachute bay and main body tube, all that needs to be done on these is adding strength via interior support bars.
the first parts of the rocket have been finalized, printed, and assembled. The structure of the main body is now ready for testing.
i did a lot and kind of forgot to devlog, so i finalized connection rings, made the nosecone design, and begun to work on the PCB for the flight computer
finalized flight computer components, and found launch site candidates.
finalized the designs for the flight computer and LoRa receiver, the final design is to have GPS in the flight computer and have all of the info transmitted rather than stored. the information will be received by a module that plugs into the USB port on my laptop so that it can by interpreted and displayed in real time. the information will include: altitude, barometric pressure, temperature, and a video feed will be saved to an onboard SD card.
nothing too exciting today, just figuring out some random things if anyone has any questions about the rocket/project please ask!
a longer work period here, i completely soldered the ground station and begun to solder the flight computer (sorry about the image quality it was taken form my laptop =) )
finished wiring the flight computer, uploaded the code to the ground station, and prepped the flight computer for the code and launch.
Ships:
hello. this is the failure of the Zenith V model rocket. the rocket launch earlier today ended in a failure with the rocket violently veering of course due to a faulty engine stabilizer resulting in a fiery crash. I am shipping it as is because i do not have the ability for another launch. although i have only logged 20 hours i have undoubtably spend over 100 which makes this a very sad loss. Thank you for taking the time to read this regardless what you choose to rate it. Here i will end it off with the launch and my favourite picture from the process, again thank you....
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1793004825.9816988
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1793091225.9816988
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