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54920
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Untitled project by @skmaheboobskraheeman | Starda Untitled project by @skmaheboobskraheeman | Stardance...
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skmaheboobskraheeman
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @skmaheboobskraheeman | Title: Untitled project by @skmaheboobskraheeman | Stardance...
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1793573538.334847
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1794178338.334847
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37182
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NeoCade by @Mokila | Stardance
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Mokila
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1
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17.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T13:56:42Z", "hours": 17.0, "multiplier": 2.3, "payout": 39, "blessing": "neutral", "text": "This is a simple web-based arcade where you can play classic games such as Pong, Snake, and Pacman directly in your browser. Some things you should know when trying this game out. Firstly, this game is only compatible and is made for laptop/pc. It does not work the same on a phone or a tablet. Secondly, have fun :)", "repo": "https://github.com/Moksha-0102/neo-cade", "demo": "https://neo-cade.vercel.app/"}]...
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[{"post_id": 39480, "ts": "202 [{"post_id": 39480, "ts": "2026-08-02T13:37:11Z", "hours": 6.4647, "text": "NeoCade Devlog #5: bulding the pacman game This session was about adding the third cgame to neocade. Originally i was going to add Asteroids but i changed my mind and added pacman instead. While building pacman, i initially just wanted to add an iframe to the original pacman game from somewhere but i hcanged my mind and wanted to build the entire thing myself. Here is what i buildt, how i build it, and the challenges i faced: What i made: As i just said i built a pacman game which includes: an array that renders as a map depending on the number (you’ll see what i mean) four ghosts that move around the map. scores, winning, and power pellet, normal pellets, and stuff like that different difficulties How i made it: The entire game runs on a grid. During building this, instead of placing walls and pellets manually one by one, i generated the map from a simple grid of numbers (the array i was talking about earlier) where 1 is a wall, 0 is a normal dot, 2 are ghosts, and 3 is a power pellet. The game works in such a way that it whenever the pacman moves, the game clears the screen, redraws the map, calculates any collisions against walls or ghots using maths (pythagoras), and updates everyone’s positions. Also, to keep the code clean, the ghosts are grouped into a array, which makes everyhing so much easier because instead of me having to manually change something for each and every ghost, i can just use the js forEach() function to just apply the changes to all of them easily. Challenges i faced: Challnge 1: I initially tried to control pac-man using normal movement where the pacman move pixel by pixel. BUt the problem was that when i pressed up to turn a corner, if pacman was even a bit off-center from the hallway, he would jump to the center of the hallway and then perfectly rotate and then continue moving. THis looked kinda annoying and badly made so i had to fix this. To fix this, i built this function whic now calculates the exact center of the current grid square. And if i try to turn, the game checks if pacman is close enough it would allow the turn but if it isnt, the turn wouldnt register Challenge 2: When i first made the moving and turning parts, i made the game to remember my intended turn forever. Why? because when i played pacman to see what i owuld have to build, the pacman responded to my turn even though i was a bit behind the corner. SO i made it that if I pressed up halfway down a long corridor, the game would remember that input and forcefully turn pacman upwards the moment he reached the next intersection which was a bit later. But the thing was it felt like playing on autopilot and it felt weird. So i gave the controls a this sort of buffer time where when a key is pressed (like up or down), it is only remembered for about a quarter of a second. If I press the key right before a turn where he isn’t aligned with the hallway yet, the pacman turns properly a quarter of a second later. If I press it too early, the command simply expires, and he continues driving straight. Challenge 3 Another challenge that i faced was when i madae the power pellet aspect of the game. The problem was when a power pellet was eaten, I forced all ghosts to turn blue as long as the power pellet was active. But if pacman ate a ghost, it would respawn in the center box and immediately turn blue again because the timer was still running. It looked safe to eat cus it was blue, but when i tried eating it, i died. To fix this, i added a variable called isVulnerable that every ghost has. Now, the game only paints a ghost blue if isVariable is true. The moment a ghost is eaten, it flips to false, and it spawns normally in its normal color."}, {"post_id": 38330, "ts": "2026-07-31T17:37:33Z", "hours": 2.1167, "text": "NeoCade Devlog #4: ui improvements and debugging Before moving on to the third game in the Neocade (which is probably going to be Asteroids), I needed to take a step back. I decided to dedicate this entire session to improving the UI I already have and doing some debugging. Here is a summary of the changes I made: Change 1: UI Improvements I realized the arcade monitor was looking a bit too clean. I used CSS linear gradients to add a half transparent scanline effect across the entire screen. It instantly gave the game a genuine 1980s retro texture. In Snake, the flat colored blocks for the body and apple looked kind of boring. So, i used html canvas shadowBlur and shadowColor to give the snake and apples like this glowing effect. I also swapped the apple to appear as a circle so it looks better and is easier to distinguish from the snake. To make the game more fun and realistic, I implemented a high score system for Snake using localStorage . So, instead of wiping the browser’s memory every time the game ends, the high score is stored locally so the user can try to beat it later. I also added a “Press Space to Play Again” listener to make restarting much smoother. Change 2: Debugging Bug 1: I found a bug in Pong where, if the ball traveled right against the edge, it sometimes vibrated and never bounced off. My original logic essentially said, “If the ball goes past the wall, reverse its speed.” However, at high speeds (in harder modes), the ball would go so deep into the wall that reversing it once didn’t push it completely out. On the next frame, it was still in the wall, so it reversed again and again, creating this vibration. To fix this, i changed the code to teleport the ball back onto the exact edge of the canvas. i then used Math.abs() to force the velocity in the correct direction (e.g., forcing a positive downward speed when hitting the ceiling) rather than blindly flipping the sign. Bug 2: When the snake collided with a wall or itself, its head went past the wall before the Game Over triggered. The problem was i was updating the snake’s coordinates first, then checking for a crash. Because the head existed outside the canvas before the game froze, it disappeared on the Game Over screen. To fix this, i rewrote the movement function to calculate the nextX and nextY coordinates, checking them against the boundaries before actually moving the array. Now, the game freezes with the head pressed against the wall. Bug 3: There was a small bug in Pong where the computer’s paddle crossed the border of the screen when the ball was close to the floor or ceiling. Because the ai’s paddle follows the ball’s center, the top or bottom half of the paddle would move off-screen. To fix this, i added a hard limit on the top and bottom of the canvas that completely stops the paddle from moving past the edges. Bug 4: The Snake game field itself was too small, leaving a ton of empty space on the arcade monitor (visible in my previous devlog’s screenshot). So, I expanded the size of the Snake game field to take up a much larger portion of the pink box’s space. Bug 5: My Pong difficulty logic was a mess. The ball speeds for different levels were handled in button clicks, and the computer ai speed was handled by a bunch of if/else blocks. Also, my “Easy” mode nerfed the player’s paddle speed so badly it made catching fast, steep angles physically impossible. To fix this, i centralized all difficulty variables. I added an aiSpeed parameter directly to my startGame() function so every speed value is now controlled from one single place, which made everything so much easier. I also buffed the player paddle on Easy mode so the game always feels fun and doable, instead relying on the ai’s speed to adjust the difficulty."}, {"post_id": 38167, "ts": "2026-07-31T12:56:37Z", "hours": 2.8139, "text": "NeoCade Devlog #3: Snake game implementation Since the pong game was working really well, i moved on to implementing the Snake game. Here is a breakdown of how I built it: Moving Instead of trying to move a single object (like i did with pong), I made the snake an Array of coordinates. To make this array of coordinates move, I didn’t move every coordinate. Instead, I calculated where the new “Head” of the snake should be based on the the input given by the user (arrow up, down and so on). I used unshift() to add that new head to the front of the array, and used pop() to delete the last block of the tail. So essentially, instead of moving, its just that new blocks spawn at the from and ones at the very end get deleted. Eating and growing If the new head coordinates match the apple’s coordinates, I simply skip the pop() function for that frame. This means the last block of the snake is not deleted which mean it effectively just grew by one block. Overall this wasn’t too hard but i originally made a mistake of having the logic and the ui of the snake game in the smae index.html and main.js file as for hte pong game which led to like a couple of mistakes that took a while to fix cus i got confused. So, i just added a nwe snake.html and snake.js file and connected all of them together. I also spent a bit of time trying to style the snake game to look good but this is the best i could do for now (see attached pic)"}, {"post_id": 37798, "ts": "2026-07-30T18:48:54Z", "hours": 3.6547, "text": "NeoCade Devlog #2: building the UI and improving the pong game This session took longer than expected and that’s mainly because i spent a good amount of time trying to find the right color combos and stuff. Here is the summary of the changes i made, how i made them, and the challenges i faced: Change 1: The first change was building the actual UI. In my prvious sessoin, i just had a plain pong game but that’s definitely not enought so i aimed to build a proper website. I wanted to keep it simple so i built all the menus and stuff in one page instead of different pages. See the attached picture to see what i did Change 2: This change is about improving the pong game. I made two main changes: i connected the pong interface to the main interface, which wasn’t hard and didn;t take up a lot of time the second change was adding difficulty levels into the game. I added an easy, medium and hard mode. THis is also took a bit longer than expected because i couldnt get the diffiuclties right. By that I mean that it was hard trying to find the right wat to make it difficult to play the pong game. I was stuck between two different options: One was keeping the speed of the ball same but just making the omputer better. This essentially means bridging the gap between the ball speed and the computer speed. the second way was increasing the ball speed as the difficulty increased. I spent like a chunk of time trying those two out, and in the end, i chose the second way. A faster ball just felt better than a better oppoenet but the same speed ball."}, {"post_id": 37537, "ts": "2026-07-30T10:53:14Z", "hours": 2.1331, "text": "NeoCade Devlog #1: Intro and implemented pong game The aim of this project is to create an arcade website with many arcade games available to play in your own browser. Here are the changes i made in this session Change 1: I set up my environment on vscode and set up a github repo. This didn’t take too long Change 2: I coded a full pong game into the website. THis is just the initial stages and i just wanted to start somewhere. The pong game is a singleplayer game (for now) where you play against a computer and there’s a scoreboard tracking your scores. It wasn’t too challenging except perhaps coding the computer engine to play against you but I managed to figure that out. Here is how i built the computer that plays against you: I wrote a simple engine that tracks the ball’s Y-coordinate. If the ball is above the paddle, the paddle moves up; if it’s below, it moves down. But there was a problem, if the paddle could keep up with the ball, it would never lose so i made it such that the speed of the ball is slightly higher than that of the paddle, meaning it is still possible for it to lose. Next steps: Since pong is finished and is playable, my next goal is building the actual NeoCade ui and adding this game into the menu"}]...
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Title: NeoCade by @Mokila | Stardance
Devlogs:
Ne Title: NeoCade by @Mokila | Stardance
Devlogs:
NeoCade Devlog #1: Intro and implemented pong game The aim of this project is to create an arcade website with many arcade games available to play in your own browser. Here are the changes i made in this session Change 1: I set up my environment on vscode and set up a github repo. This didn’t take too long Change 2: I coded a full pong game into the website. THis is just the initial stages and i just wanted to start somewhere. The pong game is a singleplayer game (for now) where you play against a computer and there’s a scoreboard tracking your scores. It wasn’t too challenging except perhaps coding the computer engine to play against you but I managed to figure that out. Here is how i built the computer that plays against you: I wrote a simple engine that tracks the ball’s Y-coordinate. If the ball is above the paddle, the paddle moves up; if it’s below, it moves down. But there was a problem, if the paddle could keep up with the ball, it would never lose so i made it such that the speed of the ball is slightly higher than that of the paddle, meaning it is still possible for it to lose. Next steps: Since pong is finished and is playable, my next goal is building the actual NeoCade ui and adding this game into the menu
NeoCade Devlog #2: building the UI and improving the pong game This session took longer than expected and that’s mainly because i spent a good amount of time trying to find the right color combos and stuff. Here is the summary of the changes i made, how i made them, and the challenges i faced: Change 1: The first change was building the actual UI. In my prvious sessoin, i just had a plain pong game but that’s definitely not enought so i aimed to build a proper website. I wanted to keep it simple so i built all the menus and stuff in one page instead of different pages. See the attached picture to see what i did Change 2: This change is about improving the pong game. I made two main changes: i connected the pong interface to the main interface, which wasn’t hard and didn;t take up a lot of time the second change was adding difficulty levels into the game. I added an easy, medium and hard mode. THis is also took a bit longer than expected because i couldnt get the diffiuclties right. By that I mean that it was hard trying to find the right wat to make it difficult to play the pong game. I was stuck between two different options: One was keeping the speed of the ball same but just making the omputer better. This essentially means bridging the gap between the ball speed and the computer speed. the second way was increasing the ball speed as the difficulty increased. I spent like a chunk of time trying those two out, and in the end, i chose the second way. A faster ball just felt better than a better oppoenet but the same speed ball.
NeoCade Devlog #3: Snake game implementation Since the pong game was working really well, i moved on to implementing the Snake game. Here is a breakdown of how I built it: Moving Instead of trying to move a single object (like i did with pong), I made the snake an Array of coordinates. To make this array of coordinates move, I didn’t move every coordinate. Instead, I calculated where the new “Head” of the snake should be based on the the input given by the user (arrow up, down and so on). I used unshift() to add that new head to the front of the array, and used pop() to delete the last block of the tail. So essentially, instead of moving, its just that new blocks spawn at the from and ones at the very end get deleted. Eating and growing If the new head coordinates match the apple’s coordinates, I simply skip the pop() function for that frame. This means the last block of the snake is not deleted which mean it effectively just grew by one block. Overall this wasn’t too hard but i originally made a mistake of having the logic and the ui of the snake game in the smae index.html and main.js file as for hte pong game which led to like a couple of mistakes that took a while to fix cus i got confused. So, i just added a nwe snake.html and snake.js file and connected all of them together. I also spent a bit of time trying to style the snake game to look good but this is the best i could do for now (see attached pic)
NeoCade Devlog #4: ui improvements and debugging Before moving on to the third game in the Neocade (which is probably going to be Asteroids), I needed to take a step back. I decided to dedicate this entire session to improving the UI I already have and doing some debugging. Here is a summary of the changes I made: Change 1: UI Improvements I realized the arcade monitor was looking a bit too clean. I used CSS linear gradients to add a half transparent scanline effect across the entire screen. It instantly gave the game a genuine 1980s retro texture. In Snake, the flat colored blocks for the body and apple looked kind of boring. So, i used html canvas shadowBlur and shadowColor to give the snake and apples like this glowing effect. I also swapped the apple to appear as a circle so it looks better and is easier to distinguish from the snake. To make the game more fun and realistic, I implemented a high score system for Snake using localStorage . So, instead of wiping the browser’s memory every time the game ends, the high score is stored locally so the user can try to beat it later. I also added a “Press Space to Play Again” listener to make restarting much smoother. Change 2: Debugging Bug 1: I found a bug in Pong where, if the ball traveled right against the edge, it sometimes vibrated and never bounced off. My original logic essentially said, “If the ball goes past the wall, reverse its speed.” However, at high speeds (in harder modes), the ball would go so deep into the wall that reversing it once didn’t push it completely out. On the next frame, it was still in the wall, so it reversed again and again, creating this vibration. To fix this, i changed the code to teleport the ball back onto the exact edge of the canvas. i then used Math.abs() to force the velocity in the correct direction (e.g., forcing a positive downward speed when hitting the ceiling) rather than blindly flipping the sign. Bug 2: When the snake collided with a wall or itself, its head went past the wall before the Game Over triggered. The problem was i was updating the snake’s coordinates first, then checking for a crash. Because the head existed outside the canvas before the game froze, it disappeared on the Game Over screen. To fix this, i rewrote the movement function to calculate the nextX and nextY coordinates, checking them against the boundaries before actually moving the array. Now, the game freezes with the head pressed against the wall. Bug 3: There was a small bug in Pong where the computer’s paddle crossed the border of the screen when the ball was close to the floor or ceiling. Because the ai’s paddle follows the ball’s center, the top or bottom half of the paddle would move off-screen. To fix this, i added a hard limit on the top and bottom of the canvas that completely stops the paddle from moving past the edges. Bug 4: The Snake game field itself was too small, leaving a ton of empty space on the arcade monitor (visible in my previous devlog’s screenshot). So, I expanded the size of the Snake game field to take up a much larger portion of the pink box’s space. Bug 5: My Pong difficulty logic was a mess. The ball speeds for different levels were handled in button clicks, and the computer ai speed was handled by a bunch of if/else blocks. Also, my “Easy” mode nerfed the player’s paddle speed so badly it made catching fast, steep angles physically impossible. To fix this, i centralized all difficulty variables. I added an aiSpeed parameter directly to my startGame() function so every speed value is now controlled from one single place, which made everything so much easier. I also buffed the player paddle on Easy mode so the game always feels fun and doable, instead relying on the ai’s speed to adjust the difficulty.
NeoCade Devlog #5: bulding the pacman game This session was about adding the third cgame to neocade. Originally i was going to add Asteroids but i changed my mind and added pacman instead. While building pacman, i initially just wanted to add an iframe to the original pacman game from somewhere but i hcanged my mind and wanted to build the entire thing myself. Here is what i buildt, how i build it, and the challenges i faced: What i made: As i just said i built a pacman game which includes: an array that renders as a map depending on the number (you’ll see what i mean) four ghosts that move around the map. scores, winning, and power pellet, normal pellets, and stuff like that different difficulties How i made it: The entire game runs on a grid. During building this, instead of placing walls and pellets manually one by one, i generated the map from a simple grid of numbers (the array i was talking about earlier) where 1 is a wall, 0 is a normal dot, 2 are ghosts, and 3 is a power pellet. The game works in such a way that it whenever the pacman moves, the game clears the screen, redraws the map, calculates any collisions against walls or ghots using maths (pythagoras), and updates everyone’s positions. Also, to keep the code clean, the ghosts are grouped into a array, which makes everyhing so much easier because instead of me having to manually change something for each and every ghost, i can just use the js forEach() function to just apply the changes to all of them easily. Challenges i faced: Challnge 1: I initially tried to control pac-man using normal movement where the pacman move pixel by pixel. BUt the problem was that when i pressed up to turn a corner, if pacman was even a bit off-center from the hallway, he would jump to the center of the hallway and then perfectly rotate and then continue moving. THis looked kinda annoying and badly made so i had to fix this. To fix this, i built this function whic now calculates the exact center of the current grid square. And if i try to turn, the game checks if pacman is close enough it would allow the turn but if it isnt, the turn wouldnt register Challenge 2: When i first made the moving and turning parts, i made the game to remember my intended turn forever. Why? because when i played pacman to see what i owuld have to build, the pacman responded to my turn even though i was a bit behind the corner. SO i made it that if I pressed up halfway down a long corridor, the game would remember that input and forcefully turn pacman upwards the moment he reached the next intersection which was a bit later. But the thing was it felt like playing on autopilot and it felt weird. So i gave the controls a this sort of buffer time where when a key is pressed (like up or down), it is only remembered for about a quarter of a second. If I press the key right before a turn where he isn’t aligned with the hallway yet, the pacman turns properly a quarter of a second later. If I press it too early, the command simply expires, and he continues driving straight. Challenge 3 Another challenge that i faced was when i madae the power pellet aspect of the game. The problem was when a power pellet was eaten, I forced all ghosts to turn blue as long as the power pellet was active. But if pacman ate a ghost, it would respawn in the center box and immediately turn blue again because the timer was still running. It looked safe to eat cus it was blue, but when i tried eating it, i died. To fix this, i added a variable called isVulnerable that every ghost has. Now, the game only paints a ghost blue if isVariable is true. The moment a ghost is eaten, it flips to false, and it spawns normally in its normal color.
Ships:
This is a simple web-based arcade where you can play classic games such as Pong, Snake, and Pacman directly in your browser. Some things you should know when trying this game out. Firstly, this game is only compatible and is made for laptop/pc. It does not work the same on a phone or a tablet. Secondly, have fun :)...
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1793573537.1501803
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1793659937.1501803
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59659
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BLARE by @JaceE | Stardance
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JaceE
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @JaceE | Stardance
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1793573536.2599351
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1794178336.2599351
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69465
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OSX-inspired New Tab:) by @ianl | Stardance
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ianl
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T09:01:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a dashboard that looks like an old macOS platform. The dashboard has some information related to space, like images from NASA and the weather near Mission Control in Houston. Working on the API was probably one of my biggest challenges, as well as working with GitHub. I honestly have no idea how GitHub works, and it’s definitely a learning experience every time I use it! I am most proud of the overall design of the site. Thank you for reading!", "repo": "https://github.com/ilaws/VintageMacOS-NewTab/", "demo": "https://newtab.ourdevbox.site"}]...
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[{"post_id": 79274, "ts": "202 [{"post_id": 79274, "ts": "2026-10-13T08:56:32Z", "hours": 0.3411, "text": "Finished this really cool dashboard! I really enjoyed the design aspects, it is one of the first things that I made that I am somewhat proud of the design choices (how everything looks), etc! yes, its not perfect, but I still think its rly cool!"}, {"post_id": 79266, "ts": "2026-10-13T08:20:11Z", "hours": 0.5419, "text": "Linked NASA API to my new tab dashboard! It will now display a current photo of the earth, as well as the Astronomy Photo of the Day!"}, {"post_id": 79263, "ts": "2026-10-13T07:40:50Z", "hours": 0.7767, "text": "Started on my NewTab project- inspired by old MacOS X! I finished just a basic Finder window, the first step. This was made entirely in HTML and CSS. (the HTML is very simple but the CSS is super wonky). None of the buttons or anything work yet, but I am trying to add weather and other widgets to make it feel more real. :) (AI was used for fine-tuning shadows and color values. I could not figure it out myself.)"}]...
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Title: OSX-inspired New Tab:) by @ianl | Stardance Title: OSX-inspired New Tab:) by @ianl | Stardance
Devlogs:
Started on my NewTab project- inspired by old MacOS X! I finished just a basic Finder window, the first step. This was made entirely in HTML and CSS. (the HTML is very simple but the CSS is super wonky). None of the buttons or anything work yet, but I am trying to add weather and other widgets to make it feel more real. :) (AI was used for fine-tuning shadows and color values. I could not figure it out myself.)
Linked NASA API to my new tab dashboard! It will now display a current photo of the earth, as well as the Astronomy Photo of the Day!
Finished this really cool dashboard! I really enjoyed the design aspects, it is one of the first things that I made that I am somewhat proud of the design choices (how everything looks), etc! yes, its not perfect, but I still think its rly cool!
Ships:
I made a dashboard that looks like an old macOS platform. The dashboard has some information related to space, like images from NASA and the weather near Mission Control in Houston. Working on the API was probably one of my biggest challenges, as well as working with GitHub. I honestly have no idea how GitHub works, and it’s definitely a learning experience every time I use it! I am most proud of the overall design of the site. Thank you for reading!...
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1793573535.0824044
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1793659935.0824044
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59657
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a surgical robotic arm that helps in medical areas a surgical robotic arm that helps in medical areas and a peronal inteligent robot aside it by @Tela | Stardance...
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Tela
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0
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0.0
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0
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[]
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[]
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Title: a surgical robotic arm that helps in medica Title: a surgical robotic arm that helps in medical areas and a peronal inteligent robot aside it by @Tela | Stardance...
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1793573534.1907513
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1794178334.1907513
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54919
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Pancakeium by @pancakse | Stardance
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pancakse
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0
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0.0
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0
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[]
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[]
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Title: Pancakeium by @pancakse | Stardance
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1793573533.2675586
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1794178333.2675586
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3871
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BottleBot by @thanishurs31 | Stardance
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thanishurs31
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T12:12:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club.", "repo": "https://github.com/thanish312/BottleBot", "demo": "https://slack.hackclub.com/"}]...
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[{"post_id": 4847, "ts": "2026 [{"post_id": 4847, "ts": "2026-06-08T11:45:14Z", "hours": 0.4614, "text": "Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs"}, {"post_id": 4674, "ts": "2026-06-08T02:18:52Z", "hours": 0.3419, "text": "DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!"}, {"post_id": 4651, "ts": "2026-06-08T01:49:16Z", "hours": 1.3003, "text": "Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!"}, {"post_id": 4230, "ts": "2026-06-07T13:56:34Z", "hours": 0.2683, "text": "The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!"}]...
|
Title: BottleBot by @thanishurs31 | Stardance
Dev Title: BottleBot by @thanishurs31 | Stardance
Devlogs:
The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!
Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!
DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!
Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs
Ships:
I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club....
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1793573532.0602868
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1793659932.0602868
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59655
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Blare Alarm Clock by @tvset5755 | Stardance
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tvset5755
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0
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0.0
|
0
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[]
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[]
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Title: Blare Alarm Clock by @tvset5755 | Stardance
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1793573531.1274786
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1794178331.1274786
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54918
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aliengram by @Sitanshu | Stardance
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Sitanshu
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0
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0.0
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0
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[]
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[]
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Title: aliengram by @Sitanshu | Stardance
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1793573530.2530823
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1794178330.2530823
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59654
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Blare Alarm Clock by @tvset5755 | Stardance
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tvset5755
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0
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0.0
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0
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[]
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[]
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Title: Blare Alarm Clock by @tvset5755 | Stardance
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1793573529.3758738
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1794178329.3758738
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27409
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Astronasamp Multi API Slack Bot by @manayp | Stard Astronasamp Multi API Slack Bot by @manayp | Stardance...
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manayp
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1
|
3.17
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4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T21:15:05Z", "hours": 2.0, "multiplier": 2.16, "payout": 4, "blessing": "neutral", "text": "What did you make? I made a multi-API Slack bot called Astronasamp which delivers useful utilities right into Slack. It has a number of functionality such as checking the weather, converting money with current exchange rates, viewing cryptocurrency prices, looking up dictionary definition, conducting polls, and many others. I also used AI in figuring out how to find and navigate through various instructions and code structures. I use Claude and Github Copilot and it aided me significantly in debugging and figuring out where to find things etc. What was challenging? Probably the most difficult thing to do was to figure out how Slack works since this is my first Slack application ever. Configuration, setting permissions for the app, registering slash commands, Socket Mode were quite time consuming for me. I had to make sure that all the APIs will be handled in the proper way and work well. What are you most proud of? I am proud of creating an entire Slack app which has a lot of functionality and integrates with actual APIs. Moreover, I implemented automated smoke testing and stress testing, provided detailed documentation, and arranged everything for further adding commands to the project. What information do people need in order to evaluate your project? The most convenient way for users to view your project is via the demo video, where the bot is shown working within Slack. You may find all source code and documentation within the GitHub repo. The bot supports commands such as /astronasamp help , /astronasamp weather <city> , /astronasamp convert <amount> <FROM> <TO> , /astronasamp crypto <coin> , /astronasamp define <word> , and /astronasamp poll . THE THING THAT MAKES IT 24-7 USABLE This link is the live deployment of Astronasamp, a Slack bot that runs 24/7 on Railway. It acts as the backend server that powers all bot commands inside Slack. When a user sends a command like weather, crypto, or currency conversion, this server receives the request, processes it using external APIs, and sends the response back to Slack in real time. The link itself is not a website interface, but a live service that keeps the bot running continuously even when my laptop is closed. Link: https://astronasamp-production.up.railway.app/", "repo": "https://github.com/manayparikh1/astronasamp", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BGX5AK54Z"}]...
|
[{"post_id": 25715, "ts": "202 [{"post_id": 25715, "ts": "2026-07-10T04:33:35Z", "hours": 0.3689, "text": "Made responses more human."}, {"post_id": 18667, "ts": "2026-06-29T21:09:17Z", "hours": 0.8017, "text": "I fixed the polls because they were not functioning."}, {"post_id": 17854, "ts": "2026-06-28T19:56:09Z", "hours": 1.6825, "text": "Today I finished the final improvements to Astronasamp. I cleaned up the README to make the setup instructions easier to follow, added screenshots showing the bot in use, and improved the testing scripts. I also updated the stress test and smoke test so they provide clearer output and make it easier to verify that every command is working correctly. After that, I committed the final changes to GitHub, checked that everything was pushed correctly, and reviewed the project one last time to make sure the documentation, code, and repository were ready for submission. At this point, the project is complete and ready to submit."}]...
|
Title: Astronasamp Multi API Slack Bot by @manayp Title: Astronasamp Multi API Slack Bot by @manayp | Stardance
Devlogs:
Today I finished the final improvements to Astronasamp. I cleaned up the README to make the setup instructions easier to follow, added screenshots showing the bot in use, and improved the testing scripts. I also updated the stress test and smoke test so they provide clearer output and make it easier to verify that every command is working correctly. After that, I committed the final changes to GitHub, checked that everything was pushed correctly, and reviewed the project one last time to make sure the documentation, code, and repository were ready for submission. At this point, the project is complete and ready to submit.
I fixed the polls because they were not functioning.
Made responses more human.
Ships:
What did you make? I made a multi-API Slack bot called Astronasamp which delivers useful utilities right into Slack. It has a number of functionality such as checking the weather, converting money with current exchange rates, viewing cryptocurrency prices, looking up dictionary definition, conducting polls, and many others. I also used AI in figuring out how to find and navigate through various instructions and code structures. I use Claude and Github Copilot and it aided me significantly in debugging and figuring out where to find things etc. What was challenging? Probably the most difficult thing to do was to figure out how Slack works since this is my first Slack application ever. Configuration, setting permissions for the app, registering slash commands, Socket Mode were quite time consuming for me. I had to make sure that all the APIs will be handled in the proper way and work well. What are you most proud of? I am proud of creating an entire Slack app which has a lot of functionality and integrates with actual APIs. Moreover, I implemented automated smoke testing and stress testing, provided detailed documentation, and arranged everything for further adding commands to the project. What information do people need in order to evaluate your project? The most convenient way for users to view your project is via the demo video, where the bot is shown working within Slack. You may find all source code and documentation within the GitHub repo. The bot supports commands such as /astronasamp help , /astronasamp weather <city> , /astronasamp convert <amount> <FROM> <TO> , /astronasamp crypto <coin> , /astronasamp define <word> , and /astronasamp poll . THE THING THAT MAKES IT 24-7 USABLE This link is the live deployment of Astronasamp, a Slack bot that runs 24/7 on Railway. It acts as the backend server that powers all bot commands inside Slack. When a user sends a command like weather, crypto, or currency conversion, this server receives the request, processes it using external APIs, and sends the response back to Slack in real time. The link itself is not a website interface, but a live service that keeps the bot running continuously even when my laptop is closed. Link: https://astronasamp-production.up.railway.app/...
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1793573528.1946497
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1793659928.1946497
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54916
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RoLux by @Xavier2009 | Stardance
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Xavier2009
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0
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0.55
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0
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[]
|
[{"post_id": 57403, "ts": "202 [{"post_id": 57403, "ts": "2026-08-29T15:20:02Z", "hours": 0.5511, "text": "First day of working, finished the first 2 parts of the guide. I started with the front page, then added a background and a top bar with a (supposedly) working clock. Added a few links in the front page. Tomorrow i plan to finish it."}]...
|
Title: RoLux by @Xavier2009 | Stardance
Devlogs:
Title: RoLux by @Xavier2009 | Stardance
Devlogs:
First day of working, finished the first 2 parts of the guide. I started with the front page, then added a background and a top bar with a (supposedly) working clock. Added a few links in the front page. Tomorrow i plan to finish it....
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1793573527.2932148
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1794178327.2932148
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59653
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Photobooth by @Slidey | Stardance
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Slidey
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0
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0.0
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0
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[]
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[]
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Title: Photobooth by @Slidey | Stardance
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1793573526.4228482
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1794178326.4228482
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59652
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Project #3: RPG by @crustissues | Stardance
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crustissues
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0
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0.0
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0
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[]
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[]
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Title: Project #3: RPG by @crustissues | Stardance
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1793573525.5288708
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1794178325.5288708
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21726
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Rocket-Simulator by @MrParrot | Stardance
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MrParrot
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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": "2026-06-22T16:28:44Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ROCKET SIMULATOR A python simulator that allows you to design your own rocket by values and simulate it’s take off and fall back down using basic physics. Features build a custom rocket and choose: -rocket weight -fuel mass -rocket diameter -engine thrust -fuel burn rate -payload mass -engine thrust simulates: -gravity -thrust -fuel consumption -air resistance Acceleration velocity altitude bonus: -summery after the flight -and telematry graphs using tinker How It Works The program guides the user through designing a rocket. After entering all rocket parameters, the simulator calculates the flight second-by-second using physics equations. At the end of the simulation, graphs display: Altitude vs Time Acceleration vs Time Fuel Remaining vs Time Requirements Python 3.x Tkinter IMPORTENT: WITHOUT TINKER AND PYTHON.3 THE PROGRAM WILL CRASH Run python rocket_simulator.py Example Build your rocket. Enter launch code ‘1710’. Watch the simulation. Analyze the flight results and graphs. Technologies Python Tkinter Math Author Created by MrParrot814 [Jonathan-Rich] Project Status First major programming project built for Hack Club StarDance. Physics Simulation ✅ Shipped", "repo": "https://github.com/MrParrot814/Rocket-Simulator", "demo": "https://github.com/MrParrot814"}]...
|
[{"post_id": 13599, "ts": "202 [{"post_id": 13599, "ts": "2026-06-22T08:55:50Z", "hours": 14.5031, "text": "first devlog (: already finished it, i am going to ship soon, but it turned out really cool, it shows you graphs real time and it has been a great project (it is a rocket simulator btw) i think The hardest part was getting the physics calculations for fuel consumption right, but once the graphs started updating in real-time, it was all worth!!"}]...
|
Title: Rocket-Simulator by @MrParrot | Stardance
Title: Rocket-Simulator by @MrParrot | Stardance
Devlogs:
first devlog (: already finished it, i am going to ship soon, but it turned out really cool, it shows you graphs real time and it has been a great project (it is a rocket simulator btw) i think The hardest part was getting the physics calculations for fuel consumption right, but once the graphs started updating in real-time, it was all worth!!
Ships:
ROCKET SIMULATOR A python simulator that allows you to design your own rocket by values and simulate it’s take off and fall back down using basic physics. Features build a custom rocket and choose: -rocket weight -fuel mass -rocket diameter -engine thrust -fuel burn rate -payload mass -engine thrust simulates: -gravity -thrust -fuel consumption -air resistance Acceleration velocity altitude bonus: -summery after the flight -and telematry graphs using tinker How It Works The program guides the user through designing a rocket. After entering all rocket parameters, the simulator calculates the flight second-by-second using physics equations. At the end of the simulation, graphs display: Altitude vs Time Acceleration vs Time Fuel Remaining vs Time Requirements Python 3.x Tkinter IMPORTENT: WITHOUT TINKER AND PYTHON.3 THE PROGRAM WILL CRASH Run python rocket_simulator.py Example Build your rocket. Enter launch code ‘1710’. Watch the simulation. Analyze the flight results and graphs. Technologies Python Tkinter Math Author Created by MrParrot814 [Jonathan-Rich] Project Status First major programming project built for Hack Club StarDance. Physics Simulation ✅ Shipped...
|
1793573520.2018087
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1793659920.2018087
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59651
|
Weather Machine by @emilyschmeler270 | Stardance
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emilyschmeler270
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0
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0.0
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0
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[]
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[]
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Title: Weather Machine by @emilyschmeler270 | Star Title: Weather Machine by @emilyschmeler270 | Stardance...
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1793573519.330998
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1794178319.330998
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59650
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BLARE by @16002548 | Stardance
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16002548
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @16002548 | Stardance
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1793573518.428524
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1794178318.428524
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31102
|
Sherbert Minecraft Modpack and Modpack + Building Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance...
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Welsey
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2
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14.0
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4
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T11:29:59Z", "hours": 13.0, "multiplier": 13.21, "payout": 0, "blessing": "neutral", "text": "Here I am back again with my Minecraft modpack and modpack building toolkit! I’ve built a (fairly) reliable and performant daily driver modpack that includes a ton of tweaks, improvements, and features offered to us by Minecraft modding, packages up in a nice bundle for your convenience. Alongside the modpack I also developed my own tools for building and maintaining modpacks, aiming to make them easier to set up and maintain over long periods. My aim is to ship the modpack continuously on the latest version of Minecraft, because with the power of the ViaFabricPlus mod you can also join servers on any older Minecraft version as well. The tools and configurations I use to make this pack are open source and available; I encourage you to jump in and tinker around with my first command line program. You can download and the pack from Modrinth or Github and then use it with any Minecraft launcher that supports .mrpack files, like Prism or the Modrinth App. See the DEVELOPING.md file in the Github repo for guidance on modifying and developing with the modpack and it’s tools. The attached image is a stress test of the minimum spec test machine. 2GB of allocated RAM on a Microsoft Surface Laptop Go (1st Gen). Please note that Sherbert’s configurations are not tuned for this kind of hardware by default, for example render distance is maxed out in this image, the game is in singleplayer (so the computer is hosting it’s own internal server) and graphics are set to fancy. Please turn down the settings if your performance regularly dips below 60fps. I do have some plans for automatically handling that in the future but that is for another day. Thank you for reading, and I hope you enjoy my project!", "repo": "https://github.com/Welsey0/Sherbert", "demo": "https://modrinth.com/modpack/sherbert"}, {"ship_num": 2, "ts": "2026-07-06T09:43:44Z", "hours": 1.0, "multiplier": 3.22, "payout": 4, "blessing": "neutral", "text": "I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)", "repo": "https://github.com/Welsey0/Sherbert", "demo": "https://modrinth.com/modpack/sherbert"}]...
|
[{"post_id": 86329, "ts": "202 [{"post_id": 86329, "ts": "2026-11-01T10:54:11Z", "hours": 1.5539, "text": "Full release! I had hoped to wait until my fork of ModpackUtils was approved for proper Modrinth distribution before making the push for full release but it has been under review for a full month now and I am out of time. Although the modpack does still have quite a few mods, am happy with where it is right now. It can achieve 60+ FPS consistently on my minimum spec test machine and everything seems to be tuned to my liking and working well, although I’m sure there will be plenty of little things to catch. I’m excited to continue developing this modpack, especially with 26.4 fast approaching, but here’s hoping I get some time before that comes to full release. As this will be my last Stardance devlog, thank you for this! It has given me that little push to keep putting in a little time to keep this project running and I am happier for it. :)"}, {"post_id": 75718, "ts": "2026-09-30T20:55:51Z", "hours": 3.3881, "text": "I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!"}, {"post_id": 68981, "ts": "2026-09-16T04:57:31Z", "hours": 3.7081, "text": "I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0."}, {"post_id": 48374, "ts": "2026-08-16T18:10:26Z", "hours": 2.1011, "text": "Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!"}, {"post_id": 31615, "ts": "2026-07-20T05:05:03Z", "hours": 2.4803, "text": "I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0"}, {"post_id": 23368, "ts": "2026-07-06T09:20:13Z", "hours": 1.1528, "text": "I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes."}]...
|
Title: Sherbert Minecraft Modpack and Modpack + Bu Title: Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance
Devlogs:
I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes.
I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0
Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!
I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0.
I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!
Full release! I had hoped to wait until my fork of ModpackUtils was approved for proper Modrinth distribution before making the push for full release but it has been under review for a full month now and I am out of time. Although the modpack does still have quite a few mods, am happy with where it is right now. It can achieve 60+ FPS consistently on my minimum spec test machine and everything seems to be tuned to my liking and working well, although I’m sure there will be plenty of little things to catch. I’m excited to continue developing this modpack, especially with 26.4 fast approaching, but here’s hoping I get some time before that comes to full release. As this will be my last Stardance devlog, thank you for this! It has given me that little push to keep putting in a little time to keep this project running and I am happier for it. :)
Ships:
I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)
Here I am back again with my Minecraft modpack and modpack building toolkit! I’ve built a (fairly) reliable and performant daily driver modpack that includes a ton of tweaks, improvements, and features offered to us by Minecraft modding, packages up in a nice bundle for your convenience. Alongside the modpack I also developed my own tools for building and maintaining modpacks, aiming to make them easier to set up and maintain over long periods. My aim is to ship the modpack continuously on the latest version of Minecraft, because with the power of the ViaFabricPlus mod you can also join servers on any older Minecraft version as well. The tools and configurations I use to make this pack are open source and available; I encourage you to jump in and tinker around with my first command line program. You can download and the pack from Modrinth or Github and then use it with any Minecraft launcher that supports .mrpack files, like Prism or the Modrinth App. See the DEVELOPING.md file in the Github repo for guidance on modifying and developing with the modpack and it’s tools. The attached image is a stress test of the minimum spec test machine. 2GB of allocated RAM on a Microsoft Surface Laptop Go (1st Gen). Please note that Sherbert’s configurations are not tuned for this kind of hardware by default, for example render distance is maxed out in this image, the game is in singleplayer (so the computer is hosting it’s own internal server) and graphics are set to fancy. Please turn down the settings if your performance regularly dips below 60fps. I do have some plans for automatically handling that in the future but that is for another day. Thank you for reading, and I hope you enjoy my project!...
|
1793573517.2184865
|
1793659917.2184865
|
|
54914
|
Robot Simulator game by @hbcguntur | Stardance
|
hbcguntur
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 55401, "ts": "202 [{"post_id": 55401, "ts": "2026-08-27T06:35:16Z", "hours": 0.5022, "text": "I started building my first phaser game 🤖 simulator the name is awkward but i like it and i had generated the starting scene of the game and had some sprites and i really like pokemon red too much so i want to build game style like that and i need to optimize the gameplay too and if u had any suggestions to project feel free to comment"}]...
|
Title: Robot Simulator game by @hbcguntur | Starda Title: Robot Simulator game by @hbcguntur | Stardance
Devlogs:
I started building my first phaser game 🤖 simulator the name is awkward but i like it and i had generated the starting scene of the game and had some sprites and i really like pokemon red too much so i want to build game style like that and i need to optimize the gameplay too and if u had any suggestions to project feel free to comment...
|
1793573516.3131719
|
1794178316.3131719
|
|
54913
|
a particular proxy's method of waking up by @b a particular proxy's method of waking up by @burnt_bread | Stardance...
|
burnt_bread
|
0
|
6.5
|
0
|
[]
|
[{"post_id": 85885, "ts": "202 [{"post_id": 85885, "ts": "2026-10-31T20:57:13Z", "hours": 1.7753, "text": "ts lwk so buns but i think i like it a way racoon likes their trash, also the buttons are deep to make it harder to press when sleepy. i think the 3d model is done though"}, {"post_id": 85802, "ts": "2026-10-31T18:58:02Z", "hours": 1.0161, "text": "made pcb better"}, {"post_id": 85742, "ts": "2026-10-31T17:43:24Z", "hours": 1.5022, "text": "sooo i know the screenshot is bums here, but its a part of it. i belive and hope the top part will make it look better, ive done a good chunk of the 3d design though, now i just need to make the port and the bottom part, sans the clipping mechanism is made"}, {"post_id": 85495, "ts": "2026-10-31T12:47:14Z", "hours": 1.5853, "text": "sooo i started on the pcb, FINALLY i know, ima either do it by today or move this to fabricate, i know its kinda by the books rn but i plan to try to make up for that with the code and 3d design"}, {"post_id": 55419, "ts": "2026-08-27T07:15:42Z", "hours": 0.6169, "text": "SOO i started this, and im stuck already, i cant seem to get the footprint files for the xaio seed esp 32"}]...
|
Title: a particular proxy's method of waking u Title: a particular proxy's method of waking up by @burnt_bread | Stardance
Devlogs:
SOO i started this, and im stuck already, i cant seem to get the footprint files for the xaio seed esp 32
sooo i started on the pcb, FINALLY i know, ima either do it by today or move this to fabricate, i know its kinda by the books rn but i plan to try to make up for that with the code and 3d design
sooo i know the screenshot is bums here, but its a part of it. i belive and hope the top part will make it look better, ive done a good chunk of the 3d design though, now i just need to make the port and the bottom part, sans the clipping mechanism is made
made pcb better
ts lwk so buns but i think i like it a way racoon likes their trash, also the buttons are deep to make it harder to press when sleepy. i think the 3d model is done though...
|
1793573515.124003
|
1794178315.124003
|
|
54912
|
My awesome macropad! by @ketuu | Stardance
|
ketuu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ketuu | Stardance
|
1793573514.229008
|
1794178314.229008
|
|
16837
|
Grail-Tracker by @helicaptain | Stardance
|
helicaptain
|
1
|
2.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:21:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo.", "repo": "https://github.com/helicaptain827-alt/grail-tracker", "demo": "https://youtube.com/shorts/8JImJ8J0FfE"}]...
|
[{"post_id": 7574, "ts": "2026 [{"post_id": 7574, "ts": "2026-06-12T17:40:46Z", "hours": 0.3519, "text": "I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend."}, {"post_id": 6997, "ts": "2026-06-11T19:03:48Z", "hours": 1.8431, "text": "Grail-Tracker App (AI Clothing App)"}]...
|
Title: Grail-Tracker by @helicaptain | Stardance
Title: Grail-Tracker by @helicaptain | Stardance
Devlogs:
Grail-Tracker App (AI Clothing App)
I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend.
Ships:
🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo....
|
1793573513.0358415
|
1793659913.0358415
|
|
54905
|
Inbuilt Electronic Trace Rocket for Active Error D Inbuilt Electronic Trace Rocket for Active Error Detection by @aaravw2001 | Stardance...
|
aaravw2001
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Inbuilt Electronic Trace Rocket for Active Title: Inbuilt Electronic Trace Rocket for Active Error Detection by @aaravw2001 | Stardance...
|
1793573512.1500962
|
1794178312.1500962
|
|
54903
|
Untitled project by @prabhatt18 | Stardance
|
prabhatt18
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @prabhatt18 | Stardance
|
1793573511.289865
|
1794178311.289865
|
|
28555
|
quadrapad by @jonahbyrom | Stardance
|
jonahbyrom
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T18:38:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple four-key macropad that allows the user to cut, copy, paste, etc. without using key combinations. It is my very first project of any kind and I am quite proud of it! I designed everything for the first time ever in Fusion and KiCad. Super fun!!", "repo": "https://github.com/jonahbyrom/quadrapad", "demo": ""}]...
|
[{"post_id": 22997, "ts": "202 [{"post_id": 22997, "ts": "2026-07-05T18:11:03Z", "hours": 1.5172, "text": "Finished! I finally finished the project to where I am proud enough to submit it. I finished up the CAD file and compiled all the other files I needed to and did all of the finishing touches and updated github repo a lot! Will now figure out the submission process"}, {"post_id": 22615, "ts": "2026-07-05T05:12:06Z", "hours": 0.5781, "text": "Fixed the cutout and made adjustments to the CAD file!"}, {"post_id": 22338, "ts": "2026-07-04T19:17:18Z", "hours": 1.45, "text": "figured out how to do the firmware and finished it + added files to github repo!!! yayay! began work on CAD file for everything putting together for the submission, I need to add the screws and figure that out but ima take a break first! Im so so proud of what I have done!!"}, {"post_id": 21704, "ts": "2026-07-03T20:02:47Z", "hours": 0.8667, "text": "Trying to figure out the QMK on my own but struggling so I requested help with it as I am struggling to follow along with all of the guides I have found and I do not know if I am doing this whole thing correctly or not. Getting errors in terminal when doing qmk lint and when trying to compile it, something with a bootloader that I cannot find in the guide. Additionally updated the github repo with pcb and case images"}, {"post_id": 21553, "ts": "2026-07-03T15:59:14Z", "hours": 0.5333, "text": "Finished up (for the most part) the case for the macropad… trying to figure out the qmk firmware stuff but struggling on where to start, will do some research and see if I can figure it out before trying to work on it more"}, {"post_id": 21240, "ts": "2026-07-03T02:19:21Z", "hours": 0.9, "text": "Fixed my little issue that I had with my PCB and the sizing. Just need to do a few more tweaks for the case tmrw and then I can continue to work on this project. I am really proud of what I have made :D"}, {"post_id": 21129, "ts": "2026-07-02T22:39:02Z", "hours": 0.9003, "text": "First iteration of PCB and beginnings of the case; having a bit of trouble with the plate… we shall see what I did wrong soon lol!"}]...
|
Title: quadrapad by @jonahbyrom | Stardance
Devlo Title: quadrapad by @jonahbyrom | Stardance
Devlogs:
First iteration of PCB and beginnings of the case; having a bit of trouble with the plate… we shall see what I did wrong soon lol!
Fixed my little issue that I had with my PCB and the sizing. Just need to do a few more tweaks for the case tmrw and then I can continue to work on this project. I am really proud of what I have made :D
Finished up (for the most part) the case for the macropad… trying to figure out the qmk firmware stuff but struggling on where to start, will do some research and see if I can figure it out before trying to work on it more
Trying to figure out the QMK on my own but struggling so I requested help with it as I am struggling to follow along with all of the guides I have found and I do not know if I am doing this whole thing correctly or not. Getting errors in terminal when doing qmk lint and when trying to compile it, something with a bootloader that I cannot find in the guide. Additionally updated the github repo with pcb and case images
figured out how to do the firmware and finished it + added files to github repo!!! yayay! began work on CAD file for everything putting together for the submission, I need to add the screws and figure that out but ima take a break first! Im so so proud of what I have done!!
Fixed the cutout and made adjustments to the CAD file!
Finished! I finally finished the project to where I am proud enough to submit it. I finished up the CAD file and compiled all the other files I needed to and did all of the finishing touches and updated github repo a lot! Will now figure out the submission process
Ships:
This is a simple four-key macropad that allows the user to cut, copy, paste, etc. without using key combinations. It is my very first project of any kind and I am quite proud of it! I designed everything for the first time ever in Fusion and KiCad. Super fun!!...
|
1793573510.0661793
|
1793659910.0661793
|
|
54902
|
BLARE by @Baghdu | Stardance
|
Baghdu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @Baghdu | Stardance
|
1793573509.139357
|
1794178309.139357
|
|
2890
|
Simple html helper page! by @kewlcactus13 | Starda Simple html helper page! by @kewlcactus13 | Stardance...
|
kewlcactus13
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:42:35Z", "hours": 1.0, "multiplier": 1.33, "payout": 1, "blessing": "neutral", "text": "Ive made a simple html helper for super basic html tags!", "repo": "https://github.com/kewlcactus13-arch/HTML-Helper", "demo": "https://kewlcactus13-arch.github.io/HTML-Helper/"}]...
|
[{"post_id": 24476, "ts": "202 [{"post_id": 24476, "ts": "2026-07-08T01:41:34Z", "hours": 0.5464, "text": "changed the background and added some more tips!"}, {"post_id": 10546, "ts": "2026-06-17T09:59:07Z", "hours": 0.5667, "text": "Created a basic page with CSS and some info"}]...
|
Title: Simple html helper page! by @kewlcactus13 | Title: Simple html helper page! by @kewlcactus13 | Stardance
Devlogs:
Created a basic page with CSS and some info
changed the background and added some more tips!
Ships:
Ive made a simple html helper for super basic html tags!...
|
1793573507.9603813
|
1793659907.9603813
|
|
54901
|
Blinking LED by @Azuli07 | Stardance
|
Azuli07
|
1
|
0.0
|
0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T05:59:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my first project, a blinking LED, and from it I learned the basic principles of wiring, using and sending signals through different pins on my MC, and balancing voltage using resistors in my design.", "repo": "https://github.com/hekermen101/blinking-led-circuit", "demo": ""}]...
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[{"post_id": 83567, "ts": "202 [{"post_id": 83567, "ts": "2026-10-28T04:51:47Z", "hours": 0.3169, "text": "3D Model of my Breadboard"}]...
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Title: Blinking LED by @Azuli07 | Stardance
Devlo Title: Blinking LED by @Azuli07 | Stardance
Devlogs:
3D Model of my Breadboard
Ships:
This was my first project, a blinking LED, and from it I learned the basic principles of wiring, using and sending signals through different pins on my MC, and balancing voltage using resistors in my design....
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1793573506.7750118
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1793659906.7750118
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54900
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Drone by @bigBell | Stardance
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bigBell
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Title: Drone by @bigBell | Stardance
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1793573505.8823845
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1794178305.8823845
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12769
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Boundless by @Akhil_A | Stardance
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1.78
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[{"post_id": 6416, "ts": "2026 [{"post_id": 6416, "ts": "2026-06-10T19:54:09Z", "hours": 0.5206, "text": "Worked on the boundary of the game, created a custom character for the game, and now I am currently working on gravity and the jumping system for the platform game: Boundless"}, {"post_id": 5327, "ts": "2026-06-09T01:59:00Z", "hours": 0.6244, "text": "The background Image + Character Movement"}, {"post_id": 5215, "ts": "2026-06-08T22:28:50Z", "hours": 0.6392, "text": "Initial Code for the display of the game"}]...
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Title: Boundless by @Akhil_A | Stardance
Devlogs: Title: Boundless by @Akhil_A | Stardance
Devlogs:
Initial Code for the display of the game
The background Image + Character Movement
Worked on the boundary of the game, created a custom character for the game, and now I am currently working on gravity and the jumping system for the platform game: Boundless...
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1793573504.959972
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1794178304.959972
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My own site! by @Just_a_quirckless_deva | Stardanc My own site! by @Just_a_quirckless_deva | Stardance...
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Title: My own site! by @Just_a_quirckless_deva | S Title: My own site! by @Just_a_quirckless_deva | Stardance...
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1793573504.0727935
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Made a traffic optimizing system by @Realguy | Sta Made a traffic optimizing system by @Realguy | Stardance...
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Title: Made a traffic optimizing system by @Realgu Title: Made a traffic optimizing system by @Realguy | Stardance...
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1793573503.2082307
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Ferris's Game of Life by @polycarbohydrate | S Ferris's Game of Life by @polycarbohydrate | Stardance...
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polycarbohydrate
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T18:39:10Z", "hours": 11.0, "multiplier": 15.5, "payout": 196, "blessing": "neutral", "text": "The next major release of Ferris’s Game of Life is here! The CLI user experience has been greatly improved! Thanks to the reviewers of the first ship, I took their advice and added lots of new features! New features include: CLI display improvements -Text formatting -More standardization in code and printed output -5 preset options so you users don’t need any experience to play/watch. (plus simplier setup) -More customization for custom setup. -Settings for custom setup are all optional so do not feel obligated to fill them all out (unlike v0.1.0). Feedback from the first ship was used, so feel free to give feedback!", "repo": "https://github.com/Polycarbohydrate/FGOL", "demo": "https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0"}, {"ship_num": 2, "ts": "2026-06-28T14:33:11Z", "hours": 10.0, "multiplier": 10.53, "payout": 102, "blessing": "neutral", "text": "Ferris’s Game of Life (FGOL) is Conway’s Game of Life written in Rust. The alive cells are indicated by the crab emoji, a nod to Ferris who is the Rust Langauge’s non-official mascot. I decided on this project because I wanted to build something real for the first time. This project allows me to implement many different features and opens up many pathways to expand on in the future. Currently the project only has a CLI version but I am planning to do a TUI, then progress to a native app UI and then a web UI.", "repo": "https://github.com/Polycarbohydrate/FGOL", "demo": "https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0"}]...
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[{"post_id": 24265, "ts": "202 [{"post_id": 24265, "ts": "2026-07-07T18:35:56Z", "hours": 7.9539, "text": "Devlog 11 Ferris’s Game of Life (FGOL) v0.2.0 is now released! Check it out here: https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0 What is new? First of all, Ferris, is now in banners that surround text in the CLI! These banners surround important pieces of messages or menus. Text that is used for input will be displayed regularly. Taking into account many of the suggestions from the first ship, I added presets! There are 5 presets with this ship, and I plan to add more, which you can select to skip the hassle of setting up the simulation. These 5 were ones I found interesting and were fun to watch on the CLI. Additionally, you may notice that there are more menus now. In order to accomodate the many changes while keeping the user experience friendly, I decided to use menus instead of forcing you to follow a setup process. You are able to customize the simulation however you want! You are now able to add, remove, and view existing cells before you start the simulation! You can still edit the speed of the simulation, and choose the grid size you want. New settings include choosing when to stop the simulation (if you have an infinite loop) and stopping the simulation once cells move off of the screen. Technical changes: To make the code readable and better to edit (i don’t think a 1000 line file with repetitive text is good), I added banners.rs, which holds all of the banner/text content. Other files use the content by calling functions within banner.rs. This makes it so I can see more logic than text, which is more important with debugging. I added the type SettingsExport to hold all of the information I import into cli_display.rs . This was a suggestion from cargo clippy . As always, all code is linted using cargo clippy and formatted using cargo-fmt . All files besides core.rs were modified to accomodate changes. input.rs was changed the most. All platform binaries are still a modest file size (~100kb) Before releasing, I tested for formatting, bad input, and tried to fix everything. I something doesn’t look right, or you encounter a bug/error. Create an issue on the GitHub so I can quickly fix it. Future plans: Ship this release. Work on more features Transition to web-version. Video demo:"}, {"post_id": 21903, "ts": "2026-07-04T02:24:55Z", "hours": 0.7803, "text": "Devlog 10 Minor changes today I didn’t spend much time today working on this project becuase I have some real world stuff to work on. Changes: I added 2 more presets to the code for a total of 5 presets. Added some additional code comments for better code understanding I did some research on a pause feature that I saw in one of the reviewer’s feedback. It is hard to implement an easy to use pause, as I want to keep the CLI std lib only - no external creates. I may drop that feature or implement it stupidly in the future. Ill do some more research on it in the future. I added 2 additional issues for future features I want in the CLI. Both have to do with detecting a simulation loop. I have also decided that the CLI should remain independent with no external crates."}, {"post_id": 21209, "ts": "2026-07-03T00:55:16Z", "hours": 1.7814, "text": "Devlog 9 Made some improvemets/additions to the CLI today based on some of my own discoveries and feedback from the first ship. Thank you to everyone who voted on my first ship ever! I looked throught the feedback and appreciate the support. I also appreciate the constructive feedback. I took it into consideration and applied changes. Major Changes Biggest change was the addition of preset templates. You can now choose between inputting your own cells through coordinates, or by just selecting a preset template which has hardcoded values for cells and everything else. This was done by adding presets.rs which is mainly for the hardcoded values to be fetched and stored. Additionally inputs.rs was updated and overhauled with more functions to be more readable and easier to edit. main.rs was changed to accomodate the changes in input.rs and presets.rs core.rs and cli_display.rs were not changed Bug fixes Inputting a negative number in the first step of the custom setup process would not have proper program execution. I fixed by checking for negative numbers Personal changes The program now has a dedicated exit and loops after a generation dies so you can keep on testing! Phrasing in one of the prompts in inputs.rs was changed to be more clear. Additional thoughts: I will fix up the CLI a bit more and add a few more features before moving on to TUI development. The release of the TUI will be my second ship. Eventually I plan to have this project with a GUI, TUI, CLI, and a web version. Since I am planning for the CLI to be used on low-end devices, I am going to limit the file size to 1 MB. That is 1 MB across all platform binaries. Someone suggested adding a pause feature. I am currently looking into implementing that. Tldr: I will continue fixing up the CLI and adding features. Have a wonderful day."}, {"post_id": 17138, "ts": "2026-06-27T20:22:18Z", "hours": 1.1733, "text": "Devlog 8 This will likely be the last devlog before my first ship. File changes: cli_display.rs: Removed hardcoded grid constants and added new input parameters for grid size. Experimented with different grid spacing but settled on a dot and space to one emoji (”. “). inputs.rs: Added a new section for grid size selection. There are four choices for selection: Small, Medium, Large, and Custom. I had a little bug with Custom not properly working but that was quickly fixed. main.rs: modified to accomodate variable and parameter changes of the 2 files above. I checked error handling and the spacing of text as well. Everything should be properly handled cargo-fmt & cargo clippy ran. Fixed the old bug of inverted y cells; the problem was because of the way I collected line renders (I rendered the bottom of the grid up, but my string concatenation pushed the bottom lines to the top). To solve I just reversed the loop for the rows (y-value). Plenty of comments In the video attached, at 200ms per frame there is no screen stutter. The new way of displaying frames seems to be good. Future: After this I will update my project GitHub ReadMe and add binaries for Windows, Linux, and MacOS. Then I will add the playable link here. After shipping, if the project passes, I will clean up the code and make the game replayable after all cell dies. Next major modification would to progress to a TUI then a GUI with additional features. Lots of ideas for this one! Other: Self contained Rust, no external crates. Q: Why not GUI? A: I see lots of people on this platform have a GUI. However they are using an easy to use game engine, web render, and/or easy to use applications. Rust is mainly for backend and using Rust for frontend is a pain in the butt. I would have to learn eframe/egui and how to work with web-assembly and convert my code to be compiled that way. A TUI would be my next step. If the TUI works, I may consider an infinite grid project milestone and/or then proceed to do a Rust-based GUI. Attached is the cell pattern known as “diehard”. It contains 7 initial starting cells and goes all the way to generation 129 before dying exacting on generation 130. Feedback is welcome!"}, {"post_id": 16606, "ts": "2026-06-27T00:40:42Z", "hours": 0.6336, "text": "Devlog 7 I didn’t change much during this time. However, I redid the printing to that it prints the frame at once instead of one line at a time so there is less stuttering and screen movement. I spent the majority of the time trying to use eframe and wasm but I had a hard time figuring it out. Additionally to just compile and test my code I had to compile 225+ packages every time which took a long time and if I decided to use wasm, it would be even more packages… Next step is to see if I need to fix the location of the delay (speed) and then ship. After ship, I will use an external crate for the TUI. then if the tui goes well maybe an online thing as well. Majority of projects here are using a framework that is high level for frontend development. Using Rust for frontend is a pain :( I added another video with the famous 7-cell 120+ generation ‘diehard’ to show the cli. I think there is less stutter now (i think the stutter at the end would be reduced if my terminal was not as big). Feedback is welcome!"}, {"post_id": 16468, "ts": "2026-06-26T20:17:55Z", "hours": 1.3767, "text": "Devlog 6 File changes (additions, removals, modification) modification: tui.rs/cli_display.rs -> renamed tui.rs to cli_display.rs to be more accurate since I am not building a TUI-based display/application Non-code changes In Cargo.toml, I changed the package name to FGOL instead of the generic testing name I had before. This will now reflect on compilation. Code changes main.rs: I refactored usage of tui.rs to the new file name. I also added a stop to the program that checks if the cells HashSet is empty. If it is, then the program prints the last empty grid frame and notifies the user before stopping. core.rs: No changes. inputs.rs: Major modification to the code in here. Made the input process look nicer, tested the display spacing (including after error messages), overhauled to ask the number of cells that way it is less repetitive if a user wants to add more cells. Added a seperate function to clean the file up a bit (still have some work to do; I don’t think its very readable). Added the crab emoji as the banner for Ferris. cli_display.rs: Changed the cell char to the crab emoji as the banner for Ferris 🦀. Other Everything is formatted to cargo-fmt & cargo clippy No errors or warnings during compilation. Error handling was tested and the printed lines have spacing to look nice. No external crates or packages; it is entirely self-contained. Future I may ship like this (as a binary) to see what feedback I may get. If my ship passes I will continue and make a GUI and learn an external crates for that. For testing and playing, I think a web UI is the best. A binary application is not the best (and unnecessary). I will see what my time looks like and maybe I will convert to an actual UI on the web before shipping or find another solution. Otherwise I will compile the .exe myself and host on the GitHub. Feedback is welcome! GH: https://github.com/Polycarbohydrate/ferris-s-game-of-life"}, {"post_id": 15369, "ts": "2026-06-25T00:01:49Z", "hours": 1.9031, "text": "Devlog 5 Big changes were made today! main.rs completed core.rs completed input.rs completed tui.rs completed By completed I mean that the program is functional (albeit, not pretty). Program is formatted to cargo-fmt and only one cargo clippy warning is left for me to address. The next step is for me to fix a bug that causes the points to be inverted when plotted (positive y becomes negative y). I also have to figure out the clippy warning which is stumping me (warning on an if-then-else statement). This should not take long. The output is stretched due to the uneven spacing of chars in the terminal. THis will have to be addressed in the future by redesign or switching to a GUI framework (likely eframe/egui). I also need to streamline the user input section and make it easier. I will upload to GitHub soon. I also applied for access to hackclub.app to host it for testing. One thing I will note is that the code currently has no outside crates/dependencies and is entirely self-contained. I have attached a video of the program running. The low quality is from it being cropped from my VSCode terminal…sorry :( Suggestions/feedback is welcome!"}, {"post_id": 15238, "ts": "2026-06-24T18:58:30Z", "hours": 1.4261, "text": "Devlog 4 Big improvements today! I finished the core algorithm and completed the first version of the inputs that a user can provide. I restructured the project with: main.rs (the file that brings everything together) inputs.rs (user input stored and returned to main.rs) core.rs (takes info from inputs.rs to calculate the next generation of cells) tui.rs (im progress; probably the hardest part. I am thinking of doing a gui using egui/eframe. If I don’t I will likely implement a grid in the terminal using a limited space (probably 100 x 100 cells for the initial version) Very good progress so far. Only thing I need to do that is important is display the cells."}, {"post_id": 15074, "ts": "2026-06-24T14:19:25Z", "hours": 1.1589, "text": "Today I had an insight to switch the initial state to a simple vertical 3 cell stack. This was to make it easier to debug since the next generations are periodic and my code should show alternating points. The simplified conditions allowed me to figure out the proper algorithm structure: Find dead cells. Calculate new alive cells. Remove the original dead cells. Generation complete Previously I was checking AND removing dead cells before finding the next generation’s alive cells. The next step is to reorganize my code, verify the results, and then convert to a GUI or TUI."}, {"post_id": 14619, "ts": "2026-06-23T20:00:45Z", "hours": 1.0856, "text": "Decided on data type usage (HashSet mainly for storage of cells, and HashMap to convert dead cells to alive cells.) I am sure it is very unoptimized right now. There is a big bug which I will have to fix later."}, {"post_id": 13926, "ts": "2026-06-22T20:47:31Z", "hours": 1.0264, "text": "Today I started working on a simple game of Conway’s Game of Life. I started coding in Rust. It will be my first ever project/game of this sort and hopefully it will be fun!"}]...
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Title: Ferris's Game of Life by @polycarbohydr Title: Ferris's Game of Life by @polycarbohydrate | Stardance
Devlogs:
Today I started working on a simple game of Conway’s Game of Life. I started coding in Rust. It will be my first ever project/game of this sort and hopefully it will be fun!
Decided on data type usage (HashSet mainly for storage of cells, and HashMap to convert dead cells to alive cells.) I am sure it is very unoptimized right now. There is a big bug which I will have to fix later.
Today I had an insight to switch the initial state to a simple vertical 3 cell stack. This was to make it easier to debug since the next generations are periodic and my code should show alternating points. The simplified conditions allowed me to figure out the proper algorithm structure: Find dead cells. Calculate new alive cells. Remove the original dead cells. Generation complete Previously I was checking AND removing dead cells before finding the next generation’s alive cells. The next step is to reorganize my code, verify the results, and then convert to a GUI or TUI.
Devlog 4 Big improvements today! I finished the core algorithm and completed the first version of the inputs that a user can provide. I restructured the project with: main.rs (the file that brings everything together) inputs.rs (user input stored and returned to main.rs) core.rs (takes info from inputs.rs to calculate the next generation of cells) tui.rs (im progress; probably the hardest part. I am thinking of doing a gui using egui/eframe. If I don’t I will likely implement a grid in the terminal using a limited space (probably 100 x 100 cells for the initial version) Very good progress so far. Only thing I need to do that is important is display the cells.
Devlog 5 Big changes were made today! main.rs completed core.rs completed input.rs completed tui.rs completed By completed I mean that the program is functional (albeit, not pretty). Program is formatted to cargo-fmt and only one cargo clippy warning is left for me to address. The next step is for me to fix a bug that causes the points to be inverted when plotted (positive y becomes negative y). I also have to figure out the clippy warning which is stumping me (warning on an if-then-else statement). This should not take long. The output is stretched due to the uneven spacing of chars in the terminal. THis will have to be addressed in the future by redesign or switching to a GUI framework (likely eframe/egui). I also need to streamline the user input section and make it easier. I will upload to GitHub soon. I also applied for access to hackclub.app to host it for testing. One thing I will note is that the code currently has no outside crates/dependencies and is entirely self-contained. I have attached a video of the program running. The low quality is from it being cropped from my VSCode terminal…sorry :( Suggestions/feedback is welcome!
Devlog 6 File changes (additions, removals, modification) modification: tui.rs/cli_display.rs -> renamed tui.rs to cli_display.rs to be more accurate since I am not building a TUI-based display/application Non-code changes In Cargo.toml, I changed the package name to FGOL instead of the generic testing name I had before. This will now reflect on compilation. Code changes main.rs: I refactored usage of tui.rs to the new file name. I also added a stop to the program that checks if the cells HashSet is empty. If it is, then the program prints the last empty grid frame and notifies the user before stopping. core.rs: No changes. inputs.rs: Major modification to the code in here. Made the input process look nicer, tested the display spacing (including after error messages), overhauled to ask the number of cells that way it is less repetitive if a user wants to add more cells. Added a seperate function to clean the file up a bit (still have some work to do; I don’t think its very readable). Added the crab emoji as the banner for Ferris. cli_display.rs: Changed the cell char to the crab emoji as the banner for Ferris 🦀. Other Everything is formatted to cargo-fmt & cargo clippy No errors or warnings during compilation. Error handling was tested and the printed lines have spacing to look nice. No external crates or packages; it is entirely self-contained. Future I may ship like this (as a binary) to see what feedback I may get. If my ship passes I will continue and make a GUI and learn an external crates for that. For testing and playing, I think a web UI is the best. A binary application is not the best (and unnecessary). I will see what my time looks like and maybe I will convert to an actual UI on the web before shipping or find another solution. Otherwise I will compile the .exe myself and host on the GitHub. Feedback is welcome! GH: https://github.com/Polycarbohydrate/ferris-s-game-of-life
Devlog 7 I didn’t change much during this time. However, I redid the printing to that it prints the frame at once instead of one line at a time so there is less stuttering and screen movement. I spent the majority of the time trying to use eframe and wasm but I had a hard time figuring it out. Additionally to just compile and test my code I had to compile 225+ packages every time which took a long time and if I decided to use wasm, it would be even more packages… Next step is to see if I need to fix the location of the delay (speed) and then ship. After ship, I will use an external crate for the TUI. then if the tui goes well maybe an online thing as well. Majority of projects here are using a framework that is high level for frontend development. Using Rust for frontend is a pain :( I added another video with the famous 7-cell 120+ generation ‘diehard’ to show the cli. I think there is less stutter now (i think the stutter at the end would be reduced if my terminal was not as big). Feedback is welcome!
Devlog 8 This will likely be the last devlog before my first ship. File changes: cli_display.rs: Removed hardcoded grid constants and added new input parameters for grid size. Experimented with different grid spacing but settled on a dot and space to one emoji (”. “). inputs.rs: Added a new section for grid size selection. There are four choices for selection: Small, Medium, Large, and Custom. I had a little bug with Custom not properly working but that was quickly fixed. main.rs: modified to accomodate variable and parameter changes of the 2 files above. I checked error handling and the spacing of text as well. Everything should be properly handled cargo-fmt & cargo clippy ran. Fixed the old bug of inverted y cells; the problem was because of the way I collected line renders (I rendered the bottom of the grid up, but my string concatenation pushed the bottom lines to the top). To solve I just reversed the loop for the rows (y-value). Plenty of comments In the video attached, at 200ms per frame there is no screen stutter. The new way of displaying frames seems to be good. Future: After this I will update my project GitHub ReadMe and add binaries for Windows, Linux, and MacOS. Then I will add the playable link here. After shipping, if the project passes, I will clean up the code and make the game replayable after all cell dies. Next major modification would to progress to a TUI then a GUI with additional features. Lots of ideas for this one! Other: Self contained Rust, no external crates. Q: Why not GUI? A: I see lots of people on this platform have a GUI. However they are using an easy to use game engine, web render, and/or easy to use applications. Rust is mainly for backend and using Rust for frontend is a pain in the butt. I would have to learn eframe/egui and how to work with web-assembly and convert my code to be compiled that way. A TUI would be my next step. If the TUI works, I may consider an infinite grid project milestone and/or then proceed to do a Rust-based GUI. Attached is the cell pattern known as “diehard”. It contains 7 initial starting cells and goes all the way to generation 129 before dying exacting on generation 130. Feedback is welcome!
Devlog 9 Made some improvemets/additions to the CLI today based on some of my own discoveries and feedback from the first ship. Thank you to everyone who voted on my first ship ever! I looked throught the feedback and appreciate the support. I also appreciate the constructive feedback. I took it into consideration and applied changes. Major Changes Biggest change was the addition of preset templates. You can now choose between inputting your own cells through coordinates, or by just selecting a preset template which has hardcoded values for cells and everything else. This was done by adding presets.rs which is mainly for the hardcoded values to be fetched and stored. Additionally inputs.rs was updated and overhauled with more functions to be more readable and easier to edit. main.rs was changed to accomodate the changes in input.rs and presets.rs core.rs and cli_display.rs were not changed Bug fixes Inputting a negative number in the first step of the custom setup process would not have proper program execution. I fixed by checking for negative numbers Personal changes The program now has a dedicated exit and loops after a generation dies so you can keep on testing! Phrasing in one of the prompts in inputs.rs was changed to be more clear. Additional thoughts: I will fix up the CLI a bit more and add a few more features before moving on to TUI development. The release of the TUI will be my second ship. Eventually I plan to have this project with a GUI, TUI, CLI, and a web version. Since I am planning for the CLI to be used on low-end devices, I am going to limit the file size to 1 MB. That is 1 MB across all platform binaries. Someone suggested adding a pause feature. I am currently looking into implementing that. Tldr: I will continue fixing up the CLI and adding features. Have a wonderful day.
Devlog 10 Minor changes today I didn’t spend much time today working on this project becuase I have some real world stuff to work on. Changes: I added 2 more presets to the code for a total of 5 presets. Added some additional code comments for better code understanding I did some research on a pause feature that I saw in one of the reviewer’s feedback. It is hard to implement an easy to use pause, as I want to keep the CLI std lib only - no external creates. I may drop that feature or implement it stupidly in the future. Ill do some more research on it in the future. I added 2 additional issues for future features I want in the CLI. Both have to do with detecting a simulation loop. I have also decided that the CLI should remain independent with no external crates.
Devlog 11 Ferris’s Game of Life (FGOL) v0.2.0 is now released! Check it out here: https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0 What is new? First of all, Ferris, is now in banners that surround text in the CLI! These banners surround important pieces of messages or menus. Text that is used for input will be displayed regularly. Taking into account many of the suggestions from the first ship, I added presets! There are 5 presets with this ship, and I plan to add more, which you can select to skip the hassle of setting up the simulation. These 5 were ones I found interesting and were fun to watch on the CLI. Additionally, you may notice that there are more menus now. In order to accomodate the many changes while keeping the user experience friendly, I decided to use menus instead of forcing you to follow a setup process. You are able to customize the simulation however you want! You are now able to add, remove, and view existing cells before you start the simulation! You can still edit the speed of the simulation, and choose the grid size you want. New settings include choosing when to stop the simulation (if you have an infinite loop) and stopping the simulation once cells move off of the screen. Technical changes: To make the code readable and better to edit (i don’t think a 1000 line file with repetitive text is good), I added banners.rs, which holds all of the banner/text content. Other files use the content by calling functions within banner.rs. This makes it so I can see more logic than text, which is more important with debugging. I added the type SettingsExport to hold all of the information I import into cli_display.rs . This was a suggestion from cargo clippy . As always, all code is linted using cargo clippy and formatted using cargo-fmt . All files besides core.rs were modified to accomodate changes. input.rs was changed the most. All platform binaries are still a modest file size (~100kb) Before releasing, I tested for formatting, bad input, and tried to fix everything. I something doesn’t look right, or you encounter a bug/error. Create an issue on the GitHub so I can quickly fix it. Future plans: Ship this release. Work on more features Transition to web-version. Video demo:
Ships:
Ferris’s Game of Life (FGOL) is Conway’s Game of Life written in Rust. The alive cells are indicated by the crab emoji, a nod to Ferris who is the Rust Langauge’s non-official mascot. I decided on this project because I wanted to build something real for the first time. This project allows me to implement many different features and opens up many pathways to expand on in the future. Currently the project only has a CLI version but I am planning to do a TUI, then progress to a native app UI and then a web UI.
The next major release of Ferris’s Game of Life is here! The CLI user experience has been greatly improved! Thanks to the reviewers of the first ship, I took their advice and added lots of new features! New features include: CLI display improvements -Text formatting -More standardization in code and printed output -5 preset options so you users don’t need any experience to play/watch. (plus simplier setup) -More customization for custom setup. -Settings for custom setup are all optional so do not feel obligated to fill them all out (unlike v0.1.0). Feedback from the first ship was used, so feel free to give feedback!...
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1793573501.9805796
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1793659901.9805796
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41597
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KelOS by @KelC | Stardance
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KelC
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0
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0.0
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0
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[]
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[]
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Title: KelOS by @KelC | Stardance
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1793573501.1058905
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1794178301.1058905
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41596
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My own site! by @Yug_Tanwani | Stardance
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Yug_Tanwani
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0
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0
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Title: My own site! by @Yug_Tanwani | Stardance
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1793573500.1952276
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1794178300.1952276
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41593
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MageBorn by @Scarytiger96 | Stardance
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Scarytiger96
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0
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0.0
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0
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[]
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[]
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Title: MageBorn by @Scarytiger96 | Stardance
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1793573499.3149438
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1794178299.3149438
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41592
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My very own WebOS by @Akh | Stardance
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Akh
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Akh | Stardance
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1793573498.4182916
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1794178298.4182916
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41590
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My awesome macropad! by @arumyarrivasplata | Stard My awesome macropad! by @arumyarrivasplata | Stardance...
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arumyarrivasplata
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @arumyarrivasplata Title: My awesome macropad! by @arumyarrivasplata | Stardance...
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1793573497.5190997
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1794178297.5190997
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9822
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Among Us Bot by @nish24 | Stardance
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nish24
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T06:28:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Among Use Style Multiplayer Slack Bot game. Where the host can start game with /fn-imposter than players who wanna play clicks join game button to join the game. Only host can start the game if there are less than 4 player the remaining space will be filled by bots. As host starts the game you get your role and tasks in DM than you have to submit the report. Than discussion based on all players submissions that who can be imposter than voting. If you are imposter you have to try to convince other player you are crewmate and accuse other crewmate and vote him out. If you are crewmate you have to find the imposter. The major difficulty I got is in reducing the spamminess and learning the slack api. It’s a facinating journey.", "repo": "https://github.com/KingNish24/gameBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B9KNUSD7S"}]...
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[{"post_id": 3614, "ts": "2026 [{"post_id": 3614, "ts": "2026-06-06T16:46:42Z", "hours": 0.8008, "text": "Devlog 2 of my Among US game Thanks to Nayte and keerthi for Feedback. Yeah, So, people have complained that its too much spammy. So, i added threads and editing previous messages to make it less spammy and do not fill any channel with just bot spam. Feedback and suggestions welcome. Changelog reduced spam ( 0775387 ) Added rule and less spammy ( cf5735e ) added threading ( 560a532 ) added joined people mention ( 6a21fd4 )"}, {"post_id": 3526, "ts": "2026-06-06T14:39:13Z", "hours": 3.2653, "text": "Hey, Everyone So, I am working on an Among Us style game played entirely inside Slack. Players join a lobby in a channel, get assigned roles (crewmate/impostor), receive mission scenarios via DM, submit observations, discuss and vote to eject the impostor. Bot players (AI) fill empty slots when fewer than 4 humans join. You can try it in slack using command /fn-imposter Please try and Give review. So, currently I have created a basic bot. In next version I want to make game more interesting by adding more roles, more better tasks, way to identify the imposter and more variant of games."}]...
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Title: Among Us Bot by @nish24 | Stardance
Devlog Title: Among Us Bot by @nish24 | Stardance
Devlogs:
Hey, Everyone So, I am working on an Among Us style game played entirely inside Slack. Players join a lobby in a channel, get assigned roles (crewmate/impostor), receive mission scenarios via DM, submit observations, discuss and vote to eject the impostor. Bot players (AI) fill empty slots when fewer than 4 humans join. You can try it in slack using command /fn-imposter Please try and Give review. So, currently I have created a basic bot. In next version I want to make game more interesting by adding more roles, more better tasks, way to identify the imposter and more variant of games.
Devlog 2 of my Among US game Thanks to Nayte and keerthi for Feedback. Yeah, So, people have complained that its too much spammy. So, i added threads and editing previous messages to make it less spammy and do not fill any channel with just bot spam. Feedback and suggestions welcome. Changelog reduced spam ( 0775387 ) Added rule and less spammy ( cf5735e ) added threading ( 560a532 ) added joined people mention ( 6a21fd4 )
Ships:
I made an Among Use Style Multiplayer Slack Bot game. Where the host can start game with /fn-imposter than players who wanna play clicks join game button to join the game. Only host can start the game if there are less than 4 player the remaining space will be filled by bots. As host starts the game you get your role and tasks in DM than you have to submit the report. Than discussion based on all players submissions that who can be imposter than voting. If you are imposter you have to try to convince other player you are crewmate and accuse other crewmate and vote him out. If you are crewmate you have to find the imposter. The major difficulty I got is in reducing the spamminess and learning the slack api. It’s a facinating journey....
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1793573494.8184032
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1793659894.8184032
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41589
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jarvis project by @Pierre-Alexiss | Stardance
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Pierre-Alexiss
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0
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0.0
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0
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[]
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[]
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Title: jarvis project by @Pierre-Alexiss | Stardan Title: jarvis project by @Pierre-Alexiss | Stardance...
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1793573493.9446561
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1794178293.9446561
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trink by @epain | Stardance
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epain
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0
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8.92
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0
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[]
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[{"post_id": 42981, "ts": "202 [{"post_id": 42981, "ts": "2026-08-08T00:07:44Z", "hours": 5.5306, "text": "finished onshape assembly of the trinket tray! seems to be fine, just onto creating a repo, uploading files"}, {"post_id": 37284, "ts": "2026-07-29T21:45:07Z", "hours": 3.3892, "text": "i’m working on a small spinning trinket tray! i’m basically a complete noob to cad (using onshape for this ..), so this is my very basic project for designing something in 3d! so far i’ve finished the spinning base, just gotta make the actual trays next :))"}]...
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Title: trink by @epain | Stardance
Devlogs:
i’m w Title: trink by @epain | Stardance
Devlogs:
i’m working on a small spinning trinket tray! i’m basically a complete noob to cad (using onshape for this ..), so this is my very basic project for designing something in 3d! so far i’ve finished the spinning base, just gotta make the actual trays next :))
finished onshape assembly of the trinket tray! seems to be fine, just onto creating a repo, uploading files...
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1793573493.0554307
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1794178293.0554307
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41586
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WarioWare Game by @JustJoshin | Stardance
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JustJoshin
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @JustJoshin | Stardance
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1793573491.1902926
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1794178291.1902926
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41585
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Untitled by @shubham0975310 | Stardance
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shubham0975310
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @shubham0975310 | Stardance
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1793573490.2796578
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1794178290.2796578
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41583
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RC Car by @thatrandomdev | Stardance
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thatrandomdev
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0
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0.0
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0
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[]
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[]
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Title: RC Car by @thatrandomdev | Stardance
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1793573489.374954
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1794178289.374954
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41582
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Frictionless by @RUSHIL- | Stardance
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RUSHIL-
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @RUSHIL- | Stardance
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1793573488.4888039
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1794178288.4888039
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41581
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My very own WebOS by @Bhargav_11 | Stardance
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Bhargav_11
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Bhargav_11 | Stardanc Title: My very own WebOS by @Bhargav_11 | Stardance...
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1793573484.8465595
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1794178284.8465595
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41580
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My awesome macropad! by @RUSHIL- | Stardance
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RUSHIL-
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @RUSHIL- | Stardanc Title: My awesome macropad! by @RUSHIL- | Stardance...
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1793573483.9511337
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1794178283.9511337
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28651
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Login form by @KlJtN | Stardance
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KlJtN
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1
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16.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T14:55:17Z", "hours": 16.0, "multiplier": 1.01, "payout": 10, "blessing": "neutral", "text": "I created a simple login form with HTML, CSS and JavaScript. The most challenging part was validating the input fields correctly. I am proud that the form works and shows error messages when the email or password is not valid. To test the project, try submitting the form with empty fields, an invalid email, or a password shorter than 8 characters.", "repo": "https://github.com/KlJtN08/LoginForm", "demo": "https://loginform012345.netlify.app"}]...
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[{"post_id": 23496, "ts": "202 [{"post_id": 23496, "ts": "2026-07-06T14:52:15Z", "hours": 16.2425, "text": "fixing bug"}]...
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Title: Login form by @KlJtN | Stardance
Devlogs:
Title: Login form by @KlJtN | Stardance
Devlogs:
fixing bug
Ships:
I created a simple login form with HTML, CSS and JavaScript. The most challenging part was validating the input fields correctly. I am proud that the form works and shows error messages when the email or password is not valid. To test the project, try submitting the form with empty fields, an invalid email, or a password shorter than 8 characters....
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1793573482.7962937
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1793659882.7962937
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41578
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Mind Mirror by @teddeh_tf9 | Stardance
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teddeh_tf9
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0
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0.0
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0
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[]
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[]
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Title: Mind Mirror by @teddeh_tf9 | Stardance
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1793573481.9131267
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1794178281.9131267
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41576
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Electronics of agrobot by @Elnur | Stardance
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Elnur
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0
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1.06
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0
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[]
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[{"post_id": 37182, "ts": "202 [{"post_id": 37182, "ts": "2026-07-29T18:09:28Z", "hours": 1.0625, "text": "Tried relay system for spraying mechanism didn’t work well."}]...
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Title: Electronics of agrobot by @Elnur | Stardanc Title: Electronics of agrobot by @Elnur | Stardance
Devlogs:
Tried relay system for spraying mechanism didn’t work well....
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1793573481.0224543
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1794178281.0224543
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