|
59717
|
NASA Space Explorer by @vedasm | Stardance
|
vedasm
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:49:44Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed NASA Space Explorer, a comprehensive web dashboard that consolidates a series of NASA Open APIs into a single, user-interactive interface. The application offers a zoomable, high-res view of the APOD or NASA Astronomy Picture of the Day, and live NeoWS or Near-Earth Object Web Service tracking of perihelion distance, velocity, and hazard classification. It also supplies deep-space imagery of the Earth from DSCOVR ‘Earth Polychromatic Imaging Camera’ or EPIC, on a user-defined date, fusing a NASA Image Search over six decades of mission photography anda performance caching back-end to avoid rate limits and speed load time. The biggest issues encountered were normalization of different JSON payload structures for the many different NASA endpoints, dynamically building date based image URL paths for the EPIC camera feed, and fine tuning rate limits and cache TTLs to ensure a fast responsive application.", "repo": "https://github.com/vedasm/NASA-Space-Explorer", "demo": "https://nasaspaceexplorervsm.vercel.app/"}]...
|
[{"post_id": 71308, "ts": "202 [{"post_id": 71308, "ts": "2026-09-20T16:37:31Z", "hours": 1.2825, "text": "NASA Image Library Search and Deployment Implemented keyword-based querying via the /api/search endpoint to fetch 6 decades of mission photography. Built a search bar component allowing the user to query for images dynamically by keyword. Rendered search results in a responsive grid featuring high-resolution thumbnails, mission titles, centers, and dates. Configured build scripts and deployed the full-stack web app live to Vercel at https://nasaspaceexplorervsm.vercel.app/ Click here to see"}, {"post_id": 71177, "ts": "2026-09-20T12:07:42Z", "hours": 1.4531, "text": "NASA EPIC Earth Imagery Integration Created @app.route(\"/api/epic\") an endpoint that parses the date parameter and validates input against the YYYY-MM-DD format. Built _fetch_epic_images() to query the EPIC API from NASA and parse the full PNG, including year, month, and day path components. Wrapped raw API calls inside a _cached() helper function with a 24-hour cache TTL to lower redundant external API requests. Added a date selection input with a Show Images button and responsive grid to display all earth images."}, {"post_id": 70934, "ts": "2026-09-20T02:22:20Z", "hours": 1.7364, "text": "Added Near-Earth Object Asteroid Tracking NASA NeoWs API Integration: Querying NeoWs (Near Earth Object Web Service) REST API to fetch real-time close-approach asteroid telemetry for that day. Real-Time Metrics Parsing: Extracting important astronomical data attributes, including estimated maximum width, velocity, and miss distance. Sorting & Filtering: Manipulating API payloads to dynamically determine hazardous status badges and sort incoming asteroids by nearest distance. Metric UI Components: Created a CSS-styled list view with hazard badges and a starry background overlay"}, {"post_id": 70470, "ts": "2026-09-19T08:02:39Z", "hours": 1.1364, "text": "NASA APOD to Web APOD API Integration: Fetched NASA’s Astronomy Picture of the Day data dynamically to display the latest space image, date, etc. Parallax Scrolling Effect: Implemented multi-layered star parallax scrolling where stars in the background move slowly and smoothly. Shooting Star Animation: Designed a dynamic shooting star animation. This was when I took a little help from AI. Full Image Model: Added a “Full Image” button that opens a full-resolution image."}, {"post_id": 70426, "ts": "2026-09-19T05:18:35Z", "hours": 3.1561, "text": "NASA Space Explorer Architecture Setup Frontend Structure User Interface: index.html serves as the entry point for the user in the browser, styled via style.css . Core Logic: main.js handles user interactions, renders NASA data onto the browser, and routes API requests to the backend. Backend Integration Flask Server: Flask app.py acts as the core app router, exposing endpoints for /api/apod , /api/asteroids , /api/epic and /api/search . nasa_api.py manages external API communication."}]...
|
Title: NASA Space Explorer by @vedasm | Stardance
Title: NASA Space Explorer by @vedasm | Stardance
Devlogs:
NASA Space Explorer Architecture Setup Frontend Structure User Interface: index.html serves as the entry point for the user in the browser, styled via style.css . Core Logic: main.js handles user interactions, renders NASA data onto the browser, and routes API requests to the backend. Backend Integration Flask Server: Flask app.py acts as the core app router, exposing endpoints for /api/apod , /api/asteroids , /api/epic and /api/search . nasa_api.py manages external API communication.
NASA APOD to Web APOD API Integration: Fetched NASA’s Astronomy Picture of the Day data dynamically to display the latest space image, date, etc. Parallax Scrolling Effect: Implemented multi-layered star parallax scrolling where stars in the background move slowly and smoothly. Shooting Star Animation: Designed a dynamic shooting star animation. This was when I took a little help from AI. Full Image Model: Added a “Full Image” button that opens a full-resolution image.
Added Near-Earth Object Asteroid Tracking NASA NeoWs API Integration: Querying NeoWs (Near Earth Object Web Service) REST API to fetch real-time close-approach asteroid telemetry for that day. Real-Time Metrics Parsing: Extracting important astronomical data attributes, including estimated maximum width, velocity, and miss distance. Sorting & Filtering: Manipulating API payloads to dynamically determine hazardous status badges and sort incoming asteroids by nearest distance. Metric UI Components: Created a CSS-styled list view with hazard badges and a starry background overlay
NASA EPIC Earth Imagery Integration Created @app.route("/api/epic") an endpoint that parses the date parameter and validates input against the YYYY-MM-DD format. Built _fetch_epic_images() to query the EPIC API from NASA and parse the full PNG, including year, month, and day path components. Wrapped raw API calls inside a _cached() helper function with a 24-hour cache TTL to lower redundant external API requests. Added a date selection input with a Show Images button and responsive grid to display all earth images.
NASA Image Library Search and Deployment Implemented keyword-based querying via the /api/search endpoint to fetch 6 decades of mission photography. Built a search bar component allowing the user to query for images dynamically by keyword. Rendered search results in a responsive grid featuring high-resolution thumbnails, mission titles, centers, and dates. Configured build scripts and deployed the full-stack web app live to Vercel at https://nasaspaceexplorervsm.vercel.app/ Click here to see
Ships:
I developed NASA Space Explorer, a comprehensive web dashboard that consolidates a series of NASA Open APIs into a single, user-interactive interface. The application offers a zoomable, high-res view of the APOD or NASA Astronomy Picture of the Day, and live NeoWS or Near-Earth Object Web Service tracking of perihelion distance, velocity, and hazard classification. It also supplies deep-space imagery of the Earth from DSCOVR ‘Earth Polychromatic Imaging Camera’ or EPIC, on a user-defined date, fusing a NASA Image Search over six decades of mission photography anda performance caching back-end to avoid rate limits and speed load time. The biggest issues encountered were normalization of different JSON payload structures for the many different NASA endpoints, dynamically building date based image URL paths for the EPIC camera feed, and fine tuning rate limits and cache TTLs to ensure a fast responsive application....
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1793681733.3407297
|
1793768133.3407297
|
|
41893
|
Nuclear by @Rajveer0123n | Stardance
|
Rajveer0123n
|
2
|
30.0
|
223
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T14:33:18Z", "hours": 12.0, "multiplier": 2.41, "payout": 29, "blessing": "neutral", "text": "I built a Number Guessing Challenge game with multiple difficulty levels, a clean and responsive interface, sound effects, and a strategy helper that helps players make more efficient guesses. The goal is simple: players choose a difficulty, try to identify the hidden number, and use the feedback provided after each guess to narrow down the possible range. Since the initial version, I expanded the game with three game modes — Normal, One Shot, and No Hint — to provide different levels of challenge. I also added an Achievements system with 10 unlockable achievements based on different in-game accomplishments, along with a dedicated Game Rules & Guide section to help new players understand the mechanics. The most challenging part was connecting the game logic, different modes, achievements, statistics, and UI while keeping the experience consistent and easy to use. I’m most proud of how the project has evolved from a simple guessing game into a more complete and polished experience.", "repo": "https://github.com/Rajveer0123n-BitCoin/Nuclear", "demo": "https://nuclear-three-blush.vercel.app"}, {"ship_num": 2, "ts": "2026-08-13T00:37:13Z", "hours": 18.0, "multiplier": 10.62, "payout": 194, "blessing": "neutral", "text": "I made a Number Guessing Challenge game with multiple difficulty levels, a clean UI, sound effects, and a small strategy helper that makes the game more interesting. The hardest part was connecting all the game logic with the UI and making everything feel smooth. I’m most proud of the overall experience and how polished it looks now. To test it, choose a difficulty, enter a guess, and keep playing until you find the hidden number.", "repo": "https://github.com/Rajveer0123n-BitCoin/Nuclear", "demo": "https://nuclear-three-blush.vercel.app"}]...
|
[{"post_id": 59588, "ts": "202 [{"post_id": 59588, "ts": "2026-09-01T14:28:13Z", "hours": 4.8922, "text": "GUYSSSS, I THOUGHT I WAS DONE…BUT STARSHIP SAID ADD MORE FEATURES SOOOO I WENT BACK TO WORKk I’ve now added some new game modes — Normal Mode, One Shot, and No Hint — mainly to make the game more difficult and give players more ways to play 👀🔥 I’ve ALSO added an Achievements Section, where players have to complete 10 different tasks to unlock the achievements!! ANDDD for the new players, I’ve added a proper Game Rules + Guide section so they actually know what they’re supposed to do 😭At this point the project keeps getting bigger and bigger… BUT WE KEEP GOINGGGG 🚀🔥 AND Now i think i am ready to ship again GOOOOOOOOOO"}, {"post_id": 56519, "ts": "2026-08-28T09:56:12Z", "hours": 4.0014, "text": "GUYSSSS, I THOUGHT MY PROJECT WAS FINISHED BUT THEN I WAS LIKE…NAHHHH WE CAN ADD MORE So I’ve decided to add some new modes to the project like One Try Guess, Fast Guess and a few more 👀 For now, I’m working on One Try Guess…let’s see how this turns out MORE FEATURES = MORE WORK…"}, {"post_id": 51630, "ts": "2026-08-21T12:36:52Z", "hours": 1.14, "text": "Devlog-17 SO humans I😭 I’VE RESTORED MY OLD DESIGN FROM GITHUB AND THANK GOD THIS FEATURE EXISTS 💀🙏After all that chaos, I finally got my original design back and I can FINALLYYYY say…MY PROJECT IS COMPLETE 🚀🔥NOW IT’S TIME TO SHIPPPPP 😭"}, {"post_id": 47950, "ts": "2026-08-16T06:51:53Z", "hours": 1.1556, "text": "Devlog-15 BROSSSS, I finally learned how to make READMEs from the Stardance resources 🔥 and updated my GitHub README with everything needed for SHIP!! ALSOOO, I removed all the AI-generated code from my project. I only used AI for formatting and variable names with Prettier, so the actual code is mine 😭🔥 WE’RE GETTING CLOSER TO SHIPPP 🚀"}, {"post_id": 47419, "ts": "2026-08-15T10:45:55Z", "hours": 0.8881, "text": "Devlog-16 BROOOO 😭 I literally had to CHANGE MY WHOLE DESIGN because my README was AI-made and now the officials thought the design was also AI inspired 💀 So yeah…ALL THAT EFFORT…GONE 😭 I’m honestly feeling like everything I worked on was wasted, but ig there’s nothing to do except start fixing it and make the design properly mine this time. pain. . 😭"}, {"post_id": 45949, "ts": "2026-08-12T19:22:43Z", "hours": 0.4761, "text": "Devlog-14 finally finished"}, {"post_id": 45929, "ts": "2026-08-12T18:26:33Z", "hours": 1.1928, "text": "Devlog — 12- Help Modal Progress At this pace, the whole project might actually be finished in 2–3 days"}, {"post_id": 45246, "ts": "2026-08-11T16:15:06Z", "hours": 3.1628, "text": "I have completed my stats part that’s actually statsmodal , it took way more time than i thought.."}, {"post_id": 44731, "ts": "2026-08-10T17:47:00Z", "hours": 2.2089, "text": "Devlog 10 Finally finished App.tsx 😭. I honestly don’t even know why I left it half-done in the middle, but it’s finally complete now. Right now I’m working on the Win Screen, trying different layouts and animations so it actually feels satisfying when you win. Still tweaking the design, but it’s starting to look pretty clean."}, {"post_id": 44070, "ts": "2026-08-09T16:14:50Z", "hours": 3.1528, "text": "Devlog 9 Worked on GameArea today. Added the guess input, feedback messages, a small helper for the bisect strategy, and a visual bar history for previous guesses. The game feels way more interactive now and is starting to come together nicely."}, {"post_id": 41940, "ts": "2026-08-06T13:58:29Z", "hours": 1.3217, "text": "Devlog 8 – Added Difficulty Selector and Game Area Today I completed two major UI components for the Number Guess game: DifficultySelector.tsx and GameArea.tsx. The difficulty selector now includes interactive cards for Easy, Medium, Hard, and Extreme modes, giving players a clear way to choose the challenge level. I also built the main game area, which includes the guess input system, feedback banner, bisect strategy helper, and a visual history bar to track previous guesses. These additions make the gameplay more interactive, informative, and user-friendly while improving the overall experience of the game."}, {"post_id": 41465, "ts": "2026-08-05T18:03:51Z", "hours": 0.7, "text": "Devlog 7 – Added Header Component and Difficulty Selection Today I created and improved the Header.tsx component for the Number Guess game. I added a structured header section to improve the overall layout and user experience. I also implemented difficulty selectors, allowing players to choose different challenge levels before starting the game. This adds more variety to the gameplay and creates a better experience for different types of players. With the header and difficulty system completed, the game now has a more organized interface and a more customizable gameplay experience."}, {"post_id": 40827, "ts": "2026-08-04T16:24:52Z", "hours": 1.0553, "text": "Devlog 6 – Added Victory Confetti Animation Today I created src/components/ConfettiCanvas.tsx to add a victory celebration effect to the Number Guess game. I implemented an HTML5 canvas-based confetti animation that appears when the player wins the game. The animation uses particle effects to create a more rewarding and visually exciting celebration, making the game feel more polished and interactive."}, {"post_id": 40120, "ts": "2026-08-03T14:53:06Z", "hours": 1.1533, "text": "Devlog 5 – Completed the Utils Folder Today I completed the Utils folder for the Number Guess game. I added the core game logic that handles the main gameplay mechanics, including processing guesses, checking results, and managing the game flow. I also integrated the sound system to provide audio feedback for different game events, making the overall experience more interactive and engaging. With the utility layer completed, the project now has a stronger foundation, and I can move on to refining the gameplay, improving the user experience, and polishing the final features."}, {"post_id": 39578, "ts": "2026-08-02T17:10:38Z", "hours": 1.4428, "text": "Today I completed the design phase of the Number Guess game. I focused on creating a clean and modern interface with a structured layout that is easy to use and visually appealing. The overall design is now in place, including the main game container, input section, buttons, and feedback area. With the UI completed, the next step is to implement the game logic in JavaScript, including random number generation, guess validation, score tracking, and win/lose conditions."}, {"post_id": 39235, "ts": "2026-08-02T02:09:37Z", "hours": 1.2194, "text": "Today I set up the package.json file for the project. This establishes the project configuration and creates a proper foundation for future development. Having package.json in place will make it easier to manage the project structure and add any tools or dependencies needed as the Number Guess game grows"}, {"post_id": 38157, "ts": "2026-07-31T12:23:05Z", "hours": 0.6125, "text": "Today I decided to change the direction of my project. Instead of continuing with the calculator idea, I switched to building a Number Guess game. I felt that this would be a better project for learning JavaScript logic, user interaction, and game mechanics while still creating a polished web application. I started the new project structure and created a fresh index.html file from scratch. The basic HTML layout has been set up, and this file will become the foundation of the game interface. The goal is to create a modern and engaging number guessing game with a clean design, responsive layout, and interactive gameplay. This marks a fresh start for the project, and the next steps will focus on styling the interface with CSS and implementing the core game logic in JavaScript, including random number generation, user guesses, score tracking, and feedback messages."}, {"post_id": 37639, "ts": "2026-07-30T14:58:52Z", "hours": 0.5222, "text": "Today I officially started my Nuclear calculator project for Hack Club Stardance. The first part of the work focused on setting up a clean development environment and creating the basic structure of the project. I created a new project folder, initialized a Git repository, connected it to a new GitHub repository, and configured Hackatime so that development time could be tracked correctly. I also created the initial project structure with the src and public directories, a README.md, and a .wakatime-project file. After the setup was complete, I began building the calculator interface. I created the index.html file and finished the basic HTML structure for the application. The layout includes the foundation for the calculator display, input area, and button grid, which will serve as the base for future scientific and advanced features. The goal is to build a modern, elegant calculator with a premium user interface rather than a simple basic calculator. With the project now connected to GitHub and Hackatime successfully tracking coding hours, the development environment is fully ready for the next stage. The next devlog will focus on designing the calculator’s visual appearance using CSS and implementing the first interactive functionality with JavaScript."}]...
|
Title: Nuclear by @Rajveer0123n | Stardance
Devlo Title: Nuclear by @Rajveer0123n | Stardance
Devlogs:
Today I officially started my Nuclear calculator project for Hack Club Stardance. The first part of the work focused on setting up a clean development environment and creating the basic structure of the project. I created a new project folder, initialized a Git repository, connected it to a new GitHub repository, and configured Hackatime so that development time could be tracked correctly. I also created the initial project structure with the src and public directories, a README.md, and a .wakatime-project file. After the setup was complete, I began building the calculator interface. I created the index.html file and finished the basic HTML structure for the application. The layout includes the foundation for the calculator display, input area, and button grid, which will serve as the base for future scientific and advanced features. The goal is to build a modern, elegant calculator with a premium user interface rather than a simple basic calculator. With the project now connected to GitHub and Hackatime successfully tracking coding hours, the development environment is fully ready for the next stage. The next devlog will focus on designing the calculator’s visual appearance using CSS and implementing the first interactive functionality with JavaScript.
Today I decided to change the direction of my project. Instead of continuing with the calculator idea, I switched to building a Number Guess game. I felt that this would be a better project for learning JavaScript logic, user interaction, and game mechanics while still creating a polished web application. I started the new project structure and created a fresh index.html file from scratch. The basic HTML layout has been set up, and this file will become the foundation of the game interface. The goal is to create a modern and engaging number guessing game with a clean design, responsive layout, and interactive gameplay. This marks a fresh start for the project, and the next steps will focus on styling the interface with CSS and implementing the core game logic in JavaScript, including random number generation, user guesses, score tracking, and feedback messages.
Today I set up the package.json file for the project. This establishes the project configuration and creates a proper foundation for future development. Having package.json in place will make it easier to manage the project structure and add any tools or dependencies needed as the Number Guess game grows
Today I completed the design phase of the Number Guess game. I focused on creating a clean and modern interface with a structured layout that is easy to use and visually appealing. The overall design is now in place, including the main game container, input section, buttons, and feedback area. With the UI completed, the next step is to implement the game logic in JavaScript, including random number generation, guess validation, score tracking, and win/lose conditions.
Devlog 5 – Completed the Utils Folder Today I completed the Utils folder for the Number Guess game. I added the core game logic that handles the main gameplay mechanics, including processing guesses, checking results, and managing the game flow. I also integrated the sound system to provide audio feedback for different game events, making the overall experience more interactive and engaging. With the utility layer completed, the project now has a stronger foundation, and I can move on to refining the gameplay, improving the user experience, and polishing the final features.
Devlog 6 – Added Victory Confetti Animation Today I created src/components/ConfettiCanvas.tsx to add a victory celebration effect to the Number Guess game. I implemented an HTML5 canvas-based confetti animation that appears when the player wins the game. The animation uses particle effects to create a more rewarding and visually exciting celebration, making the game feel more polished and interactive.
Devlog 7 – Added Header Component and Difficulty Selection Today I created and improved the Header.tsx component for the Number Guess game. I added a structured header section to improve the overall layout and user experience. I also implemented difficulty selectors, allowing players to choose different challenge levels before starting the game. This adds more variety to the gameplay and creates a better experience for different types of players. With the header and difficulty system completed, the game now has a more organized interface and a more customizable gameplay experience.
Devlog 8 – Added Difficulty Selector and Game Area Today I completed two major UI components for the Number Guess game: DifficultySelector.tsx and GameArea.tsx. The difficulty selector now includes interactive cards for Easy, Medium, Hard, and Extreme modes, giving players a clear way to choose the challenge level. I also built the main game area, which includes the guess input system, feedback banner, bisect strategy helper, and a visual history bar to track previous guesses. These additions make the gameplay more interactive, informative, and user-friendly while improving the overall experience of the game.
Devlog 9 Worked on GameArea today. Added the guess input, feedback messages, a small helper for the bisect strategy, and a visual bar history for previous guesses. The game feels way more interactive now and is starting to come together nicely.
Devlog 10 Finally finished App.tsx 😭. I honestly don’t even know why I left it half-done in the middle, but it’s finally complete now. Right now I’m working on the Win Screen, trying different layouts and animations so it actually feels satisfying when you win. Still tweaking the design, but it’s starting to look pretty clean.
I have completed my stats part that’s actually statsmodal , it took way more time than i thought..
Devlog — 12- Help Modal Progress At this pace, the whole project might actually be finished in 2–3 days
Devlog-14 finally finished
Devlog-16 BROOOO 😭 I literally had to CHANGE MY WHOLE DESIGN because my README was AI-made and now the officials thought the design was also AI inspired 💀 So yeah…ALL THAT EFFORT…GONE 😭 I’m honestly feeling like everything I worked on was wasted, but ig there’s nothing to do except start fixing it and make the design properly mine this time. pain. . 😭
Devlog-15 BROSSSS, I finally learned how to make READMEs from the Stardance resources 🔥 and updated my GitHub README with everything needed for SHIP!! ALSOOO, I removed all the AI-generated code from my project. I only used AI for formatting and variable names with Prettier, so the actual code is mine 😭🔥 WE’RE GETTING CLOSER TO SHIPPP 🚀
Devlog-17 SO humans I😭 I’VE RESTORED MY OLD DESIGN FROM GITHUB AND THANK GOD THIS FEATURE EXISTS 💀🙏After all that chaos, I finally got my original design back and I can FINALLYYYY say…MY PROJECT IS COMPLETE 🚀🔥NOW IT’S TIME TO SHIPPPPP 😭
GUYSSSS, I THOUGHT MY PROJECT WAS FINISHED BUT THEN I WAS LIKE…NAHHHH WE CAN ADD MORE So I’ve decided to add some new modes to the project like One Try Guess, Fast Guess and a few more 👀 For now, I’m working on One Try Guess…let’s see how this turns out MORE FEATURES = MORE WORK…
GUYSSSS, I THOUGHT I WAS DONE…BUT STARSHIP SAID ADD MORE FEATURES SOOOO I WENT BACK TO WORKk I’ve now added some new game modes — Normal Mode, One Shot, and No Hint — mainly to make the game more difficult and give players more ways to play 👀🔥 I’ve ALSO added an Achievements Section, where players have to complete 10 different tasks to unlock the achievements!! ANDDD for the new players, I’ve added a proper Game Rules + Guide section so they actually know what they’re supposed to do 😭At this point the project keeps getting bigger and bigger… BUT WE KEEP GOINGGGG 🚀🔥 AND Now i think i am ready to ship again GOOOOOOOOOO
Ships:
I made a Number Guessing Challenge game with multiple difficulty levels, a clean UI, sound effects, and a small strategy helper that makes the game more interesting. The hardest part was connecting all the game logic with the UI and making everything feel smooth. I’m most proud of the overall experience and how polished it looks now. To test it, choose a difficulty, enter a guess, and keep playing until you find the hidden number.
I built a Number Guessing Challenge game with multiple difficulty levels, a clean and responsive interface, sound effects, and a strategy helper that helps players make more efficient guesses. The goal is simple: players choose a difficulty, try to identify the hidden number, and use the feedback provided after each guess to narrow down the possible range. Since the initial version, I expanded the game with three game modes — Normal, One Shot, and No Hint — to provide different levels of challenge. I also added an Achievements system with 10 unlockable achievements based on different in-game accomplishments, along with a dedicated Game Rules & Guide section to help new players understand the mechanics. The most challenging part was connecting the game logic, different modes, achievements, statistics, and UI while keeping the experience consistent and easy to use. I’m most proud of how the project has evolved from a simple guessing game into a more complete and polished experience....
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1793681732.1385021
|
1793768132.1385021
|
|
56847
|
mini house by @Aamina | Stardance
|
Aamina
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T21:25:21Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hiiii! I made a HOUSE in ONSHAPE It contains a apple bed and a pear shaped shelf and a circualar window, took my inspiration mainly from pinterest I am really proud of the little filllet i added towards the end of the bed learning the fillet was really hardidk how many ppl find it so easy", "repo": "https://github.com/Aaminanad/Doll-House", "demo": "https://cad.onshape.com/documents/62cefe056e7e8e57faa6f86c/w/bd84009dd3603970f55f3756/e/afb144d180f27d6a90eea362?renderMode=0&uiState=6a99e3a69b7c67374b505437"}]...
|
[{"post_id": 61120, "ts": "202 [{"post_id": 61120, "ts": "2026-09-03T21:19:23Z", "hours": 8.9378, "text": "hey guyss i made a mini house , only a room in it using ONSHAPE , it was my first project so it was a bit hard but im so happy with how it turned out I made a apple bed and a pear shelf and a circular window yayayayy"}]...
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Title: mini house by @Aamina | Stardance
Devlogs: Title: mini house by @Aamina | Stardance
Devlogs:
hey guyss i made a mini house , only a room in it using ONSHAPE , it was my first project so it was a bit hard but im so happy with how it turned out I made a apple bed and a pear shelf and a circular window yayayayy
Ships:
hiiii! I made a HOUSE in ONSHAPE It contains a apple bed and a pear shaped shelf and a circualar window, took my inspiration mainly from pinterest I am really proud of the little filllet i added towards the end of the bed learning the fillet was really hardidk how many ppl find it so easy...
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1793681730.9667673
|
1793768130.9667673
|
|
45657
|
BasbOSa by @sarahzoghly | Stardance
|
sarahzoghly
|
2
|
24.63
|
87
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T18:06:56Z", "hours": 12.0, "multiplier": 7.59, "payout": 87, "blessing": "neutral", "text": "That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}, {"ship_num": 2, "ts": "2026-08-11T17:42:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}]...
|
[{"post_id": 68667, "ts": "202 [{"post_id": 68667, "ts": "2026-09-15T14:32:00Z", "hours": 0.6322, "text": "I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views."}, {"post_id": 68169, "ts": "2026-09-14T17:13:21Z", "hours": 1.2411, "text": "Final touchesss"}, {"post_id": 65506, "ts": "2026-09-10T18:17:42Z", "hours": 0.6358, "text": "Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done"}, {"post_id": 64502, "ts": "2026-09-08T23:07:00Z", "hours": 0.5203, "text": "Added a ticker"}, {"post_id": 64489, "ts": "2026-09-08T22:27:36Z", "hours": 1.9558, "text": "Made a weather widget!"}, {"post_id": 63903, "ts": "2026-09-07T22:49:36Z", "hours": 0.58, "text": "addded a search bar, looks cool."}, {"post_id": 63874, "ts": "2026-09-07T21:30:35Z", "hours": 1.7106, "text": "That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good."}, {"post_id": 63148, "ts": "2026-09-06T19:49:03Z", "hours": 1.5339, "text": "Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part"}, {"post_id": 59236, "ts": "2026-08-31T22:16:46Z", "hours": 1.6856, "text": "Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface."}, {"post_id": 45432, "ts": "2026-08-11T21:25:44Z", "hours": 1.6467, "text": "Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views"}, {"post_id": 45298, "ts": "2026-08-11T17:40:45Z", "hours": 0.5931, "text": "changed the title and made the bg cat disappear when the info app is open"}, {"post_id": 45243, "ts": "2026-08-11T16:13:05Z", "hours": 3.2922, "text": "Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet."}, {"post_id": 44935, "ts": "2026-08-11T00:54:38Z", "hours": 2.5547, "text": "Added the first app window (info), made it draggable and closeable."}, {"post_id": 44868, "ts": "2026-08-10T22:06:00Z", "hours": 1.8494, "text": "Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly"}, {"post_id": 44077, "ts": "2026-08-09T16:28:32Z", "hours": 1.7697, "text": "Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg."}, {"post_id": 43620, "ts": "2026-08-09T00:13:57Z", "hours": 1.7789, "text": "Made working button that switch to the OS. Most stuff r placeholders that I will change later."}]...
|
Title: BasbOSa by @sarahzoghly | Stardance
Devlog Title: BasbOSa by @sarahzoghly | Stardance
Devlogs:
Made working button that switch to the OS. Most stuff r placeholders that I will change later.
Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg.
Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly
Added the first app window (info), made it draggable and closeable.
Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet.
changed the title and made the bg cat disappear when the info app is open
Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views
Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface.
Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part
That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good.
addded a search bar, looks cool.
Made a weather widget!
Added a ticker
Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done
Final touchesss
I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views.
Ships:
That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.
That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted....
|
1793681729.7135053
|
1793768129.7135053
|
|
41857
|
Flynn's Shenanigans by @SebbyMortimer | Starda Flynn's Shenanigans by @SebbyMortimer | Stardance...
|
SebbyMortimer
|
1
|
5.0
|
61
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T15:44:57Z", "hours": 5.0, "multiplier": 13.2, "payout": 61, "blessing": "neutral", "text": "This is Flynn’s Shenanigans. A 3D survival game that you play in your browser inspired by natural disaster survival on Roblox where random disasters will happen as you play on various different maps and you have to try to survive until the disaster is over. This project was challenging in many ways for me as I’ve never actually finished a Godot game before so I had to make sure that all features of the game fully worked and that my character had animations which is also something I’ve never done before in Godot. The visuals had to be complete instead of just placeholders which was also pretty challenging for me since I’m more of a programmer not a modeller. I’m proud of being able to finish this game but also how I kept the motivation to continue working on it. To test my project it’s as simple as going to the itch.io url that should be somewhere attached to my project, but if you can’t see that for whatever reason it’s also linked on my github repo.", "repo": "https://github.com/SebbyMortimer/flynns-shenanigans", "demo": "https://sebbymortimer.itch.io/flynns-shenanigans"}]...
|
[{"post_id": 46377, "ts": "202 [{"post_id": 46377, "ts": "2026-08-13T15:33:44Z", "hours": 0.6983, "text": "Final housecleaning before ship! I’m not going to lie, I had a beautiful devlog written here before it disappeared because the video I tried to attach was over the 50mb file limit, but I’m going to try my best to recreate it because my dumb donut brain didn’t copy it as a backup before sending. Today I worked on the final “housecleaning” for my project before I ship it for the first time which involved me making sure that every aspect of the game was playable. I did this partially by adding a list of controls that the player sees when they start the game so that they actually know how to play the game. I also exported it to the web again since I hadn’t tested that it definitely worked on there in a while and that was going to be the final destination for my game. Luckily I didn’t find anything gamebreaking and only found one new slight issue (ignoring the other issue I already knew about that I’ll talk about after) which was that when entering the pause menu using the escape key, you would have to press it twice to get the pause menu to actually show up since the browser captures the first escape key press to free the mouse, unfortunately there’s not much I can do about that but it does still work. The other issue that I already knew about was that newly instantiated objects would freeze the game the first time they’re loaded in however I still haven’t found a solution to this and there might not be one, at least to my knowledge. However, I believe the game is still fully playable which is why I decided that the downsides were still able to be ignored to allow the game to still be a web game so you can have easy access to it. Sorry, I know that this devlog is quite a bit longer than my other ones but thank you for sticking to the end. :)"}, {"post_id": 44571, "ts": "2026-08-10T12:49:30Z", "hours": 1.4522, "text": "New Lighthouse Map! (and flash flood tweaks) Today I created a lighthouse map to increase the variety of maps you play on in the game, taking the base of the castle and editing it to look like a lighthouse, which unfortunately now makes the castle look bare compared to it :( so I might add more stuff to that later. I also tweaked the flash flood disaster so that taller maps have the flash flood rise faster and lower maps have the flash flood rise slower to make the disaster more survivable but also increase the difficulty on taller maps. I’m loving the games progress and excited to add more!"}, {"post_id": 44175, "ts": "2026-08-09T19:13:50Z", "hours": 1.1247, "text": "Backstory yap (you can skip this) It has been a while since my devlog, I started work on another project which I know isn’t a very good idea but I’m gonna get this project finished I think before I continue working on the other one. Actual devlog Today I worked on adding another disaster and this one might actually be my favourite because the atmosphere along with the sounds is so cool. What did I add? A thunderstorm. Bolts of lightning will randomly hit the ground, similar to the meteor shower it raycasts down and hits whatever it finds first, allowing you to take shelter under the roofs of buildings. However, there’s a 1/5 chance that lightning will collapse what it hits meaning you might have to move about if your cover gets blown (literally). One other thing I added was I made the sky darker to make it feel stormy and more claustrophobic. Super happy with how this disaster worked out and can’t wait to work on more! Next it’s time for another map since the last two devlogs have been on disasters (rightfully so since I only had two disasters before I started working on this again)"}, {"post_id": 38412, "ts": "2026-07-31T19:22:42Z", "hours": 1.3669, "text": "First update completed today! I added some things that I was going to add originally in my project if I had more time like a pause menu and intro screen. I had to modify bits of my code in multiple places to get pausing to work correctly but after that there weren’t any problems so now you can take a break whenever you need :) I also added an intro screen when the game initially starts up so that you’re not just immediately thrown into the game after it loads so you can start when you’re ready. I also added a third disaster since I originally only had time to implement two, this new disaster is a “flash flood” where the chocolate ocean rises and you have to get to high ground before it drowns you. The main things I want to add to this project are just a ton more disasters and a ton more maps so that’s probably what I’ll focus on in the next few devlogs."}]...
|
Title: Flynn's Shenanigans by @SebbyMortimer | Title: Flynn's Shenanigans by @SebbyMortimer | Stardance
Devlogs:
First update completed today! I added some things that I was going to add originally in my project if I had more time like a pause menu and intro screen. I had to modify bits of my code in multiple places to get pausing to work correctly but after that there weren’t any problems so now you can take a break whenever you need :) I also added an intro screen when the game initially starts up so that you’re not just immediately thrown into the game after it loads so you can start when you’re ready. I also added a third disaster since I originally only had time to implement two, this new disaster is a “flash flood” where the chocolate ocean rises and you have to get to high ground before it drowns you. The main things I want to add to this project are just a ton more disasters and a ton more maps so that’s probably what I’ll focus on in the next few devlogs.
Backstory yap (you can skip this) It has been a while since my devlog, I started work on another project which I know isn’t a very good idea but I’m gonna get this project finished I think before I continue working on the other one. Actual devlog Today I worked on adding another disaster and this one might actually be my favourite because the atmosphere along with the sounds is so cool. What did I add? A thunderstorm. Bolts of lightning will randomly hit the ground, similar to the meteor shower it raycasts down and hits whatever it finds first, allowing you to take shelter under the roofs of buildings. However, there’s a 1/5 chance that lightning will collapse what it hits meaning you might have to move about if your cover gets blown (literally). One other thing I added was I made the sky darker to make it feel stormy and more claustrophobic. Super happy with how this disaster worked out and can’t wait to work on more! Next it’s time for another map since the last two devlogs have been on disasters (rightfully so since I only had two disasters before I started working on this again)
New Lighthouse Map! (and flash flood tweaks) Today I created a lighthouse map to increase the variety of maps you play on in the game, taking the base of the castle and editing it to look like a lighthouse, which unfortunately now makes the castle look bare compared to it :( so I might add more stuff to that later. I also tweaked the flash flood disaster so that taller maps have the flash flood rise faster and lower maps have the flash flood rise slower to make the disaster more survivable but also increase the difficulty on taller maps. I’m loving the games progress and excited to add more!
Final housecleaning before ship! I’m not going to lie, I had a beautiful devlog written here before it disappeared because the video I tried to attach was over the 50mb file limit, but I’m going to try my best to recreate it because my dumb donut brain didn’t copy it as a backup before sending. Today I worked on the final “housecleaning” for my project before I ship it for the first time which involved me making sure that every aspect of the game was playable. I did this partially by adding a list of controls that the player sees when they start the game so that they actually know how to play the game. I also exported it to the web again since I hadn’t tested that it definitely worked on there in a while and that was going to be the final destination for my game. Luckily I didn’t find anything gamebreaking and only found one new slight issue (ignoring the other issue I already knew about that I’ll talk about after) which was that when entering the pause menu using the escape key, you would have to press it twice to get the pause menu to actually show up since the browser captures the first escape key press to free the mouse, unfortunately there’s not much I can do about that but it does still work. The other issue that I already knew about was that newly instantiated objects would freeze the game the first time they’re loaded in however I still haven’t found a solution to this and there might not be one, at least to my knowledge. However, I believe the game is still fully playable which is why I decided that the downsides were still able to be ignored to allow the game to still be a web game so you can have easy access to it. Sorry, I know that this devlog is quite a bit longer than my other ones but thank you for sticking to the end. :)
Ships:
This is Flynn’s Shenanigans. A 3D survival game that you play in your browser inspired by natural disaster survival on Roblox where random disasters will happen as you play on various different maps and you have to try to survive until the disaster is over. This project was challenging in many ways for me as I’ve never actually finished a Godot game before so I had to make sure that all features of the game fully worked and that my character had animations which is also something I’ve never done before in Godot. The visuals had to be complete instead of just placeholders which was also pretty challenging for me since I’m more of a programmer not a modeller. I’m proud of being able to finish this game but also how I kept the motivation to continue working on it. To test my project it’s as simple as going to the itch.io url that should be somewhere attached to my project, but if you can’t see that for whatever reason it’s also linked on my github repo....
|
1793681728.571858
|
1793768128.571858
|
|
29004
|
My first slack bot! by @prathamrawat | Stardance
|
prathamrawat
|
1
|
2.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T20:16:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever slack bot called Jokify it has basic functions like 1.jokify-catfact 2.jokify-ping jokify-fact jokify-fact jokify-weather tells the weather of my City AND the slack bot is hosted on Nest server so it runs 24/7 HAVE FUN!!!😀😍", "repo": "https://github.com/Pratham14767/Slack-Bot-Jokify", "demo": "https://hackclub.enterprise.slack.com/archives/C0C01DE8Q1J"}]...
|
[{"post_id": 64609, "ts": "202 [{"post_id": 64609, "ts": "2026-09-09T03:57:13Z", "hours": 0.5011, "text": "I updated My readme in Github"}, {"post_id": 21017, "ts": "2026-07-02T19:37:05Z", "hours": 0.2894, "text": "I deployed my Slack bot on the nest container and now its working even if i turn my system off!"}, {"post_id": 19706, "ts": "2026-07-01T03:14:02Z", "hours": 1.205, "text": "I was Working on making different kind of commands and coding it i also made custom commands like dog facts and weather commands. The coding for the weather command was difficult because i wasnt able to get what if was asking for after looking at several documentation it came to realization that i needed to add an API key which was paid so I found another Api and got it to work."}, {"post_id": 19578, "ts": "2026-06-30T22:24:26Z", "hours": 0.3833, "text": "I am working on my first ever coding project on Hack Club! This is also my first ever slack bot.I started making my slack bot by giving it the name Jokify. I wanted to make a joke bot so i add different types of commands for different types of jokes. And now i am writing the index.js of the slack bot"}]...
|
Title: My first slack bot! by @prathamrawat | Star Title: My first slack bot! by @prathamrawat | Stardance
Devlogs:
I am working on my first ever coding project on Hack Club! This is also my first ever slack bot.I started making my slack bot by giving it the name Jokify. I wanted to make a joke bot so i add different types of commands for different types of jokes. And now i am writing the index.js of the slack bot
I was Working on making different kind of commands and coding it i also made custom commands like dog facts and weather commands. The coding for the weather command was difficult because i wasnt able to get what if was asking for after looking at several documentation it came to realization that i needed to add an API key which was paid so I found another Api and got it to work.
I deployed my Slack bot on the nest container and now its working even if i turn my system off!
I updated My readme in Github
Ships:
I made my first ever slack bot called Jokify it has basic functions like 1.jokify-catfact 2.jokify-ping jokify-fact jokify-fact jokify-weather tells the weather of my City AND the slack bot is hosted on Nest server so it runs 24/7 HAVE FUN!!!😀😍...
|
1793681727.4299219
|
1793768127.4299219
|
|
56839
|
filipity.xyz by @Filipity | Stardance
|
Filipity
|
1
|
4.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:52:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my own social website!", "repo": "https://github.com/FILIPITY/filipity", "demo": "https://filipity.xyz/"}]...
|
[{"post_id": 59870, "ts": "202 [{"post_id": 59870, "ts": "2026-09-01T21:00:21Z", "hours": 0.4456, "text": "so far so good!"}, {"post_id": 59852, "ts": "2026-09-01T20:32:34Z", "hours": 1.5619, "text": "im working on a new page for my website!!! (the picture says for itself)"}, {"post_id": 59149, "ts": "2026-08-31T19:32:48Z", "hours": 0.5614, "text": "i am super close to being done! i havent added all of my buttons yet!"}, {"post_id": 59085, "ts": "2026-08-31T18:20:15Z", "hours": 0.4225, "text": "i have added a animated background! i got some help from my smart friend to make it work!"}, {"post_id": 59068, "ts": "2026-08-31T17:52:36Z", "hours": 0.5803, "text": "I have gotten colors working!! (note this is my first time coding with html)"}]...
|
Title: filipity.xyz by @Filipity | Stardance
Devl Title: filipity.xyz by @Filipity | Stardance
Devlogs:
I have gotten colors working!! (note this is my first time coding with html)
i have added a animated background! i got some help from my smart friend to make it work!
i am super close to being done! i havent added all of my buttons yet!
im working on a new page for my website!!! (the picture says for itself)
so far so good!
Ships:
i made my own social website!...
|
1793681726.2887313
|
1793768126.2887313
|
|
54746
|
NASA Daily by @planema | Stardance
|
planema
|
2
|
4.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T14:24:41Z", "hours": 2.0, "multiplier": 7.91, "payout": 12, "blessing": "neutral", "text": "I made a website called NASA daily that uses a live api from nasa to fetch information like the ISS’s current position, weather, and the story of the day. The most challenging thing in this project was the ISS tracker because it required me to make a box with coordinates for the box in JavaScript. I also really liked making the simplistic design because it just looks good without a bunch of random effects. If the daily does not load on the first time just reload it, idk why this happens. It’s hosted on GitHub pages so you can just press try project to open the site :)", "repo": "https://github.com/dacowpilot/NASA-Daily/", "demo": "https://dacowpilot.github.io/NASA-Daily/"}, {"ship_num": 2, "ts": "2026-08-27T17:12:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that shows a daily picture from NASA using an api. The most challenging part was getting everything to show with JavaScript because I do not ussually do JavaScript. I made it meet all the requirements. A cool feature i made was a gallery that shows some pictures from nasa. I really liked this project and I think space pictures are cool so it fits. You can try it out on https://dacowpilot.github.io/NASA-Daily/ (idk why I said it here its in the demo button. You might have to reload it if it doesn’t work the first time.", "repo": "https://github.com/dacowpilot/NASA-Daily/", "demo": "https://dacowpilot.github.io/NASA-Daily/"}]...
|
[{"post_id": 57361, "ts": "202 [{"post_id": 57361, "ts": "2026-08-29T14:21:23Z", "hours": 0.3017, "text": "I am finally done with version 2 of my website, I updated the readme and worked out any bugs and polished up my site. If you want to see whats in the update check the readme :)"}, {"post_id": 57040, "ts": "2026-08-29T03:34:13Z", "hours": 0.7692, "text": "I added a live ISS tracker with cool styling for my NASA website. I also added a small extra page called headlines where I put some recent space news and embedded links into them. So far I have 5 tabs with cool things on each one. I think my website update is almost done!"}, {"post_id": 56908, "ts": "2026-08-28T22:29:09Z", "hours": 0.4831, "text": "I added a top bar to make it easier to navigate and I added a weather tab that shows current kp index, solar wind speed, and auora chance all coming from my nasa api."}, {"post_id": 55667, "ts": "2026-08-27T17:03:51Z", "hours": 0.2722, "text": "I polished up the site and worked out any bugs. I also finished the readme and everything is up to date. I think I am ready to ship"}, {"post_id": 55622, "ts": "2026-08-27T16:16:50Z", "hours": 0.7714, "text": "I made a picture gallery for my website so people can look through and explore. I also updated some styles and JavaScript code for the gallery button and to fetch the images. Next I am going to polish up the site and complete the readme and repo."}, {"post_id": 55569, "ts": "2026-08-27T14:40:53Z", "hours": 1.1422, "text": "I made a new website with the guide on give your website a pulse mission. So far I have created the repository and deployed it to pages, I also started coding the JavaScript. My next step is to style it and maybe add some other NASA data!"}]...
|
Title: NASA Daily by @planema | Stardance
Devlogs Title: NASA Daily by @planema | Stardance
Devlogs:
I made a new website with the guide on give your website a pulse mission. So far I have created the repository and deployed it to pages, I also started coding the JavaScript. My next step is to style it and maybe add some other NASA data!
I made a picture gallery for my website so people can look through and explore. I also updated some styles and JavaScript code for the gallery button and to fetch the images. Next I am going to polish up the site and complete the readme and repo.
I polished up the site and worked out any bugs. I also finished the readme and everything is up to date. I think I am ready to ship
I added a top bar to make it easier to navigate and I added a weather tab that shows current kp index, solar wind speed, and auora chance all coming from my nasa api.
I added a live ISS tracker with cool styling for my NASA website. I also added a small extra page called headlines where I put some recent space news and embedded links into them. So far I have 5 tabs with cool things on each one. I think my website update is almost done!
I am finally done with version 2 of my website, I updated the readme and worked out any bugs and polished up my site. If you want to see whats in the update check the readme :)
Ships:
I made a website that shows a daily picture from NASA using an api. The most challenging part was getting everything to show with JavaScript because I do not ussually do JavaScript. I made it meet all the requirements. A cool feature i made was a gallery that shows some pictures from nasa. I really liked this project and I think space pictures are cool so it fits. You can try it out on https://dacowpilot.github.io/NASA-Daily/ (idk why I said it here its in the demo button. You might have to reload it if it doesn’t work the first time.
I made a website called NASA daily that uses a live api from nasa to fetch information like the ISS’s current position, weather, and the story of the day. The most challenging thing in this project was the ISS tracker because it required me to make a box with coordinates for the box in JavaScript. I also really liked making the simplistic design because it just looks good without a bunch of random effects. If the daily does not load on the first time just reload it, idk why this happens. It’s hosted on GitHub pages so you can just press try project to open the site :)...
|
1793681725.1460285
|
1793768125.1460285
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54743
|
MUSIC BUDDY by @DhruvinD | Stardance
|
DhruvinD
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T12:13:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A 24/7 Slack application that brings music discovery and entertainment directly into your Slack workspace. Powered by Node.js, Bolt for JavaScript, and open-source APIs. Features- /music-buddy-song [song name]: Search for song details, artwork, artist names, and album titles using the iTunes Search API /music-buddy-catfact: Get random, fun cat facts directly in Slack. /music-buddy-joke`**: Get random programming, dad, or general jokes to lighten up the channel. Built With- Language: Node.js Framework:** @slack /bolt APIs: iTunes Search API JokeAPI Cat Facts API Hosting & Deployment: Linux (Debian/Ubuntu) + systemd Runs 24/7- -Node.js installed on your machine. -A Slack Workspace where you have permissions to install apps.", "repo": "https://github.com/Dhruvin-Dharmendra/MUSIC-BUDDY-SLACKBOT", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*780dft*_gcl_au*MTczMzQxODk4OS4xNzg3ODMyMDI0Li0uLS4xNzg3ODMyNjY4LjE3NjM0NjU0NDguMTc4NzgzMjY2OC4xNzg3ODMyNjY4"}]...
|
[{"post_id": 55222, "ts": "202 [{"post_id": 55222, "ts": "2026-08-26T20:10:18Z", "hours": 1.0581, "text": "JUST FINSIHED CODING MY SLACK BOT NAMED AS MUSIC BUDDY WHICH CAN TELL YOU A JOKE, FACT AND STATS FOR ANY SONG! GONNA POST IT ON GIT HUB NOW~"}]...
|
Title: MUSIC BUDDY by @DhruvinD | Stardance
Devlo Title: MUSIC BUDDY by @DhruvinD | Stardance
Devlogs:
JUST FINSIHED CODING MY SLACK BOT NAMED AS MUSIC BUDDY WHICH CAN TELL YOU A JOKE, FACT AND STATS FOR ANY SONG! GONNA POST IT ON GIT HUB NOW~
Ships:
A 24/7 Slack application that brings music discovery and entertainment directly into your Slack workspace. Powered by Node.js, Bolt for JavaScript, and open-source APIs. Features- /music-buddy-song [song name]: Search for song details, artwork, artist names, and album titles using the iTunes Search API /music-buddy-catfact: Get random, fun cat facts directly in Slack. /music-buddy-joke`**: Get random programming, dad, or general jokes to lighten up the channel. Built With- Language: Node.js Framework:** @slack /bolt APIs: iTunes Search API JokeAPI Cat Facts API Hosting & Deployment: Linux (Debian/Ubuntu) + systemd Runs 24/7- -Node.js installed on your machine. -A Slack Workspace where you have permissions to install apps....
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1793681723.995601
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1793768123.995601
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|
54718
|
Pomodoro timer by @nevasood | Stardance
|
nevasood
|
1
|
6.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T18:19:39Z", "hours": 6.0, "multiplier": 1.05, "payout": 6, "blessing": "neutral", "text": "I made a pomodoro timer with a focus button from which a person can concentrate for 50 minutes. A long break button for 10 minutes and a short break button for 5 minutes. It is very elegant! I enjoyed it.", "repo": "https://github.com/itzzneva/pomodoro", "demo": "https://itzzneva.github.io/pomodoro/"}]...
|
[{"post_id": 55191, "ts": "202 [{"post_id": 55191, "ts": "2026-08-26T18:18:11Z", "hours": 6.0258, "text": "My own pomodoro timer"}]...
|
Title: Pomodoro timer by @nevasood | Stardance
De Title: Pomodoro timer by @nevasood | Stardance
Devlogs:
My own pomodoro timer
Ships:
I made a pomodoro timer with a focus button from which a person can concentrate for 50 minutes. A long break button for 10 minutes and a short break button for 5 minutes. It is very elegant! I enjoyed it....
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1793681722.8659968
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1793768122.8659968
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|
45366
|
Earth by @AkshatBansal | Stardance
|
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T03:32:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This website is just a simulation of moon and earth revolving around each other and the Sun.", "repo": "https://github.com/akshatbansaltech/Earth", "demo": "https://akshatbansaltech.github.io/Earth/"}]...
|
[{"post_id": 43703, "ts": "202 [{"post_id": 43703, "ts": "2026-08-09T03:30:38Z", "hours": 1.175, "text": "Finally its completed!"}, {"post_id": 43060, "ts": "2026-08-08T03:53:49Z", "hours": 0.4222, "text": "soo i m making this simulator of Earth revolving around the sun, first just deployed the website on GitHub Pages"}]...
|
Title: Earth by @AkshatBansal | Stardance
Devlogs Title: Earth by @AkshatBansal | Stardance
Devlogs:
soo i m making this simulator of Earth revolving around the sun, first just deployed the website on GitHub Pages
Finally its completed!
Ships:
This website is just a simulation of moon and earth revolving around each other and the Sun....
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1793681721.730818
|
1793768121.730818
|
|
44130
|
PollyGlot by @ahmdesmaill | Stardance
|
ahmdesmaill
|
1
|
6.0
|
38
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T17:53:31Z", "hours": 6.0, "multiplier": 6.02, "payout": 38, "blessing": "neutral", "text": "PollyGlot is a translation app that works with AI. You simple type what you want to translate, then hit the translate button. The website then makes an AI request to output the translation for you. The main goal from developing this website was mostly practicing integrating AI in projects rather than the translation itself. This can also justify why there’re only 3 languages in the website.", "repo": "https://github.com/ahmdesmaill/ai-translator", "demo": "https://pollyglot.ahmdesmaill.hackclub.app/"}]...
|
[{"post_id": 43431, "ts": "202 [{"post_id": 43431, "ts": "2026-08-08T17:47:45Z", "hours": 0.6303, "text": "Final Devlog! I deployed PollyGlot using Hack Club Nest and added some final details. I’m quite happy with the progress I made until now. It was kinda confusing as this is the first time I deploy a website with a backend (express)."}, {"post_id": 43279, "ts": "2026-08-08T13:27:33Z", "hours": 1.8386, "text": "Devlog #3 I finished creating the express backend logic for PollyGlot! Here’s the flow of the website: User enters input on the client and clicks translate. The backend validates input, then make an AI request using the OpenAI responses API. When the request finishes, the server responds to the client and display the translation on the frontend. I used the AI model openai/gpt-oss-20b through Groq’s free tier. My next step would probably be shipping & adding the final details to the GitHub repo."}, {"post_id": 42082, "ts": "2026-08-06T17:18:58Z", "hours": 2.1583, "text": "Devlog #2 Almost finished the design of PollyGlot! What I did: Worked on CSS properties to make the site render smoothly on wide screens. Made the website more accessible by using something called Semantic HTML. What I learnt: I learnt a little bit about radio inputs & AI integration, as this website will mainly use AI for its functionality."}, {"post_id": 41308, "ts": "2026-08-05T13:35:48Z", "hours": 1.6933, "text": "Started working on PollyGlot! I’m currently creating the HTML & CSS code, then I’ll move to JS logic It’s a simple translation tool that works with AI, I’m creating it mainly to practice integrating AI APIs & stuff like that as the core idea itself is pretty simple"}]...
|
Title: PollyGlot by @ahmdesmaill | Stardance
Devl Title: PollyGlot by @ahmdesmaill | Stardance
Devlogs:
Started working on PollyGlot! I’m currently creating the HTML & CSS code, then I’ll move to JS logic It’s a simple translation tool that works with AI, I’m creating it mainly to practice integrating AI APIs & stuff like that as the core idea itself is pretty simple
Devlog #2 Almost finished the design of PollyGlot! What I did: Worked on CSS properties to make the site render smoothly on wide screens. Made the website more accessible by using something called Semantic HTML. What I learnt: I learnt a little bit about radio inputs & AI integration, as this website will mainly use AI for its functionality.
Devlog #3 I finished creating the express backend logic for PollyGlot! Here’s the flow of the website: User enters input on the client and clicks translate. The backend validates input, then make an AI request using the OpenAI responses API. When the request finishes, the server responds to the client and display the translation on the frontend. I used the AI model openai/gpt-oss-20b through Groq’s free tier. My next step would probably be shipping & adding the final details to the GitHub repo.
Final Devlog! I deployed PollyGlot using Hack Club Nest and added some final details. I’m quite happy with the progress I made until now. It was kinda confusing as this is the first time I deploy a website with a backend (express).
Ships:
PollyGlot is a translation app that works with AI. You simple type what you want to translate, then hit the translate button. The website then makes an AI request to output the translation for you. The main goal from developing this website was mostly practicing integrating AI in projects rather than the translation itself. This can also justify why there’re only 3 languages in the website....
|
1793681720.5916758
|
1793768120.5916758
|
|
13013
|
Goofy-Goober by @LPcomix123 | Stardance
|
LPcomix123
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T21:42:52Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Over the past few days, I have been making a slack bot along with the stardance guide. I have learned how to code basic slack bots in node.js, and how to securely store and use bot and app tokens and api keys in a .env. Some commands include (but not limited to): /goofy-goober-ranfact which gives you a random fact, and: /goofy-goober-wotd which gives you the word of the day.", "repo": "https://github.com/LPcomix123/Goofy-Goober", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 81647, "ts": "202 [{"post_id": 81647, "ts": "2026-10-21T21:28:23Z", "hours": 3.6494, "text": "Over the last few days, I have been developing a node.js slack bot by following the stardance mission and guide."}]...
|
Title: Goofy-Goober by @LPcomix123 | Stardance
De Title: Goofy-Goober by @LPcomix123 | Stardance
Devlogs:
Over the last few days, I have been developing a node.js slack bot by following the stardance mission and guide.
Ships:
Over the past few days, I have been making a slack bot along with the stardance guide. I have learned how to code basic slack bots in node.js, and how to securely store and use bot and app tokens and api keys in a .env. Some commands include (but not limited to): /goofy-goober-ranfact which gives you a random fact, and: /goofy-goober-wotd which gives you the word of the day....
|
1793681719.4765577
|
1793768119.4765577
|
|
70265
|
Tandoori Restaurant by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
16.37
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T03:50:15Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!", "repo": "https://github.com/Ankit-dev-7/Restaurant", "demo": "https://ankit-dev-7.github.io/Restaurant/"}]...
|
[{"post_id": 84034, "ts": "202 [{"post_id": 84034, "ts": "2026-10-29T01:53:03Z", "hours": 0.7056, "text": "some work"}, {"post_id": 81958, "ts": "2026-10-23T05:28:21Z", "hours": 0.6622, "text": "Bug fix"}, {"post_id": 81457, "ts": "2026-10-21T10:48:03Z", "hours": 0.5578, "text": "Project Complete"}, {"post_id": 81438, "ts": "2026-10-21T09:16:17Z", "hours": 1.1678, "text": "QR Added and language translation Complete"}, {"post_id": 81430, "ts": "2026-10-21T07:59:07Z", "hours": 1.6897, "text": "Working on Language Translation"}, {"post_id": 81184, "ts": "2026-10-20T06:57:05Z", "hours": 2.8411, "text": "Just completed by adding Menu PDF download and Dish Customization."}, {"post_id": 80981, "ts": "2026-10-19T14:33:04Z", "hours": 1.1519, "text": "Just completed by adding offers section"}, {"post_id": 80965, "ts": "2026-10-19T12:30:30Z", "hours": 2.5581, "text": "Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu ."}, {"post_id": 80916, "ts": "2026-10-19T07:37:50Z", "hours": 1.3347, "text": "Reviews in the webpage were added"}, {"post_id": 80684, "ts": "2026-10-18T14:39:11Z", "hours": 1.7081, "text": "Feature Update : Signature Dishes were added and Location& Contact"}, {"post_id": 80579, "ts": "2026-10-18T06:03:53Z", "hours": 0.5794, "text": "Home Page complete and Menu was added"}, {"post_id": 80547, "ts": "2026-10-18T04:09:00Z", "hours": 1.185, "text": "I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done"}]...
|
Title: Tandoori Restaurant by @Ankit_7 | Stardance Title: Tandoori Restaurant by @Ankit_7 | Stardance
Devlogs:
I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done
Home Page complete and Menu was added
Feature Update : Signature Dishes were added and Location& Contact
Reviews in the webpage were added
Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu .
Just completed by adding offers section
Just completed by adding Menu PDF download and Dish Customization.
Working on Language Translation
QR Added and language translation Complete
Project Complete
Bug fix
some work
Ships:
I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!...
|
1793681718.298519
|
1793768118.298519
|
|
56826
|
Leap and Sleep by @Shreya_Nair | Stardance
|
Shreya_Nair
|
2
|
17.0
|
186
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T16:12:59Z", "hours": 12.0, "multiplier": 14.98, "payout": 186, "blessing": "neutral", "text": "I made Leap and Sleep, a personal website designed with a universey spacey theme. You can explore the site and a little more about me each time. The most interactive part I built was the ‘Journey’ page, where you fly aboard the Milano (inspired by the Guardians of the Galaxy), visit different planets (some from gotg) and get a small piece of information about me. There is also a small chatbot on the contact page where u can ask it questions about me (i’m new to building a chatbot so it can only answer few basic questions atm). The hardest part was figuring out how to make everything work together. I was still a beginner in HTML and CSS when I started. There was a lot of trial and error (mostly errors, CSS positioning was my biggest enemy😭). I’m kinda proud that i was able to build this site from scratch. I’ve learned a lot through the process. I’ll take any feedback for my project and I hope to improve it even further. So go ahead and start on the home page, explore the navigation (click on the Milano for the journey page). ^ o^/", "repo": "https://github.com/Shreya-Nair-28/Personal-Site-leapandsleep-", "demo": "https://shreya-nair-28.github.io/Personal-Site-leapandsleep-/"}, {"ship_num": 2, "ts": "2026-09-01T18:41:26Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Deployed! I have deployed my personal site. It’s a little small with an about me, art and craft page, photography and a contact me page. I have included 3 artworks and 3 photos but i will definitely include more soon. I also plan to include my personal coding projects and write a little more about me(so far it’s just one tiny paragraph). But hey! I think it’s a great start to something amazing.", "repo": "https://github.com/Shreya-Nair-28/Personal-Site-leapandsleep-", "demo": "https://shreya-nair-28.github.io/Personal-Site-leapandsleep-/"}]...
|
[{"post_id": 62188, "ts": "202 [{"post_id": 62188, "ts": "2026-09-05T13:37:08Z", "hours": 2.0569, "text": "Removed plenty of bugs and added a new page called journey.html. It’s inspired by Marvel’s Guardians of the Galaxy. In this interactive page you can take the milano out for a ride, visit planets(some from the gotg universe) and find a little piece of information about me! Simply click on the milano on the top right on the nav bar. Had plenty of fun working on this page."}, {"post_id": 61663, "ts": "2026-09-04T18:13:02Z", "hours": 4.7175, "text": "Major additions today! I added a couple of easter eggs to my site. They’re still very buggy but i do feel good about them since i started learning HTML so very recently. I learned about collisions in js and more css selectors and how one dot can make nothing work. Hopefully you’ll be able to catch some of my easter eggs once i ship….toooodles!"}, {"post_id": 61009, "ts": "2026-09-03T18:23:00Z", "hours": 4.0478, "text": "Major improvements today! I added interactive stars to the home page and changed up most of the colours, images and gifs. there are little glow effect here and there. I added clickable information (the objects in art and craft page now respond to clicks and play little animations). I love it! Tomorrow ill work on a chatbot for the contact me page that answers questions about me!"}, {"post_id": 60377, "ts": "2026-09-02T17:50:42Z", "hours": 1.5856, "text": "worked on making it more interactive today. The photography page now has buttons to move to the prev and next page. Also on the home page, I added a little glow effect on one of the buttons and now the logo image has a little hover effect as well. I added little stars on the home page to interact with the cursor but it still needs work."}, {"post_id": 59747, "ts": "2026-09-01T17:54:52Z", "hours": 3.5467, "text": "wow. the site looked like a mess initially. All the sizes of the logos and the images were off. The font sizes too. I made the bg and the logo using canva. I think the colour scheme needs some work. It’s kinda hard to read. But it’s progress! It’s a huge difference from what the site looked like yesterday. It looks a little bit more like…well me :) Definitely need to work on the css more i think thats my weak point. but i think im ready to deploy. Excited!"}, {"post_id": 59099, "ts": "2026-08-31T18:37:12Z", "hours": 1.5756, "text": "Hey all, I thought I’d give learning HTML a go. I already have a website but that’s made with Wordpress and a free template. I wanted to design a portfolio website completely from scratch to my liking. I may retain some of the content from the WordPress site but the design would be my own. I have some experience with Canva and I plan on using it at some point. But I have to get a hand of the HTML and CSS part (being a complete beginner). Looking forward to learning!"}]...
|
Title: Leap and Sleep by @Shreya_Nair | Stardance
Title: Leap and Sleep by @Shreya_Nair | Stardance
Devlogs:
Hey all, I thought I’d give learning HTML a go. I already have a website but that’s made with Wordpress and a free template. I wanted to design a portfolio website completely from scratch to my liking. I may retain some of the content from the WordPress site but the design would be my own. I have some experience with Canva and I plan on using it at some point. But I have to get a hand of the HTML and CSS part (being a complete beginner). Looking forward to learning!
wow. the site looked like a mess initially. All the sizes of the logos and the images were off. The font sizes too. I made the bg and the logo using canva. I think the colour scheme needs some work. It’s kinda hard to read. But it’s progress! It’s a huge difference from what the site looked like yesterday. It looks a little bit more like…well me :) Definitely need to work on the css more i think thats my weak point. but i think im ready to deploy. Excited!
worked on making it more interactive today. The photography page now has buttons to move to the prev and next page. Also on the home page, I added a little glow effect on one of the buttons and now the logo image has a little hover effect as well. I added little stars on the home page to interact with the cursor but it still needs work.
Major improvements today! I added interactive stars to the home page and changed up most of the colours, images and gifs. there are little glow effect here and there. I added clickable information (the objects in art and craft page now respond to clicks and play little animations). I love it! Tomorrow ill work on a chatbot for the contact me page that answers questions about me!
Major additions today! I added a couple of easter eggs to my site. They’re still very buggy but i do feel good about them since i started learning HTML so very recently. I learned about collisions in js and more css selectors and how one dot can make nothing work. Hopefully you’ll be able to catch some of my easter eggs once i ship….toooodles!
Removed plenty of bugs and added a new page called journey.html. It’s inspired by Marvel’s Guardians of the Galaxy. In this interactive page you can take the milano out for a ride, visit planets(some from the gotg universe) and find a little piece of information about me! Simply click on the milano on the top right on the nav bar. Had plenty of fun working on this page.
Ships:
Deployed! I have deployed my personal site. It’s a little small with an about me, art and craft page, photography and a contact me page. I have included 3 artworks and 3 photos but i will definitely include more soon. I also plan to include my personal coding projects and write a little more about me(so far it’s just one tiny paragraph). But hey! I think it’s a great start to something amazing.
I made Leap and Sleep, a personal website designed with a universey spacey theme. You can explore the site and a little more about me each time. The most interactive part I built was the ‘Journey’ page, where you fly aboard the Milano (inspired by the Guardians of the Galaxy), visit different planets (some from gotg) and get a small piece of information about me. There is also a small chatbot on the contact page where u can ask it questions about me (i’m new to building a chatbot so it can only answer few basic questions atm). The hardest part was figuring out how to make everything work together. I was still a beginner in HTML and CSS when I started. There was a lot of trial and error (mostly errors, CSS positioning was my biggest enemy😭). I’m kinda proud that i was able to build this site from scratch. I’ve learned a lot through the process. I’ll take any feedback for my project and I hope to improve it even further. So go ahead and start on the home page, explore the navigation (click on the Milano for the journey page). ^ o^/...
|
1793681717.1306846
|
1793768117.1306846
|
|
44105
|
My own site! by @pancakse | Stardance
|
pancakse
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T18:02:57Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own website without completely AI generating it! The most challenging part was Javascript its super annoying to use!", "repo": "https://github.com/ItzPancakse/website", "demo": "https://pancakse.dev"}]...
|
[{"post_id": 41451, "ts": "202 [{"post_id": 41451, "ts": "2026-08-05T17:44:42Z", "hours": 0.5225, "text": "So i added projects"}, {"post_id": 41215, "ts": "2026-08-05T09:24:06Z", "hours": 0.5572, "text": "Ive added buttons and themed them"}, {"post_id": 41191, "ts": "2026-08-05T07:45:28Z", "hours": 0.6, "text": "So I’ve managed to get a theme and a font! :D"}]...
|
Title: My own site! by @pancakse | Stardance
Devl Title: My own site! by @pancakse | Stardance
Devlogs:
So I’ve managed to get a theme and a font! :D
Ive added buttons and themed them
So i added projects
Ships:
I made my own website without completely AI generating it! The most challenging part was Javascript its super annoying to use!...
|
1793681713.9493356
|
1793768113.9493356
|
|
34080
|
Skybound-Arduino Based Drone by @arnav_upadhyay40 Skybound-Arduino Based Drone by @arnav_upadhyay40 | Stardance...
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arnav_upadhyay40
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T21:05:55Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built this drone from scratch. The most hardest part to program the flight computer using Arduino and C++. I spent 10+ hours in tunning the PWM and PID values of the BLDC.", "repo": "https://github.com/Arn5v89033innovator/SkyBound-Arduino-UNO-based-Drone", "demo": ""}]...
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[{"post_id": 44230, "ts": "202 [{"post_id": 44230, "ts": "2026-08-09T21:01:52Z", "hours": 6.0603, "text": "This project is a drone designed with Arduino board that acts as the flight controller. In this project, I have been able to demonstrate that stable flight can be achieved without depending on expensive products; this is by using inexpensive materials and engineering techniques. The gyroscope and accelerometer together with the use of the MPU6050 sensor work together with the PID control algorithm that is incorporated into the drone to detect the spatial location of the drone. By making numerous flights and correct tuning, the drone is able to fly stable, smoothly and balanced. Through this project, I have been able to learn about PID tuning, sensor fusion, flight dynamics and debugging."}]...
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Title: Skybound-Arduino Based Drone by @arnav_upad Title: Skybound-Arduino Based Drone by @arnav_upadhyay40 | Stardance
Devlogs:
This project is a drone designed with Arduino board that acts as the flight controller. In this project, I have been able to demonstrate that stable flight can be achieved without depending on expensive products; this is by using inexpensive materials and engineering techniques. The gyroscope and accelerometer together with the use of the MPU6050 sensor work together with the PID control algorithm that is incorporated into the drone to detect the spatial location of the drone. By making numerous flights and correct tuning, the drone is able to fly stable, smoothly and balanced. Through this project, I have been able to learn about PID tuning, sensor fusion, flight dynamics and debugging.
Ships:
I built this drone from scratch. The most hardest part to program the flight computer using Arduino and C++. I spent 10+ hours in tunning the PWM and PID values of the BLDC....
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1793768112.833061
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24310
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BitDrop by @thestarviper | Stardance
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thestarviper
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1
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160.0
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3167
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T09:55:31Z", "hours": 160.0, "multiplier": 19.75, "payout": 3167, "blessing": "neutral", "text": "PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!", "repo": "https://github.com/TheStarViper/Bitdrop", "demo": "https://thestarviper.itch.io/bitdrop"}]...
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[{"post_id": 44510, "ts": "202 [{"post_id": 44510, "ts": "2026-08-10T09:53:13Z", "hours": 1.0939, "text": "UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY"}, {"post_id": 44482, "ts": "2026-08-10T08:38:47Z", "hours": 1.9064, "text": "UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP"}, {"post_id": 44442, "ts": "2026-08-10T06:02:41Z", "hours": 4.5892, "text": "UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx"}, {"post_id": 43180, "ts": "2026-08-08T09:27:38Z", "hours": 2.7903, "text": "UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing"}, {"post_id": 43020, "ts": "2026-08-08T01:57:36Z", "hours": 2.4019, "text": "UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music"}, {"post_id": 42465, "ts": "2026-08-07T06:51:18Z", "hours": 3.2836, "text": "UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 42369, "ts": "2026-08-07T01:41:28Z", "hours": 2.8478, "text": "UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41791, "ts": "2026-08-06T06:19:51Z", "hours": 4.7828, "text": "UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41566, "ts": "2026-08-05T21:07:59Z", "hours": 4.3561, "text": "UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one"}, {"post_id": 41090, "ts": "2026-08-05T01:46:24Z", "hours": 8.2328, "text": "UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu"}, {"post_id": 40371, "ts": "2026-08-03T20:39:02Z", "hours": 6.2458, "text": "UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other"}, {"post_id": 39200, "ts": "2026-08-02T00:08:00Z", "hours": 5.2997, "text": "UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing"}, {"post_id": 38025, "ts": "2026-07-31T05:20:46Z", "hours": 3.1969, "text": "UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system"}, {"post_id": 37419, "ts": "2026-07-30T03:53:05Z", "hours": 2.9794, "text": "UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one"}, {"post_id": 36874, "ts": "2026-07-29T07:14:51Z", "hours": 4.0314, "text": "UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function"}, {"post_id": 36228, "ts": "2026-07-28T05:20:56Z", "hours": 4.4294, "text": "UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations"}, {"post_id": 35691, "ts": "2026-07-27T09:09:29Z", "hours": 3.3542, "text": "UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 35028, "ts": "2026-07-26T05:56:26Z", "hours": 4.0314, "text": "UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 34387, "ts": "2026-07-25T02:01:05Z", "hours": 6.0822, "text": "UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations"}, {"post_id": 33390, "ts": "2026-07-23T09:24:36Z", "hours": 3.9456, "text": "UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations"}, {"post_id": 32852, "ts": "2026-07-22T08:34:06Z", "hours": 5.7922, "text": "UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations"}, {"post_id": 32205, "ts": "2026-07-21T06:57:06Z", "hours": 1.8539, "text": "UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30986, "ts": "2026-07-19T00:25:17Z", "hours": 6.2539, "text": "UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30395, "ts": "2026-07-17T21:48:54Z", "hours": 6.2739, "text": "UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 29365, "ts": "2026-07-16T08:28:25Z", "hours": 8.6403, "text": "UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 28533, "ts": "2026-07-14T20:51:02Z", "hours": 9.1822, "text": "UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 26490, "ts": "2026-07-11T09:42:24Z", "hours": 5.0842, "text": "UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons."}, {"post_id": 25812, "ts": "2026-07-10T08:45:53Z", "hours": 9.7839, "text": "UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop."}, {"post_id": 24451, "ts": "2026-07-08T00:39:27Z", "hours": 6.2844, "text": "UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring."}, {"post_id": 23373, "ts": "2026-07-06T09:29:37Z", "hours": 8.7297, "text": "UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko"}, {"post_id": 21983, "ts": "2026-07-04T06:24:52Z", "hours": 7.4675, "text": "UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic"}, {"post_id": 21233, "ts": "2026-07-03T02:04:38Z", "hours": 5.1572, "text": "UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu"}]...
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Title: BitDrop by @thestarviper | Stardance
Devlo Title: BitDrop by @thestarviper | Stardance
Devlogs:
UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu
UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic
UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko
UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.
UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop.
UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons.
UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations
UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations
UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations
UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations
UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations
UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations
UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations
UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function
UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one
UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system
UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing
UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other
UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu
UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one
UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music
UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing
UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx
UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP
UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY
Ships:
PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!...
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1793681711.5600827
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1793768111.5600827
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42891
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Cookie-Website by @Vini | Stardance
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Vini
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2
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T05:19:01Z", "hours": 0.0, "multiplier": 1.48, "payout": 0, "blessing": "neutral", "text": "I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes", "repo": "https://github.com/wildevi26250-tech/Cookie-WebPage", "demo": "https://cookie-webpage-delta.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-03T07:40:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes", "repo": "https://github.com/wildevi26250-tech/Cookie-WebPage", "demo": "https://cookie-webpage-delta.vercel.app/"}]...
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[{"post_id": 40448, "ts": "202 [{"post_id": 40448, "ts": "2026-08-03T23:29:16Z", "hours": 0.2919, "text": "Fixed Tenis not working Turns out it was a hosting issue"}, {"post_id": 39233, "ts": "2026-08-02T02:09:01Z", "hours": 0.7781, "text": "Features added Two new games Icons for the game nav buttons Pushed the changes to git Gonna keep adding games Keeping my NO AI POLCY (because AI is dumb)"}, {"post_id": 39192, "ts": "2026-08-02T00:00:11Z", "hours": 0.0972, "text": "Sooooooooooooo I made alot of progress on this site until I started a project for it The website is hosted on Netlify NO AI WAS USED (Because its dumb) Got some credits working (ROLLING) Got a bunch of java games on there I have embeded one game on it COOOOOOOOOKIE web icons And some drippy css Git hub repo working YIPPIE"}]...
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Title: Cookie-Website by @Vini | Stardance
Devlog Title: Cookie-Website by @Vini | Stardance
Devlogs:
Sooooooooooooo I made alot of progress on this site until I started a project for it The website is hosted on Netlify NO AI WAS USED (Because its dumb) Got some credits working (ROLLING) Got a bunch of java games on there I have embeded one game on it COOOOOOOOOKIE web icons And some drippy css Git hub repo working YIPPIE
Features added Two new games Icons for the game nav buttons Pushed the changes to git Gonna keep adding games Keeping my NO AI POLCY (because AI is dumb)
Fixed Tenis not working Turns out it was a hosting issue
Ships:
I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes
I made a simple website that has interactable buttons that you can click to go to different games. The hardest thing about this project was the rolling credits it was heavily annoying to learn how to animate with the three pillars. But I found a good tutorial online so its all good. Space huggers and stolen sword are from github repos. All of the other games are either me or my google classroom (One is embedded). Please go support space huggers @KilledByAPixle on github. PS. dont mind the aye-ayes...
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1793681710.408361
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1793768110.408361
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42890
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CoordsCopy v2.0 by @MarioS271 | Stardance
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MarioS271
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1
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6.0
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65
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T15:42:42Z", "hours": 6.0, "multiplier": 8.65, "payout": 65, "blessing": "neutral", "text": "Hey there! :) Welcome to another one of my minecraft mods, ✨CoordsCopy v2.0 ✨. Why v2.0? Well, I’ve decided I want to boost availiability across versions and loaders to make it possible for everyone on forge (1.16.5 and 1.17.1-1.20.1), neoforge (1.20.4 and 1.20.6-latest) and fabric (1.16.5 and 1.17.1-latest) to use it. For that reason, decided to rewrite the mod using a tool called stonecutter to make that possible. Guide for trying the mod Disclaimer: If you do not own minecraft, I suggest you skip reviewing this (with the little skip button at the top of the page), as you won’t be able to try this properly. Press the “Try Project” button to go to the latest release of the mod Download the .jar file for the loader you want to use (i recommend fabric, also DONT download the sources jar) Install the mod somewhere 3.1) If you only have unmodded or normal minecraft consider skipping because it takes a bit of time to get modded minecraft set up. If you want to still do that, I’d really appreciate it tho! :) 3.2) Drop the jar in your launcher/mods folder. Done! Default Keybinds: [F9] Copy Player Position [f10] Copy Block Position (of block you’re currently looking at) [F12] Open Config Menu (also possible via the Mod Menu) I hope you have fun trying the mod! :)", "repo": "https://github.com/MarioS271/coords_copy", "demo": "https://www.curseforge.com/minecraft/mc-mods/coordscopy"}]...
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[{"post_id": 39750, "ts": "202 [{"post_id": 39750, "ts": "2026-08-02T22:18:04Z", "hours": 1.8672, "text": "FINALLY got everything working again All versions are tested, but of course the maven servers the mod needs for building are NOT reliable. I’ve just had to cancel 10+ CI/CD runs just because maven servers timed out. Keep in mind, each run takes ~20min (which I actually also finally reduced down to ~5min). Only gotta build & publish everything now!"}, {"post_id": 39644, "ts": "2026-08-02T19:26:00Z", "hours": 2.4325, "text": "god DAMN it Well… I found out today that all the versions I had published up until that point had the config setting’s effect inverted. ADDITIONALLY, the forge version was just straight up broken. Turns out, it’s a stupid idea to not register KeyInputHandler.onKeyTick under Neoforge’s onClientTick event. Other Changes Instead of the setting in the config screen being a true/false value with “Show output in chat instead of actionbar”, the config value is now “Message Location” with a button that toggles between actionbar and chat for better UX."}, {"post_id": 39185, "ts": "2026-08-01T23:43:43Z", "hours": 1.8925, "text": "Just started refactoring another one of my mods, CoordsCopy! 1.16.5-fabric already works, now I’m just trying to get forge and CI/CD running for today. oh and look cool new logo :D"}]...
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Title: CoordsCopy v2.0 by @MarioS271 | Stardance
Title: CoordsCopy v2.0 by @MarioS271 | Stardance
Devlogs:
Just started refactoring another one of my mods, CoordsCopy! 1.16.5-fabric already works, now I’m just trying to get forge and CI/CD running for today. oh and look cool new logo :D
god DAMN it Well… I found out today that all the versions I had published up until that point had the config setting’s effect inverted. ADDITIONALLY, the forge version was just straight up broken. Turns out, it’s a stupid idea to not register KeyInputHandler.onKeyTick under Neoforge’s onClientTick event. Other Changes Instead of the setting in the config screen being a true/false value with “Show output in chat instead of actionbar”, the config value is now “Message Location” with a button that toggles between actionbar and chat for better UX.
FINALLY got everything working again All versions are tested, but of course the maven servers the mod needs for building are NOT reliable. I’ve just had to cancel 10+ CI/CD runs just because maven servers timed out. Keep in mind, each run takes ~20min (which I actually also finally reduced down to ~5min). Only gotta build & publish everything now!
Ships:
Hey there! :) Welcome to another one of my minecraft mods, ✨CoordsCopy v2.0 ✨. Why v2.0? Well, I’ve decided I want to boost availiability across versions and loaders to make it possible for everyone on forge (1.16.5 and 1.17.1-1.20.1), neoforge (1.20.4 and 1.20.6-latest) and fabric (1.16.5 and 1.17.1-latest) to use it. For that reason, decided to rewrite the mod using a tool called stonecutter to make that possible. Guide for trying the mod Disclaimer: If you do not own minecraft, I suggest you skip reviewing this (with the little skip button at the top of the page), as you won’t be able to try this properly. Press the “Try Project” button to go to the latest release of the mod Download the .jar file for the loader you want to use (i recommend fabric, also DONT download the sources jar) Install the mod somewhere 3.1) If you only have unmodded or normal minecraft consider skipping because it takes a bit of time to get modded minecraft set up. If you want to still do that, I’d really appreciate it tho! :) 3.2) Drop the jar in your launcher/mods folder. Done! Default Keybinds: [F9] Copy Player Position [f10] Copy Block Position (of block you’re currently looking at) [F12] Open Config Menu (also possible via the Mod Menu) I hope you have fun trying the mod! :)...
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1793681708.7268293
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1793768108.7268293
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35776
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dsc.archive by @Ciao287 | Stardance
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Ciao287
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1
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30.81
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T21:13:47Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The main function of the library, fetchMessages() , is now complete. It allows you to easily fetch large amounts of Discord messages. It allows you to filter messages so that only the fields you need are returned. You can also choose whether to include additional data such as guild , channel , message authors ( authors ), interaction authors ( interactions ), and webhooks , making them easier to access. When enabled, authors , interactions , and webhooks store all the message authors in these maps along with an array of the IDs of the messages they sent (if the id field was selected), making it easy to access all the messages related to a specific author or webhook. To make handling large amounts of data easier, I added several methods and properties such as .get(\"ID\") for messages, even if it’s an array, .first(NUMBER) and .last(NUMBER) for messages , authors , interactions , and webhooks , allowing you to get multiple objects from the array/map. To improve readability in the console, if messages , authors , interactions and webhooks contain more than five entries, they will be replaced by [Messages] , [Authors] , [Interactions] , and [Webhooks] . You can access the entire array or map via the .raw property.", "repo": "https://github.com/Ciao287/dsc.archive", "demo": "https://discord.gg/UbV46Wqa3D"}]...
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[{"post_id": 77960, "ts": "202 [{"post_id": 77960, "ts": "2026-10-09T00:03:05Z", "hours": 6.8133, "text": "v0.3.0 The dsc.archive version is now v0.3.0. Here is what has changed: Fixed an issue with options filtering where passing an object would incorrectly enable all options instead of enabling/disabling the selected options; Added package-lock.json to .gitignore ; Added the .toJSON() function to convert saved messages to JSON and save them to a file (optional); Updated README.md with this new feature and added an even faster quick setup guide. Demo As a demo, I created a Discord bot that allows you to test (in a limited way) the library. The bot is inside this Discord server: https://discord.gg/UbV46Wqa3D and can be used immediately, or you can invite it to your own private server: https://discord.com/oauth2/authorize?client_id=1394088761989533780"}, {"post_id": 42360, "ts": "2026-08-07T01:15:56Z", "hours": 4.4222, "text": "A few things have changed since the last devlog. dsc.archive has now reached v0.2.1 on npm: renamed fetchedTimestamp to fetchTimestamp to avoid cofusion; moved fetchTimestamp to the end of the FetchedMessages object, instead of after messages ; if now authors , interactions and webhooks are empty maps, they will be returned as null in the result; added new types in index.d.ts , such as DefaultFields and DefaultOptions , to better show the default values; added comments on almost every property in index.d.ts , to better explain what each one does; updated the README.md with the new documentation for the changes made."}, {"post_id": 40762, "ts": "2026-08-04T14:32:33Z", "hours": 10.0222, "text": "I spent a lot of time rewriting the output of fetchMessages() . Now, in addition to messages, it returns: fetchedTimestamp , a timestamp that shows when the fetch was performed; you can select whether to return: the guild where the channel is located; the channel ; the message authors, divided into: authors (those who sent at least one normal message); interactions (those who sent at least one message linked to an interaction); webhooks . For each message author, if you select the message id in the fields, an array containing all the messages they sent will be displayed. I also added some functions to better handle large fetches: get(id) for messages, even though it’s an array (this can be useful in certain cases); for both message authors and messages: raw which returns the original array/map without the custom wrapper; first(number?) and last(number?) functions, to return the first or last message(s). In the next devlog I’ll finish updating index.d.ts and the README.md, then I’ll release v0.2.0 on npm."}, {"post_id": 34103, "ts": "2026-07-24T16:09:49Z", "hours": 2.1778, "text": "v0.1.2 Now if fields contains only objects, it will be treated as a whitelist, showing only the selected properties of those objects. Now fetchMessages() also accepts a Promise as the channel parameter and waits for it to resolve before continuing. Added support for all discord.js v14 versions. Added a quick setup guide to the README.md and updated the documentation for the changes made by this release."}, {"post_id": 32660, "ts": "2026-07-21T23:13:21Z", "hours": 7.8619, "text": "v0.1.0 FetchMessages() I created the first part of the library, the fetchMessages function, which allows you to fetch a number of (integer) messages between 1 and Infinity within a channel, filtering which message fields you want to include in the result. For more information, see the README. v0.1.1 I added the GitHub Actions workflow for publishing to npm and updated the README to v0.1.1"}]...
|
Title: dsc.archive by @Ciao287 | Stardance
Devlog Title: dsc.archive by @Ciao287 | Stardance
Devlogs:
v0.1.0 FetchMessages() I created the first part of the library, the fetchMessages function, which allows you to fetch a number of (integer) messages between 1 and Infinity within a channel, filtering which message fields you want to include in the result. For more information, see the README. v0.1.1 I added the GitHub Actions workflow for publishing to npm and updated the README to v0.1.1
v0.1.2 Now if fields contains only objects, it will be treated as a whitelist, showing only the selected properties of those objects. Now fetchMessages() also accepts a Promise as the channel parameter and waits for it to resolve before continuing. Added support for all discord.js v14 versions. Added a quick setup guide to the README.md and updated the documentation for the changes made by this release.
I spent a lot of time rewriting the output of fetchMessages() . Now, in addition to messages, it returns: fetchedTimestamp , a timestamp that shows when the fetch was performed; you can select whether to return: the guild where the channel is located; the channel ; the message authors, divided into: authors (those who sent at least one normal message); interactions (those who sent at least one message linked to an interaction); webhooks . For each message author, if you select the message id in the fields, an array containing all the messages they sent will be displayed. I also added some functions to better handle large fetches: get(id) for messages, even though it’s an array (this can be useful in certain cases); for both message authors and messages: raw which returns the original array/map without the custom wrapper; first(number?) and last(number?) functions, to return the first or last message(s). In the next devlog I’ll finish updating index.d.ts and the README.md, then I’ll release v0.2.0 on npm.
A few things have changed since the last devlog. dsc.archive has now reached v0.2.1 on npm: renamed fetchedTimestamp to fetchTimestamp to avoid cofusion; moved fetchTimestamp to the end of the FetchedMessages object, instead of after messages ; if now authors , interactions and webhooks are empty maps, they will be returned as null in the result; added new types in index.d.ts , such as DefaultFields and DefaultOptions , to better show the default values; added comments on almost every property in index.d.ts , to better explain what each one does; updated the README.md with the new documentation for the changes made.
v0.3.0 The dsc.archive version is now v0.3.0. Here is what has changed: Fixed an issue with options filtering where passing an object would incorrectly enable all options instead of enabling/disabling the selected options; Added package-lock.json to .gitignore ; Added the .toJSON() function to convert saved messages to JSON and save them to a file (optional); Updated README.md with this new feature and added an even faster quick setup guide. Demo As a demo, I created a Discord bot that allows you to test (in a limited way) the library. The bot is inside this Discord server: https://discord.gg/UbV46Wqa3D and can be used immediately, or you can invite it to your own private server: https://discord.com/oauth2/authorize?client_id=1394088761989533780
Ships:
The main function of the library, fetchMessages() , is now complete. It allows you to easily fetch large amounts of Discord messages. It allows you to filter messages so that only the fields you need are returned. You can also choose whether to include additional data such as guild , channel , message authors ( authors ), interaction authors ( interactions ), and webhooks , making them easier to access. When enabled, authors , interactions , and webhooks store all the message authors in these maps along with an array of the IDs of the messages they sent (if the id field was selected), making it easy to access all the messages related to a specific author or webhook. To make handling large amounts of data easier, I added several methods and properties such as .get("ID") for messages, even if it’s an array, .first(NUMBER) and .last(NUMBER) for messages , authors , interactions , and webhooks , allowing you to get multiple objects from the array/map. To improve readability in the console, if messages , authors , interactions and webhooks contain more than five entries, they will be replaced by [Messages] , [Authors] , [Interactions] , and [Webhooks] . You can access the entire array or map via the .raw property....
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1793681707.478722
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1793768107.478722
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42887
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Stellar Gallery by @laurengracebroadbent | Stardan Stellar Gallery by @laurengracebroadbent | Stardance...
|
laurengracebroadbent
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T20:52:44Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created Stellar Gallery, a space-themed image gallery that utilizes NASA’s Astronomy Picture of the Day (APOD) API. The website allows users to explore astronomy images, view detailed descriptions, and save their favorite photos for later. One of the biggest challenges was working on the favorites page. I had trouble getting the saved images to display correctly, and I was not able to fully fix the issue yet. I am proud of the overall design and progress I made on Stellar Gallery.", "repo": "https://github.com/lambie93/stellar-gallery", "demo": "https://lambie93.github.io/stellar-gallery/"}]...
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[{"post_id": 39701, "ts": "202 [{"post_id": 39701, "ts": "2026-08-02T20:43:15Z", "hours": 4.9217, "text": "I worked on improving Stellar Gallery by focusing on the main page styling and the favorites page. I spent time adjusting the layout, colors, fonts, and overall design to make the website feel more polished and organized. I also worked on the favorites page, but I ran into some issues with getting the saved images to appear correctly. I looked through my code and tried to figure out what was causing the problem, but I was not able to fully fix it yet. Next, I want to continue refining the main page and work on fixing the image display issues on the favorites page."}]...
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Title: Stellar Gallery by @laurengracebroadbent | Title: Stellar Gallery by @laurengracebroadbent | Stardance
Devlogs:
I worked on improving Stellar Gallery by focusing on the main page styling and the favorites page. I spent time adjusting the layout, colors, fonts, and overall design to make the website feel more polished and organized. I also worked on the favorites page, but I ran into some issues with getting the saved images to appear correctly. I looked through my code and tried to figure out what was causing the problem, but I was not able to fully fix it yet. Next, I want to continue refining the main page and work on fixing the image display issues on the favorites page.
Ships:
I created Stellar Gallery, a space-themed image gallery that utilizes NASA’s Astronomy Picture of the Day (APOD) API. The website allows users to explore astronomy images, view detailed descriptions, and save their favorite photos for later. One of the biggest challenges was working on the favorites page. I had trouble getting the saved images to display correctly, and I was not able to fully fix the issue yet. I am proud of the overall design and progress I made on Stellar Gallery....
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1793681706.3091419
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1793768106.3091419
|
|
42885
|
Slack Bot by @Dupl1c8 | Stardance
|
Dupl1c8
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T22:04:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that has six basic commands and a blackjack game. The basic commands are help, ping, catfact, joke, quote, and myfavquote. The basic commands were quite simple to code, but blackjack took me the most time and it was the most complex. Thank you for testing out my bot!", "repo": "https://github.com/Duplic8/FirstSlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 40343, "ts": "202 [{"post_id": 40343, "ts": "2026-08-03T19:45:55Z", "hours": 1.6203, "text": "Added blackjack to my bot! This was a significantly bigger project compared to the simpler commands I had before. I also changed the commands to be shorter (from /pe21firstbot- to just /pe21- )so that they are easier to type. Hopefully I can host my bot on nest soon!"}, {"post_id": 39878, "ts": "2026-08-03T04:43:18Z", "hours": 0.6872, "text": "Worked on making a few slack commands that give the user various texts such as a quote, a cat fact, or a joke! Now I plan on adding a blackjack game."}]...
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Title: Slack Bot by @Dupl1c8 | Stardance
Devlogs: Title: Slack Bot by @Dupl1c8 | Stardance
Devlogs:
Worked on making a few slack commands that give the user various texts such as a quote, a cat fact, or a joke! Now I plan on adding a blackjack game.
Added blackjack to my bot! This was a significantly bigger project compared to the simpler commands I had before. I also changed the commands to be shorter (from /pe21firstbot- to just /pe21- )so that they are easier to type. Hopefully I can host my bot on nest soon!
Ships:
I made a slack bot that has six basic commands and a blackjack game. The basic commands are help, ping, catfact, joke, quote, and myfavquote. The basic commands were quite simple to code, but blackjack took me the most time and it was the most complex. Thank you for testing out my bot!...
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1793681704.4043407
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1793768104.4043407
|
|
48329
|
AFK Mod for Minecraft by @gabrielv | Stardance
|
gabrielv
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:46:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this small but useful mod for Minecraft NeoForge servers adding an /afk command. It was a fun challenge to make a minecraft mod after quite a break in making them.", "repo": "https://github.com/VDeltaGabriel/AFKMod", "demo": "https://github.com/VDeltaGabriel/AFKMod/releases/tag/1.0.0"}]...
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[{"post_id": 47574, "ts": "202 [{"post_id": 47574, "ts": "2026-08-15T15:31:11Z", "hours": 3.8117, "text": "The mod took around 3-4 hours in total to make. It’s a simple project that I thought about making since I don’t like hybrid servers and needed an AFK system. One simple command for toggling the state which cancels if player moves. Not much to show on a video unfortunately."}]...
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Title: AFK Mod for Minecraft by @gabrielv | Starda Title: AFK Mod for Minecraft by @gabrielv | Stardance
Devlogs:
The mod took around 3-4 hours in total to make. It’s a simple project that I thought about making since I don’t like hybrid servers and needed an AFK system. One simple command for toggling the state which cancels if player moves. Not much to show on a video unfortunately.
Ships:
I made this small but useful mod for Minecraft NeoForge servers adding an /afk command. It was a fun challenge to make a minecraft mod after quite a break in making them....
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1793681702.4143038
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1793768102.4143038
|
|
42882
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krip-os by @kripusek | Stardance
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kripusek
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2
|
4.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T23:12:34Z", "hours": 1.0, "multiplier": 2.3, "payout": 1, "blessing": "neutral", "text": "I have added a few functions like draggable desktop icons, a command line with a few apps in it, a settings page and clickable buttons of open apps on the task bar so you can pop them up on top. I have been working on them on my phone since I had to get somewhere today, so that’s neat I think.", "repo": "https://github.com/kripusek/krip-web-os", "demo": "https://kripusek.github.io/krip-web-os/"}, {"ship_num": 2, "ts": "2026-08-02T13:17:53Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made krip os, a webos thats based around me. it was pretty fun ngl since it was in html js and css, I feel like this enviroment suits me.", "repo": "https://github.com/kripusek/krip-web-os", "demo": "https://kripusek.github.io/krip-web-os/"}]...
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[{"post_id": 39768, "ts": "202 [{"post_id": 39768, "ts": "2026-08-02T23:10:54Z", "hours": 0.7722, "text": "I have finished web os 2 I think."}, {"post_id": 39464, "ts": "2026-08-02T13:02:27Z", "hours": 0.3925, "text": "I think I have finished finished the project, I added doom and contact me to the webos"}, {"post_id": 39433, "ts": "2026-08-02T11:55:50Z", "hours": 0.2878, "text": "I have added a snake minigame that I worked on some time ago :D"}, {"post_id": 39426, "ts": "2026-08-02T11:38:22Z", "hours": 2.3397, "text": "I have finished the web os, I have realised rather late that I should have done more consistent dev logs but hey"}]...
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Title: krip-os by @kripusek | Stardance
Devlogs:
Title: krip-os by @kripusek | Stardance
Devlogs:
I have finished the web os, I have realised rather late that I should have done more consistent dev logs but hey
I have added a snake minigame that I worked on some time ago :D
I think I have finished finished the project, I added doom and contact me to the webos
I have finished web os 2 I think.
Ships:
I have made krip os, a webos thats based around me. it was pretty fun ngl since it was in html js and css, I feel like this enviroment suits me.
I have added a few functions like draggable desktop icons, a command line with a few apps in it, a settings page and clickable buttons of open apps on the task bar so you can pop them up on top. I have been working on them on my phone since I had to get somewhere today, so that’s neat I think....
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1793681701.2314882
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1793768101.2314882
|
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19485
|
Self-Leveling Robot by @chahatesh | Stardance
|
chahatesh
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T13:07:00Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. I’m most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots I’ve made. To test the project, first connect your phone or computer to the robot’s Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little.", "repo": "https://github.com/chahatesh/Self-Balancing-Robot", "demo": ""}]...
|
[{"post_id": 23444, "ts": "202 [{"post_id": 23444, "ts": "2026-07-06T13:01:07Z", "hours": 0.5344, "text": "DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all"}, {"post_id": 17759, "ts": "2026-06-28T18:01:46Z", "hours": 1.2339, "text": "Dev Log #5 – Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!"}, {"post_id": 17662, "ts": "2026-06-28T15:26:31Z", "hours": 7.1464, "text": "Dev Log #4 – First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didn’t actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4–5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10–20 seconds before it eventually tipped over. While it’s not stable enough yet, it’s a huge step forward because the control system is working and now only needs further tuning and refinement."}, {"post_id": 16331, "ts": "2026-06-26T15:57:43Z", "hours": 1.5444, "text": "Dev Log #3 – Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robot’s main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldn’t leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robot’s behavior, I now have a solid understanding of how PID works and how I’ll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. I’m also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time."}, {"post_id": 15854, "ts": "2026-06-25T19:39:26Z", "hours": 3.0317, "text": "Dev Log #2 – Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robot’s electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robot’s behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project."}, {"post_id": 15385, "ts": "2026-06-25T00:41:05Z", "hours": 2.4564, "text": "Dev Log #1 – Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm."}]...
|
Title: Self-Leveling Robot by @chahatesh | Stardan Title: Self-Leveling Robot by @chahatesh | Stardance
Devlogs:
Dev Log #1 – Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm.
Dev Log #2 – Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robot’s electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robot’s behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project.
Dev Log #3 – Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robot’s main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldn’t leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robot’s behavior, I now have a solid understanding of how PID works and how I’ll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. I’m also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time.
Dev Log #4 – First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didn’t actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4–5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10–20 seconds before it eventually tipped over. While it’s not stable enough yet, it’s a huge step forward because the control system is working and now only needs further tuning and refinement.
Dev Log #5 – Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!
DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all
Ships:
I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. I’m most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots I’ve made. To test the project, first connect your phone or computer to the robot’s Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little....
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1793681700.0652869
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1793768100.0652869
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48320
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ISS Waltz by @zubair | Stardance
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zubair
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1
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3.0
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36
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:17:15Z", "hours": 3.0, "multiplier": 10.86, "payout": 36, "blessing": "neutral", "text": "I made a website to track the ISS and show its position on a map.", "repo": "https://github.com/skzubairahmed/iss-waltz", "demo": "https://iss-waltz.vercel.app"}]...
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[{"post_id": 48274, "ts": "202 [{"post_id": 48274, "ts": "2026-08-16T16:11:43Z", "hours": 1.4072, "text": "Completed the project - Added the live map feature(used leaflet for it)."}, {"post_id": 47658, "ts": "2026-08-15T18:15:14Z", "hours": 0.7064, "text": "Made the landing page - Added a landing page with a start button and an ISS animation."}, {"post_id": 47629, "ts": "2026-08-15T17:18:59Z", "hours": 1.2408, "text": "Added test routes - I started by adding test routes to check the position of the ISS and to find the coordinates of the desired city."}]...
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Title: ISS Waltz by @zubair | Stardance
Devlogs:
Title: ISS Waltz by @zubair | Stardance
Devlogs:
Added test routes - I started by adding test routes to check the position of the ISS and to find the coordinates of the desired city.
Made the landing page - Added a landing page with a start button and an ISS animation.
Completed the project - Added the live map feature(used leaflet for it).
Ships:
I made a website to track the ISS and show its position on a map....
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1793681698.9021213
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1793768098.9021213
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48316
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my personal website by @param_trimbake | Stardance
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param_trimbake
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T13:44:03Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here is my personal website. You can see the source code. It’s about me as a student and my work with Spanish-speaking people.", "repo": "https://github.com/param3026/param-space-portfolio", "demo": "https://spacepersonal.netlify.app"}]...
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[{"post_id": 52348, "ts": "202 [{"post_id": 52348, "ts": "2026-08-22T13:42:02Z", "hours": 0.0, "text": "I’ve also integrated my NASA API key into my personal website to add NASA’s Astronomy Picture of the Day (APOD) data. The website can fetch and display the latest NASA space image and related information directly on the site, making the portfolio more interactive and adding a live space-data feature."}, {"post_id": 51950, "ts": "2026-08-21T22:07:59Z", "hours": 0.0378, "text": "🚀 Here’s an update on my personal website!I’m building an interactive space-themed portfolio that showcases who I am, my projects, resume, certifications, and LinkedIn. It also integrates live NASA data with a dynamic background that changes with the latest space content. 🌌Still working on it, but excited to see where it goes!"}]...
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Title: my personal website by @param_trimbake | St Title: my personal website by @param_trimbake | Stardance
Devlogs:
🚀 Here’s an update on my personal website!I’m building an interactive space-themed portfolio that showcases who I am, my projects, resume, certifications, and LinkedIn. It also integrates live NASA data with a dynamic background that changes with the latest space content. 🌌Still working on it, but excited to see where it goes!
I’ve also integrated my NASA API key into my personal website to add NASA’s Astronomy Picture of the Day (APOD) data. The website can fetch and display the latest NASA space image and related information directly on the site, making the portfolio more interactive and adding a live space-data feature.
Ships:
Here is my personal website. You can see the source code. It’s about me as a student and my work with Spanish-speaking people....
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1793681697.7659614
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1793768097.7659614
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38008
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Understand by @chahatesh | Stardance
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chahatesh
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1
|
17.0
|
188
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T16:27:47Z", "hours": 17.0, "multiplier": 11.33, "payout": 188, "blessing": "neutral", "text": "How to Use Understand Install If Windows Defender warns you, click More Information → Run Anyway. This happens because the app is not officially signed. Create Context Tell Understand what you are working on. It creates AI-ready context for your projects. AI Screen Debugging Use the screen check feature to let the AI view your screen and suggest fixes. The idea for this app is to help with debugging and make, um, like giving context to AI simpler and easier.", "repo": "https://github.com/chahatesh/Understand", "demo": "https://github.com/chahatesh/Understand/releases"}]...
|
[{"post_id": 35875, "ts": "202 [{"post_id": 35875, "ts": "2026-07-27T16:21:40Z", "hours": 1.3658, "text": "Devlog 8 — Ship Today I focused on polishing Understand and preparing it for release. I fixed remaining issues, tested the important features, and made sure everything was working properly. I also set up the Electron build process, created the Windows installer, organized the GitHub repo, and prepared everything needed to ship the app. Understand is now ready for its first Ship"}, {"post_id": 34803, "ts": "2026-07-25T20:00:57Z", "hours": 1.5256, "text": "Devlog 7 – It Actually Works! This was one of the biggest milestones for the project.The first major task was converting the app from a regular website into a full Electron desktop application. I’d never built an Electron app before, so this was completely new territory. I spent a lot of time reading documentation, troubleshooting errors, and figuring out how everything fit together. One of the first problems I ran into was my Node.js version. I was still using Node 20, but Electron required a newer version, so I upgraded everything to Node 22. After that, I finally got the app launching successfully. Then I hit another challenge. The screen-sharing method I had been using in Chrome relied on Chrome’s built-in sharing APIs, but those don’t work the same way in Electron. Instead of trying to force it to work, I built a completely new system that can capture your screen directly inside the desktop app. The Biggest Feature - AI Debugging This is by far the biggest feature I’ve added so far. The app now works across your entire computer instead of being limited to a single browser tab. No matter what you’re working on, you can instantly ask the AI for help. There are two shortcuts Shift + Enter – Instantly captures your screen and sends it to the AI for analysis. Ctrl + Shift + Enter – First asks what’s wrong so you can provide extra context, then captures your screen and sends both the screenshot and your description to the AI. The best part is that everything gets added to the conversation’s context, so you can continue asking follow-up questions without having to explain everything again.This makes debugging incredibly fast. Instead of taking screenshots, uploading them, and re-explaining the problem every time, you just press a shortcut and the AI immediately understands what you’re looking at."}, {"post_id": 34247, "ts": "2026-07-24T19:42:25Z", "hours": 3.0858, "text": "DevLog 6 - ReRevamp So… my brother said my website looked bad. 😭 That was enough motivation to go back and redesign a bunch of the app’s CSS. The UI is much cleaner now, with better spacing, colors, and overall polish. The coolest feature I added by far is screen shairing. At first, I tried adding an image upload system so the AI could check screenshots, but it ended up being too slow and interrupted the workflow. Then I realized Google Meet can access your screen directly through screen sharing, so I built something similar. Now, whenever you press Shift + Enter, the app captures your current screen, analyzes what’s happening, and explains what it sees. It also automatically adds that information to the conversation context, giving the AI much more information when helping debug issues or answer questions.It’s way faster than constantly taking screenshots and uploading them manually, and it makes debugging feel much more seamless. BTW I renamed the app to understand"}, {"post_id": 33823, "ts": "2026-07-24T02:03:20Z", "hours": 3.2661, "text": "DevLog 5 - AI is stupid So before the ai was very bad it did not look at the context and went on a limb so now I made the context better and the ai adds to it and it has links time and a bunch of other stuff so it is smart (Yay). It can look at context and think becouse i swaped to a new ai - gpt-oss-120b - and it is smarter becouse more prameters This took way too long and it was hard but i got it to work and i think this is good if anyone thinks there a probloms dm me or comment"}, {"post_id": 33257, "ts": "2026-07-23T00:52:25Z", "hours": 1.7225, "text": "DevLog 4 – Cookies I tackled one of the biggest issues with the app saving user data. My original design didn’t have any way to store progress, which was a pretty major flaw.My first attempt was using cookies. I spent quite a while implementing everything, but after I finished… nothing worked. I went through the code over and over trying to find the bug, but I couldn’t figure it out. Eventually, I searched online and found the real problem I was testing on local host, cookies wasn’t going to work. Instead of fighting it any longer, I switched everything over to local storage.The change worked almost immediately, and it was a huge relief to finally see data being saved correctly(YAY) I also spent some time working on voice typing. It looks like I have it working now, and I think it’s going to be one of the coolest features in the app. Being able to talk instead of type just feels like the natural direction for an AI-powered tracker. PS in the vid I am reloading but you can’t see it"}, {"post_id": 33070, "ts": "2026-07-22T17:20:07Z", "hours": 1.465, "text": "DevLog 3 - Revamp This update was all about improving the experience. I switched the color scheme from blue to an amber theme after a friend pointed out that I might be using blue a little too much. Honestly, they had a point;( I also expanded the notes system. Now, each work session keeps track of your timer, notes, and any relevant links, all in one place. The AI can summarize what you worked on, making it much easier to look back on your progress without reading through every note."}, {"post_id": 32709, "ts": "2026-07-22T01:17:49Z", "hours": 0.6283, "text": "DevLog 2 I started working on the AI, and there’s now a built-in AI chat. At first it might seem a little random, but it’s actually a big part of what I have planned.The goal is to add a project journal where you can document your progress over time and easily share it with friends or anyone else who’s interested. The AI will help organize your updates, answer questions about your project, and eventually make keeping a journal much easier.It’s still early, but this is one of the core features that will tie everything together."}, {"post_id": 32548, "ts": "2026-07-21T20:06:53Z", "hours": 3.5, "text": "Devlog 1 Spent a lot of time getting the foundation of the project up and running. The idea is to make a simple AI-powered project planner where you can keep all of your projects in one place without digging through a million notes.Right now, the app lets you create multiple projects, track work sessions with a built-in timer, and save notes for each session. Those notes are automatically organized into a running project log, so everything stays in one place instead of disappearing into the void.The AI is starting to come together too. It can summarize your progress automatically, and you can use voice input so you don’t have to stop what you’re doing just to type everything out.There’s still a lot to build, and I’m not 100% sure what feature comes next, but having the core working feels like a huge step forward. It’s not flashy yet, but every app starts somewhere… even if that “somewhere” is a timer and an unhealthy amount of debugging."}]...
|
Title: Understand by @chahatesh | Stardance
Devlo Title: Understand by @chahatesh | Stardance
Devlogs:
Devlog 1 Spent a lot of time getting the foundation of the project up and running. The idea is to make a simple AI-powered project planner where you can keep all of your projects in one place without digging through a million notes.Right now, the app lets you create multiple projects, track work sessions with a built-in timer, and save notes for each session. Those notes are automatically organized into a running project log, so everything stays in one place instead of disappearing into the void.The AI is starting to come together too. It can summarize your progress automatically, and you can use voice input so you don’t have to stop what you’re doing just to type everything out.There’s still a lot to build, and I’m not 100% sure what feature comes next, but having the core working feels like a huge step forward. It’s not flashy yet, but every app starts somewhere… even if that “somewhere” is a timer and an unhealthy amount of debugging.
DevLog 2 I started working on the AI, and there’s now a built-in AI chat. At first it might seem a little random, but it’s actually a big part of what I have planned.The goal is to add a project journal where you can document your progress over time and easily share it with friends or anyone else who’s interested. The AI will help organize your updates, answer questions about your project, and eventually make keeping a journal much easier.It’s still early, but this is one of the core features that will tie everything together.
DevLog 3 - Revamp This update was all about improving the experience. I switched the color scheme from blue to an amber theme after a friend pointed out that I might be using blue a little too much. Honestly, they had a point;( I also expanded the notes system. Now, each work session keeps track of your timer, notes, and any relevant links, all in one place. The AI can summarize what you worked on, making it much easier to look back on your progress without reading through every note.
DevLog 4 – Cookies I tackled one of the biggest issues with the app saving user data. My original design didn’t have any way to store progress, which was a pretty major flaw.My first attempt was using cookies. I spent quite a while implementing everything, but after I finished… nothing worked. I went through the code over and over trying to find the bug, but I couldn’t figure it out. Eventually, I searched online and found the real problem I was testing on local host, cookies wasn’t going to work. Instead of fighting it any longer, I switched everything over to local storage.The change worked almost immediately, and it was a huge relief to finally see data being saved correctly(YAY) I also spent some time working on voice typing. It looks like I have it working now, and I think it’s going to be one of the coolest features in the app. Being able to talk instead of type just feels like the natural direction for an AI-powered tracker. PS in the vid I am reloading but you can’t see it
DevLog 5 - AI is stupid So before the ai was very bad it did not look at the context and went on a limb so now I made the context better and the ai adds to it and it has links time and a bunch of other stuff so it is smart (Yay). It can look at context and think becouse i swaped to a new ai - gpt-oss-120b - and it is smarter becouse more prameters This took way too long and it was hard but i got it to work and i think this is good if anyone thinks there a probloms dm me or comment
DevLog 6 - ReRevamp So… my brother said my website looked bad. 😭 That was enough motivation to go back and redesign a bunch of the app’s CSS. The UI is much cleaner now, with better spacing, colors, and overall polish. The coolest feature I added by far is screen shairing. At first, I tried adding an image upload system so the AI could check screenshots, but it ended up being too slow and interrupted the workflow. Then I realized Google Meet can access your screen directly through screen sharing, so I built something similar. Now, whenever you press Shift + Enter, the app captures your current screen, analyzes what’s happening, and explains what it sees. It also automatically adds that information to the conversation context, giving the AI much more information when helping debug issues or answer questions.It’s way faster than constantly taking screenshots and uploading them manually, and it makes debugging feel much more seamless. BTW I renamed the app to understand
Devlog 7 – It Actually Works! This was one of the biggest milestones for the project.The first major task was converting the app from a regular website into a full Electron desktop application. I’d never built an Electron app before, so this was completely new territory. I spent a lot of time reading documentation, troubleshooting errors, and figuring out how everything fit together. One of the first problems I ran into was my Node.js version. I was still using Node 20, but Electron required a newer version, so I upgraded everything to Node 22. After that, I finally got the app launching successfully. Then I hit another challenge. The screen-sharing method I had been using in Chrome relied on Chrome’s built-in sharing APIs, but those don’t work the same way in Electron. Instead of trying to force it to work, I built a completely new system that can capture your screen directly inside the desktop app. The Biggest Feature - AI Debugging This is by far the biggest feature I’ve added so far. The app now works across your entire computer instead of being limited to a single browser tab. No matter what you’re working on, you can instantly ask the AI for help. There are two shortcuts Shift + Enter – Instantly captures your screen and sends it to the AI for analysis. Ctrl + Shift + Enter – First asks what’s wrong so you can provide extra context, then captures your screen and sends both the screenshot and your description to the AI. The best part is that everything gets added to the conversation’s context, so you can continue asking follow-up questions without having to explain everything again.This makes debugging incredibly fast. Instead of taking screenshots, uploading them, and re-explaining the problem every time, you just press a shortcut and the AI immediately understands what you’re looking at.
Devlog 8 — Ship Today I focused on polishing Understand and preparing it for release. I fixed remaining issues, tested the important features, and made sure everything was working properly. I also set up the Electron build process, created the Windows installer, organized the GitHub repo, and prepared everything needed to ship the app. Understand is now ready for its first Ship
Ships:
How to Use Understand Install If Windows Defender warns you, click More Information → Run Anyway. This happens because the app is not officially signed. Create Context Tell Understand what you are working on. It creates AI-ready context for your projects. AI Screen Debugging Use the screen check feature to let the AI view your screen and suggest fixes. The idea for this app is to help with debugging and make, um, like giving context to AI simpler and easier....
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1793681696.5182762
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1793768096.5182762
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48301
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YSH Terminal by @Yousuff | Stardance
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Yousuff
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2
|
55.0
|
259
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T20:22:20Z", "hours": 53.0, "multiplier": 9.5, "payout": 250, "blessing": "neutral", "text": "YSH - Yousuf Shell Terminal A Java-based graphical shell built from scratch with real filesystem operations, LAN networking, customization, and developer-focused features. YSH combining a terminal-style graphical interface with real filesystem interaction, LAN communication, file sharing, command history, themes, developer mode, and various built-in utilities. MUST -> arrow: up up down down left right left right b a and boom ! Test ? try commadns - [ TAB completes commands , Arrow up and down rewinds the commadns ] help pwd developer mkdir “name” cd “name” scan chat host chat join “ip” msg “text” fileshare host fileshare get “ip” “file name” note then : add || view || list calc theme matrix easteregg run “app” sysinfo and theres more to see even it got some Eastereggs ! Features -> Real filesystem navigation and file operations Graphical terminal interface LAN chat and group communication LAN file sharing User management and announcements Command history and command completion Multiple terminal themes Developer mode Built-in calculator and notes System information Search, tree, head and tail utilities Konami code and other Easter eggs Time-sensitive greetings and shell customization Networking (makes it even Cool and Unique) YSH v10 includes LAN chat between YSH instances. Set your name with name “username” Host a chat room with host Join a room with connect “ip” Send messages with msg “text” List connected users with listusers Send announcements with announce “message” Remove a user with kick “username” Leave a room with disconnect Stop hosting with stophost", "repo": "https://github.com/YousufProjs-exe/YSH-v8", "demo": "https://github.com/YousufProjs-exe/YSH-v8/releases/"}, {"ship_num": 2, "ts": "2026-08-16T16:31:46Z", "hours": 2.0, "multiplier": 10.74, "payout": 9, "blessing": "neutral", "text": "visit github/YousufProjs-exe/YSH for better details", "repo": "https://github.com/YousufProjs-exe/YSH-v8", "demo": "https://github.com/YousufProjs-exe/YSH-v8/releases/"}]...
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[{"post_id": 79411, "ts": "202 [{"post_id": 79411, "ts": "2026-10-13T21:05:26Z", "hours": 3.3569, "text": "YSH v10 - is live !!!! also 100+ hours on YSH development and 24+ hours on YSH v10 as per Hackatime is being recorded ! the new YSH 10 is a must test ! refer the repo for more details but its now got better structure with expanded tree!"}, {"post_id": 78863, "ts": "2026-10-11T20:05:22Z", "hours": 3.5956, "text": "Now - the Fileshare host and get ip bind together with preceding fileshare command with must ip and exact file with extension - more secured and Shell-ish."}, {"post_id": 77887, "ts": "2026-10-08T17:29:41Z", "hours": 2.2839, "text": "although the theme apply and set is fixed and replaced v10s tab completion with v8s as its the better one - i ended with new bug theme not found."}, {"post_id": 77667, "ts": "2026-10-07T19:36:22Z", "hours": 2.1581, "text": "YSH v10 - MAJOR UPDATES - Arch mode and some more themes - all literally all bugs fixed and v10 is said to be ready as BETA and DEMO to the upcoming versions!"}, {"post_id": 77395, "ts": "2026-10-06T19:47:34Z", "hours": 1.7189, "text": "tried adding more themes but the terminal remains terminal - either way its not what YSH aims for. but this devlog states the addition for beta Arch Mode."}, {"post_id": 76158, "ts": "2026-10-02T15:10:12Z", "hours": 0.7289, "text": "fixed Ctrl L, F1, “?”, Tab completes and utilities bugs - released YSH v8.1.4 to the repo !"}, {"post_id": 75339, "ts": "2026-09-29T19:39:39Z", "hours": 2.0822, "text": "Networking using new commands is back , scan , chat host , fileshare , ports , are now arranged into newer and better handlers!"}, {"post_id": 71620, "ts": "2026-09-21T05:40:00Z", "hours": 2.9861, "text": "tryna update led to downgrade , changing networking commands and protocol got Networking broken."}, {"post_id": 65497, "ts": "2026-09-10T17:57:24Z", "hours": 4.1744, "text": "Caped YSH v10 with check, run, sysinfo, whatsup, clac, notes (add / view / list / edit / delete), multiple command alias, pwd, home, major file and directory commands and with a lot of working shortcuts: Tab to complete, ctrl+l to clear, arrow up / down for history, ctrl+up / down to scroll and more."}, {"post_id": 64429, "ts": "2026-09-08T20:01:48Z", "hours": 3.0739, "text": "Some Builds happen Late. The more you explore the more you get to see some interesting stuff, try YSH [ Live on GitHub ] @ YousufProjs-exe/YSH-v8/releases"}, {"post_id": 63781, "ts": "2026-09-07T18:57:01Z", "hours": 4.9856, "text": "YSH v8 was one of the versions where the project started becoming much more than a basic terminal. This version brought major work around the GUI and filesystem, while also pushing YSH toward a more complete and usable environment. It became an important foundation for the features and architecture that came later in v10. Looking back at v8 now, it’s pretty cool seeing how much the project has evolved from this point."}, {"post_id": 60431, "ts": "2026-09-02T19:09:50Z", "hours": 6.6158, "text": "YSH v10 ( LAN Networking ) update : LAN Chat is fine back to v10 with additional features like chat history and better with easy to join system , upcoming File Share is also coming with… its a secret."}, {"post_id": 56590, "ts": "2026-08-28T12:27:27Z", "hours": 3.8936, "text": "YSH v10 - Equalizing With v8 Today, I focused on bringing the newly rebuilt YSH v10.GUI closer to the feature set and usability of YSH v8.GUI. Worked on bringing YSH v10.GUI closer to YSH v8 by restoring command history, clear, home, time/date, calculator, system commands, terminal shortcuts, Tab completion, themes, late-night behaviour, and better prompt protection. Also improved filesystem navigation while keeping v10’s new modular architecture."}, {"post_id": 55101, "ts": "2026-08-26T15:39:36Z", "hours": 3.8436, "text": "YSH v10 - Rearrangement and better file system and with a new milestone to achieve ; YSH v10 for now says Hello!!! and ‘echo’ butttt theres alot more to come, CLI and Lightweight Task Manager too."}, {"post_id": 53073, "ts": "2026-08-23T14:09:00Z", "hours": 7.1344, "text": "YSH - Terminal , built in Java with versions all having a great vision and stories to remember and with this I completed the LAN Chat better with new Announcement , Kick , Listusers and other Admin only commands."}, {"post_id": 48282, "ts": "2026-08-16T16:19:53Z", "hours": 1.54, "text": "YSH - Terminal"}]...
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Title: YSH Terminal by @Yousuff | Stardance
Devlo Title: YSH Terminal by @Yousuff | Stardance
Devlogs:
YSH - Terminal
YSH - Terminal , built in Java with versions all having a great vision and stories to remember and with this I completed the LAN Chat better with new Announcement , Kick , Listusers and other Admin only commands.
YSH v10 - Rearrangement and better file system and with a new milestone to achieve ; YSH v10 for now says Hello!!! and ‘echo’ butttt theres alot more to come, CLI and Lightweight Task Manager too.
YSH v10 - Equalizing With v8 Today, I focused on bringing the newly rebuilt YSH v10.GUI closer to the feature set and usability of YSH v8.GUI. Worked on bringing YSH v10.GUI closer to YSH v8 by restoring command history, clear, home, time/date, calculator, system commands, terminal shortcuts, Tab completion, themes, late-night behaviour, and better prompt protection. Also improved filesystem navigation while keeping v10’s new modular architecture.
YSH v10 ( LAN Networking ) update : LAN Chat is fine back to v10 with additional features like chat history and better with easy to join system , upcoming File Share is also coming with… its a secret.
YSH v8 was one of the versions where the project started becoming much more than a basic terminal. This version brought major work around the GUI and filesystem, while also pushing YSH toward a more complete and usable environment. It became an important foundation for the features and architecture that came later in v10. Looking back at v8 now, it’s pretty cool seeing how much the project has evolved from this point.
Some Builds happen Late. The more you explore the more you get to see some interesting stuff, try YSH [ Live on GitHub ] @ YousufProjs-exe/YSH-v8/releases
Caped YSH v10 with check, run, sysinfo, whatsup, clac, notes (add / view / list / edit / delete), multiple command alias, pwd, home, major file and directory commands and with a lot of working shortcuts: Tab to complete, ctrl+l to clear, arrow up / down for history, ctrl+up / down to scroll and more.
tryna update led to downgrade , changing networking commands and protocol got Networking broken.
Networking using new commands is back , scan , chat host , fileshare , ports , are now arranged into newer and better handlers!
fixed Ctrl L, F1, “?”, Tab completes and utilities bugs - released YSH v8.1.4 to the repo !
tried adding more themes but the terminal remains terminal - either way its not what YSH aims for. but this devlog states the addition for beta Arch Mode.
YSH v10 - MAJOR UPDATES - Arch mode and some more themes - all literally all bugs fixed and v10 is said to be ready as BETA and DEMO to the upcoming versions!
although the theme apply and set is fixed and replaced v10s tab completion with v8s as its the better one - i ended with new bug theme not found.
Now - the Fileshare host and get ip bind together with preceding fileshare command with must ip and exact file with extension - more secured and Shell-ish.
YSH v10 - is live !!!! also 100+ hours on YSH development and 24+ hours on YSH v10 as per Hackatime is being recorded ! the new YSH 10 is a must test ! refer the repo for more details but its now got better structure with expanded tree!
Ships:
visit github/YousufProjs-exe/YSH for better details
YSH - Yousuf Shell Terminal A Java-based graphical shell built from scratch with real filesystem operations, LAN networking, customization, and developer-focused features. YSH combining a terminal-style graphical interface with real filesystem interaction, LAN communication, file sharing, command history, themes, developer mode, and various built-in utilities. MUST -> arrow: up up down down left right left right b a and boom ! Test ? try commadns - [ TAB completes commands , Arrow up and down rewinds the commadns ] help pwd developer mkdir “name” cd “name” scan chat host chat join “ip” msg “text” fileshare host fileshare get “ip” “file name” note then : add || view || list calc theme matrix easteregg run “app” sysinfo and theres more to see even it got some Eastereggs ! Features -> Real filesystem navigation and file operations Graphical terminal interface LAN chat and group communication LAN file sharing User management and announcements Command history and command completion Multiple terminal themes Developer mode Built-in calculator and notes System information Search, tree, head and tail utilities Konami code and other Easter eggs Time-sensitive greetings and shell customization Networking (makes it even Cool and Unique) YSH v10 includes LAN chat between YSH instances. Set your name with name “username” Host a chat room with host Join a room with connect “ip” Send messages with msg “text” List connected users with listusers Send announcements with announce “message” Remove a user with kick “username” Leave a room with disconnect Stop hosting with stophost...
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1793681695.3388746
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1793768095.3388746
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37745
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Trail by @UmarFarooq | Stardance
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UmarFarooq
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1
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8.9
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71
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T11:47:14Z", "hours": 8.0, "multiplier": 17.54, "payout": 71, "blessing": "neutral", "text": "Completed “trail”, a version control system (VCS) Core Features included: Initialize a trail repository. Run trail init Commit the project with a message. Run trail commit 'commit_description' View Commit history. Run trail log --oneline Revert back to any commit in history. Run trail revert 'commit_id' Compresses the file contents before storing them It hashes the content of each file and sets that hash as the title of that file after it is compressed. Now, it also supports nested files and folders (stores history for all the nested files/folders). Push your code to GitHub seamlessly. Pull code from GitHub How it works? Step-by-step workflow You run trail init , it initializes an empty trail repository. When you have completed a specific feature of your project, run trail commit 'commit_desc' to save a snapshot of current state of your project in history. Stores the current state of your project in .trail/history.json file. View commit history by trail log --oneline . If you want to go back to a specific commit in history, just run trail revert 'commit_id\" . (Get commit id by running ‘trail log –oneline’) Push code to GitHub using trail push owner/repo --token GITHUB-PAT --branch main Pull code from GitHub using trail pull owner/repo --token GITHUB-PAT --branch main How to generate a GitHub Personal Access Token (PAT): Go to Settings > Developer Settings > Personal Access Tokens > Tokens (classic) (or Fine-grained tokens ). Click Generate new token . Give your token a Note (description) and set an Expiration period. Select the required scope ( repo ) Click Generate token at the bottom. Copy and save your token immediately — GitHub will not show it to you again! Where history is stored? All the history of your project is stored in a .trail folder. The structure of .trail is: my-project/ │ ├── .trail/ │ ├── compressed/ │ └── history.json │ ├── file1.js ├── package.json └── ... history.json stores metadata for every commit. Each commit contains: Commit ID Commit message Date Mapping of project filenames to compressed file hashes { \"commitId\" : \"...\" , \"parentId\" : \"...\" , \"commitDesc\" : \"Added authentication\" , \"date\" : \"...\" , \"files\" : { \"index.js\" : \"af82bd73...\" , \"src/app.js\" : \"b17de09a...\" } } Suggest any other features you want to be in “trail”. I would love to get the feedback and improvement suggestions.", "repo": "https://github.com/umar-farooq-5757/trail", "demo": "https://www.npmjs.com/package/@umarfarooq57/trail"}]...
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[{"post_id": 53952, "ts": "202 [{"post_id": 53952, "ts": "2026-08-24T17:39:03Z", "hours": 0.9044, "text": "Devlog 05 Fixed the trail revert \"commitId\" bug that was requested by a stardance reviewer. Plus, some other improvements."}, {"post_id": 49547, "ts": "2026-08-18T12:55:21Z", "hours": 3.5989, "text": "Devlog 04 Added the feature of pushing and pulling the code to GitHub using GitHub PAT (Personal Access Token) and octokit. How to do this? Push: trail push owner/repo --token GITHUB-PAT --branch main Pull: trail push owner/repo --token GITHUB-PAT --branch main"}, {"post_id": 33298, "ts": "2026-07-23T02:47:14Z", "hours": 0.7786, "text": "Devlog 03 Welcome to devlog 3 of trail, I have made some changes in src/commands/revertBack.js so it can bring back nested folders and files also when user runs trail revert commitId . Future goal: Enable users to push and pull code from GitHub. It is a complex task, but I will try my best to implement this."}, {"post_id": 32907, "ts": "2026-07-22T11:32:17Z", "hours": 2.1314, "text": "Devlog 02 Modified the structure of history.json to support nested files also. Before it, trail only saved commit data for root level files. Before: { \"commitId\" : \"...\" , \"commitDesc\" : \"Added authentication\" , \"date\" : \"...\" , \"files\" : { \"index.js\" : \"af82bd73...\" , \"app.js\" : \"b17de09a...\" } } After: { \"commitId\" : \"...\" , \"commitDesc\" : \"Added authentication\" , \"date\" : \"...\" , \"filesAndFolders\" : { \"D:\\\\Projects\\\\my_project_1\\\\file1.txt\" : \"af82bd73...\" , \"D:\\\\Projects\\\\my_project_1\\\\src\\\\app.js\" : \"b17de09a...\" } }"}, {"post_id": 32294, "ts": "2026-07-21T11:28:05Z", "hours": 1.6164, "text": "Devlog 01 Welcome to “trail”, a version control system built on the same core principles as Git. Features: Takes a snapshot of the current state of your project. View all the commit history using ‘trail log –oneline’. Revert back to a specific commit in history. Note: It currently supports only root level files (no nested folders), but I’m actively working on it to expand its features."}]...
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Title: Trail by @UmarFarooq | Stardance
Devlogs:
Title: Trail by @UmarFarooq | Stardance
Devlogs:
Devlog 01 Welcome to “trail”, a version control system built on the same core principles as Git. Features: Takes a snapshot of the current state of your project. View all the commit history using ‘trail log –oneline’. Revert back to a specific commit in history. Note: It currently supports only root level files (no nested folders), but I’m actively working on it to expand its features.
Devlog 02 Modified the structure of history.json to support nested files also. Before it, trail only saved commit data for root level files. Before: { "commitId" : "..." , "commitDesc" : "Added authentication" , "date" : "..." , "files" : { "index.js" : "af82bd73..." , "app.js" : "b17de09a..." } } After: { "commitId" : "..." , "commitDesc" : "Added authentication" , "date" : "..." , "filesAndFolders" : { "D:\\Projects\\my_project_1\\file1.txt" : "af82bd73..." , "D:\\Projects\\my_project_1\\src\\app.js" : "b17de09a..." } }
Devlog 03 Welcome to devlog 3 of trail, I have made some changes in src/commands/revertBack.js so it can bring back nested folders and files also when user runs trail revert commitId . Future goal: Enable users to push and pull code from GitHub. It is a complex task, but I will try my best to implement this.
Devlog 04 Added the feature of pushing and pulling the code to GitHub using GitHub PAT (Personal Access Token) and octokit. How to do this? Push: trail push owner/repo --token GITHUB-PAT --branch main Pull: trail push owner/repo --token GITHUB-PAT --branch main
Devlog 05 Fixed the trail revert "commitId" bug that was requested by a stardance reviewer. Plus, some other improvements.
Ships:
Completed “trail”, a version control system (VCS) Core Features included: Initialize a trail repository. Run trail init Commit the project with a message. Run trail commit 'commit_description' View Commit history. Run trail log --oneline Revert back to any commit in history. Run trail revert 'commit_id' Compresses the file contents before storing them It hashes the content of each file and sets that hash as the title of that file after it is compressed. Now, it also supports nested files and folders (stores history for all the nested files/folders). Push your code to GitHub seamlessly. Pull code from GitHub How it works? Step-by-step workflow You run trail init , it initializes an empty trail repository. When you have completed a specific feature of your project, run trail commit 'commit_desc' to save a snapshot of current state of your project in history. Stores the current state of your project in .trail/history.json file. View commit history by trail log --oneline . If you want to go back to a specific commit in history, just run trail revert 'commit_id" . (Get commit id by running ‘trail log –oneline’) Push code to GitHub using trail push owner/repo --token GITHUB-PAT --branch main Pull code from GitHub using trail pull owner/repo --token GITHUB-PAT --branch main How to generate a GitHub Personal Access Token (PAT): Go to Settings > Developer Settings > Personal Access Tokens > Tokens (classic) (or Fine-grained tokens ). Click Generate new token . Give your token a Note (description) and set an Expiration period. Select the required scope ( repo ) Click Generate token at the bottom. Copy and save your token immediately — GitHub will not show it to you again! Where history is stored? All the history of your project is stored in a .trail folder. The structure of .trail is: my-project/ │ ├── .trail/ │ ├── compressed/ │ └── history.json │ ├── file1.js ├── package.json └── ... history.json stores metadata for every commit. Each commit contains: Commit ID Commit message Date Mapping of project filenames to compressed file hashes { "commitId" : "..." , "parentId" : "..." , "commitDesc" : "Added authentication" , "date" : "..." , "files" : { "index.js" : "af82bd73..." , "src/app.js" : "b17de09a..." } } Suggest any other features you want to be in “trail”. I would love to get the feedback and improvement suggestions....
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1793681694.181773
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1793768094.181773
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12569
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NeneUI (@neneys/ui) by @pksmkwe26 | Stardance
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pksmkwe26
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3
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85.0
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1589
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T15:27:39Z", "hours": 2.0, "multiplier": 17.82, "payout": 30, "blessing": "neutral", "text": "@neneys /ui - NeneUI It is an Server-Driven UI Library Which Interpretes TypeScript into an Native Rendered Flutter Widget. Basically, You can write your Entire App in TypeScript and It gets Rendered Into Native Flutter Widgets without WebView. The Final Ship! I’m shipping the final @neneys /ui for everyone. Thank you for reviewing my project for the final time. Thanks to Stardance for encouraging me to help make this large project myself. But Wait What is This? You have an App, You want to Change it’s UI but you don’t want to wait 4-5 days for the review of App Store to pass, So you change the UI Server-Side and Poof! User Interface updated for everyone even without updating the App Examples There are now examples bundled with NeneUI Testing Kit, One is an AI Chat Application and other is called NeneWorld with Pokedex and Weather API and Country API uses to showcase the Widgets Conclusion There were alot of challenges while making this library with my Laptop dropping to 0.47GHz at random moments and searching the pub.dev docs for shadcn_flutter and upgrading sub-libraries and testing stuff the major headache being the Navigation and Web Support (SEO is done via PHP to show Web Crawlers meangingful HTML to index). Thank you for reviewing my project and Thanks to stardance for providing an platform. Love you all :3 💖", "repo": "https://github.com/kwe26/neneui", "demo": "https://www.npmjs.com/@neneys/ui"}, {"ship_num": 2, "ts": "2026-10-24T12:40:09Z", "hours": 45.0, "multiplier": 19.25, "payout": 872, "blessing": "neutral", "text": "@neneys /ui - NeneUI It is an Server-Driven UI Library Which Interpretes TypeScript into an Native Rendered Flutter Widget. Basically, You can write your Entire App in TypeScript and It gets Rendered Into Native Flutter Widgets without WebView. Why? We need Server-Driven UI to ensure that we do not need to update an entire app for a little UI changes or even major overhauls of the App Interface, We could just change it on Server-Side and updated without going through the process of Approval and such. Major Updates After the Previous Ship NeneUI Testing Kit has been buffed with Debug Bar and More Platforms Support for WebSocket Rendering Web Support (along with SEO PHP for Web Crawlers) Memory/GPU Leak issues fixed! Advanced & Improved + Detailed Documentation Decorated README.md Documentation The New Documentation is now written in Docsaurus and hosted in Github Pages at https://kwe26.github.io/neneui/ along with the NeneUI Testing Kit at https://kwe26.github.io/neneui/tester . While it took alot of time documenting each working Widgets but it has now made using @neneys /ui more easier. New Widgets That were Added NeneDisplay and NeneNavbottom - Theese Two Widgets Now help you construct an Bottom Bar with Various Pages as Content that can be now switched from one place to another without reloading the entire page. Layouts and Layout - This allows you to put many Content on Side of Each Other and allow you the drag wheel to drag and arrange the size. WebSocket Widget - It can also render Widgets over WS live real-time making it an really useful feature. Some New Action Callbacks were also added such as SOFTRELOAD that softly reloads the UI without changing the states and maintains the UI. DebugBar The Testing Kit Now includes and Debug Bar to help Developers Reload the UI or check the #id Declarations and Variables Value NeneDesktopRuntime An Desktop Runtime that is WIP but could help replace Electron.js where everything is WebView and sucks alot of ram. But NeneDesktopRuntime can render the Widgets with TypeScript into Native Widgets. Examples There are now examples bundled with NeneUI Testing Kit, One is an AI Chat Application and other is called NeneWorld with Pokedex and Weather API and Country API uses to showcase the Widgets FAQ Page An FAQ Page has been added to ensure the Users dont get stuck somewhere in the library and could get some reference on it Such as the Linux issue with quickjs where the fix is provided. Conclusion There were alot of challenges while making this library with my Laptop dropping to 0.47GHz at random moments and searching the pub.dev docs for shadcn_flutter and upgrading sub-libraries and testing stuff the major headache being the Navigation and Web Support (SEO is done via PHP to show Web Crawlers meangingful HTML to index).", "repo": "https://github.com/kwe26/neneui", "demo": "https://www.npmjs.com/@neneys/ui"}, {"ship_num": 3, "ts": "2026-08-21T15:35:04Z", "hours": 38.0, "multiplier": 18.11, "payout": 687, "blessing": "neutral", "text": "I made an Server-Side Rendering Library for Flutter, You write the Code in TypeScript and the Flutter Renderer (i named it Daikon) parses it into Native Code, Without WebViews! Completely Native. The Challenges i faced were, how to like index the widgets to be used while JSON becomes parsed and the handling of #ids and most importantly, ForEach Option and the JS Option. I used shadcn_flutter for UI Elements that were rendered, i really like shadcn_flutter’s Design. it’s really cool. I tried to keep it as much as user-friendly as possible, by adding TypeScript Types so VSCode Auto-complete could work. I have also added File Uploads feature with In-Memory Image Display too, if it’s an Image, it is really helpful, even with Server Callbacks and such things Theese are necessary for an production application. And Actions such as TOAST, DIALOG, NAVIGATE, etc. This is the intresting part too!! You can try out the library at https://www.npmjs.com/@neneys/ui for testing it out! While the docs is still not complete, i hope that the documented Widgets could work for your expirment too! I plan to continue this Library even after the program ends!! Love you all! 🥰", "repo": "https://github.com/kwe26/neneui", "demo": "https://www.npmjs.com/@neneys/ui"}]...
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[{"post_id": 83759, "ts": "202 [{"post_id": 83759, "ts": "2026-10-28T15:23:58Z", "hours": 0.5297, "text": "Devlog (No. 31) - Thank you NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Thanks to everyone for supporting me throught Stardance from when i had started the Project. I will continue @neneys /ui on Coral Hackclub if i get enough time. I’m really thankful to Stardance which encouraged me to write this large project. Thanks Love you all :3"}, {"post_id": 83013, "ts": "2026-10-26T15:39:21Z", "hours": 0.7169, "text": "Devlog (No. 30) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Changes Update some parts of Daikon Debugger and removed some unnessary codes. Extended Debugger Width Desktop Runtime with unused RPC (will work on it) Explanation Diagram Drawn an Explanation Diagram on Figma that shows how Interface and Callbacks works, hope it’s good and does give some idea about @neneys /ui Thanks for reading this minidevlog.!! Love you all <3"}, {"post_id": 82939, "ts": "2026-10-26T10:19:02Z", "hours": 0.4383, "text": "Devlog (No. 29) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere About the Memory Leak Issue being Fixed Many People in Review told me how did the Memory Leak get fixed and what was the cause of it? Blog Link May not open now, Since it hasn’t been built yet Docs Changes So, Here’s the docs with it being documented in the blog will be available once Github Actions Finishes Updated Debugger I’m working on a updated @neneys /ui Debugger to be more ease-to-use. Will be finished in a less time, The Debugger will allow the ease of accessing and modifying an Widget Data for the Session and manipulate Shared Preferences. Thanks for reading!! Love you all >3 ❤️"}, {"post_id": 82256, "ts": "2026-10-24T12:15:40Z", "hours": 2.1886, "text": "Devlog (No.28) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere README.md README.md has been improved alot with visual designs and details with Links and References Provided too and some Yashiro Nene based Images. Figma File is provided in link. Docs Updates The Home Page of Docs has been updated to look better and provide more information about NeneUI. The Docs Is now extended and now includes more information about implemented Widgets and Link to NeneUI Testing Kit NeneUI Testing Kit The NeneUI Testing Kit has been updated to show examples of @neneys /ui One being an AI Chat Application and other being an random Test with Pokedex, etc. Nene Desktop Runtime While Still Work in Progress, You can now follow the docs to Launch and test the Desktop Runtime. The Desktop Runtime is a standalone application that could embed @neneys /ui in it and Make Desktop Applications with just TypeScript. A Stable Release NeneUI will be released as a stable version 1.0.0 with Pub.dev and NPM Versions available soon as possible and will be kept updated Thanks for your support till 1.0.0 Release! I hope we meet soon! Thanks <3333"}, {"post_id": 82065, "ts": "2026-10-23T17:57:50Z", "hours": 3.3633, "text": "Devlog (No.27) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere JavascriptEngine JavaScriptEngine({…}) which could control Whether JS should be enabled or not and how much stackSize should be specified. xhr should be enabled or disabled SEO Support for Flutter Web With the Help of PHP to Render Text, Image and some minimal data. PHP can provide basic Page to Crawlers requesting the site. So that SEO could be utilised. However, PHP Version Selection is limited to only allow the recently patched PHP versions for Security Reasons. Github Actions Added Nene Desktop Runtime to be built in Github Actions Bug FIxes @neneys /ui had a Critical Memory and GPU Leak issue which kept the GPU usage at constant high even when not being used and being left Idle. Docs Updates JavaScript Execution and SEO Setup are now documented in the Docs and pub.dev and npmjs packages are now updated NeneUI Testing Kit NeneUI Testing Kit are now available on Web https://kwe26.github.io/neneui/tester However It could only open HTTPS and Cors (*) Apps only and is kind of limited with some JS Execution Issues. The User Interface of Testing Kit is also quite updated. Close to Release NeneUI is now Close to being 1.0.0 Release finally! Within 1-2 devlogs i’ll be shipping soon.!! Thanks for reading! Love you <3!"}, {"post_id": 81857, "ts": "2026-10-22T19:16:50Z", "hours": 1.7314, "text": "Devlog (No.26) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Web - Platform Support Finally, @neneys /ui is now supported on Web (Flutter Web). The Inconsistencies are now managed making @neneys /ui work directly on Web Too. *Limitations on Web * Same as Flutter Web - It’s hard for crawlers to idenitfy content of web pages. I’m trying to fix that issue by double-rendering. Mostly by Setting-up an PHP to Interept the UI into HTML for Crawlers Making SEO work good! README.md Changes FAQ Added into README (Address the Linux Compile Issue in FAQ related to quickjs_engine) More Decorative Elements Github Actions Nene UI Testing Kit finally compiles on all 5 (Windows, Linux, Android, iOS, macOS) successfuly. Linux, macOS - May require libmpv to be installed or available on system path We seem to be very close to first v1 Release with maximum widgets and support. Thanks for Reading!! I love you all 3<.!!!"}, {"post_id": 81525, "ts": "2026-10-21T16:05:35Z", "hours": 4.5514, "text": "Devlog (No.25) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget Layouts Layout Layouts and Layout It helps you make an Layout on Screen as show in Screenshot. And It can be arranged via an Handle too, It supports unlimited Layout on Screen as much as space is there. Removed Removed Skeleton Widget from Docs as it was no-longer rendering properly README.md The README.md is now updated with some Images and Decorative Work for looking more nicer and attractive New Action New Action such as ACTION.SET_DISPLAY_INDEX and ACTION.CLOSE_OVERLAY AlertDialog is now documented under FeedBack Section Nene Desktop Runtime Nene Desktop Runtime is half-done and still has some issues, will try to fix it and make it install and run Apps soon! Thanks for reading!! I love you all >3"}, {"post_id": 80207, "ts": "2026-10-16T18:56:50Z", "hours": 2.6222, "text": "Devlog (No.24) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere WebSocket Support NeneUI now supports WebSocket Rendering and Execution WebSocket ({ url : \" ws://localhost:3500/ws/home \" , }) What Can it Do? Show Widgets Over WebSockets Execute Actions Use Cases? ChatBots Live News? Messaging? New Action Action.SEND_SOCKET Uses FormSubmitAction as Parameter with :socket: as the callbackPath New Functions SendWidget(socket, Widget) SendAction(socket, DoAction) Thanks for Reading! Love you all readers >3!"}, {"post_id": 79450, "ts": "2026-10-14T01:34:11Z", "hours": 2.6942, "text": "Devlog (No.23) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Features Shared Preferences ReqType Action.SOFT_RELOAD SharedPreferences You can use SET_PREFS and REM_PREFS Action to Set or Remove and PREF_EXISTS with exists and not parameters for functions GetPrefs When ReqType.POST is present you could use GetPrefs to get the preference value in UI/Callback Route GetFile Returns File Uploaded’s Path as in uploads/file.extension only works in Callback as that’s the place where you could recieve file. Action.SOFT_RELOAD Reloads the Screen without Changing any State or Position of Page. Other Changes :- Remove Old docs/ folder and SKILL.md for AI Agents to utilise NeneUI properly Thanks for reading. love you all 🥰🥰"}, {"post_id": 77906, "ts": "2026-10-08T18:28:36Z", "hours": 0.7811, "text": "Devlog (No.22) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere NeneWorld - An Sample App NeneWorld is an Sample App for @neneys /ui Showcasing some Little Things of NeneUI. *Who Made It? : * Claude! Yes SKILL.md is coming soon to everyone, where the AI can read SKILL.md and create an App using NeneUI Library. Features? of this Sample App Demo of NeneBottomnav, NeneDisplay Images Buttons and Callback Pokedex Dw, Only the Sample is AI-written, The Main Project @neneys /ui Library is still an human-made project. And i do not want AI to take over NeneUI and write it itself, that would ruin this Library Why Skill.MD? So, that Users Can make an App using NeneUI and also ask AI For Help where they feel stuck. Tho it consumes tokens alot, cus NeneUI is becoming an more larger library Excuz me what is NeneUI? As i told earlier, NeneUI allows you to write the entire App UI in TypeScript and Render it Server-Side and produce in front of User. AND NO NENEUI IS NOT A WEBVIEW. It translates TypeScript into NATIVE Flutter Widgets. So the Interface feels native and uses Less RAM in this RAM Crisis Economy. Status? NeneUI is still in early stages, as i consider it. It still lacks many things such as an shared_preferences Implementation, WebSockets and proper Secure JavaScript Execution System. Conclusion I love if i get even tiny support for NeneUI and the people reading this devlog, I love you all who support me ;) Love you >3… Thanks for reading…!!!!"}, {"post_id": 77561, "ts": "2026-10-07T14:14:36Z", "hours": 1.3781, "text": "Devlog (No.21) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget & Major Feature Added NeneDisplay to Change the Area of the Screen with a custom route, Like we see on normal apps. NeneDisplay It follows the index of bottomNavbar (or prescribed Variable) and loads the corresponding Page on the Area specified. Only Scaffold Body as a whole is supported as of now. NeneDisplay ({ urlMap : { 0 : \" /ui/route_a \" , 1 : \" /ui/route_b \" } }) It has urlMap and followIndex arguments only. Quick Note: It does not create a complete new Nene IDDB, It exists on top of the existing one so the variables do not disappear that were assigned by previous page . Thanks for reading today!! I hope your day goes well Love you all >3"}, {"post_id": 77257, "ts": "2026-10-06T09:21:43Z", "hours": 1.04, "text": "Devlog (No.20) - A tiny update NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere CUSTOM WIDGET YAY!!!! NeneBottomNavbar Bottom Navigation Bar for NeneUI Apps! With Two Types for Now normal , float About NeneNavbottom and NeneNavItem are the new widgets added. Any New Widget? Yes, NeneSidebar as well and NeneDisplay for Route and SPA System THANKS for Reading !!! Love you all."}, {"post_id": 76497, "ts": "2026-10-03T19:12:05Z", "hours": 1.4064, "text": "Devlog (No.19) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Changes Added a Mouse Hover Effect like in Inspect Element for Debug Bar Docs Changes Added Docs about SingleChildScrollView Compare & Variables Documentation Breadcrumbs Future Changes Custom Widgets Layout Widgets mostly Custom BottomNavBar Possible WebUI for SEO Purposes I’ve planned with PHP, Next.js but i have to yet choose which one would be easier to implement and best SEO. I’m having a slight fever, so i’m unable to update many things i’ve planned in my mind, i apologise for it. Anyways Thanks everyone, Love you for the support ❤️"}, {"post_id": 74963, "ts": "2026-09-28T18:21:51Z", "hours": 2.1094, "text": "Devlog (No.18) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Feature & Changes Changed Overlay Circular Progress Indicator to LinearProgressIndicator near AppBar for Form Submit New Action RELOAD UI (Soft-reloads UI) DebugBar (A.k.a Orb) Stays always active Docs Changes Add Layouts Docs (Column,Row) Avatar Widget Docs Button, ButtonGroup MainAxis, CrossAxis Documented That’s it for today, Thanks for Reading!!"}, {"post_id": 74142, "ts": "2026-09-26T19:17:54Z", "hours": 2.5919, "text": "Devlog (No.17) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes Fix where Height/Width of Image’s Default Value was always 0. Docs Progress Added Content Documentation Added Feedback Widgets Docs such as Progress, CircularProgressIndicator, etc. Experiment Tried to Experiment with Rust Renderer, It did not work as i don’t know rust much properly Desktop Apps - Planning Update I’ve planned to make the Desktop Apps be static but built from TypeScript and Bundle Flutter + Bun Shipping Desktop Apps. Stardance Example In the Stardance Example, I’ve added Banner Images Support if available and Creation Date and Devlog Count. More to come on the way. Thanks for reading everyone Love you all >3….."}, {"post_id": 73495, "ts": "2026-09-25T07:31:02Z", "hours": 2.2736, "text": "Devlog (No.16) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes in NeneUI Fixed a Bug where Padding caused Null Error in Some Widgets Fixed Card not having color passed down to UI Renderer Docs Updates The Documentation of Actions and Forms is now Complete!! Next Up Feedback and more! Example App (WIP) The Example app is located in stardance_ui.ts <– It’s an utilisation of Stardance API to show something and render it in NeneUI! (It’s in very very early stage also it’s letting me discover more stability bugs along with it.) Info on Plugins I’m planning to pause on Plugins development and not include the @neneys /payments plugin in Testing Kit for Now. Desktop App (Electron-like Solution) - [Planned] I’m planning to make an Electron-like Framework but instead of Chromium we’ll use NeneUI to render the Desktop App. Thank you for reading!! I love the readers ;)"}, {"post_id": 72332, "ts": "2026-09-22T17:57:30Z", "hours": 2.1519, "text": "Devlog (No.15) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere What’s New in Docs? -> I’ve Separated Base Components and Form Components -> TextField, ColorPicker, CheckBox Docs Added -> Sample Callback has been added What’s Next? Add Actions and DoAction Docs and Explaining Callbacks Navigation System What did i discover? Appearently if you do not have Scaffold in a new page, Flutter makes it completly black page. It seems like Scaffold is required to be defined from NeneUI Server-Side. Plans in NeneUI Implement More Controlled JavaScript Environment and Allow Enabling and Disabling JavaScript. Restrictions and More Functions to Manipulate Widgets One More thing Apparently, The NPM Package and Flutter Package is recieving alot of Downloads in week, idk how, But I’m very happy and i really want to thank them. . Anyways . Thank you for reading my devlog. Love you all!!!! 🥰🥰"}, {"post_id": 70646, "ts": "2026-09-19T14:48:32Z", "hours": 3.0544, "text": "Devlog (No.14) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Docs, Finally! Tho it’s not complete but foundation is now laid! Using Docsaurus for the Docs Changes in NeneUI? Upgrade Sample App Version Publish 0.0.6 to Dart for Combability Docs is available at https://kwe26.github.io/neneui/ NeneUI is becoming more and more productional! New Features & Bug Fixes Coming on the WAY!!! NOTE: Only a few components are documented as of now! Thanks for Reading Love you all 😘😘"}, {"post_id": 69490, "ts": "2026-09-17T04:53:57Z", "hours": 7.1178, "text": "Devlog (No.13) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes And Improvements Fix Bug where FormSubmit would .pop the context out Upgrade flutter_js to flutter_quickjs Improve NeneUI Testing Kit for Android Setup Plugins Support New Features @neneys /payments - Yes, You can Accept Payments from NeneUI now too! Docs - Working on a Documentation based on Docusaurus What’s Next? Improving JS Execution and Making it More Secure Working on Form Submission to fix some issues An Proper Docs for every Humans! Making @neneys /payments on Flutter to use url_launcher or Native Plugins instead of rendering it in Web, would be better. More Plugins!! Hey, i’ve been thinking would it be good idea, if we make it an Electron like Windows/Linux/macOS App Making too but instead of Chromium it’ll be flutter render?? Thanks, kwee26 Love you all 🥰"}, {"post_id": 67573, "ts": "2026-09-13T18:27:12Z", "hours": 1.0572, "text": "Devlog (No.12) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes & Improvements Larger Files Now Do not Freeze The Entire App It can now process Large Files (e.g. Ubuntu ISO) A Single Error in Widget (exclusion of RenderOverflows) now don’t block entire app, As seen in Screenshot (2) below Error Handling has been improved. Re-Designed: NeneUI Testing Tool It has been Renamed into NeneUI Testing Kit It now has a Nice Looking UI with Nene in Right! Links to Project now included and Confirmation of Launch App and Plugins Selection Anyways, That’s it for Today! Thank you! Love you all 🤞🥰"}, {"post_id": 67046, "ts": "2026-09-13T02:51:26Z", "hours": 2.0111, "text": "Devlog (No.11) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget (as a plugin) : VideoFrame Widget, Currently this is an prototype and i don’t gurantee complete stableness in this VideoFrame. Other Major Changes Migrated to Latest Flutter SDK Removed Material Mentions Upgraded shadcn_flutter New Fatal Error When Starting up I have re-designed the Fatal Error when NeneUI couldn’t be initialized for some reason, now you can Try Again or even copy the Stacktrace on why is it happening What are the plans? Improve Stability & Performance Focus more on Documentation Theese Suggestions were given by Anon in Review, and i think i should focus on them more. And that’s it for now Thank you, for reading Love you all 😘😘"}, {"post_id": 65523, "ts": "2026-09-10T18:36:33Z", "hours": 1.1789, "text": "Devlog (No.10) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Here are the changes that were made and are planned NeneUI Tester Pre-hosted NeneUI Examples @neneys /payments system Video, Audio Players Custom Widget SharedPreferences Please suggest more changes that can be added to @neneys /ui Love you all ❤️"}, {"post_id": 51713, "ts": "2026-08-21T15:22:14Z", "hours": 5.1417, "text": "Devlog (No.9) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I hope this is the last Devlog, before shipping the first version Here’s the List of Changes made Added an Sample Project Extended Docs and Readme.md Fixed Bugs in TS Library Themes Support! showDialog -> showOverlay Package Renamed to as @neneys /ui I really love this project, i always hoped for an Remote Server Side Native UI Rendering, And here we are with first release!!! I hope for your genuine support and love for this project! Thanks, I love everyone ❤️ !"}, {"post_id": 30251, "ts": "2026-07-17T17:55:58Z", "hours": 6.4769, "text": "Devlog (No.8) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve thought of more useful features and added them as well, and you will love it Here are the list of the features i’ve added File Uploads!! Breadcrumbs PropsReplacement Improved Nene HTTP ColorPickers! Some Docs Image Memory File uploads was the hardest part to do, it took a lot of time debugging and working around then there was loading image from memory i had to figure out what to do, so i just made it to load the selected file from memory Known Funny Issue: Please don’t try uploading a GB worth of file, it freezes up your system, i think i may try writing an exception that prevents 500MB+ file being uploaded otherwise it’s disaster I’m planning to ship 1st release by next blog soon enough, working on it from now on so it would be easier for everyone to use it Here’s the Screenshot"}, {"post_id": 15198, "ts": "2026-06-24T18:20:21Z", "hours": 5.385, "text": "Devlog (No.7) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve been thinking and working on new features which would make it possible for NeneUI to be used productionally by all the developers New Features ForEach Widget Support to ForEach Terms Column ( ' #forEachTest ' , { mainAxisAlignment : MainAxis . start , crossAxisAlignment : CrossAxis . start , foreach : true , children : ForEach ( ' #forEachW ' , { varToForEach : \" testMap \" , namespaceVar : \" testMap \" , child : Row ( ' #roWCh ' , { children : [ Text ( ' #TextABC ' , { text : Var ({ template : \" Hello, %1 (%2) \" , variable : \" for.title,for.gender \" }) }) ] }) }) }) The Code ForEach will only work inside children:[] where multiple widgets can be rendered Such as Row, Flex, Table Frame Widget Frame ( ' #frame ' , { framePath : \" /ui/test \" }) This Widget Functions just like IFrames in HTML to render something inside another page Table Widgets The Table Widgets Include Table , TableCell , TableFooter , TableRow , TableSize DatePicker Widget DatePicker ( ' #dtp ' , { mode : PromptMode . dialog , defaultDate : DateTime . now () }) PromptMode and DateTime are now integrated within Core.ts JavaScript Code Execution!! YOU CAN NOW EXECUTE JAVASCRIPT CODE TOO!! DoAction ( Action . JAVASCRIPT , `console.log(\"Var: \"+getVariable(\"#userName.controller\")); action(' ${ Action . SHOW_TOAST } ', Date.now() + ' Hello World ' + getVariable(\"#userName.controller\"));` ) Currently Using flutter_js which in turn uses QJS behind the scenes Modifications Image now supports Variable URL Support as well showScaffold Flag has been added to Daikon Renderer for Frame Planned Stuffs ListView and GridView Support in Future Updates Usable JS Features OTP Input and More Shadcn_flutter Widgets Thanks for Reading!!!!"}, {"post_id": 8648, "ts": "2026-06-14T11:32:13Z", "hours": 5.4906, "text": "Devlog 7 . Context: it is an Server-Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code or re-compiling the app. . . New Features Added NeneHTTP and NeneCallback for Callback (IPC-like) Add AlertDialog Support Add HoverCard Widget Improve Types of Widgets to Ensure Easy Integration Remove Unused Imports Half-Done ForEach Support, Quite Difficult but will try to implement it soon. FormSubmit Button Widget Added Widget Props Manipulation as well to Manipulate or Replace Widget at any place. . I’m working on more new features to integrate, hopefully they get integrated with ease."}, {"post_id": 7465, "ts": "2026-06-12T13:27:31Z", "hours": 5.6386, "text": "Devlog 6 . . Context: It is an Server Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code and re-compiling the entire app. . New Features Introduced CheckBox and TextField widgets with state reading support Added Context Menu functionality for various widgets Added NavigationItem, NavigationGroup, and NavigationDivider components Implemented Compare() for conditional UI rendering Added Refresh Interface option in Daikon Debug Integrated Iconify API for dynamic icon resolution and rendering . . I Plan to add More Features sooner enough. Completing NeneUI."}, {"post_id": 6281, "ts": "2026-06-10T15:43:26Z", "hours": 2.4778, "text": "Devlog #5 . Project Context: . This is a Server Side Rendering Library for Flutter that allows you to update the User Interface of app without completely re-building the app granting control from server-side and natively render all widgets instead of WIdget. . . In This Update I’ve added Image Widget Complete Support in Daikon Renderer along with SVG Support Daikon Debugger Variable Display and Setting ButtonGroup Widget too! You can see the attached video!!."}, {"post_id": 5810, "ts": "2026-06-09T18:58:11Z", "hours": 1.1883, "text": "Devlog #4 . Context for thoose who don’t know: I’m making an Server Side Rendering Library, Where You can Update your App without updating the entire app everywhere. Write in JS, Works in FLutter . Updates: Add New Widgets such as Card, Image, Feedback Widget (CircularProgressIndicator, LinearProgressIndicator, Button), Add Actions for Simple Reactivity . It uses the ID_Database to Manage Visibility of Widgets (Demo Given), The Actions can also invoke Navigation Push and Push Replace. and Also Show TOAST!! . Hope to see more coming changes soon to make it productional use ;) 😋. Thanks Kiwi"}, {"post_id": 5536, "ts": "2026-06-09T10:51:53Z", "hours": 2.0575, "text": "Devlog #3.1 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve added Some More Widgets such as Card, Image, Expanded, Container support to Flutter Render too! . Some Feedback Widgets are also added such as CircularProgressIndicator and LinearProgressIndicator . I’m also planning on idDatabase Manipulation and doAction() to perform actions as well. . I’m planning on to adding more and also an Tiny JS Runtime as well for Reactivvity (i’ve planend it for now) . More things Coming ;) 🥰"}, {"post_id": 5395, "ts": "2026-06-09T04:36:02Z", "hours": 1.1511, "text": "Devlog #3 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve finally made it to parse and render the User Interface in Flutter, I’ts really minimal right now. . I’m focusing to add more Widgets and stuff and reactivity of widgets in the end. . There’s lot more things coming ;;33😉"}, {"post_id": 5041, "ts": "2026-06-08T18:19:18Z", "hours": 1.4267, "text": "I have partially done the flutter renderer, haven’t tested it yet. will continue working tomorrow."}, {"post_id": 4852, "ts": "2026-06-08T11:53:22Z", "hours": 1.4711, "text": "Hi there, I’m working on a Server Side UI Rendering Linking Flutter and JavaScript. . You will write the code in javascript and it will be converted into JSON, which the flutter will parse and render. it is much more effective than WebView Apps. . And Since it’s Native means Native Performance too. . Currently I’ve only added few widgets in TypeScript only. . Scaffold, Center, Container, EdgeInsets, Expanded, Padding, SizedBox, Column, Row, SingleChildScrollView, Flex, Text, TextStyle . And Some Enums as well. . I’ve not made Flutter Renderer Yet. The lib/* currently looks like."}]...
|
Title: NeneUI (@neneys/ui) by @pksmkwe26 | Stardan Title: NeneUI (@neneys/ui) by @pksmkwe26 | Stardance
Devlogs:
Hi there, I’m working on a Server Side UI Rendering Linking Flutter and JavaScript. . You will write the code in javascript and it will be converted into JSON, which the flutter will parse and render. it is much more effective than WebView Apps. . And Since it’s Native means Native Performance too. . Currently I’ve only added few widgets in TypeScript only. . Scaffold, Center, Container, EdgeInsets, Expanded, Padding, SizedBox, Column, Row, SingleChildScrollView, Flex, Text, TextStyle . And Some Enums as well. . I’ve not made Flutter Renderer Yet. The lib/* currently looks like.
I have partially done the flutter renderer, haven’t tested it yet. will continue working tomorrow.
Devlog #3 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve finally made it to parse and render the User Interface in Flutter, I’ts really minimal right now. . I’m focusing to add more Widgets and stuff and reactivity of widgets in the end. . There’s lot more things coming ;;33😉
Devlog #3.1 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve added Some More Widgets such as Card, Image, Expanded, Container support to Flutter Render too! . Some Feedback Widgets are also added such as CircularProgressIndicator and LinearProgressIndicator . I’m also planning on idDatabase Manipulation and doAction() to perform actions as well. . I’m planning on to adding more and also an Tiny JS Runtime as well for Reactivvity (i’ve planend it for now) . More things Coming ;) 🥰
Devlog #4 . Context for thoose who don’t know: I’m making an Server Side Rendering Library, Where You can Update your App without updating the entire app everywhere. Write in JS, Works in FLutter . Updates: Add New Widgets such as Card, Image, Feedback Widget (CircularProgressIndicator, LinearProgressIndicator, Button), Add Actions for Simple Reactivity . It uses the ID_Database to Manage Visibility of Widgets (Demo Given), The Actions can also invoke Navigation Push and Push Replace. and Also Show TOAST!! . Hope to see more coming changes soon to make it productional use ;) 😋. Thanks Kiwi
Devlog #5 . Project Context: . This is a Server Side Rendering Library for Flutter that allows you to update the User Interface of app without completely re-building the app granting control from server-side and natively render all widgets instead of WIdget. . . In This Update I’ve added Image Widget Complete Support in Daikon Renderer along with SVG Support Daikon Debugger Variable Display and Setting ButtonGroup Widget too! You can see the attached video!!.
Devlog 6 . . Context: It is an Server Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code and re-compiling the entire app. . New Features Introduced CheckBox and TextField widgets with state reading support Added Context Menu functionality for various widgets Added NavigationItem, NavigationGroup, and NavigationDivider components Implemented Compare() for conditional UI rendering Added Refresh Interface option in Daikon Debug Integrated Iconify API for dynamic icon resolution and rendering . . I Plan to add More Features sooner enough. Completing NeneUI.
Devlog 7 . Context: it is an Server-Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code or re-compiling the app. . . New Features Added NeneHTTP and NeneCallback for Callback (IPC-like) Add AlertDialog Support Add HoverCard Widget Improve Types of Widgets to Ensure Easy Integration Remove Unused Imports Half-Done ForEach Support, Quite Difficult but will try to implement it soon. FormSubmit Button Widget Added Widget Props Manipulation as well to Manipulate or Replace Widget at any place. . I’m working on more new features to integrate, hopefully they get integrated with ease.
Devlog (No.7) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve been thinking and working on new features which would make it possible for NeneUI to be used productionally by all the developers New Features ForEach Widget Support to ForEach Terms Column ( ' #forEachTest ' , { mainAxisAlignment : MainAxis . start , crossAxisAlignment : CrossAxis . start , foreach : true , children : ForEach ( ' #forEachW ' , { varToForEach : " testMap " , namespaceVar : " testMap " , child : Row ( ' #roWCh ' , { children : [ Text ( ' #TextABC ' , { text : Var ({ template : " Hello, %1 (%2) " , variable : " for.title,for.gender " }) }) ] }) }) }) The Code ForEach will only work inside children:[] where multiple widgets can be rendered Such as Row, Flex, Table Frame Widget Frame ( ' #frame ' , { framePath : " /ui/test " }) This Widget Functions just like IFrames in HTML to render something inside another page Table Widgets The Table Widgets Include Table , TableCell , TableFooter , TableRow , TableSize DatePicker Widget DatePicker ( ' #dtp ' , { mode : PromptMode . dialog , defaultDate : DateTime . now () }) PromptMode and DateTime are now integrated within Core.ts JavaScript Code Execution!! YOU CAN NOW EXECUTE JAVASCRIPT CODE TOO!! DoAction ( Action . JAVASCRIPT , `console.log("Var: "+getVariable("#userName.controller")); action(' ${ Action . SHOW_TOAST } ', Date.now() + ' Hello World ' + getVariable("#userName.controller"));` ) Currently Using flutter_js which in turn uses QJS behind the scenes Modifications Image now supports Variable URL Support as well showScaffold Flag has been added to Daikon Renderer for Frame Planned Stuffs ListView and GridView Support in Future Updates Usable JS Features OTP Input and More Shadcn_flutter Widgets Thanks for Reading!!!!
Devlog (No.8) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve thought of more useful features and added them as well, and you will love it Here are the list of the features i’ve added File Uploads!! Breadcrumbs PropsReplacement Improved Nene HTTP ColorPickers! Some Docs Image Memory File uploads was the hardest part to do, it took a lot of time debugging and working around then there was loading image from memory i had to figure out what to do, so i just made it to load the selected file from memory Known Funny Issue: Please don’t try uploading a GB worth of file, it freezes up your system, i think i may try writing an exception that prevents 500MB+ file being uploaded otherwise it’s disaster I’m planning to ship 1st release by next blog soon enough, working on it from now on so it would be easier for everyone to use it Here’s the Screenshot
Devlog (No.9) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I hope this is the last Devlog, before shipping the first version Here’s the List of Changes made Added an Sample Project Extended Docs and Readme.md Fixed Bugs in TS Library Themes Support! showDialog -> showOverlay Package Renamed to as @neneys /ui I really love this project, i always hoped for an Remote Server Side Native UI Rendering, And here we are with first release!!! I hope for your genuine support and love for this project! Thanks, I love everyone ❤️ !
Devlog (No.10) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Here are the changes that were made and are planned NeneUI Tester Pre-hosted NeneUI Examples @neneys /payments system Video, Audio Players Custom Widget SharedPreferences Please suggest more changes that can be added to @neneys /ui Love you all ❤️
Devlog (No.11) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget (as a plugin) : VideoFrame Widget, Currently this is an prototype and i don’t gurantee complete stableness in this VideoFrame. Other Major Changes Migrated to Latest Flutter SDK Removed Material Mentions Upgraded shadcn_flutter New Fatal Error When Starting up I have re-designed the Fatal Error when NeneUI couldn’t be initialized for some reason, now you can Try Again or even copy the Stacktrace on why is it happening What are the plans? Improve Stability & Performance Focus more on Documentation Theese Suggestions were given by Anon in Review, and i think i should focus on them more. And that’s it for now Thank you, for reading Love you all 😘😘
Devlog (No.12) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes & Improvements Larger Files Now Do not Freeze The Entire App It can now process Large Files (e.g. Ubuntu ISO) A Single Error in Widget (exclusion of RenderOverflows) now don’t block entire app, As seen in Screenshot (2) below Error Handling has been improved. Re-Designed: NeneUI Testing Tool It has been Renamed into NeneUI Testing Kit It now has a Nice Looking UI with Nene in Right! Links to Project now included and Confirmation of Launch App and Plugins Selection Anyways, That’s it for Today! Thank you! Love you all 🤞🥰
Devlog (No.13) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes And Improvements Fix Bug where FormSubmit would .pop the context out Upgrade flutter_js to flutter_quickjs Improve NeneUI Testing Kit for Android Setup Plugins Support New Features @neneys /payments - Yes, You can Accept Payments from NeneUI now too! Docs - Working on a Documentation based on Docusaurus What’s Next? Improving JS Execution and Making it More Secure Working on Form Submission to fix some issues An Proper Docs for every Humans! Making @neneys /payments on Flutter to use url_launcher or Native Plugins instead of rendering it in Web, would be better. More Plugins!! Hey, i’ve been thinking would it be good idea, if we make it an Electron like Windows/Linux/macOS App Making too but instead of Chromium it’ll be flutter render?? Thanks, kwee26 Love you all 🥰
Devlog (No.14) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Docs, Finally! Tho it’s not complete but foundation is now laid! Using Docsaurus for the Docs Changes in NeneUI? Upgrade Sample App Version Publish 0.0.6 to Dart for Combability Docs is available at https://kwe26.github.io/neneui/ NeneUI is becoming more and more productional! New Features & Bug Fixes Coming on the WAY!!! NOTE: Only a few components are documented as of now! Thanks for Reading Love you all 😘😘
Devlog (No.15) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere What’s New in Docs? -> I’ve Separated Base Components and Form Components -> TextField, ColorPicker, CheckBox Docs Added -> Sample Callback has been added What’s Next? Add Actions and DoAction Docs and Explaining Callbacks Navigation System What did i discover? Appearently if you do not have Scaffold in a new page, Flutter makes it completly black page. It seems like Scaffold is required to be defined from NeneUI Server-Side. Plans in NeneUI Implement More Controlled JavaScript Environment and Allow Enabling and Disabling JavaScript. Restrictions and More Functions to Manipulate Widgets One More thing Apparently, The NPM Package and Flutter Package is recieving alot of Downloads in week, idk how, But I’m very happy and i really want to thank them. . Anyways . Thank you for reading my devlog. Love you all!!!! 🥰🥰
Devlog (No.16) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes in NeneUI Fixed a Bug where Padding caused Null Error in Some Widgets Fixed Card not having color passed down to UI Renderer Docs Updates The Documentation of Actions and Forms is now Complete!! Next Up Feedback and more! Example App (WIP) The Example app is located in stardance_ui.ts <– It’s an utilisation of Stardance API to show something and render it in NeneUI! (It’s in very very early stage also it’s letting me discover more stability bugs along with it.) Info on Plugins I’m planning to pause on Plugins development and not include the @neneys /payments plugin in Testing Kit for Now. Desktop App (Electron-like Solution) - [Planned] I’m planning to make an Electron-like Framework but instead of Chromium we’ll use NeneUI to render the Desktop App. Thank you for reading!! I love the readers ;)
Devlog (No.17) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes Fix where Height/Width of Image’s Default Value was always 0. Docs Progress Added Content Documentation Added Feedback Widgets Docs such as Progress, CircularProgressIndicator, etc. Experiment Tried to Experiment with Rust Renderer, It did not work as i don’t know rust much properly Desktop Apps - Planning Update I’ve planned to make the Desktop Apps be static but built from TypeScript and Bundle Flutter + Bun Shipping Desktop Apps. Stardance Example In the Stardance Example, I’ve added Banner Images Support if available and Creation Date and Devlog Count. More to come on the way. Thanks for reading everyone Love you all >3…..
Devlog (No.18) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Feature & Changes Changed Overlay Circular Progress Indicator to LinearProgressIndicator near AppBar for Form Submit New Action RELOAD UI (Soft-reloads UI) DebugBar (A.k.a Orb) Stays always active Docs Changes Add Layouts Docs (Column,Row) Avatar Widget Docs Button, ButtonGroup MainAxis, CrossAxis Documented That’s it for today, Thanks for Reading!!
Devlog (No.19) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Changes Added a Mouse Hover Effect like in Inspect Element for Debug Bar Docs Changes Added Docs about SingleChildScrollView Compare & Variables Documentation Breadcrumbs Future Changes Custom Widgets Layout Widgets mostly Custom BottomNavBar Possible WebUI for SEO Purposes I’ve planned with PHP, Next.js but i have to yet choose which one would be easier to implement and best SEO. I’m having a slight fever, so i’m unable to update many things i’ve planned in my mind, i apologise for it. Anyways Thanks everyone, Love you for the support ❤️
Devlog (No.20) - A tiny update NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere CUSTOM WIDGET YAY!!!! NeneBottomNavbar Bottom Navigation Bar for NeneUI Apps! With Two Types for Now normal , float About NeneNavbottom and NeneNavItem are the new widgets added. Any New Widget? Yes, NeneSidebar as well and NeneDisplay for Route and SPA System THANKS for Reading !!! Love you all.
Devlog (No.21) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget & Major Feature Added NeneDisplay to Change the Area of the Screen with a custom route, Like we see on normal apps. NeneDisplay It follows the index of bottomNavbar (or prescribed Variable) and loads the corresponding Page on the Area specified. Only Scaffold Body as a whole is supported as of now. NeneDisplay ({ urlMap : { 0 : " /ui/route_a " , 1 : " /ui/route_b " } }) It has urlMap and followIndex arguments only. Quick Note: It does not create a complete new Nene IDDB, It exists on top of the existing one so the variables do not disappear that were assigned by previous page . Thanks for reading today!! I hope your day goes well Love you all >3
Devlog (No.22) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere NeneWorld - An Sample App NeneWorld is an Sample App for @neneys /ui Showcasing some Little Things of NeneUI. *Who Made It? : * Claude! Yes SKILL.md is coming soon to everyone, where the AI can read SKILL.md and create an App using NeneUI Library. Features? of this Sample App Demo of NeneBottomnav, NeneDisplay Images Buttons and Callback Pokedex Dw, Only the Sample is AI-written, The Main Project @neneys /ui Library is still an human-made project. And i do not want AI to take over NeneUI and write it itself, that would ruin this Library Why Skill.MD? So, that Users Can make an App using NeneUI and also ask AI For Help where they feel stuck. Tho it consumes tokens alot, cus NeneUI is becoming an more larger library Excuz me what is NeneUI? As i told earlier, NeneUI allows you to write the entire App UI in TypeScript and Render it Server-Side and produce in front of User. AND NO NENEUI IS NOT A WEBVIEW. It translates TypeScript into NATIVE Flutter Widgets. So the Interface feels native and uses Less RAM in this RAM Crisis Economy. Status? NeneUI is still in early stages, as i consider it. It still lacks many things such as an shared_preferences Implementation, WebSockets and proper Secure JavaScript Execution System. Conclusion I love if i get even tiny support for NeneUI and the people reading this devlog, I love you all who support me ;) Love you >3… Thanks for reading…!!!!
Devlog (No.23) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Features Shared Preferences ReqType Action.SOFT_RELOAD SharedPreferences You can use SET_PREFS and REM_PREFS Action to Set or Remove and PREF_EXISTS with exists and not parameters for functions GetPrefs When ReqType.POST is present you could use GetPrefs to get the preference value in UI/Callback Route GetFile Returns File Uploaded’s Path as in uploads/file.extension only works in Callback as that’s the place where you could recieve file. Action.SOFT_RELOAD Reloads the Screen without Changing any State or Position of Page. Other Changes :- Remove Old docs/ folder and SKILL.md for AI Agents to utilise NeneUI properly Thanks for reading. love you all 🥰🥰
Devlog (No.24) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere WebSocket Support NeneUI now supports WebSocket Rendering and Execution WebSocket ({ url : " ws://localhost:3500/ws/home " , }) What Can it Do? Show Widgets Over WebSockets Execute Actions Use Cases? ChatBots Live News? Messaging? New Action Action.SEND_SOCKET Uses FormSubmitAction as Parameter with :socket: as the callbackPath New Functions SendWidget(socket, Widget) SendAction(socket, DoAction) Thanks for Reading! Love you all readers >3!
Devlog (No.25) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget Layouts Layout Layouts and Layout It helps you make an Layout on Screen as show in Screenshot. And It can be arranged via an Handle too, It supports unlimited Layout on Screen as much as space is there. Removed Removed Skeleton Widget from Docs as it was no-longer rendering properly README.md The README.md is now updated with some Images and Decorative Work for looking more nicer and attractive New Action New Action such as ACTION.SET_DISPLAY_INDEX and ACTION.CLOSE_OVERLAY AlertDialog is now documented under FeedBack Section Nene Desktop Runtime Nene Desktop Runtime is half-done and still has some issues, will try to fix it and make it install and run Apps soon! Thanks for reading!! I love you all >3
Devlog (No.26) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Web - Platform Support Finally, @neneys /ui is now supported on Web (Flutter Web). The Inconsistencies are now managed making @neneys /ui work directly on Web Too. *Limitations on Web * Same as Flutter Web - It’s hard for crawlers to idenitfy content of web pages. I’m trying to fix that issue by double-rendering. Mostly by Setting-up an PHP to Interept the UI into HTML for Crawlers Making SEO work good! README.md Changes FAQ Added into README (Address the Linux Compile Issue in FAQ related to quickjs_engine) More Decorative Elements Github Actions Nene UI Testing Kit finally compiles on all 5 (Windows, Linux, Android, iOS, macOS) successfuly. Linux, macOS - May require libmpv to be installed or available on system path We seem to be very close to first v1 Release with maximum widgets and support. Thanks for Reading!! I love you all 3<.!!!
Devlog (No.27) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere JavascriptEngine JavaScriptEngine({…}) which could control Whether JS should be enabled or not and how much stackSize should be specified. xhr should be enabled or disabled SEO Support for Flutter Web With the Help of PHP to Render Text, Image and some minimal data. PHP can provide basic Page to Crawlers requesting the site. So that SEO could be utilised. However, PHP Version Selection is limited to only allow the recently patched PHP versions for Security Reasons. Github Actions Added Nene Desktop Runtime to be built in Github Actions Bug FIxes @neneys /ui had a Critical Memory and GPU Leak issue which kept the GPU usage at constant high even when not being used and being left Idle. Docs Updates JavaScript Execution and SEO Setup are now documented in the Docs and pub.dev and npmjs packages are now updated NeneUI Testing Kit NeneUI Testing Kit are now available on Web https://kwe26.github.io/neneui/tester However It could only open HTTPS and Cors (*) Apps only and is kind of limited with some JS Execution Issues. The User Interface of Testing Kit is also quite updated. Close to Release NeneUI is now Close to being 1.0.0 Release finally! Within 1-2 devlogs i’ll be shipping soon.!! Thanks for reading! Love you <3!
Devlog (No.28) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere README.md README.md has been improved alot with visual designs and details with Links and References Provided too and some Yashiro Nene based Images. Figma File is provided in link. Docs Updates The Home Page of Docs has been updated to look better and provide more information about NeneUI. The Docs Is now extended and now includes more information about implemented Widgets and Link to NeneUI Testing Kit NeneUI Testing Kit The NeneUI Testing Kit has been updated to show examples of @neneys /ui One being an AI Chat Application and other being an random Test with Pokedex, etc. Nene Desktop Runtime While Still Work in Progress, You can now follow the docs to Launch and test the Desktop Runtime. The Desktop Runtime is a standalone application that could embed @neneys /ui in it and Make Desktop Applications with just TypeScript. A Stable Release NeneUI will be released as a stable version 1.0.0 with Pub.dev and NPM Versions available soon as possible and will be kept updated Thanks for your support till 1.0.0 Release! I hope we meet soon! Thanks <3333
Devlog (No. 29) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere About the Memory Leak Issue being Fixed Many People in Review told me how did the Memory Leak get fixed and what was the cause of it? Blog Link May not open now, Since it hasn’t been built yet Docs Changes So, Here’s the docs with it being documented in the blog will be available once Github Actions Finishes Updated Debugger I’m working on a updated @neneys /ui Debugger to be more ease-to-use. Will be finished in a less time, The Debugger will allow the ease of accessing and modifying an Widget Data for the Session and manipulate Shared Preferences. Thanks for reading!! Love you all >3 ❤️
Devlog (No. 30) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Changes Update some parts of Daikon Debugger and removed some unnessary codes. Extended Debugger Width Desktop Runtime with unused RPC (will work on it) Explanation Diagram Drawn an Explanation Diagram on Figma that shows how Interface and Callbacks works, hope it’s good and does give some idea about @neneys /ui Thanks for reading this minidevlog.!! Love you all <3
Devlog (No. 31) - Thank you NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Thanks to everyone for supporting me throught Stardance from when i had started the Project. I will continue @neneys /ui on Coral Hackclub if i get enough time. I’m really thankful to Stardance which encouraged me to write this large project. Thanks Love you all :3
Ships:
I made an Server-Side Rendering Library for Flutter, You write the Code in TypeScript and the Flutter Renderer (i named it Daikon) parses it into Native Code, Without WebViews! Completely Native. The Challenges i faced were, how to like index the widgets to be used while JSON becomes parsed and the handling of #ids and most importantly, ForEach Option and the JS Option. I used shadcn_flutter for UI Elements that were rendered, i really like shadcn_flutter’s Design. it’s really cool. I tried to keep it as much as user-friendly as possible, by adding TypeScript Types so VSCode Auto-complete could work. I have also added File Uploads feature with In-Memory Image Display too, if it’s an Image, it is really helpful, even with Server Callbacks and such things Theese are necessary for an production application. And Actions such as TOAST, DIALOG, NAVIGATE, etc. This is the intresting part too!! You can try out the library at https://www.npmjs.com/@neneys/ui for testing it out! While the docs is still not complete, i hope that the documented Widgets could work for your expirment too! I plan to continue this Library even after the program ends!! Love you all! 🥰
@neneys /ui - NeneUI It is an Server-Driven UI Library Which Interpretes TypeScript into an Native Rendered Flutter Widget. Basically, You can write your Entire App in TypeScript and It gets Rendered Into Native Flutter Widgets without WebView. Why? We need Server-Driven UI to ensure that we do not need to update an entire app for a little UI changes or even major overhauls of the App Interface, We could just change it on Server-Side and updated without going through the process of Approval and such. Major Updates After the Previous Ship NeneUI Testing Kit has been buffed with Debug Bar and More Platforms Support for WebSocket Rendering Web Support (along with SEO PHP for Web Crawlers) Memory/GPU Leak issues fixed! Advanced & Improved + Detailed Documentation Decorated README.md Documentation The New Documentation is now written in Docsaurus and hosted in Github Pages at https://kwe26.github.io/neneui/ along with the NeneUI Testing Kit at https://kwe26.github.io/neneui/tester . While it took alot of time documenting each working Widgets but it has now made using @neneys /ui more easier. New Widgets That were Added NeneDisplay and NeneNavbottom - Theese Two Widgets Now help you construct an Bottom Bar with Various Pages as Content that can be now switched from one place to another without reloading the entire page. Layouts and Layout - This allows you to put many Content on Side of Each Other and allow you the drag wheel to drag and arrange the size. WebSocket Widget - It can also render Widgets over WS live real-time making it an really useful feature. Some New Action Callbacks were also added such as SOFTRELOAD that softly reloads the UI without changing the states and maintains the UI. DebugBar The Testing Kit Now includes and Debug Bar to help Developers Reload the UI or check the #id Declarations and Variables Value NeneDesktopRuntime An Desktop Runtime that is WIP but could help replace Electron.js where everything is WebView and sucks alot of ram. But NeneDesktopRuntime can render the Widgets with TypeScript into Native Widgets. Examples There are now examples bundled with NeneUI Testing Kit, One is an AI Chat Application and other is called NeneWorld with Pokedex and Weather API and Country API uses to showcase the Widgets FAQ Page An FAQ Page has been added to ensure the Users dont get stuck somewhere in the library and could get some reference on it Such as the Linux issue with quickjs where the fix is provided. Conclusion There were alot of challenges while making this library with my Laptop dropping to 0.47GHz at random moments and searching the pub.dev docs for shadcn_flutter and upgrading sub-libraries and testing stuff the major headache being the Navigation and Web Support (SEO is done via PHP to show Web Crawlers meangingful HTML to index).
@neneys /ui - NeneUI It is an Server-Driven UI Library Which Interpretes TypeScript into an Native Rendered Flutter Widget. Basically, You can write your Entire App in TypeScript and It gets Rendered Into Native Flutter Widgets without WebView. The Final Ship! I’m shipping the final @neneys /ui for everyone. Thank you for reviewing my project for the final time. Thanks to Stardance for encouraging me to help make this large project myself. But Wait What is This? You have an App, You want to Change it’s UI but you don’t want to wait 4-5 days for the review of App Store to pass, So you change the UI Server-Side and Poof! User Interface updated for everyone even without updating the App Examples There are now examples bundled with NeneUI Testing Kit, One is an AI Chat Application and other is called NeneWorld with Pokedex and Weather API and Country API uses to showcase the Widgets Conclusion There were alot of challenges while making this library with my Laptop dropping to 0.47GHz at random moments and searching the pub.dev docs for shadcn_flutter and upgrading sub-libraries and testing stuff the major headache being the Navigation and Web Support (SEO is done via PHP to show Web Crawlers meangingful HTML to index). Thank you for reviewing my project and Thanks to stardance for providing an platform. Love you all :3 💖...
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1793681692.5536542
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1793768092.5536542
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48300
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My own site! by @Aashmn13 | Stardance
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Aashmn13
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T11:30:03Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I builded my personal developer portfolio from scratch using HTML5 and modern CSS. I wanted a cool dark mode hub to showcase my Linux setup, coding projects, and desk workspace curation instead of just a boring resume. The most challenging part was definitely getting the pixel Charizard gif and card positioning to look right without messing up the layout, plus fixing the GitHub Pages routing because my files was stuck inside a subfolder giving a 404 error. I used Gemini to help plan the UI layout and aesthetics, and Copilot helped me a lot for the JS styling and tweaks. Im proud of how clean the hero section turned out with the grid background and that Charizard card. You can test it by visiting the live link, clicking around the navigation buttons, and checking the project cards!", "repo": "https://github.com/dpknavy-oss/personal-site", "demo": "https://dpknavy-oss.github.io/personal-site/"}]...
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[{"post_id": 48811, "ts": "202 [{"post_id": 48811, "ts": "2026-08-17T11:05:21Z", "hours": 0.0978, "text": "Over the past few days, I decided to sit down and build out my personal developer portfolio from scratch using pure HTML5 and modular CSS. Rather than creating a generic resume page, I wanted a digital hub that truly reflects my development journey, Linux workflows, and workspace design aesthetic. The architecture relies entirely on lightweight HTML structures and responsive Flexbox card grids to present my tech stack, system specifications, open-source projects, and offline hobbies cleanly across all devices. To give the site a distinct personality, I opted for a high-contrast dark theme layered with a subtle developer grid texture, modern sans-serif typography, gradient headline styling, and a pixel Charizard showcase card. The live site connects directly to my active GitHub repositories alongside my curation work on voltsetups, while also reserving space for gaming and anime interests. Moving forward, I plan to integrate smooth micro-interactions with JavaScript and add a live blog feed for upcoming desk setup and hardware logs."}]...
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Title: My own site! by @Aashmn13 | Stardance
Devl Title: My own site! by @Aashmn13 | Stardance
Devlogs:
Over the past few days, I decided to sit down and build out my personal developer portfolio from scratch using pure HTML5 and modular CSS. Rather than creating a generic resume page, I wanted a digital hub that truly reflects my development journey, Linux workflows, and workspace design aesthetic. The architecture relies entirely on lightweight HTML structures and responsive Flexbox card grids to present my tech stack, system specifications, open-source projects, and offline hobbies cleanly across all devices. To give the site a distinct personality, I opted for a high-contrast dark theme layered with a subtle developer grid texture, modern sans-serif typography, gradient headline styling, and a pixel Charizard showcase card. The live site connects directly to my active GitHub repositories alongside my curation work on voltsetups, while also reserving space for gaming and anime interests. Moving forward, I plan to integrate smooth micro-interactions with JavaScript and add a live blog feed for upcoming desk setup and hardware logs.
Ships:
I builded my personal developer portfolio from scratch using HTML5 and modern CSS. I wanted a cool dark mode hub to showcase my Linux setup, coding projects, and desk workspace curation instead of just a boring resume. The most challenging part was definitely getting the pixel Charizard gif and card positioning to look right without messing up the layout, plus fixing the GitHub Pages routing because my files was stuck inside a subfolder giving a 404 error. I used Gemini to help plan the UI layout and aesthetics, and Copilot helped me a lot for the JS styling and tweaks. Im proud of how clean the hero section turned out with the grid background and that Charizard card. You can test it by visiting the live link, clicking around the navigation buttons, and checking the project cards!...
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1793681691.4434247
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1793768091.4434247
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28364
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CampusBallot by @nshettigar | Stardance
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nshettigar
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T18:09:22Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built lCampusBallot, a desktop app (C++/Qt6) for running secure campus elections, student council elections, class rep elections, club leadership elections, etc. It handles the whole process: registering students and candidates, running the vote through a dedicated kiosk interface, and generating live results. It supports role-based logins (Super Admin, Election Admin, Teacher, Student Volunteer, Observer, Result Auditor), encrypts and digitally signs each vote, keeps a tamper-evident audit log of every action, and can back itself up automatically. Data is stored locally in SQLite by default, with an optional Firebase sync mode for multi-machine setups. What was challenging? Getting the security pieces to actually work together, encryption, hashing, and digital signatures on votes, plus tamper detection on the stored records, without slowing down the voting flow or making it fragile. Designing the role-based access control so that six different roles each see and can do only what they should, without the permission logic turning into spaghetti. Handling student identity verification (matching against uploaded files/rosters, plus QR/barcode/RFID support) so the same student can’t vote twice while still keeping the kiosk experience fast and simple for voters. Making the Firebase-backed multi-machine sync path reliable was noticeably harder than making the local SQLite path reliable, which is still the least battle-tested part of the app. What are you proud of? The audit log — every login, vote, and admin action is timestamped, hashed, and effectively tamper-evident, so there’s a real accountability trail if anyone questions a result. The full flow works end-to-end: setup wizard → student/candidate registration → live voting on the kiosk → real-time results dashboard, all in one cohesive app rather than a collection of scripts. The plugin architecture — I designed it to be extensible (for custom storage backends and extra functionality) rather than hard-coding everything. What should people know to test your project? It’s a pre-release build — run it once through a full rehearsal (test election, test students, test candidates) before trusting it with a real vote. On first launch, it opens a Setup Wizard: choose local SQLite storage (the most tested path) or Firebase (experimental), then create the admin account. Log in as admin to add students, create an election, add and approve candidates, then start voting and open the Voting Kiosk view actually to cast votes. Windows may show a SmartScreen warning since the build isn’t code-signed yet — that’s expected, not a red flag. Check ballot.log in the app’s data folder if anything crashes or behaves oddly.", "repo": "https://github.com/codingwithnsh/CampusBallot", "demo": "https://github.com/codingwithnsh/CampusBallot/releases/download/v.1.0.0-Beta/windows-app.zip"}]...
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[{"post_id": 46464, "ts": "202 [{"post_id": 46464, "ts": "2026-08-13T18:04:49Z", "hours": 0.2575, "text": "Almost done"}, {"post_id": 46436, "ts": "2026-08-13T17:19:37Z", "hours": 6.0606, "text": "almost finished with the app"}, {"post_id": 25944, "ts": "2026-07-10T13:39:26Z", "hours": 12.8678, "text": "I am currently developing an application for voting in schools called Campus Ballot. I’ve already completed the login screen, sign-up screen, and the dashboard. I’m excited to share the final product with you all soon!"}]...
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Title: CampusBallot by @nshettigar | Stardance
De Title: CampusBallot by @nshettigar | Stardance
Devlogs:
I am currently developing an application for voting in schools called Campus Ballot. I’ve already completed the login screen, sign-up screen, and the dashboard. I’m excited to share the final product with you all soon!
almost finished with the app
Almost done
Ships:
What did you make? I built lCampusBallot, a desktop app (C++/Qt6) for running secure campus elections, student council elections, class rep elections, club leadership elections, etc. It handles the whole process: registering students and candidates, running the vote through a dedicated kiosk interface, and generating live results. It supports role-based logins (Super Admin, Election Admin, Teacher, Student Volunteer, Observer, Result Auditor), encrypts and digitally signs each vote, keeps a tamper-evident audit log of every action, and can back itself up automatically. Data is stored locally in SQLite by default, with an optional Firebase sync mode for multi-machine setups. What was challenging? Getting the security pieces to actually work together, encryption, hashing, and digital signatures on votes, plus tamper detection on the stored records, without slowing down the voting flow or making it fragile. Designing the role-based access control so that six different roles each see and can do only what they should, without the permission logic turning into spaghetti. Handling student identity verification (matching against uploaded files/rosters, plus QR/barcode/RFID support) so the same student can’t vote twice while still keeping the kiosk experience fast and simple for voters. Making the Firebase-backed multi-machine sync path reliable was noticeably harder than making the local SQLite path reliable, which is still the least battle-tested part of the app. What are you proud of? The audit log — every login, vote, and admin action is timestamped, hashed, and effectively tamper-evident, so there’s a real accountability trail if anyone questions a result. The full flow works end-to-end: setup wizard → student/candidate registration → live voting on the kiosk → real-time results dashboard, all in one cohesive app rather than a collection of scripts. The plugin architecture — I designed it to be extensible (for custom storage backends and extra functionality) rather than hard-coding everything. What should people know to test your project? It’s a pre-release build — run it once through a full rehearsal (test election, test students, test candidates) before trusting it with a real vote. On first launch, it opens a Setup Wizard: choose local SQLite storage (the most tested path) or Firebase (experimental), then create the admin account. Log in as admin to add students, create an election, add and approve candidates, then start voting and open the Voting Kiosk view actually to cast votes. Windows may show a SmartScreen warning since the build isn’t code-signed yet — that’s expected, not a red flag. Check ballot.log in the app’s data folder if anything crashes or behaves oddly....
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1793681690.3059764
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1793768090.3059764
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18856
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BrazilOS by @cauadev | Stardance
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cauadev
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T19:18:25Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello guys! Today, I’m finally shipping my BrazilOS! It has draggable windows, is very… peculiar and even has a climate status and some meme quotes. You should try it out!", "repo": "https://github.com/Br-Zueira/BrazilOS", "demo": "https://br-zueira.github.io/BrazilOS/"}]...
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[{"post_id": 47681, "ts": "202 [{"post_id": 47681, "ts": "2026-08-15T19:15:59Z", "hours": 0.4861, "text": "Final adjusts. Nothing to show."}, {"post_id": 12864, "ts": "2026-06-21T02:09:02Z", "hours": 2.4117, "text": "Added settings, functioning weather and new icon images to the apps."}, {"post_id": 12718, "ts": "2026-06-20T19:31:25Z", "hours": 3.8183, "text": "Today is being a productive day. I added an upper taskbar into the OS when the guide just wanted me to add a bar into the notes app. Oh, as I already mentioned it, I’m doing the notes app. It already have the title, date and content fields and dynamic note showing, but it’s lacking saving the actual notes (TODO). Plus, I did a quote apps (thinking it was the note app as the guide showed quotes) that have some “memelosophy” wisdom, such as from Manoel Gomes and Luva de Pedreiro. For now, I plan to finish the notes app and give a utility to that desktop taskbar."}, {"post_id": 11014, "ts": "2026-06-18T01:19:31Z", "hours": 1.5542, "text": "Today I added a close button to the window header, some info to improve UX and a bit of CSS."}, {"post_id": 10242, "ts": "2026-06-16T21:27:55Z", "hours": 0.3006, "text": "Added a working clock to the project and an external app.js"}, {"post_id": 9588, "ts": "2026-06-15T23:40:53Z", "hours": 0.7239, "text": "Changed design and added window design and top bar."}, {"post_id": 9559, "ts": "2026-06-15T22:42:19Z", "hours": 0.3169, "text": "I applied a little bit of CSS, such as padding for main and background gradient"}, {"post_id": 9538, "ts": "2026-06-15T22:17:25Z", "hours": 0.3978, "text": "Started doing the basic structures and ideas. Basically the project’s skeleton"}]...
|
Title: BrazilOS by @cauadev | Stardance
Devlogs:
Title: BrazilOS by @cauadev | Stardance
Devlogs:
Started doing the basic structures and ideas. Basically the project’s skeleton
I applied a little bit of CSS, such as padding for main and background gradient
Changed design and added window design and top bar.
Added a working clock to the project and an external app.js
Today I added a close button to the window header, some info to improve UX and a bit of CSS.
Today is being a productive day. I added an upper taskbar into the OS when the guide just wanted me to add a bar into the notes app. Oh, as I already mentioned it, I’m doing the notes app. It already have the title, date and content fields and dynamic note showing, but it’s lacking saving the actual notes (TODO). Plus, I did a quote apps (thinking it was the note app as the guide showed quotes) that have some “memelosophy” wisdom, such as from Manoel Gomes and Luva de Pedreiro. For now, I plan to finish the notes app and give a utility to that desktop taskbar.
Added settings, functioning weather and new icon images to the apps.
Final adjusts. Nothing to show.
Ships:
Hello guys! Today, I’m finally shipping my BrazilOS! It has draggable windows, is very… peculiar and even has a climate status and some meme quotes. You should try it out!...
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1793681689.078429
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1793768089.078429
|
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28096
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My very own WebOS by @sreerangshijoy3 | Stardance
|
sreerangshijoy3
|
2
|
4.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T10:55:47Z", "hours": 1.0, "multiplier": 2.69, "payout": 2, "blessing": "neutral", "text": "I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-04T10:24:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}]...
|
[{"post_id": 43216, "ts": "202 [{"post_id": 43216, "ts": "2026-08-08T10:52:50Z", "hours": 0.9069, "text": "I updated my web OS and add new features and apps I tried to improve the UI"}, {"post_id": 40649, "ts": "2026-08-04T10:21:52Z", "hours": 0.2567, "text": "I made the app in the os openable and dragable"}, {"post_id": 40641, "ts": "2026-08-04T10:02:16Z", "hours": 0.3275, "text": "In my web os I added application to it"}, {"post_id": 40631, "ts": "2026-08-04T09:37:42Z", "hours": 1.9558, "text": "This is my first step on my web os"}]...
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Title: My very own WebOS by @sreerangshijoy3 | Sta Title: My very own WebOS by @sreerangshijoy3 | Stardance
Devlogs:
This is my first step on my web os
In my web os I added application to it
I made the app in the os openable and dragable
I updated my web OS and add new features and apps I tried to improve the UI
Ships:
I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.
I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os...
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1793681687.8979323
|
1793768087.8979323
|
|
44729
|
LMIC-MC-BOT by @Nahida4479 | Stardance
|
Nahida4479
|
1
|
20.0
|
262
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T00:58:20Z", "hours": 20.0, "multiplier": 12.84, "payout": 262, "blessing": "neutral", "text": "I make a Mineflayer-based Minecraft bot integrated with an LLM API (Groq, Gemini, HackClub). General chat replies are grounded in the bot’s real inventory and surroundings, so it won’t claim to have items it doesn’t actually have The bot can Kills nearby monsters (protects the player from them) Follows the player and breaks blocks Delivers gathered resources directly to the player who requested them Auto-equips the best armor set available whenever it picks up new gear Example commands LMIC-MC-BOT collect 10 oak_log LMIC-MC-BOT attack zombie LMIC-MC-BOT give me 5 dirt LMIC-MC-BOT fight me The biggest challenge in this project for me was fine-tuning the bot’s movement. A detailed guide on how to test the bot can be found on my GitHub.", "repo": "https://github.com/Nahida4479/LMIN-MC-BOT", "demo": "https://github.com/Nahida4479/LMIC-MC-BOT/releases/tag/1.0.0"}]...
|
[{"post_id": 49971, "ts": "202 [{"post_id": 49971, "ts": "2026-08-18T23:52:38Z", "hours": 5.0206, "text": "Devlog8 New Bot no longer gets permanently stuck — it detects when it’s not moving and tries to dig through, jump, or step around the obstacle Bot walks around other players instead of freezing when blocked by them Bot pauses its current task to fight nearby hostile mobs, then goes back to what it was doing Bot auto-equips the best armor set when it picks up new gear New “give item” command (e.g. “give me 5 dirt”) Bot now delivers collected items straight to the player who asked for them AI now knows the bot’s real inventory and surroundings, so it stops making up fake answers Bot retries gathering blocks instead of giving up after one failed attempt Reconnects system wait longer Bot follows closer to the player Added MIT License Removed Old gather system that stopped completely after a single mistake Old unstick system that barely moved the bot"}, {"post_id": 48510, "ts": "2026-08-16T21:59:57Z", "hours": 2.7583, "text": "Devlog7 Update README.md Fix break block issues Add new debug system"}, {"post_id": 46021, "ts": "2026-08-12T22:18:22Z", "hours": 1.1903, "text": "Devlog6 Attempt to improve bot movement Add fight me command"}, {"post_id": 45487, "ts": "2026-08-12T00:37:15Z", "hours": 3.4675, "text": "Devlog5 New Multi-language support (EN and PL) Limit AI response length Add mineflayer-collectblock Debug system for bot inventory, position, and errors Player following system (bot stays near the player) AI response system using JSON Block-breaking system triggered when a player mentions the bot’s username in chat (video) Custom AI prompt Removed Old “look” command (replaced by the player following system)"}, {"post_id": 44927, "ts": "2026-08-11T00:18:36Z", "hours": 1.8486, "text": "Devlog4 Update README.md Add a test Minecraft server to the GitHub repository for bot testing Add mineflayer-pathfinder for bot movement/navigation Fix reconnect issues"}, {"post_id": 44322, "ts": "2026-08-10T00:16:35Z", "hours": 1.9556, "text": "Devlog3 AI improvements Connect AI system to in-game chat, so the bot responds when mentioned Add conversation history (up to 20 messages, stored in memory) Other changes Update README.md"}, {"post_id": 43569, "ts": "2026-08-08T21:57:45Z", "hours": 2.6289, "text": "Devlog2 Add new AI providers: Gemini Groq HackClub Add new AI models: gemini-2.5-flash gemini-2.5-flash-lite llama-3.3-70b-instruct llama-3.1-8b-instant gpt-oss-120b gpt-oss-20b qwen3.6-27b Other changes: Add requirements to README.md Add function to test AI model availability Create list of available AI providers"}, {"post_id": 42948, "ts": "2026-08-07T22:44:30Z", "hours": 1.4972, "text": "Devlog1 Bot join and leave systems with errors logs. MineflayerViewer system on user selected port. Add and update README.md."}]...
|
Title: LMIC-MC-BOT by @Nahida4479 | Stardance
Dev Title: LMIC-MC-BOT by @Nahida4479 | Stardance
Devlogs:
Devlog1 Bot join and leave systems with errors logs. MineflayerViewer system on user selected port. Add and update README.md.
Devlog2 Add new AI providers: Gemini Groq HackClub Add new AI models: gemini-2.5-flash gemini-2.5-flash-lite llama-3.3-70b-instruct llama-3.1-8b-instant gpt-oss-120b gpt-oss-20b qwen3.6-27b Other changes: Add requirements to README.md Add function to test AI model availability Create list of available AI providers
Devlog3 AI improvements Connect AI system to in-game chat, so the bot responds when mentioned Add conversation history (up to 20 messages, stored in memory) Other changes Update README.md
Devlog4 Update README.md Add a test Minecraft server to the GitHub repository for bot testing Add mineflayer-pathfinder for bot movement/navigation Fix reconnect issues
Devlog5 New Multi-language support (EN and PL) Limit AI response length Add mineflayer-collectblock Debug system for bot inventory, position, and errors Player following system (bot stays near the player) AI response system using JSON Block-breaking system triggered when a player mentions the bot’s username in chat (video) Custom AI prompt Removed Old “look” command (replaced by the player following system)
Devlog6 Attempt to improve bot movement Add fight me command
Devlog7 Update README.md Fix break block issues Add new debug system
Devlog8 New Bot no longer gets permanently stuck — it detects when it’s not moving and tries to dig through, jump, or step around the obstacle Bot walks around other players instead of freezing when blocked by them Bot pauses its current task to fight nearby hostile mobs, then goes back to what it was doing Bot auto-equips the best armor set when it picks up new gear New “give item” command (e.g. “give me 5 dirt”) Bot now delivers collected items straight to the player who asked for them AI now knows the bot’s real inventory and surroundings, so it stops making up fake answers Bot retries gathering blocks instead of giving up after one failed attempt Reconnects system wait longer Bot follows closer to the player Added MIT License Removed Old gather system that stopped completely after a single mistake Old unstick system that barely moved the bot
Ships:
I make a Mineflayer-based Minecraft bot integrated with an LLM API (Groq, Gemini, HackClub). General chat replies are grounded in the bot’s real inventory and surroundings, so it won’t claim to have items it doesn’t actually have The bot can Kills nearby monsters (protects the player from them) Follows the player and breaks blocks Delivers gathered resources directly to the player who requested them Auto-equips the best armor set available whenever it picks up new gear Example commands LMIC-MC-BOT collect 10 oak_log LMIC-MC-BOT attack zombie LMIC-MC-BOT give me 5 dirt LMIC-MC-BOT fight me The biggest challenge in this project for me was fine-tuning the bot’s movement. A detailed guide on how to test the bot can be found on my GitHub....
|
1793681686.7156484
|
1793768086.7156484
|
|
2315
|
My Own Planet by @Landen_A | Stardance
|
Landen_A
|
1
|
34.0
|
395
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T02:49:20Z", "hours": 34.0, "multiplier": 11.82, "payout": 395, "blessing": "neutral", "text": "My Own Planet is a simple app that allows you to create your very own planet using a variety of options. Even though My Own Planet isn’t very complex it still through a challenge. Creating the planet mesh in bevy wasn’t so hard but vertex displacement, UI, and WebAssembly compatibility did! Creating this app have taught me a surprising number of things. From objects defined with vertices to creating a UI system, what I have learned from this project is what I am most proud of. Running the project should be straightforward either run the WebAssembly version on itch.io, download, uncompress, and run the executable from itch.io, or follow the building instructions in GitHub (note that you will need to have rustup installed to build the app on your computer)", "repo": "https://github.com/looking-g/My-Own-Planet", "demo": "https://landening.itch.io/my-own-planet"}]...
|
[{"post_id": 16642, "ts": "202 [{"post_id": 16642, "ts": "2026-06-27T02:05:44Z", "hours": 3.6986, "text": "My Own Planet have reached v1.0.0 I have worked on the export feature and now the planet can be downloaded as .obj for both local and WebAssembly. The project is also now on itch.io as well!"}, {"post_id": 12918, "ts": "2026-06-21T04:45:05Z", "hours": 10.5256, "text": "Additions, Exporting, and the End Hey guys! It’s been a while (again). Since the last devlog, I have added a few new ways to edit your planet! You can now add mountains and change the size, color, and quality (number of vertices used) of the planet. I have also started work on an exporting feature that allows you to get a file that contains your planet (don’t worry, it will be common file like .obj ; not a format specific to this app). Currently it doesn’t work when compiled to WebAssembly so, it isn’t finished just yet. But, once it is working on the web it will start preparing to ship the app. Although that could change, just know that my next devlog might be the last one for this project. That’s it for now, bye!"}, {"post_id": 6601, "ts": "2026-06-11T02:29:01Z", "hours": 8.2781, "text": "It has been a while! Lately, I have been working on the UI for the app. Nothing super fancy, just a few buttons and text elements. I’m thinking of using sliders for planet editing; instead of +/- a crater, there would be a slider from 0 to 100 craters. The only problem is that it would limit the amount of craters and such you could have, let me know what you think in the comments! And if you have any other improvements you think would be good for the app UI, let me know! I’m thinking of wrapping up this project by the end of the week and getting it ready to ship. I have been hard at work on this project and I’m starting to feel a little burnt out, so I might take the next day or two to relax, meaning that plans could change. See you all next time, Bye!"}, {"post_id": 5218, "ts": "2026-06-08T22:34:09Z", "hours": 4.2575, "text": "Welcome back! This will be my second devlog if you count my intro log as devlog 0 (which I do). Not much technical stuff this time but that’s OK, normal words are good sometimes! Since the last devlog, I’ve made a few small things like a user input system that allows the planet to be spun by using the cursor (craters can also be generated by using the C key but that’s just for testing). I have also put to use a system that I made a while ago that gets a random point on the surface of the planet. Although bevy dose have a system just for that called ShapeSample , the implementation is like 30 lines long and this way I have full control over the system."}, {"post_id": 4450, "ts": "2026-06-07T19:32:14Z", "hours": 6.8458, "text": "Vertices, vertices, vertices. Before this project, I had only used Signed Distance Functions (SDFs) to define shapes, not anymore! Recently, I had started messing with vertices to define the planet in my app. I started with thinking about adding craters. I was thinking something along the lines of “Oh, I’ll just get the subtract a sphere from planet to remove some area and make a crater!” I soon found out, however, that is the case with SDFs, but not with an object defined with vertices. Eventually, I found out about vertex displacement. The idea is pretty neat: I move each vertex toward the center of the sphere depending on if it’s in the aria where a crater should be. No need to add extra vertices, just use the ones already there! But the really cool part is that this can be done on the CPU or on the GPU with a vertex shader! But that’s about all for now, currently I’m just doing vertex displacement on the CPU but that could change in the future. See you all later, bye!"}, {"post_id": 622, "ts": "2026-06-02T03:53:25Z", "hours": 0.2997, "text": "Hello! This is my first devlog for this project that I am excited to make and share. To start, my goal is to make a simple app that allows the user to generate a custom planet using a few different options like the number of craters or color of the planet. I don’t plan for it to be very complex. I might add a shader or more complex options later but, time will tell. I’m making this app as a way to learn more about 3D environments and procedural generation. Today, I just made a very simple setup for bevy that crates a camera, sphere, and light source. See you all later, bye!"}]...
|
Title: My Own Planet by @Landen_A | Stardance
Dev Title: My Own Planet by @Landen_A | Stardance
Devlogs:
Hello! This is my first devlog for this project that I am excited to make and share. To start, my goal is to make a simple app that allows the user to generate a custom planet using a few different options like the number of craters or color of the planet. I don’t plan for it to be very complex. I might add a shader or more complex options later but, time will tell. I’m making this app as a way to learn more about 3D environments and procedural generation. Today, I just made a very simple setup for bevy that crates a camera, sphere, and light source. See you all later, bye!
Vertices, vertices, vertices. Before this project, I had only used Signed Distance Functions (SDFs) to define shapes, not anymore! Recently, I had started messing with vertices to define the planet in my app. I started with thinking about adding craters. I was thinking something along the lines of “Oh, I’ll just get the subtract a sphere from planet to remove some area and make a crater!” I soon found out, however, that is the case with SDFs, but not with an object defined with vertices. Eventually, I found out about vertex displacement. The idea is pretty neat: I move each vertex toward the center of the sphere depending on if it’s in the aria where a crater should be. No need to add extra vertices, just use the ones already there! But the really cool part is that this can be done on the CPU or on the GPU with a vertex shader! But that’s about all for now, currently I’m just doing vertex displacement on the CPU but that could change in the future. See you all later, bye!
Welcome back! This will be my second devlog if you count my intro log as devlog 0 (which I do). Not much technical stuff this time but that’s OK, normal words are good sometimes! Since the last devlog, I’ve made a few small things like a user input system that allows the planet to be spun by using the cursor (craters can also be generated by using the C key but that’s just for testing). I have also put to use a system that I made a while ago that gets a random point on the surface of the planet. Although bevy dose have a system just for that called ShapeSample , the implementation is like 30 lines long and this way I have full control over the system.
It has been a while! Lately, I have been working on the UI for the app. Nothing super fancy, just a few buttons and text elements. I’m thinking of using sliders for planet editing; instead of +/- a crater, there would be a slider from 0 to 100 craters. The only problem is that it would limit the amount of craters and such you could have, let me know what you think in the comments! And if you have any other improvements you think would be good for the app UI, let me know! I’m thinking of wrapping up this project by the end of the week and getting it ready to ship. I have been hard at work on this project and I’m starting to feel a little burnt out, so I might take the next day or two to relax, meaning that plans could change. See you all next time, Bye!
Additions, Exporting, and the End Hey guys! It’s been a while (again). Since the last devlog, I have added a few new ways to edit your planet! You can now add mountains and change the size, color, and quality (number of vertices used) of the planet. I have also started work on an exporting feature that allows you to get a file that contains your planet (don’t worry, it will be common file like .obj ; not a format specific to this app). Currently it doesn’t work when compiled to WebAssembly so, it isn’t finished just yet. But, once it is working on the web it will start preparing to ship the app. Although that could change, just know that my next devlog might be the last one for this project. That’s it for now, bye!
My Own Planet have reached v1.0.0 I have worked on the export feature and now the planet can be downloaded as .obj for both local and WebAssembly. The project is also now on itch.io as well!
Ships:
My Own Planet is a simple app that allows you to create your very own planet using a variety of options. Even though My Own Planet isn’t very complex it still through a challenge. Creating the planet mesh in bevy wasn’t so hard but vertex displacement, UI, and WebAssembly compatibility did! Creating this app have taught me a surprising number of things. From objects defined with vertices to creating a UI system, what I have learned from this project is what I am most proud of. Running the project should be straightforward either run the WebAssembly version on itch.io, download, uncompress, and run the executable from itch.io, or follow the building instructions in GitHub (note that you will need to have rustup installed to build the app on your computer)...
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1793681685.5330698
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1793768085.5330698
|
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18497
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Helyx by @lix | Stardance
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lix
|
2
|
325.0
|
5556
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:15:11Z", "hours": 16.0, "multiplier": 19.92, "payout": 379, "blessing": "neutral", "text": "NEW THINGS: Hackatime integration Fixed bugs Edited README.md Added GitHub Issues/PRs events rendering more What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. Now it even has new things that were mentioned at the top of this shipping message! How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal (Windows Terminal recommended). Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.", "repo": "https://github.com/lixtheyt/Helyx", "demo": "https://github.com/lixtheyt/Helyx/releases/latest"}, {"ship_num": 2, "ts": "2026-08-22T22:08:55Z", "hours": 309.0, "multiplier": 19.45, "payout": 5177, "blessing": "neutral", "text": "What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal. No administrator rights are needed, and the .NET runtime is bundled inside. Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.", "repo": "https://github.com/lixtheyt/Helyx", "demo": "https://github.com/lixtheyt/Helyx/releases/latest"}]...
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[{"post_id": 82417, "ts": "202 [{"post_id": 82417, "ts": "2026-10-24T19:10:02Z", "hours": 0.3264, "text": "Mysterious bug I solving some bug with UpdateHandler that my friend has been experiencing. It was that you could only check for updates for Helyx if you authorized your GitHub. Otherwise, you couldn’t! I was taking the update checking through a function that sent a HTTP request with a key that Helyx receives by authorization, in this situation it isn’t needed, but when not given in that function, it returns an error. So now you can freely check for updates for Helyx even without authorizing with GitHub!"}, {"post_id": 68799, "ts": "2026-09-15T19:30:38Z", "hours": 4.4892, "text": "Hackatime integration Hello there! A guy made a feature suggestion on Helyx’s GitHub, that I should add a Hackatime integration into it. So I was thinking… and thinking… and thinking and woah… I ADDED IT! It is not 1:1 like the web interface, that one is better & shows you more things but sadly this was everything that I could request from API (at least I think): Total Seconds Languages Repo URL Total Heartbeats First Heartbeat (DateTime) Last Heartbeat (DateTime) and when combining all of these information, I created a screen where you can see all of this specifically for your project. It works on the principe of authorization. You put in your Hackatime token which authorizes you and then when you go to your project and go on Hackatime Info, it prompts you to select the project from a list of projects that are assigned to your Hackatime account/token."}, {"post_id": 62263, "ts": "2026-09-05T15:31:03Z", "hours": 1.14, "text": "Fixed User Scripts bug So, every path block used Path.GetFullPath(path) instead of Path.GetFullPath(path, script.ProjectPath) . That means it was resolving relative paths against Helyx’s own directory, not your project’s. This is now fixed."}, {"post_id": 60348, "ts": "2026-09-02T17:13:41Z", "hours": 2.7431, "text": "Reviewing my codebase and fixing bugs Since all of the features that Helyx was supposed to be finished with are almost all done (maybe even all are done), I will now change my view to another projects for Stardance such as ThetaNexus . But that does not mean that now I will just forget about Helyx. I will be reviewing the codebase sometimes to find some bugs and fix them. You can help me with this, by making an Issue request on Helyx’s GitHub. So what bugs did I fix since the last devlog? I fixed line breaking in badge/status README editor. When you were inserting your badge/status into your README via Helyx’s README editor, it done… messy stuff to the README, not something like really bad what couldn’t be fixed by manually doing it, but it should now insert the badge/status exactly as you see it in the editor. I also introduced a new ‘Found state’ text instead of ‘Found’ text in IDE settings to avoid confusion. To avoid confusion because if an editor was found and you clicked on it… it wrote this: Found Found Found Not Found Found Set by user Now it writes this: Found state Found Found state Not Found Found state Set by user Most of the time, I was reviewing the codebase via Claude Code to actually check everything precisely."}, {"post_id": 56815, "ts": "2026-08-28T18:55:16Z", "hours": 1.7133, "text": "Replaced hardcoded string colors with Color members for code safety, fixed line breaking while assigning a status/badge Okay so Markup texts (those are the texts with color) were formatted in this format: \"[red]Hello World![/]\" So it was string-based. And if you accidentally added some character to it for instance: \"[redd]Hello World![/]\" <- Exception Helyx would crash. I mainly added this, because it is an open-source project. So if someone tried to edit it, they would only have to edit the string and they might have misspelled it. But now, when he goes into the codebase, he will see Color members and he just can’t misspell that, and if he would, compiler would alert him. Basically, now it is like this: $\"[{Color.Red}]Hello World![/]\" Okay so next I fixed line breaking. What does that mean? Well… In Helyx native README editor, so when you try to assign a status/badge, you’ll get that editor, when you try to add a status/badge to that line, you might have thought that it would be on the same line as the tags above it. But it didn’t… This was happening due to the comment markers for Helyx so Helyx knows where this status/badge is located and which status/badge it is. Now Helyx will put those comment markers in a way that prevents the line from breaking."}, {"post_id": 56645, "ts": "2026-08-28T14:17:12Z", "hours": 2.1092, "text": "Added GitHub Issues/PRs events rendering Originally, when you selected Manage GitHub Issues or PRs and opened some issues/PR. You could have only seen messages posted by users, but not when a label was assigned or when the issue/PR was closed. Well… Now you can! Now it displays the exact action that happened and when it happened! Of course, it is also translated to all languages that Helyx supports. Just making sure you didn’t think it wasn’t! I also cleaned up the code a little bit. Removed some useless usings and some files were in the wrong namespace, so that is fixed too."}, {"post_id": 54407, "ts": "2026-08-25T12:34:33Z", "hours": 1.2639, "text": "Edited README.md, again I was again editing the whole README.md, because reviewers weren’t happy with the current one. Well after spending another hour of editing the whole README.md file, I hope they won’t ask me to rewrite the whole README.md file again, because I don’t even know what else to add/remove/edit."}, {"post_id": 53900, "ts": "2026-08-24T16:30:00Z", "hours": 2.0894, "text": "Edited README.md I rewrote the README.md because of the ship review. I also added a couple of recommendations that are worth knowing when you use Helyx. I also removed the <summary> comments that Claude Code wrote for the documentation, I don’t think that anyone would have used them anyway."}, {"post_id": 52656, "ts": "2026-08-22T22:04:08Z", "hours": 0.4681, "text": "README.md update I replaced the title in README.md with a banner that contains the text Helyx. I tried a few versions I made and, well, I landed on the one you can see in Helyx’s README.md, or below!"}, {"post_id": 52636, "ts": "2026-08-22T21:23:40Z", "hours": 1.4575, "text": "Experimenting with the conflict solver I was thinking about adding a simpler conflict solver, where you wouldn’t have to delete the <<<<<<< , ======= and >>>>>>> markers yourself but would just pick either the first or the second version. But I realized it would be messier than I thought, so in the end I kept it as a basic editor where you remove the version you don’t want by hand."}, {"post_id": 52516, "ts": "2026-08-22T17:40:41Z", "hours": 4.2228, "text": "GitHub done, shipping Helyx today! Today I was messing with the GitHub page for Helyx, fixing the last bugs we found and working on the installer. For the installer I used Inno Setup, because it is the most recognized and the most used one. The point of using an installer is simple: it adds Helyx to PATH. Of course there were other options, but this one seemed like the best fit. We were fighting with the script for a while, because it was doing really weird things, like staying in the background after the installation finished. But those bugs are fixed now! README.md is done, all of those GIFs and screenshots are in it too, and I have to say it looks really good! I was also setting up the GitHub side of things, so the description, the tags, a GitHub Action and so on. With the help of Claude Code, we created the logo and the banner for the installer as well. The installer uses the same logo as Helyx. It’s just a basic H, because nothing else came to mind haha. I also asked Claude Code to review the codebase one last time, and yep, it looks fine! I told it to add the basic documentation comments as well, the <summary> kind. Let’s be real here, nobody does this, and if they do, something else writes it for them, usually an AI, because it understands the function better than the person who wrote it (I know that from my own experience hahaha)."}, {"post_id": 51969, "ts": "2026-08-21T23:29:24Z", "hours": 9.8508, "text": "New features, new languages, new problems. A new feature that I added is GitHub Actions! It is on the same principle as Manage Issues and Manage PRs, so you have a list of GitHub Actions, you pick one and you can control it, check its log, observe information about it. You can even run an action! I also added a refresh keybind to Manage Issues, Manage PRs and GitHub Actions. Before, you had to go back from the details of an issue/PR/action to the list and then return to the details. Now you don’t have to. You just have to press the keybind displayed in the footer that belongs to refresh. Yes! The Helyx Language System is finally complete! Italian & Portuguese are now available in Helyx! Lately I’ve been working on the README.md file. I was mainly making more GIFs & designing screenshots for it so it will look pretty and futuristic (in my opinion)! As I have mentioned in the title, NEW… PROBLEMS! People… you won’t believe what happened to me today… I use Helyx’s Git & GitHub for testing, so there is no official one yet, and I rarely commit changes or push them. Only when I test something. And it looks like it got back at me. Well… I told Claude Code to remove comments all over my codebase, because they were mainly scrapped code and some temporary information that I had there, that wasn’t used anymore. Okay, so I told it to remove them, and for some reason instead of removing comments, it deleted Helyx’s whole codebase. Thank god README.md was untouched haha. We had to decompile the .dll that was left over from testing Helyx’s latest version, and actually check the diff and rewrite it. We still don’t know if everything was brought back since for some reason Claude Code’s memory got wiped instantly when it realized that it deleted my whole codebase. There were no backups, no restore, no nothing. The only possible thing was to use the forgotten stash that I created and use the .dll as a map to restore Helyx’s outdated codebase and rewrite it again. So that’s what we did. Yeah, so I hope everything was brought back. Claude says it was, but after what it has done I don’t know if I trust it. Just kidding, everything should be back, because it compared the .dll with the rewritten code 1:1 and everything matched."}, {"post_id": 51403, "ts": "2026-08-21T02:37:22Z", "hours": 10.1656, "text": "More bugs fixed, new functions, README & Language System updates! Hello guys, once again at 4 AM! Bugs: As the title says, there are more fixed bugs. Diagnostics crashed Helyx if you ran a rebase in a terminal and hit a conflict. Now it doesn’t! Another fixed bug is that when you opened an issue in Helyx, the footer vanished. At first I was shocked, but it was a simple fix so now your footer doesn’t vanish. Another vanishing bug! The Languages row from the header vanished when you entered a tab where Layout class was being used. Now you will see your sweet programming languages used in your selected project. Guess what! Another vanishing bug! This time the whole header vanished when you exited .Live()! Now it is okay! New behaviour: I unified some color codes with some type of info. E.g. SHA is Dark Orange everywhere, Stash is Yellow, Date is Cadet Blue and Issue Number is Aqua. The README.md editor, when inserting badges/status now has a new keybind: backspace! It is different from DEL! DEL deletes the badges/status but backspace deletes the whole line, including the badge/status that was on that line. README The README is almost done! At least I hope! Claude was a big help here, because I wanted to create an insane README and we really did. Guys, you should be excited about the README file haha! Language System Translations for these languages are already done: English French German Russian Slovak Spanish So basically every language translation is already done. BUT I decided to add even more languages! The new languages that Helyx will support are: Italian Portuguese"}, {"post_id": 50335, "ts": "2026-08-19T14:33:20Z", "hours": 8.0847, "text": "Languages almost done, moving onto GitHub & README.md Well guys, Language System is almost done. It is powered by a Resources file that stores all of the translated strings. More bugs were found! But now, all of the bugs should be fixed with also many failsafes! Now, I want to complete the Language System because I am really close to finishing it. I also want to make the README.md for Helyx’s GitHub Repository. Originally I wanted to make it via Obsidian app, but it doesn’t have direct support for Wakatime, so I have to use VS 2026 native Markdown editor with the support of Markdown Editor v2 extension from Mads Kristensen. (not sponsored lol) I also heard that Obsidian app doesn’t use the same Markdown as GitHub does so there would be some things mistyped or not even rendered, but VS 2026 should be fully compatible with GitHub’s Markdown renderer, so we will see!"}, {"post_id": 49506, "ts": "2026-08-18T11:50:08Z", "hours": 6.5236, "text": "Fixing more bugs I fix bugs mainly with use of Claude Code, because hunting for bugs is not easy and this project is not a small one haha. I had to run MANY code review tools for this, because every time it kept finding new bugs. No idea how but it did. So what we fixed? If a GitHub comment had bold text split across two lines, opening that issue crashed Helyx before it drew anything. A file with a square bracket in its name (e.g. data[1].json) crashed Status, Diff, Commit, Stashes and Log. If anything held config.json open for even a moment, Helyx assumed it was corrupt, reset it, then crashed everywhere that looked for a project. If config.json was missing its Badges section, the startup migration quietly deleted every badge from every project. Committing saved a copy of the project taken before the confirmation prompts, so anything changed in between was silently thrown away. If you linked a GitHub repo during Push, the remote was created with an empty name. Syncing a status that had since been deleted crashed in the middle of a push. A commit message containing a square bracket crashed “View Full Message” (those are just bugs that were missing Markup.Escape() function). Applying a stash said “applied successfully” even when it conflicted. One bad path stored in config.json crashed “Add Project”. This is just a snippet of the amount of fixed bugs. I won’t write all of them here since it would take a lot of text and I am pretty sure that this is enough for you to understand that we fixed a lot of bugs haha. Right now I am going to do the Language System. I am not sure if I mentioned in some devlog, the list of languages that Helyx will support. If not… there it is: English Slovak Spanish French German Russian"}, {"post_id": 48471, "ts": "2026-08-16T20:37:52Z", "hours": 9.3269, "text": "Adding new features & fixing bugs I finished making “Analyze Project” which analyzes your whole project and prints stuff such as: Number of files Number of folders Size of the project on disk Number of lines Also you can now see what amount of what programming language makes your project. It also shows you the biggest files in your project directory. And also you can see Git information such as: Branch Number of commits First commit (date) Last commit Working tree .git size So it displays some maybe important and basic information that you may check sometimes or might be interested in. There were like 6 revisions of this because I was testing different styles & designs. I also found a lot of hidden bugs with help of Claude! Before talking about bugs, I will tell you something about new features that I added. Now, when you assign a badge or change a status and you don’t have markers in README.md yet in it, then it will ask you if you want to add them manually or via Helyx. What does that mean? Well, it opens a “text editor” in Helyx which displays README.md and you can insert the badges/statuses where you want instead of opening the file in notepad and inserting the markers manually. Overall it is way quicker to do it now via Helyx. Helyx’s Generic Text Editor is now even better! You can now use all of the arrows, before you could just use Left/Right Arrow to move cursor left or right. Now you can move between lines. Now you can also open your project’s wiki via Helyx. Be aware that it doesn’t check anything, if you have wiki or not. It directly opens the website for the wiki where it should have been for the current linked GitHub Repository. Let’s talk about bugs now! Open an issue called the Markdown handler function and it was accidentally calling GitHub 101 times, when it needed some info. Now it doesn’t. 🆒 Notes have an encryption system, so if you put some sensitive info into it, it couldn’t be directly taken from the file. Only via Helyx. There was a bug, where when you enabled encryption and edit notes of 2 projects, then you turn off encryption globally and open the first project’s notes, it decrypts… but after that you open second project’s notes, it won’t. This was due to having a global bool instead of per project bool when saving if it was encrypted. Fixeddd! Another bug! Sync Status & Sync Badges was deleting staging index. Funny that I was thinking about to restore the staging index whenever using it, but at the end… the logic was wrong 😭 Now it isn’t. Then there was a bug that when you unassigned a badge, it unassigned ALL badges. Fixed! Another bug linked to badges… Unassigning a badge didn’t remove it from GitHub. Yeah… fixed!!"}, {"post_id": 47110, "ts": "2026-08-14T19:16:58Z", "hours": 10.0108, "text": "Manage PRs done! Added few new things… I finally finished making Manage PRs. So now you can: Delete Comment Merge Review Close PR Reopen PR I also had to fix some design flaws and function flaws but now it should be all good. Before doing all of this, there was a bunch of GET requests… now? Now it is also a bunch of PATCH & PUT requests. Also, now when you’ll try to link your GitHub Repository with the local one, you will just select the one that is on your GitHub account. Another thing! When you have conflicts between the local repository and the remote one (GitHub) and you try to sync them, a lot of the time Notepad pops us and tells you to remove the version of the text that you don’t want. Well now Helyx does it too and doesn’t open notepad, but lets you do it directly in TUI interface in my very own notepad. Conflict solver also uses alternate screen for this. (there’s sadly no showoff image for this, because currently I don’t have anything to create a conflict on) I am not sure what to do next in a next devlog, since everything I really wanted to do is already done… well… not everything but everything around the main things is. Maybe I’ll move on another refactoring? Or finishing the language settings? Well, we will see!"}, {"post_id": 46111, "ts": "2026-08-13T03:18:59Z", "hours": 9.2472, "text": "Manage PRs displaying and some logic done After pulling another all-nighter I finished making the Pull Request display functions. List and details about each Pull Request is done and paging also works too (took it from manage issues ;] ). Pull Requests also contain filters such as: Open Drafts Assigned Reviewed and we can’t forget their counterparts either: Closed Ready Unassigned No reviewers Pull Requests now have comment selection and Markdown formatting, but functions to manage Pull Requests are not done yet. The only ones I managed to finish are: Comment Open Browser The biggest problem with PRs is going to be, that their functions and methods for executing those functions are more complex than the ones for Issues. I plan to add these functions for PRs: Delete Comment Merge Review Close PR Reopen PR I am pretty sure that all of this will be done in next devlog, so stay updated! This is going to be very cool, I think. Well, now I am going to sleep so good night everyone!"}, {"post_id": 45830, "ts": "2026-08-12T15:39:18Z", "hours": 8.5531, "text": "Manage Issues, completed! PRs, incoming… Manage Issues is now fully completed. I still had a few issues with paging and rendering but now they are fixed. Now you can select a message and delete it & edit it. But also now you can create a comment, lock an issue, unlock an issue and create an issue. I also added a thing that I hope will be appreciated, Helyx renders Markdown from GitHub Issue comment and when you comment via Helyx, Helyx gives you Markdown options such as: Bold Text Italic Text Code Text List Quote Also, when you don’t provide a text to a comment in GitHub, Helyx will say that “No description was provided.” So the same thing as GitHub already does, but in Helyx you must provide text. Why? Because why would you create a comment with no text? So I banned adding a comment with no text. Okay, that would be everything! It was fun to create this because everything was working so well, except the paging system… that was painful to make even with Claude’s help. As I said in past devlogs, after Issues I am going to move to PRs. So yeah, let’s work on PR. I hope it won’t be harder to make, because a PR is a type of Issue in GitHub, so I hope I will use the same function logic and functions and callbacks to make it."}, {"post_id": 45232, "ts": "2026-08-11T15:56:35Z", "hours": 9.2425, "text": "Paging done, functions almost! I finished making the logic for rendering issues. In the last devlog it was just displaying all of the issues at the same time. No paging system so if there was a lot of issues or long issues, they would simply… not appear. It took me a really long time to work this out. I was mainly switching back and forth the rendering logic all the time and it went so far, that I had to use Claude to help me with it. At the end, I ended up with a rendering logic that I am not really keen on, but it is the best one that can be used in Helyx and TUI environment. Main obstacles were the Spectre.Console rendering functions and classes that were under IRenderable interface. And also the limitations of Panels, Grids… Layout had everything I needed . I wanted to cut the part which couldn’t be rendered and it should have looked like, like an unfinished Panel. Well, this was impossible. Without changing the core code of Spectre.Console or creating own system for making Panels it was impossible. Also, I haven’t seen it as something that WOULD NEED an own system that would render comments. So I just made it when a comment cuts, it creates whole Panel with part of the comment that can be rendered and at the bottom is text saying that it continues on the next page… and on the other page at the top there’s text that, hey, it continues here! Let’s finally talk about the Issue functions! I finished some simple one like: Close Reopen and create an issue… But I still have to create a system that can let you: Comment Edit comments Delete comments Lock issue Unlock issue Those are currently in WIP, but in the next devlog they’ll be most probably finished and after everything is done with issues, I will move to Pull Requests!"}, {"post_id": 44672, "ts": "2026-08-10T16:18:14Z", "hours": 9.8836, "text": "Manage Issues, at your service. After a painful development period I am again here, writing devlog! What changed? Good question! Manage Issues is partly done! I still have to finish making the actual actions but displaying is somewhat finished. When you go to ‘Manage Issues’, you will firstly see a list of issues that are on your GitHub repository. From there you can already see some details about the issues such as: Number State Title Labels Comments (number) Updated (time) Above them are filters, currently those are the available filters: All -> All Commented -> Issues has some comments Assigned -> Issues that have some assignees Labels -> Issues that have some labels But that is not all! There are also their counterparts: No comments Unassigned Unlabeled (there’s no inversion of All because why would you need filter None) Yeah, so you can invert your filters… When you select an issue at the very top you will see its number, then you will have a panel with details about the issue with its title and: State Author Opened (time) Labels Assignees Right under these details are all of the comments in chronological order. When it is done, it will also show the whole timeline of each issue. So when this and this label was added/removed… when was this assignee assigned/unassigned… when was this issue closed/opened…. Of course I am going to add actions so you can add a comment, close issue, open issue, etc… When I’ll finish Manage Issues, I will go to work on Manage Pull Requests. It shouldn’t be that different because Pull Requests are by GitHub a kind of Issue but they are also not the same, so different classes, types, etc… Well, wish me luck people… or should I say… Stardancers?? P.S.: Sorry for the grammar in images in comments. I did it very quick for the preview."}, {"post_id": 44020, "ts": "2026-08-09T14:52:22Z", "hours": 9.7869, "text": "Diagnostics done, other stuff too and some changes! Diagnostics are now fully done! When something messes up, it will give you options to fix it! Some time ago I created GitHub Synchronization settings for managing what to sync with GitHub, so what to retrieve and send with those options: Sync status with GitHub repository Sync badges with GitHub repository Fetch GitHub repository topics Fetch GitHub repository stats Use GitHub’s language detection instead of Helyx’s I created a brand new tab called ‘GitHub Actions’ where this setting is. GitHub Actions is meant to contain all of the actions that are mainly linked with GitHub endpoints. I kept few such as Push, Pull, Sync in Git Actions due to how the layout is already created. Also I added when you are rebasing and it fails, it automatically gives you a prompt to cancel it. So repair it… GitHub Actions will contain a new stuff that will come to Helyx! Managing Issues and Pull Requests!! Maybe also workspaces/actions but I will see how difficult that is and how it is needed/useful in Helyx. Another new function is, that when there’s an update for Helyx and I change the GitHub OAuth scope because of new features… Helyx will warn you and tell you to reauthorize to make sure every function will work correctly. Before this change, Helyx was using its folder name as a name of the project and as a repository name for GitHub. Now, when you add a project to Helyx, Helyx will ask you what’s its name and when you will try to use some GitHub function for the first time on your newly added project on Helyx, it will request a GitHub Repository name from you. ;) There’s still a lot of things to add. Honestly I thought that Helyx was at the very end like 50 hours ago and look! There are many more functions to add haha!"}, {"post_id": 43404, "ts": "2026-08-08T17:00:23Z", "hours": 8.0208, "text": "Doctor Git As you may know, right now I am working on Diagnostics. I am almost done with fully displaying all of the health checks about your Git repository. But I still have to finish all of the fixing actions that it will have. Diagnostics will mainly be for a case where something happens in Helyx and it will need to be fixed. The main idea of it is not aimed at resolving issues with your Git repository outside Helyx. But it may resolve some because you may run into the same issue as you had in Helyx of course. In the last devlog I said that I put GitHub Topics off. Well, that did not happen! I finished displaying GitHub Topics!! I think in some devlogs I said that it was for managing GitHub Topics. Managing meant like adding, removing, editing. Well, that wasn’t actually my main point. I just wanted it to show you your currently assigned topics in GitHub. I also didn’t see a big reason in adding Add, Remove, Edit functions for topics. Topics rarely changed, honestly and the most intuitive way would be doing it via GitHub web interface."}, {"post_id": 42869, "ts": "2026-08-07T20:34:12Z", "hours": 3.6694, "text": "More bugs are appearing, and being fixed!! So since Helyx is already far and has many advanced functions, it also has some bugs. Today when I was experimenting with assigning a project and syncing it with GitHub, I found out, that if you try to sync the projects in a wrong way… it will not work. For that reason I added more fail-safes to make sure that this will be eliminated. I can’t confirm yet if those fail-safes work, because I am also working on a new Diagnostics action in Git Actions so if something goes wrong, you can fix it by the error Helyx gives you. Right now my testing project is in a state of “Git corrupted” (no idea what I should call it) where rebase was aborted. Because of this, I had to put the “GitHub Sync Topics” synchronization off until later, so I can focus on fixing these major bugs. Also another bug came to my mind that I fixed… Helyx works on a principle of directory paths. Each project is saved in config file under its own unique GUID and its path. The bug is that when you try to rename the directory, the project won’t be found and it will be removed from Helyx. Now, you can either let Helyx find it automatically (sadly can easily fail) or you can select project manually in explorer (recommended!!!)."}, {"post_id": 42404, "ts": "2026-08-07T02:57:49Z", "hours": 4.2367, "text": "Sync finally done!! It’s 5 AM and I finished “Sync badges with GitHub Repository” and “Sync the status with GitHub repository” (this was already done, but with the enum version of status). I added also a few fail-safes so when you assign some badge or status and then delete it, it will also delete it from GitHub and project. Now it won’t be a ghost that you cannot get rid of haha. This was a little more difficult than I expected to do, the fail-safes because the local changing mechanism and syncing mechanism were written inline in the same function. The only thing that was dividing them was an if statement. It was interesting to make this. To make sure everything will work fine. Even though it didn’t MANY TIMES. Now I will focus on syncing GitHub topics. Wish me luck! P.S.: Forgot to mention, that I have to add this “On Status/Badge Edit, ASAP sync with GitHub” with Edit. I almost forgot lol, just came into my mind. I hope that COPY+PASTE will be enough and I won’t have to create another syncing system specifically for edits…"}, {"post_id": 42259, "ts": "2026-08-06T21:43:48Z", "hours": 8.6897, "text": "Never expected it to be this hard So the last days I was again changing the structure of my solution and trying to get on with it. It took me a while to create one that Claude agrees with and is good for such open-source projects. Anyways, this was the easy part. In my last devlog I said that I completed Custom Statuses & Custom Badges. Well… I did! But then I found out, that my system was bad… and when I say bad I mean it wasn’t thought out. I found out about all of this when I finished the edit action for both. Originally I used Dictionary<string, TagDefinition>. Key was name of the Status/Badge and TagDefinition was the class of one of them which also has name property. But Helyx was not prepared for this, so for the last days I redid the whole system eight times. Once I used Dictionary, once I used List, then HashSet, then Dictionary, then Dictionary with other types and so on. I just couldn’t settle on the correct type for it. Until now, it took so long even though it is so primitive because it simply didn’t come to my mind and when I was asking Claude for suggestions of how could it be made, it didn’t think of using this type. The final type is simply… Dictionary<Guid, TagDefinition> AND A LOT OF CHANGES. Yeah… don’t worry guys! I am totally devastated by doing this over and over even though it was so simple & primitive to do. Well… maybe not really primitive because the changes were also difficult to do. I mainly didn’t want to use the GUID system because I have Custom Statuses but also Built-in Statuses and I was really worried about Built-in statuses having GUID assigned to them. Those sync options with GitHub are still in work, but I finished the GitHub Repository Stats viewer after a lot of experimenting with layouts and designs/effects/colors. I’m looking forward to the next devlog guys! I hope Helyx will be your good coworker that will actually count for something hah! P.S.: I also made that text of colors is grammatically formatted. At least it should be…"}, {"post_id": 40755, "ts": "2026-08-04T14:24:15Z", "hours": 6.5064, "text": "Adding Custom Statuses, Custom Badges and even more! Here we are again! Today I added: Custom Statuses Custom Badges WIP: Sync badges with GitHub repository Sync topics with GitHub repository My original status system for projects was a hardcoded enum with statuses “Active”, “Inactive”, “Paused” and “Archived”. Then I had a lot of switches which determined color of markup based on which enum it is hah. As you may already know, enums cannot be changed in runtime :) What does that mean? That users cannot add their own statuses in Helyx directly… They would have to hardcode into Helyx their own statuses and that’s just impractical, no? That’s why I spent below mentioned amount of hours redoing so many things to make it actually work and I even learned something from this! That JSON Parsers and Colors are NOT huge friends! (genuinely, I HAD NO IDEA why it wasn’t working until AI told me that JSON parsers cannot translate Color structs). Custom Statuses/Badges currently have Add/Delete functions and right now I am going to add also Edit function, so when you accidentally create a status/badge with wrong color, you don’t have to delete it and create it again :) (just saved 10seconds of your life). I also recategorized my whole codebase with help of Claude Code. I told him to review my whole codebase and suggest what classes, enums, interfaces should be in which files and those files in which folders. It was fun, finally something where I did not have to concentrate much and chill and watch something when doing it. Well, now it is not much fun when functions that I was using are in different files and some classes have different names. But at least my codebase looks more professional! (before this I had like 10 files with a bunch of lines where classes were stacked…) Also, about the WIP stuff above… Sync badges with GitHub repository is going to be something like the Sync status with GitHub repository. It will just pop up in your README.md based on where you put the headers which Helyx will give you for that specific badge. Sync topics on the other hand are classic topics of the repository which you can see in top right corner of your repository page. It will mostly show you which topics are assigned to your repository in Helyx but I’ll make it also so you can assign/unassign topics from your repository. I’m thinking of adding more GitHub Synchronization options, but none are currently coming to my mind. Maybe something with actions, no idea yet, or local AI that will explain to you errors given by Helyx when you will be trying to do something. We will see!"}, {"post_id": 40227, "ts": "2026-08-03T17:05:06Z", "hours": 5.3314, "text": "Settings and Git pages are receiving more stuff! I added for Settings page: Notes Settings Updates and for Git page: Undo Commit Redo Commit as the name says, Notes Settings are for changing properties of global Notes on every project. There is only one setting that came to my mind and that is encryption. Some of you might paste into it something personal or confidential. Well, this makes sure that these info CANNOT be taken from raw file, but from Helyx directly. (thinking about adding password mechanism lol) Updates, yeah, it looks for updates for Helyx . Undo Commit is a special one, when you commit something and for some reason you want to go back you just undo it. On the other hand, if you somehow accidentaly clicked on Undo Commit or now you want to redo the undo, you can with Redo Commit. My plan now is to add again more functions, such as Custom Badges, option to sync the Custom Badges with your GitHub repo (it will pop up in README.md) and also add Tags sync, so you can edit your repository’s Tags via Helyx. Oh yeah, also going to add custom project status because some people may say that having statuses such as “Active”, “Inactive”, “Paused”, “Archived” is limiting (custom ones will yes, also be synced with GitHub). :) I also mustn’t forget to add the translations for other languages. I am going to do this at the end due to new text appearing every time I add something new."}, {"post_id": 39660, "ts": "2026-08-02T19:45:40Z", "hours": 6.2036, "text": "Slowly, but surely We are almost at the end (if no other function to add will come to my mind) and I was messing with access modifiers, accessors, refactoring names of variables, Tasks, voids, properties. I was adding exception handling keywords and many ifs to make sure there will be no bugs and that almost every exception will be caught. I was doing this manually so I might have missed some places where the exception handler is needed but yeah we shall see! I also enabled a search bar, so when you will be looking for your project in Helyx and you have many projects added, you can search for yours! I was also changing styles of my old menus and theirs logic because they weren’t done very well in comparison with style that I am using now… Funny story: while I was messing with the access modifiers and accessors I actually bricked the whole Helyx, because functions that were supposed to resolve configuration file and read/write into it couldn’t. I thought I accidentally removed something important but at the end it was just that, that I was changing the access modifiers and accessors."}, {"post_id": 39059, "ts": "2026-08-01T18:54:21Z", "hours": 9.4842, "text": "Added new setting, finished overwrite languages and still working on show stats I have finished the overwrite languages function which uses GitHub’s programming languages detection system over Helyx’s one. I added a setting where you can choose your identity (Git -> local, GitHub -> remote). Local is based on Git’s settings and remote one is accessible after authorization with GitHub. I am currently working on retrieving and displaying the GitHub repository statistics. I am using charts to display it nicely and simply. Currently it is showing only Stars, Watchers, Forks and chart of used languages. I also added a few informative labels that tell you that something is actually happening and the program did not freeze. If I didn’t add this you would be looking at an empty black screen. One of the last things I added is active GitHub Authorization Token checker and resolver. Before this if you revoked your OAuth with Helyx on GitHub page, Helyx would think that it is still authorized to your GitHub account, now it checks it and if you revoke it online, Helyx will disable functions that are only accessible when you are authorized via GitHub."}, {"post_id": 37815, "ts": "2026-07-30T19:23:03Z", "hours": 4.9556, "text": "User Scripts done? What next?? As written above, I have finished User Scripts. Yeah, they don’t have that many functions as before, but I am going to add some, that will actually be useful and will stay in Helyx. Right after that I’d want to move to add more things to GitHub Synchronization settings that are per project. This is mainly to make the Helyx project dashboard look better with more interesting info about your current repository. Be aware that you have to be authorized in Helyx via GitHub to access those settings. This may sound funny, but I was thinking about adding Add-on manager to Helyx. No idea how I would make it yet or what packages would even Helyx have, but I hope that after some brainstorming I will have an answer. Before that, I will again think for a while if it is a good idea and if it is even needed. But surely it sounds cool to me, to someone who has never made an add-on manager for his program. At the end I want to transfer my view to hardening the code. Many checkings, many dialog boxes what’s wrong, and such things, so your Helyx window just doesn’t close after you mess up with configuration file or you do something that no one would ever do in his lifetime. ;)"}, {"post_id": 37545, "ts": "2026-07-30T10:56:21Z", "hours": 10.0053, "text": "Changing my mind over User Scripts So I have finished all of these User Scripts functions and I found out something interesting, that made me remove some of them after I finished them. In the devlog before, I wrote a list of actions that are in Helyx such as… Wait Until, If, Loop, Set/Get Variable, etc… . Well, I found out that making some that I have mentioned would be useless, because I imagined User Scripts mainly as an automatic actions for testing your project, but how could your program get script’s variable from Helyx or set/change it. The same applies for If, If would be also complex to set. With each If Action there would be x^2 (if my calculations are correct) more node pathways and without making some really good UX in TUI environment, it would be difficult to find your way around."}, {"post_id": 36457, "ts": "2026-07-28T16:14:12Z", "hours": 9.1958, "text": "Making User Scripts I am currently working on the User Scripts as I have mentioned in older devlogs. I must say that this is one of my first interactions with interfaces in C# because there was not a huge reason to use it in my code… until now. I must say that User Scripts is the most difficult thing in all Helyx to make because you have to think on everything… how this will work, how shall we display it, how to make it versatile so other actions work with it too, etc… I made the system for adding Blocks (Actions = Blocks) to Scripts and right now I am implementing dialogs to insert properties for each action, such as Duration for Wait Action. These are current actions that are in Helyx (you can suggest new ones in comments) : Wait Wait Until If Loop (should be something like while(), might change the idea of it) End (ends script, so like return/break) Set Variable Get Variable Compare Random Log (logs text) Execute (executes command) Open (opens directory) Create File Create Folder Delete File Delete Folder Right after that I would want to move to make the UI look overall better and function better. Welp, we will see in my next devlog the progress I will make."}, {"post_id": 35822, "ts": "2026-07-27T14:40:58Z", "hours": 5.6561, "text": "Backup system, done!! I finished the Backup system and also had to fix some major issues I had in helper functions due to the “project looking up system” migration… yeah… awkward name, I know. Now that the Backup system is done, let me continue and begin to work on User Scripts. Just realized that I have to come up with how it will work…"}, {"post_id": 34093, "ts": "2026-07-24T15:52:43Z", "hours": 8.3447, "text": "Losing sanity is not fun I honestly think I’ll go insane soon. I have changed the whole system of how Helyx saves Projects to its config file and how every function… EVERY FUNCTION works with it. I just have to say that I’ll try my best to make the code better than the one I am currently editing because 18h spent on redoing the whole codebase (revamping included from devlog before) is 1. crazy and 2. even more crazy. It’s wild how a tiny thing can ruin your whole codebase, I hope I will finish it quickly, because I want to continue working on the Backup system and after that on the User Scripts."}, {"post_id": 31940, "ts": "2026-07-20T19:06:16Z", "hours": 9.93, "text": "Cleanup time! I have completely revamped my code… I removed a lot of unused code that was either used for experimenting or was scrapped and I forgot to remove it. Before removing some of the code, I actually tried something with it… but then I realized that they were commented for some reason. I refactored parts of my code to look overall simpler with lambda expressions and LINQ. Not sure if it is more readable now, but it works so it’s fine. If anything, I’ll just add a comment so I know what it does instead of looking at it and brainstorming what it could be. I decided to mainly work on the Backup system because I think that User Scripts will be more complicated to make."}, {"post_id": 31333, "ts": "2026-07-19T17:11:07Z", "hours": 6.3575, "text": "Local & Remote Repository status I just finished making the status manager, so now you can change your status locally… but also remotely! Remotely means on GitHub, not like via some controller. Because of this, I created a tab called GitHub Synchronization, where you can enable/disable settings that are linked with GitHub and retrieve/push from/to GitHub. Now, I am planning to work on Backup system and User Scripts."}, {"post_id": 29735, "ts": "2026-07-16T20:33:20Z", "hours": 9.7861, "text": "Git Actions family is getting EVEN bigger! I have finally finished a lot of major stuff and also tried to make some additional things that MAY be added in the future. I finally added Stashes, Pull, Push and Sync to the Git Actions, so now they work! Also, all of Git functions have some automatic repair, so if you do something you shouldn’t, it should be alright… but it is not 100% so don’t try your luck! I still have to finish and a bunch of stuff with it so you can do whatever you want with it without editing the code itself! I was thinking of adding some label for your GitHub repository which you can control via Helyx. Like status… yeah… let’s add a badge that will act as a status info of your project!"}, {"post_id": 26717, "ts": "2026-07-11T17:47:55Z", "hours": 12.8578, "text": "Git Actions family is getting bigger! We’ve made a lot of progress! More of the Git Actions are done such as… Status Stage Commit Diff Create Branch Switch Branch Delete Branch Right now I am working on another: Pull Push Sync Stashes I hope they will be done soon! Stay updated!"}, {"post_id": 21798, "ts": "2026-07-03T22:31:34Z", "hours": 45.9456, "text": "Huge updates!! Since it is my first time working with Spectre.Console library, I was trying a lot of stuff with it. When I was somewhat happy with what I learned, I cleaned up the code due to the amount of useless lines and duplicated/not used variables . 1, Updated UI/UX I have updated the UI/UX so it looks more modern-ish. This new UI/UX design is for now only on the main pages of Helyx… but I plan to add it to every page very soon! 2, More actions! (even more will be available in the future) I have added more Git Actions that are still in WIP. I also created templates in code of what actions I’d want to add later. I’ll tell you more about them when they will be finished (SOON). 3, More stuff in Settings! I have added more settings into Settings :D Now you can select Default IDE, see if your IDE was found in your system, if not you can manually select the .exe of it. You can also manage the configuration file, well, reset it. 4, Projects sorting Projects are now sorted based on its status. 5, You can manage the projects for Helyx You can now delete the projects and change the status. 6, Future bugs & lots of if statements My code was completely unsafe up to this point, so I had to add many of try/catch and if statements to make it safe. I was experimenting with Spectre.Console, because I have never worked with it. I made some cool stuff that I will add in the future to Helyx! I understand it now better! All of this was quite difficult for me to do, since as I said, on such project where I am using C# with its basic types… I was mostly a Unity C# Developer, where Unity had its own classes and functions and callers that were standard."}, {"post_id": 10796, "ts": "2026-06-17T18:25:25Z", "hours": 14.0269, "text": "Helyx, the IDE detective I’ve been working on the IDE detection system. This took me a long time because I was testing many different ways of how to detect it and then sort them from most probable to least. At the end I have selected the one that uses points based on what the Project includes in its path… so files, extensions and directories. I was experimenting with the Language system that I will make in the future. I just want to be sure what I am doing so later, I won’t be in panic what now and what was my original plan. I have also refactored the code to some point but it is still not great after all of these things I have done above … so still need to do this. I redesigned the menus and made it more universal and made the menu easier to navigate in. I think my progress is going kinda good so far and it looks promising for me. I also added some basic Git function like “git status” but I am about to add more. I’d appreciate if you would write into comments some functions that I should add to Helyx. Not sure if I already mentioned this but I am also planning to add a feature so you can create your own shortcuts for your projects like… some testing shortcut. For instance, you have some project you want to test and you need to build it, then tweak some settings and at the end you actually test. With this, you can do all of this just by one click… Well, that’s at least my imagination and I am not sure if it will get to such point where you can do such tasks but we’ll see Wish me luck!"}, {"post_id": 9561, "ts": "2026-06-15T22:44:15Z", "hours": 4.0336, "text": "Project handler, done for now I was thinking of adding a translation system for Helyx. I was experimenting with a lot of systems how to do it… well, I might keep this for the end of Helyx so at the end I translate all of the strings. I added the “Add Project” system and some basic detection systems for it such as… Project Name Path Languages (used programming language in project) Used IDE for the project then it will ask you if you really, but REALLY want to add the project and if you proceed it will be added to your Projects menu. After that you can open your Project and see such basic info as… Status Last modified Languages Used IDE Is a GIT Repo I am thinking about adding more, removing some and making it overall more versatile because versatile applications are just the best ones. For now, I created some basic functions for your Projects such as… Open in VS Code Git Status Remove Project (from Helyx) but these are the ones already working, but I am still trying to make them more versatile :p … but there’s more functions that I am currently working on, that I hope won’t be scrapped and I will mention them in next devlog!"}, {"post_id": 9329, "ts": "2026-06-15T17:24:04Z", "hours": 7.76, "text": "Lots of new ideas, lots of scrapped ideas Lately I’ve been working on a way to search for projects automatically but I had to scrap the idea because I didn’t like it at the end… so now I am making it so you can add your own projects and some IDE integrations. I was also trying multiple libraries for TUI interface integration and GUI support with other libraries and input devices. These hours were full of scrapping & making new ideas, but that’s what programming is about!"}, {"post_id": 8639, "ts": "2026-06-14T11:15:51Z", "hours": 1.3039, "text": "The beginning… So I have finally begun to work on this! I was thinking a lot what to create for Stardance and it looks like this might be something I want to create! Originally I wanted to create this in Python but then I really quickly found out that my Python skills wouldn’t be enough to create something like this and I didn’t want this to be a vibe-coding project… SO HERE WE ARE… using C#! So far so good, I guess… Currently I am working on the configuration handler which will have functions for implementing and retrieving info from the configuration file. After that, I am planning to make the interface somewhat versatile, so it is possible to adjust it for yourself or add some new options and such."}]...
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Title: Helyx by @lix | Stardance
Devlogs:
The beg Title: Helyx by @lix | Stardance
Devlogs:
The beginning… So I have finally begun to work on this! I was thinking a lot what to create for Stardance and it looks like this might be something I want to create! Originally I wanted to create this in Python but then I really quickly found out that my Python skills wouldn’t be enough to create something like this and I didn’t want this to be a vibe-coding project… SO HERE WE ARE… using C#! So far so good, I guess… Currently I am working on the configuration handler which will have functions for implementing and retrieving info from the configuration file. After that, I am planning to make the interface somewhat versatile, so it is possible to adjust it for yourself or add some new options and such.
Lots of new ideas, lots of scrapped ideas Lately I’ve been working on a way to search for projects automatically but I had to scrap the idea because I didn’t like it at the end… so now I am making it so you can add your own projects and some IDE integrations. I was also trying multiple libraries for TUI interface integration and GUI support with other libraries and input devices. These hours were full of scrapping & making new ideas, but that’s what programming is about!
Project handler, done for now I was thinking of adding a translation system for Helyx. I was experimenting with a lot of systems how to do it… well, I might keep this for the end of Helyx so at the end I translate all of the strings. I added the “Add Project” system and some basic detection systems for it such as… Project Name Path Languages (used programming language in project) Used IDE for the project then it will ask you if you really, but REALLY want to add the project and if you proceed it will be added to your Projects menu. After that you can open your Project and see such basic info as… Status Last modified Languages Used IDE Is a GIT Repo I am thinking about adding more, removing some and making it overall more versatile because versatile applications are just the best ones. For now, I created some basic functions for your Projects such as… Open in VS Code Git Status Remove Project (from Helyx) but these are the ones already working, but I am still trying to make them more versatile :p … but there’s more functions that I am currently working on, that I hope won’t be scrapped and I will mention them in next devlog!
Helyx, the IDE detective I’ve been working on the IDE detection system. This took me a long time because I was testing many different ways of how to detect it and then sort them from most probable to least. At the end I have selected the one that uses points based on what the Project includes in its path… so files, extensions and directories. I was experimenting with the Language system that I will make in the future. I just want to be sure what I am doing so later, I won’t be in panic what now and what was my original plan. I have also refactored the code to some point but it is still not great after all of these things I have done above … so still need to do this. I redesigned the menus and made it more universal and made the menu easier to navigate in. I think my progress is going kinda good so far and it looks promising for me. I also added some basic Git function like “git status” but I am about to add more. I’d appreciate if you would write into comments some functions that I should add to Helyx. Not sure if I already mentioned this but I am also planning to add a feature so you can create your own shortcuts for your projects like… some testing shortcut. For instance, you have some project you want to test and you need to build it, then tweak some settings and at the end you actually test. With this, you can do all of this just by one click… Well, that’s at least my imagination and I am not sure if it will get to such point where you can do such tasks but we’ll see Wish me luck!
Huge updates!! Since it is my first time working with Spectre.Console library, I was trying a lot of stuff with it. When I was somewhat happy with what I learned, I cleaned up the code due to the amount of useless lines and duplicated/not used variables . 1, Updated UI/UX I have updated the UI/UX so it looks more modern-ish. This new UI/UX design is for now only on the main pages of Helyx… but I plan to add it to every page very soon! 2, More actions! (even more will be available in the future) I have added more Git Actions that are still in WIP. I also created templates in code of what actions I’d want to add later. I’ll tell you more about them when they will be finished (SOON). 3, More stuff in Settings! I have added more settings into Settings :D Now you can select Default IDE, see if your IDE was found in your system, if not you can manually select the .exe of it. You can also manage the configuration file, well, reset it. 4, Projects sorting Projects are now sorted based on its status. 5, You can manage the projects for Helyx You can now delete the projects and change the status. 6, Future bugs & lots of if statements My code was completely unsafe up to this point, so I had to add many of try/catch and if statements to make it safe. I was experimenting with Spectre.Console, because I have never worked with it. I made some cool stuff that I will add in the future to Helyx! I understand it now better! All of this was quite difficult for me to do, since as I said, on such project where I am using C# with its basic types… I was mostly a Unity C# Developer, where Unity had its own classes and functions and callers that were standard.
Git Actions family is getting bigger! We’ve made a lot of progress! More of the Git Actions are done such as… Status Stage Commit Diff Create Branch Switch Branch Delete Branch Right now I am working on another: Pull Push Sync Stashes I hope they will be done soon! Stay updated!
Git Actions family is getting EVEN bigger! I have finally finished a lot of major stuff and also tried to make some additional things that MAY be added in the future. I finally added Stashes, Pull, Push and Sync to the Git Actions, so now they work! Also, all of Git functions have some automatic repair, so if you do something you shouldn’t, it should be alright… but it is not 100% so don’t try your luck! I still have to finish and a bunch of stuff with it so you can do whatever you want with it without editing the code itself! I was thinking of adding some label for your GitHub repository which you can control via Helyx. Like status… yeah… let’s add a badge that will act as a status info of your project!
Local & Remote Repository status I just finished making the status manager, so now you can change your status locally… but also remotely! Remotely means on GitHub, not like via some controller. Because of this, I created a tab called GitHub Synchronization, where you can enable/disable settings that are linked with GitHub and retrieve/push from/to GitHub. Now, I am planning to work on Backup system and User Scripts.
Cleanup time! I have completely revamped my code… I removed a lot of unused code that was either used for experimenting or was scrapped and I forgot to remove it. Before removing some of the code, I actually tried something with it… but then I realized that they were commented for some reason. I refactored parts of my code to look overall simpler with lambda expressions and LINQ. Not sure if it is more readable now, but it works so it’s fine. If anything, I’ll just add a comment so I know what it does instead of looking at it and brainstorming what it could be. I decided to mainly work on the Backup system because I think that User Scripts will be more complicated to make.
Losing sanity is not fun I honestly think I’ll go insane soon. I have changed the whole system of how Helyx saves Projects to its config file and how every function… EVERY FUNCTION works with it. I just have to say that I’ll try my best to make the code better than the one I am currently editing because 18h spent on redoing the whole codebase (revamping included from devlog before) is 1. crazy and 2. even more crazy. It’s wild how a tiny thing can ruin your whole codebase, I hope I will finish it quickly, because I want to continue working on the Backup system and after that on the User Scripts.
Backup system, done!! I finished the Backup system and also had to fix some major issues I had in helper functions due to the “project looking up system” migration… yeah… awkward name, I know. Now that the Backup system is done, let me continue and begin to work on User Scripts. Just realized that I have to come up with how it will work…
Making User Scripts I am currently working on the User Scripts as I have mentioned in older devlogs. I must say that this is one of my first interactions with interfaces in C# because there was not a huge reason to use it in my code… until now. I must say that User Scripts is the most difficult thing in all Helyx to make because you have to think on everything… how this will work, how shall we display it, how to make it versatile so other actions work with it too, etc… I made the system for adding Blocks (Actions = Blocks) to Scripts and right now I am implementing dialogs to insert properties for each action, such as Duration for Wait Action. These are current actions that are in Helyx (you can suggest new ones in comments) : Wait Wait Until If Loop (should be something like while(), might change the idea of it) End (ends script, so like return/break) Set Variable Get Variable Compare Random Log (logs text) Execute (executes command) Open (opens directory) Create File Create Folder Delete File Delete Folder Right after that I would want to move to make the UI look overall better and function better. Welp, we will see in my next devlog the progress I will make.
Changing my mind over User Scripts So I have finished all of these User Scripts functions and I found out something interesting, that made me remove some of them after I finished them. In the devlog before, I wrote a list of actions that are in Helyx such as… Wait Until, If, Loop, Set/Get Variable, etc… . Well, I found out that making some that I have mentioned would be useless, because I imagined User Scripts mainly as an automatic actions for testing your project, but how could your program get script’s variable from Helyx or set/change it. The same applies for If, If would be also complex to set. With each If Action there would be x^2 (if my calculations are correct) more node pathways and without making some really good UX in TUI environment, it would be difficult to find your way around.
User Scripts done? What next?? As written above, I have finished User Scripts. Yeah, they don’t have that many functions as before, but I am going to add some, that will actually be useful and will stay in Helyx. Right after that I’d want to move to add more things to GitHub Synchronization settings that are per project. This is mainly to make the Helyx project dashboard look better with more interesting info about your current repository. Be aware that you have to be authorized in Helyx via GitHub to access those settings. This may sound funny, but I was thinking about adding Add-on manager to Helyx. No idea how I would make it yet or what packages would even Helyx have, but I hope that after some brainstorming I will have an answer. Before that, I will again think for a while if it is a good idea and if it is even needed. But surely it sounds cool to me, to someone who has never made an add-on manager for his program. At the end I want to transfer my view to hardening the code. Many checkings, many dialog boxes what’s wrong, and such things, so your Helyx window just doesn’t close after you mess up with configuration file or you do something that no one would ever do in his lifetime. ;)
Added new setting, finished overwrite languages and still working on show stats I have finished the overwrite languages function which uses GitHub’s programming languages detection system over Helyx’s one. I added a setting where you can choose your identity (Git -> local, GitHub -> remote). Local is based on Git’s settings and remote one is accessible after authorization with GitHub. I am currently working on retrieving and displaying the GitHub repository statistics. I am using charts to display it nicely and simply. Currently it is showing only Stars, Watchers, Forks and chart of used languages. I also added a few informative labels that tell you that something is actually happening and the program did not freeze. If I didn’t add this you would be looking at an empty black screen. One of the last things I added is active GitHub Authorization Token checker and resolver. Before this if you revoked your OAuth with Helyx on GitHub page, Helyx would think that it is still authorized to your GitHub account, now it checks it and if you revoke it online, Helyx will disable functions that are only accessible when you are authorized via GitHub.
Slowly, but surely We are almost at the end (if no other function to add will come to my mind) and I was messing with access modifiers, accessors, refactoring names of variables, Tasks, voids, properties. I was adding exception handling keywords and many ifs to make sure there will be no bugs and that almost every exception will be caught. I was doing this manually so I might have missed some places where the exception handler is needed but yeah we shall see! I also enabled a search bar, so when you will be looking for your project in Helyx and you have many projects added, you can search for yours! I was also changing styles of my old menus and theirs logic because they weren’t done very well in comparison with style that I am using now… Funny story: while I was messing with the access modifiers and accessors I actually bricked the whole Helyx, because functions that were supposed to resolve configuration file and read/write into it couldn’t. I thought I accidentally removed something important but at the end it was just that, that I was changing the access modifiers and accessors.
Settings and Git pages are receiving more stuff! I added for Settings page: Notes Settings Updates and for Git page: Undo Commit Redo Commit as the name says, Notes Settings are for changing properties of global Notes on every project. There is only one setting that came to my mind and that is encryption. Some of you might paste into it something personal or confidential. Well, this makes sure that these info CANNOT be taken from raw file, but from Helyx directly. (thinking about adding password mechanism lol) Updates, yeah, it looks for updates for Helyx . Undo Commit is a special one, when you commit something and for some reason you want to go back you just undo it. On the other hand, if you somehow accidentaly clicked on Undo Commit or now you want to redo the undo, you can with Redo Commit. My plan now is to add again more functions, such as Custom Badges, option to sync the Custom Badges with your GitHub repo (it will pop up in README.md) and also add Tags sync, so you can edit your repository’s Tags via Helyx. Oh yeah, also going to add custom project status because some people may say that having statuses such as “Active”, “Inactive”, “Paused”, “Archived” is limiting (custom ones will yes, also be synced with GitHub). :) I also mustn’t forget to add the translations for other languages. I am going to do this at the end due to new text appearing every time I add something new.
Adding Custom Statuses, Custom Badges and even more! Here we are again! Today I added: Custom Statuses Custom Badges WIP: Sync badges with GitHub repository Sync topics with GitHub repository My original status system for projects was a hardcoded enum with statuses “Active”, “Inactive”, “Paused” and “Archived”. Then I had a lot of switches which determined color of markup based on which enum it is hah. As you may already know, enums cannot be changed in runtime :) What does that mean? That users cannot add their own statuses in Helyx directly… They would have to hardcode into Helyx their own statuses and that’s just impractical, no? That’s why I spent below mentioned amount of hours redoing so many things to make it actually work and I even learned something from this! That JSON Parsers and Colors are NOT huge friends! (genuinely, I HAD NO IDEA why it wasn’t working until AI told me that JSON parsers cannot translate Color structs). Custom Statuses/Badges currently have Add/Delete functions and right now I am going to add also Edit function, so when you accidentally create a status/badge with wrong color, you don’t have to delete it and create it again :) (just saved 10seconds of your life). I also recategorized my whole codebase with help of Claude Code. I told him to review my whole codebase and suggest what classes, enums, interfaces should be in which files and those files in which folders. It was fun, finally something where I did not have to concentrate much and chill and watch something when doing it. Well, now it is not much fun when functions that I was using are in different files and some classes have different names. But at least my codebase looks more professional! (before this I had like 10 files with a bunch of lines where classes were stacked…) Also, about the WIP stuff above… Sync badges with GitHub repository is going to be something like the Sync status with GitHub repository. It will just pop up in your README.md based on where you put the headers which Helyx will give you for that specific badge. Sync topics on the other hand are classic topics of the repository which you can see in top right corner of your repository page. It will mostly show you which topics are assigned to your repository in Helyx but I’ll make it also so you can assign/unassign topics from your repository. I’m thinking of adding more GitHub Synchronization options, but none are currently coming to my mind. Maybe something with actions, no idea yet, or local AI that will explain to you errors given by Helyx when you will be trying to do something. We will see!
Never expected it to be this hard So the last days I was again changing the structure of my solution and trying to get on with it. It took me a while to create one that Claude agrees with and is good for such open-source projects. Anyways, this was the easy part. In my last devlog I said that I completed Custom Statuses & Custom Badges. Well… I did! But then I found out, that my system was bad… and when I say bad I mean it wasn’t thought out. I found out about all of this when I finished the edit action for both. Originally I used Dictionary<string, TagDefinition>. Key was name of the Status/Badge and TagDefinition was the class of one of them which also has name property. But Helyx was not prepared for this, so for the last days I redid the whole system eight times. Once I used Dictionary, once I used List, then HashSet, then Dictionary, then Dictionary with other types and so on. I just couldn’t settle on the correct type for it. Until now, it took so long even though it is so primitive because it simply didn’t come to my mind and when I was asking Claude for suggestions of how could it be made, it didn’t think of using this type. The final type is simply… Dictionary<Guid, TagDefinition> AND A LOT OF CHANGES. Yeah… don’t worry guys! I am totally devastated by doing this over and over even though it was so simple & primitive to do. Well… maybe not really primitive because the changes were also difficult to do. I mainly didn’t want to use the GUID system because I have Custom Statuses but also Built-in Statuses and I was really worried about Built-in statuses having GUID assigned to them. Those sync options with GitHub are still in work, but I finished the GitHub Repository Stats viewer after a lot of experimenting with layouts and designs/effects/colors. I’m looking forward to the next devlog guys! I hope Helyx will be your good coworker that will actually count for something hah! P.S.: I also made that text of colors is grammatically formatted. At least it should be…
Sync finally done!! It’s 5 AM and I finished “Sync badges with GitHub Repository” and “Sync the status with GitHub repository” (this was already done, but with the enum version of status). I added also a few fail-safes so when you assign some badge or status and then delete it, it will also delete it from GitHub and project. Now it won’t be a ghost that you cannot get rid of haha. This was a little more difficult than I expected to do, the fail-safes because the local changing mechanism and syncing mechanism were written inline in the same function. The only thing that was dividing them was an if statement. It was interesting to make this. To make sure everything will work fine. Even though it didn’t MANY TIMES. Now I will focus on syncing GitHub topics. Wish me luck! P.S.: Forgot to mention, that I have to add this “On Status/Badge Edit, ASAP sync with GitHub” with Edit. I almost forgot lol, just came into my mind. I hope that COPY+PASTE will be enough and I won’t have to create another syncing system specifically for edits…
More bugs are appearing, and being fixed!! So since Helyx is already far and has many advanced functions, it also has some bugs. Today when I was experimenting with assigning a project and syncing it with GitHub, I found out, that if you try to sync the projects in a wrong way… it will not work. For that reason I added more fail-safes to make sure that this will be eliminated. I can’t confirm yet if those fail-safes work, because I am also working on a new Diagnostics action in Git Actions so if something goes wrong, you can fix it by the error Helyx gives you. Right now my testing project is in a state of “Git corrupted” (no idea what I should call it) where rebase was aborted. Because of this, I had to put the “GitHub Sync Topics” synchronization off until later, so I can focus on fixing these major bugs. Also another bug came to my mind that I fixed… Helyx works on a principle of directory paths. Each project is saved in config file under its own unique GUID and its path. The bug is that when you try to rename the directory, the project won’t be found and it will be removed from Helyx. Now, you can either let Helyx find it automatically (sadly can easily fail) or you can select project manually in explorer (recommended!!!).
Doctor Git As you may know, right now I am working on Diagnostics. I am almost done with fully displaying all of the health checks about your Git repository. But I still have to finish all of the fixing actions that it will have. Diagnostics will mainly be for a case where something happens in Helyx and it will need to be fixed. The main idea of it is not aimed at resolving issues with your Git repository outside Helyx. But it may resolve some because you may run into the same issue as you had in Helyx of course. In the last devlog I said that I put GitHub Topics off. Well, that did not happen! I finished displaying GitHub Topics!! I think in some devlogs I said that it was for managing GitHub Topics. Managing meant like adding, removing, editing. Well, that wasn’t actually my main point. I just wanted it to show you your currently assigned topics in GitHub. I also didn’t see a big reason in adding Add, Remove, Edit functions for topics. Topics rarely changed, honestly and the most intuitive way would be doing it via GitHub web interface.
Diagnostics done, other stuff too and some changes! Diagnostics are now fully done! When something messes up, it will give you options to fix it! Some time ago I created GitHub Synchronization settings for managing what to sync with GitHub, so what to retrieve and send with those options: Sync status with GitHub repository Sync badges with GitHub repository Fetch GitHub repository topics Fetch GitHub repository stats Use GitHub’s language detection instead of Helyx’s I created a brand new tab called ‘GitHub Actions’ where this setting is. GitHub Actions is meant to contain all of the actions that are mainly linked with GitHub endpoints. I kept few such as Push, Pull, Sync in Git Actions due to how the layout is already created. Also I added when you are rebasing and it fails, it automatically gives you a prompt to cancel it. So repair it… GitHub Actions will contain a new stuff that will come to Helyx! Managing Issues and Pull Requests!! Maybe also workspaces/actions but I will see how difficult that is and how it is needed/useful in Helyx. Another new function is, that when there’s an update for Helyx and I change the GitHub OAuth scope because of new features… Helyx will warn you and tell you to reauthorize to make sure every function will work correctly. Before this change, Helyx was using its folder name as a name of the project and as a repository name for GitHub. Now, when you add a project to Helyx, Helyx will ask you what’s its name and when you will try to use some GitHub function for the first time on your newly added project on Helyx, it will request a GitHub Repository name from you. ;) There’s still a lot of things to add. Honestly I thought that Helyx was at the very end like 50 hours ago and look! There are many more functions to add haha!
Manage Issues, at your service. After a painful development period I am again here, writing devlog! What changed? Good question! Manage Issues is partly done! I still have to finish making the actual actions but displaying is somewhat finished. When you go to ‘Manage Issues’, you will firstly see a list of issues that are on your GitHub repository. From there you can already see some details about the issues such as: Number State Title Labels Comments (number) Updated (time) Above them are filters, currently those are the available filters: All -> All Commented -> Issues has some comments Assigned -> Issues that have some assignees Labels -> Issues that have some labels But that is not all! There are also their counterparts: No comments Unassigned Unlabeled (there’s no inversion of All because why would you need filter None) Yeah, so you can invert your filters… When you select an issue at the very top you will see its number, then you will have a panel with details about the issue with its title and: State Author Opened (time) Labels Assignees Right under these details are all of the comments in chronological order. When it is done, it will also show the whole timeline of each issue. So when this and this label was added/removed… when was this assignee assigned/unassigned… when was this issue closed/opened…. Of course I am going to add actions so you can add a comment, close issue, open issue, etc… When I’ll finish Manage Issues, I will go to work on Manage Pull Requests. It shouldn’t be that different because Pull Requests are by GitHub a kind of Issue but they are also not the same, so different classes, types, etc… Well, wish me luck people… or should I say… Stardancers?? P.S.: Sorry for the grammar in images in comments. I did it very quick for the preview.
Paging done, functions almost! I finished making the logic for rendering issues. In the last devlog it was just displaying all of the issues at the same time. No paging system so if there was a lot of issues or long issues, they would simply… not appear. It took me a really long time to work this out. I was mainly switching back and forth the rendering logic all the time and it went so far, that I had to use Claude to help me with it. At the end, I ended up with a rendering logic that I am not really keen on, but it is the best one that can be used in Helyx and TUI environment. Main obstacles were the Spectre.Console rendering functions and classes that were under IRenderable interface. And also the limitations of Panels, Grids… Layout had everything I needed . I wanted to cut the part which couldn’t be rendered and it should have looked like, like an unfinished Panel. Well, this was impossible. Without changing the core code of Spectre.Console or creating own system for making Panels it was impossible. Also, I haven’t seen it as something that WOULD NEED an own system that would render comments. So I just made it when a comment cuts, it creates whole Panel with part of the comment that can be rendered and at the bottom is text saying that it continues on the next page… and on the other page at the top there’s text that, hey, it continues here! Let’s finally talk about the Issue functions! I finished some simple one like: Close Reopen and create an issue… But I still have to create a system that can let you: Comment Edit comments Delete comments Lock issue Unlock issue Those are currently in WIP, but in the next devlog they’ll be most probably finished and after everything is done with issues, I will move to Pull Requests!
Manage Issues, completed! PRs, incoming… Manage Issues is now fully completed. I still had a few issues with paging and rendering but now they are fixed. Now you can select a message and delete it & edit it. But also now you can create a comment, lock an issue, unlock an issue and create an issue. I also added a thing that I hope will be appreciated, Helyx renders Markdown from GitHub Issue comment and when you comment via Helyx, Helyx gives you Markdown options such as: Bold Text Italic Text Code Text List Quote Also, when you don’t provide a text to a comment in GitHub, Helyx will say that “No description was provided.” So the same thing as GitHub already does, but in Helyx you must provide text. Why? Because why would you create a comment with no text? So I banned adding a comment with no text. Okay, that would be everything! It was fun to create this because everything was working so well, except the paging system… that was painful to make even with Claude’s help. As I said in past devlogs, after Issues I am going to move to PRs. So yeah, let’s work on PR. I hope it won’t be harder to make, because a PR is a type of Issue in GitHub, so I hope I will use the same function logic and functions and callbacks to make it.
Manage PRs displaying and some logic done After pulling another all-nighter I finished making the Pull Request display functions. List and details about each Pull Request is done and paging also works too (took it from manage issues ;] ). Pull Requests also contain filters such as: Open Drafts Assigned Reviewed and we can’t forget their counterparts either: Closed Ready Unassigned No reviewers Pull Requests now have comment selection and Markdown formatting, but functions to manage Pull Requests are not done yet. The only ones I managed to finish are: Comment Open Browser The biggest problem with PRs is going to be, that their functions and methods for executing those functions are more complex than the ones for Issues. I plan to add these functions for PRs: Delete Comment Merge Review Close PR Reopen PR I am pretty sure that all of this will be done in next devlog, so stay updated! This is going to be very cool, I think. Well, now I am going to sleep so good night everyone!
Manage PRs done! Added few new things… I finally finished making Manage PRs. So now you can: Delete Comment Merge Review Close PR Reopen PR I also had to fix some design flaws and function flaws but now it should be all good. Before doing all of this, there was a bunch of GET requests… now? Now it is also a bunch of PATCH & PUT requests. Also, now when you’ll try to link your GitHub Repository with the local one, you will just select the one that is on your GitHub account. Another thing! When you have conflicts between the local repository and the remote one (GitHub) and you try to sync them, a lot of the time Notepad pops us and tells you to remove the version of the text that you don’t want. Well now Helyx does it too and doesn’t open notepad, but lets you do it directly in TUI interface in my very own notepad. Conflict solver also uses alternate screen for this. (there’s sadly no showoff image for this, because currently I don’t have anything to create a conflict on) I am not sure what to do next in a next devlog, since everything I really wanted to do is already done… well… not everything but everything around the main things is. Maybe I’ll move on another refactoring? Or finishing the language settings? Well, we will see!
Adding new features & fixing bugs I finished making “Analyze Project” which analyzes your whole project and prints stuff such as: Number of files Number of folders Size of the project on disk Number of lines Also you can now see what amount of what programming language makes your project. It also shows you the biggest files in your project directory. And also you can see Git information such as: Branch Number of commits First commit (date) Last commit Working tree .git size So it displays some maybe important and basic information that you may check sometimes or might be interested in. There were like 6 revisions of this because I was testing different styles & designs. I also found a lot of hidden bugs with help of Claude! Before talking about bugs, I will tell you something about new features that I added. Now, when you assign a badge or change a status and you don’t have markers in README.md yet in it, then it will ask you if you want to add them manually or via Helyx. What does that mean? Well, it opens a “text editor” in Helyx which displays README.md and you can insert the badges/statuses where you want instead of opening the file in notepad and inserting the markers manually. Overall it is way quicker to do it now via Helyx. Helyx’s Generic Text Editor is now even better! You can now use all of the arrows, before you could just use Left/Right Arrow to move cursor left or right. Now you can move between lines. Now you can also open your project’s wiki via Helyx. Be aware that it doesn’t check anything, if you have wiki or not. It directly opens the website for the wiki where it should have been for the current linked GitHub Repository. Let’s talk about bugs now! Open an issue called the Markdown handler function and it was accidentally calling GitHub 101 times, when it needed some info. Now it doesn’t. 🆒 Notes have an encryption system, so if you put some sensitive info into it, it couldn’t be directly taken from the file. Only via Helyx. There was a bug, where when you enabled encryption and edit notes of 2 projects, then you turn off encryption globally and open the first project’s notes, it decrypts… but after that you open second project’s notes, it won’t. This was due to having a global bool instead of per project bool when saving if it was encrypted. Fixeddd! Another bug! Sync Status & Sync Badges was deleting staging index. Funny that I was thinking about to restore the staging index whenever using it, but at the end… the logic was wrong 😭 Now it isn’t. Then there was a bug that when you unassigned a badge, it unassigned ALL badges. Fixed! Another bug linked to badges… Unassigning a badge didn’t remove it from GitHub. Yeah… fixed!!
Fixing more bugs I fix bugs mainly with use of Claude Code, because hunting for bugs is not easy and this project is not a small one haha. I had to run MANY code review tools for this, because every time it kept finding new bugs. No idea how but it did. So what we fixed? If a GitHub comment had bold text split across two lines, opening that issue crashed Helyx before it drew anything. A file with a square bracket in its name (e.g. data[1].json) crashed Status, Diff, Commit, Stashes and Log. If anything held config.json open for even a moment, Helyx assumed it was corrupt, reset it, then crashed everywhere that looked for a project. If config.json was missing its Badges section, the startup migration quietly deleted every badge from every project. Committing saved a copy of the project taken before the confirmation prompts, so anything changed in between was silently thrown away. If you linked a GitHub repo during Push, the remote was created with an empty name. Syncing a status that had since been deleted crashed in the middle of a push. A commit message containing a square bracket crashed “View Full Message” (those are just bugs that were missing Markup.Escape() function). Applying a stash said “applied successfully” even when it conflicted. One bad path stored in config.json crashed “Add Project”. This is just a snippet of the amount of fixed bugs. I won’t write all of them here since it would take a lot of text and I am pretty sure that this is enough for you to understand that we fixed a lot of bugs haha. Right now I am going to do the Language System. I am not sure if I mentioned in some devlog, the list of languages that Helyx will support. If not… there it is: English Slovak Spanish French German Russian
Languages almost done, moving onto GitHub & README.md Well guys, Language System is almost done. It is powered by a Resources file that stores all of the translated strings. More bugs were found! But now, all of the bugs should be fixed with also many failsafes! Now, I want to complete the Language System because I am really close to finishing it. I also want to make the README.md for Helyx’s GitHub Repository. Originally I wanted to make it via Obsidian app, but it doesn’t have direct support for Wakatime, so I have to use VS 2026 native Markdown editor with the support of Markdown Editor v2 extension from Mads Kristensen. (not sponsored lol) I also heard that Obsidian app doesn’t use the same Markdown as GitHub does so there would be some things mistyped or not even rendered, but VS 2026 should be fully compatible with GitHub’s Markdown renderer, so we will see!
More bugs fixed, new functions, README & Language System updates! Hello guys, once again at 4 AM! Bugs: As the title says, there are more fixed bugs. Diagnostics crashed Helyx if you ran a rebase in a terminal and hit a conflict. Now it doesn’t! Another fixed bug is that when you opened an issue in Helyx, the footer vanished. At first I was shocked, but it was a simple fix so now your footer doesn’t vanish. Another vanishing bug! The Languages row from the header vanished when you entered a tab where Layout class was being used. Now you will see your sweet programming languages used in your selected project. Guess what! Another vanishing bug! This time the whole header vanished when you exited .Live()! Now it is okay! New behaviour: I unified some color codes with some type of info. E.g. SHA is Dark Orange everywhere, Stash is Yellow, Date is Cadet Blue and Issue Number is Aqua. The README.md editor, when inserting badges/status now has a new keybind: backspace! It is different from DEL! DEL deletes the badges/status but backspace deletes the whole line, including the badge/status that was on that line. README The README is almost done! At least I hope! Claude was a big help here, because I wanted to create an insane README and we really did. Guys, you should be excited about the README file haha! Language System Translations for these languages are already done: English French German Russian Slovak Spanish So basically every language translation is already done. BUT I decided to add even more languages! The new languages that Helyx will support are: Italian Portuguese
New features, new languages, new problems. A new feature that I added is GitHub Actions! It is on the same principle as Manage Issues and Manage PRs, so you have a list of GitHub Actions, you pick one and you can control it, check its log, observe information about it. You can even run an action! I also added a refresh keybind to Manage Issues, Manage PRs and GitHub Actions. Before, you had to go back from the details of an issue/PR/action to the list and then return to the details. Now you don’t have to. You just have to press the keybind displayed in the footer that belongs to refresh. Yes! The Helyx Language System is finally complete! Italian & Portuguese are now available in Helyx! Lately I’ve been working on the README.md file. I was mainly making more GIFs & designing screenshots for it so it will look pretty and futuristic (in my opinion)! As I have mentioned in the title, NEW… PROBLEMS! People… you won’t believe what happened to me today… I use Helyx’s Git & GitHub for testing, so there is no official one yet, and I rarely commit changes or push them. Only when I test something. And it looks like it got back at me. Well… I told Claude Code to remove comments all over my codebase, because they were mainly scrapped code and some temporary information that I had there, that wasn’t used anymore. Okay, so I told it to remove them, and for some reason instead of removing comments, it deleted Helyx’s whole codebase. Thank god README.md was untouched haha. We had to decompile the .dll that was left over from testing Helyx’s latest version, and actually check the diff and rewrite it. We still don’t know if everything was brought back since for some reason Claude Code’s memory got wiped instantly when it realized that it deleted my whole codebase. There were no backups, no restore, no nothing. The only possible thing was to use the forgotten stash that I created and use the .dll as a map to restore Helyx’s outdated codebase and rewrite it again. So that’s what we did. Yeah, so I hope everything was brought back. Claude says it was, but after what it has done I don’t know if I trust it. Just kidding, everything should be back, because it compared the .dll with the rewritten code 1:1 and everything matched.
GitHub done, shipping Helyx today! Today I was messing with the GitHub page for Helyx, fixing the last bugs we found and working on the installer. For the installer I used Inno Setup, because it is the most recognized and the most used one. The point of using an installer is simple: it adds Helyx to PATH. Of course there were other options, but this one seemed like the best fit. We were fighting with the script for a while, because it was doing really weird things, like staying in the background after the installation finished. But those bugs are fixed now! README.md is done, all of those GIFs and screenshots are in it too, and I have to say it looks really good! I was also setting up the GitHub side of things, so the description, the tags, a GitHub Action and so on. With the help of Claude Code, we created the logo and the banner for the installer as well. The installer uses the same logo as Helyx. It’s just a basic H, because nothing else came to mind haha. I also asked Claude Code to review the codebase one last time, and yep, it looks fine! I told it to add the basic documentation comments as well, the <summary> kind. Let’s be real here, nobody does this, and if they do, something else writes it for them, usually an AI, because it understands the function better than the person who wrote it (I know that from my own experience hahaha).
Experimenting with the conflict solver I was thinking about adding a simpler conflict solver, where you wouldn’t have to delete the <<<<<<< , ======= and >>>>>>> markers yourself but would just pick either the first or the second version. But I realized it would be messier than I thought, so in the end I kept it as a basic editor where you remove the version you don’t want by hand.
README.md update I replaced the title in README.md with a banner that contains the text Helyx. I tried a few versions I made and, well, I landed on the one you can see in Helyx’s README.md, or below!
Edited README.md I rewrote the README.md because of the ship review. I also added a couple of recommendations that are worth knowing when you use Helyx. I also removed the <summary> comments that Claude Code wrote for the documentation, I don’t think that anyone would have used them anyway.
Edited README.md, again I was again editing the whole README.md, because reviewers weren’t happy with the current one. Well after spending another hour of editing the whole README.md file, I hope they won’t ask me to rewrite the whole README.md file again, because I don’t even know what else to add/remove/edit.
Added GitHub Issues/PRs events rendering Originally, when you selected Manage GitHub Issues or PRs and opened some issues/PR. You could have only seen messages posted by users, but not when a label was assigned or when the issue/PR was closed. Well… Now you can! Now it displays the exact action that happened and when it happened! Of course, it is also translated to all languages that Helyx supports. Just making sure you didn’t think it wasn’t! I also cleaned up the code a little bit. Removed some useless usings and some files were in the wrong namespace, so that is fixed too.
Replaced hardcoded string colors with Color members for code safety, fixed line breaking while assigning a status/badge Okay so Markup texts (those are the texts with color) were formatted in this format: "[red]Hello World![/]" So it was string-based. And if you accidentally added some character to it for instance: "[redd]Hello World![/]" <- Exception Helyx would crash. I mainly added this, because it is an open-source project. So if someone tried to edit it, they would only have to edit the string and they might have misspelled it. But now, when he goes into the codebase, he will see Color members and he just can’t misspell that, and if he would, compiler would alert him. Basically, now it is like this: $"[{Color.Red}]Hello World![/]" Okay so next I fixed line breaking. What does that mean? Well… In Helyx native README editor, so when you try to assign a status/badge, you’ll get that editor, when you try to add a status/badge to that line, you might have thought that it would be on the same line as the tags above it. But it didn’t… This was happening due to the comment markers for Helyx so Helyx knows where this status/badge is located and which status/badge it is. Now Helyx will put those comment markers in a way that prevents the line from breaking.
Reviewing my codebase and fixing bugs Since all of the features that Helyx was supposed to be finished with are almost all done (maybe even all are done), I will now change my view to another projects for Stardance such as ThetaNexus . But that does not mean that now I will just forget about Helyx. I will be reviewing the codebase sometimes to find some bugs and fix them. You can help me with this, by making an Issue request on Helyx’s GitHub. So what bugs did I fix since the last devlog? I fixed line breaking in badge/status README editor. When you were inserting your badge/status into your README via Helyx’s README editor, it done… messy stuff to the README, not something like really bad what couldn’t be fixed by manually doing it, but it should now insert the badge/status exactly as you see it in the editor. I also introduced a new ‘Found state’ text instead of ‘Found’ text in IDE settings to avoid confusion. To avoid confusion because if an editor was found and you clicked on it… it wrote this: Found Found Found Not Found Found Set by user Now it writes this: Found state Found Found state Not Found Found state Set by user Most of the time, I was reviewing the codebase via Claude Code to actually check everything precisely.
Fixed User Scripts bug So, every path block used Path.GetFullPath(path) instead of Path.GetFullPath(path, script.ProjectPath) . That means it was resolving relative paths against Helyx’s own directory, not your project’s. This is now fixed.
Hackatime integration Hello there! A guy made a feature suggestion on Helyx’s GitHub, that I should add a Hackatime integration into it. So I was thinking… and thinking… and thinking and woah… I ADDED IT! It is not 1:1 like the web interface, that one is better & shows you more things but sadly this was everything that I could request from API (at least I think): Total Seconds Languages Repo URL Total Heartbeats First Heartbeat (DateTime) Last Heartbeat (DateTime) and when combining all of these information, I created a screen where you can see all of this specifically for your project. It works on the principe of authorization. You put in your Hackatime token which authorizes you and then when you go to your project and go on Hackatime Info, it prompts you to select the project from a list of projects that are assigned to your Hackatime account/token.
Mysterious bug I solving some bug with UpdateHandler that my friend has been experiencing. It was that you could only check for updates for Helyx if you authorized your GitHub. Otherwise, you couldn’t! I was taking the update checking through a function that sent a HTTP request with a key that Helyx receives by authorization, in this situation it isn’t needed, but when not given in that function, it returns an error. So now you can freely check for updates for Helyx even without authorizing with GitHub!
Ships:
What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal. No administrator rights are needed, and the .NET runtime is bundled inside. Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below.
NEW THINGS: Hackatime integration Fixed bugs Edited README.md Added GitHub Issues/PRs events rendering more What I made Helyx is a terminal app for Windows that keeps every local Git repository you own in one place and lets you commit, branch, resolve conflicts, repair broken repositories and answer GitHub Issues and Pull Requests without opening anything else. I spent a lot of time thinking about what kind of project I wanted to build. I wanted something that would be genuinely useful to developers in many different ways, and that is how I came up with Helyx, a TUI application that brings many Git and GitHub tasks into one place. What was challenging Learning new libraries, keeping the code organized as it grew, and designing every screen so it looks and feels as polished as I could get it. Deciding what to build next was harder than it sounds, because there was always more that could go in. What I am proud of It has everything I originally planned to include. The diagnostics screen finds what is wrong with a repository and offers the fix instead of just reporting it, the conflict resolver opens the conflicted block in its own editor, and the whole app speaks 8 languages. Now it even has new things that were mentioned at the top of this shipping message! How to try it Download the latest release from Helyx’s GitHub and run it. It installs into your user folder and adds Helyx to your PATH , so you can start it by typing helyx in any terminal (Windows Terminal recommended). Then pick Add project and choose any folder that contains your project. Helyx is open source, so you can also read the code or build it yourself. Just click See source code below....
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1793681683.916212
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1793768083.916212
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38831
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bunniesin.love by @miniaturity | Stardance
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miniaturity
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1
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43.8
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636
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T19:04:59Z", "hours": 33.0, "multiplier": 19.13, "payout": 636, "blessing": "neutral", "text": "I made a web-based daily puzzle game inspired by enclose.horse, centered around reuniting two bunny lovers, whose hearts are tethered together! It was incredibly difficult creating my own tile rendering system, and I had to makeshift an auto-tile/rule-tile system for the editor, and to make creating levels easy. I also had to figure out how to animate the tiles, which is harder than it seems. Creating the editor was the hardest part; without a game engines help, I had to create a lot manually. I am definitely proud of what I made though, and now all I have to do is get more levels to put in! Make sure to check out the editor and tutorial while you test :) they’re the best parts.", "repo": "https://github.com/miniaturity/lovebunny", "demo": "https://bunniesin.love"}]...
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[{"post_id": 59905, "ts": "202 [{"post_id": 59905, "ts": "2026-09-01T22:38:13Z", "hours": 4.9831, "text": "carrots, and an A* algorithm! carrot game mechanic! new entity type: carrots! they can be placed on top of existing tiles. carrots subtract 3 from your move count, when a bunny consumes a carrot! consume a carrot by moving a bunny on top of a carrot. optimized solving algorithm, accounting for carrots instead of the O(N^2 * 2^C * C) BFS solver, I made a O(N^2 * 2^C * (C + log N)) A* algorithm! to avoid doing a linear scan over the board for every carrot, i implemented a bigint bitmask and used brian kernighan’s bit trick to efficiently read carrots in O(1) time. although the BFS technically has a better worse case, A* uses a distance heuristic to prioritize paths that lead towards goals, avoiding dead paths. finally, ive implemented creating a web worker to solve the solution on a different thread, preventing the UI from freezing while the solver tries to solve the level. undo/redo in editor used stacks for undoing/redoing in editor, available through ctrl + z or cmd + z/ctrl + y or cmd + y"}, {"post_id": 58835, "ts": "2026-08-31T12:44:54Z", "hours": 5.8164, "text": "more QoL features and guidance!! date traversal you can now move between puzzles from previous dates. added undo feature you can now undo your last move, but only one undo at a time. added extra guidance through dialogue if you are a new user, it shows you where the editor and tutorial are (for clarity) added confirm submission you now have to confirm the submission of your solution, so you don’t accidently submit a bad solution. added solution history if you solved the puzzle, and decided to reset, you can now always go back to the best solution you previously had. editor QoL you now have to confirm your upload. also gives you the option to change the name/author directly in the modal."}, {"post_id": 56816, "ts": "2026-08-28T18:58:41Z", "hours": 7.1142, "text": "full editor and user uploading! upload levels directly to database; share w/ links You can now upload your levels to the database and easily share them! Anyone can play user-made levels if they have the link. Keep in mind, though, there are rate limits to uploading and you can get your IP restricted for the day. added author/level naming User-made levels can now be renamed using the editor, instead of direct file changing in an exported file. polished win modal Stylized the histogram and made it easy to understand the statistics. Also added a share feature that copies text to your clipboard."}, {"post_id": 39257, "ts": "2026-08-02T03:31:27Z", "hours": 2.5056, "text": "beta release!! connected cloudflare’s R2 bucket for daily levels I can now easily add daily levels by directly adding them to the database. You can only solve the daily level once per day, kept through a unique user ID stored in localStorage (which can be easily overridden, but I don’t really care.) connected import/export type to bucket for easy drop-in User-made levels can be export in a JSON format, and imported. mobile compatibility Added on-screen buttons for mobile users, since they don’t have a keyboard. sickass domain Purchased the bunniesin.love domain for $7! Totally worth it"}, {"post_id": 38165, "ts": "2026-07-31T12:53:21Z", "hours": 7.9661, "text": "bunny level editor! created a full level editor. You can now navigate to the level editor (top left button) and create a level! Control the board size, bunny locations, and every tile in the board. Export and import levels to save them. You can also see whether your puzzle is solvable or not, and how many moves it takes."}, {"post_id": 34433, "ts": "2026-07-25T04:19:37Z", "hours": 3.5133, "text": "tutorial guide dude :3 interactive tutorial levels There are now 3 total tutorial levels, with me guiding the user through all of them. Each level progressively gets harder, and teaches the user how to solve a puzzle. optimized for phone The board is now optimized for display on phones; controls are WIP. overhauled entity handling Entity infrastructure can now be easily extended for feature such as buttons or other items. However, the solver can’t use these features, so I’m holding off on implementing them."}, {"post_id": 33884, "ts": "2026-07-24T05:01:28Z", "hours": 3.5675, "text": "improved UI; added level creator page and more tiles. added an introduction modal for new players Players that have never visited the website before are now shown an intro modal. This can direct them to play without guides, or play the tutorial. level creator page Full implementation WIP, but I created an editor version of the game so that the user can click to paint tiles. It was pretty annoying to figure out how to detect mouse events and cast them to a tile, and mutate the board state. Also really difficult to add a grid and hover effects. moar tiles More tiles, more fun :3. Added variations of grass and walls. improved ui Now displays the day and level name, inside a carrot. Probably the most creative and original idea I’ve ever had. I’m really the best web designer that has ever lived."}, {"post_id": 33651, "ts": "2026-07-23T18:49:16Z", "hours": 8.6053, "text": "functional rule tile/tilemap system using canvas + game state machine tilemap system Created a full tilemap/tileset painting system from scratch. Uses HTML5 canvas to paint the tilemap, and a spritesheet for the textures. Pretty difficult to implement, but since I know how game engines work, I can infer on how to implement it in svelte, using state runes. game state machine The game now relies on a single instance of the state machine as a source of truth (class Game). Can be easily extended for future features."}]...
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Title: bunniesin.love by @miniaturity | Stardance
Title: bunniesin.love by @miniaturity | Stardance
Devlogs:
functional rule tile/tilemap system using canvas + game state machine tilemap system Created a full tilemap/tileset painting system from scratch. Uses HTML5 canvas to paint the tilemap, and a spritesheet for the textures. Pretty difficult to implement, but since I know how game engines work, I can infer on how to implement it in svelte, using state runes. game state machine The game now relies on a single instance of the state machine as a source of truth (class Game). Can be easily extended for future features.
improved UI; added level creator page and more tiles. added an introduction modal for new players Players that have never visited the website before are now shown an intro modal. This can direct them to play without guides, or play the tutorial. level creator page Full implementation WIP, but I created an editor version of the game so that the user can click to paint tiles. It was pretty annoying to figure out how to detect mouse events and cast them to a tile, and mutate the board state. Also really difficult to add a grid and hover effects. moar tiles More tiles, more fun :3. Added variations of grass and walls. improved ui Now displays the day and level name, inside a carrot. Probably the most creative and original idea I’ve ever had. I’m really the best web designer that has ever lived.
tutorial guide dude :3 interactive tutorial levels There are now 3 total tutorial levels, with me guiding the user through all of them. Each level progressively gets harder, and teaches the user how to solve a puzzle. optimized for phone The board is now optimized for display on phones; controls are WIP. overhauled entity handling Entity infrastructure can now be easily extended for feature such as buttons or other items. However, the solver can’t use these features, so I’m holding off on implementing them.
bunny level editor! created a full level editor. You can now navigate to the level editor (top left button) and create a level! Control the board size, bunny locations, and every tile in the board. Export and import levels to save them. You can also see whether your puzzle is solvable or not, and how many moves it takes.
beta release!! connected cloudflare’s R2 bucket for daily levels I can now easily add daily levels by directly adding them to the database. You can only solve the daily level once per day, kept through a unique user ID stored in localStorage (which can be easily overridden, but I don’t really care.) connected import/export type to bucket for easy drop-in User-made levels can be export in a JSON format, and imported. mobile compatibility Added on-screen buttons for mobile users, since they don’t have a keyboard. sickass domain Purchased the bunniesin.love domain for $7! Totally worth it
full editor and user uploading! upload levels directly to database; share w/ links You can now upload your levels to the database and easily share them! Anyone can play user-made levels if they have the link. Keep in mind, though, there are rate limits to uploading and you can get your IP restricted for the day. added author/level naming User-made levels can now be renamed using the editor, instead of direct file changing in an exported file. polished win modal Stylized the histogram and made it easy to understand the statistics. Also added a share feature that copies text to your clipboard.
more QoL features and guidance!! date traversal you can now move between puzzles from previous dates. added undo feature you can now undo your last move, but only one undo at a time. added extra guidance through dialogue if you are a new user, it shows you where the editor and tutorial are (for clarity) added confirm submission you now have to confirm the submission of your solution, so you don’t accidently submit a bad solution. added solution history if you solved the puzzle, and decided to reset, you can now always go back to the best solution you previously had. editor QoL you now have to confirm your upload. also gives you the option to change the name/author directly in the modal.
carrots, and an A* algorithm! carrot game mechanic! new entity type: carrots! they can be placed on top of existing tiles. carrots subtract 3 from your move count, when a bunny consumes a carrot! consume a carrot by moving a bunny on top of a carrot. optimized solving algorithm, accounting for carrots instead of the O(N^2 * 2^C * C) BFS solver, I made a O(N^2 * 2^C * (C + log N)) A* algorithm! to avoid doing a linear scan over the board for every carrot, i implemented a bigint bitmask and used brian kernighan’s bit trick to efficiently read carrots in O(1) time. although the BFS technically has a better worse case, A* uses a distance heuristic to prioritize paths that lead towards goals, avoiding dead paths. finally, ive implemented creating a web worker to solve the solution on a different thread, preventing the UI from freezing while the solver tries to solve the level. undo/redo in editor used stacks for undoing/redoing in editor, available through ctrl + z or cmd + z/ctrl + y or cmd + y
Ships:
I made a web-based daily puzzle game inspired by enclose.horse, centered around reuniting two bunny lovers, whose hearts are tethered together! It was incredibly difficult creating my own tile rendering system, and I had to makeshift an auto-tile/rule-tile system for the editor, and to make creating levels easy. I also had to figure out how to animate the tiles, which is harder than it seems. Creating the editor was the hardest part; without a game engines help, I had to create a lot manually. I am definitely proud of what I made though, and now all I have to do is get more levels to put in! Make sure to check out the editor and tutorial while you test :) they’re the best parts....
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1793681682.7192183
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1793768082.7192183
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36029
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My Portfolio Website! by @iamcyrusdaniel | Stardan My Portfolio Website! by @iamcyrusdaniel | Stardance...
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iamcyrusdaniel
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1
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67.0
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403
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T14:52:44Z", "hours": 67.0, "multiplier": 6.12, "payout": 403, "blessing": "neutral", "text": "I made a portfolio website with absolutely no templates and vanilla JS, I made it because I really wanted to make a website where it’s as authentic as possible. It was honestly challenging when I ran into issues like when my bento box layout disappeared offscreen, but it felt great when I fixed it myself. I’m really proud of how this project came out, and I really enjoyed implementing all the features. There isn’t really any instructions in using my website, just explore and have fun! 🎉", "repo": "https://github.com/iamcyrusdaniel/my-website", "demo": "https://cyrus-personal-portfolio.netlify.app/"}]...
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[{"post_id": 41318, "ts": "202 [{"post_id": 41318, "ts": "2026-08-05T13:44:24Z", "hours": 1.6453, "text": "Website Setup Complete! After tweaking some stuff and also adding responsiveness to the achievements, I can now host the website! This took surprisingly long since I had to figure out how to use certain files to make sure everything ended up on the hosted website, but in the end everything worked out :D"}, {"post_id": 41027, "ts": "2026-08-04T22:57:43Z", "hours": 0.4761, "text": "Finished I’ve finished my README and I’m finally done! Now if I make any changes it’s related to hosting"}, {"post_id": 40969, "ts": "2026-08-04T20:59:18Z", "hours": 10.5972, "text": "Devlog 8 | Finalization Welcome to my eighth devlog! This update, I’ve mostly focused on polishing things and making each page feel different (but not too different) from one another. I think I’m basically done at this point! 🎉 ✨ Visuals 🔍 Many Small Changes I’ve done a very large number of margin changes and padding changes so that everything looks nice and polished 🃏 Improved Responsiveness Some things kind of broke when shrunk still, and all of those situations (to my knowledge) are fixed! 🌗 Consistent Theme Styling Adjusted shadows and transitions so everything looks consistent in both light and dark mode 🔨 Polishing 💻 Improved Terminal Experience Made the terminal feel less boring by adding more interactability and polishing it further 🍱 Bento Box Layout Made a new bento box layout to replace the previous layout, making the page look nicer, and it’s responsive too! It collapses into a column on mobile. 🐞 Fixes 🧹 Even More CSS Cleanup At this point my CSS is completely cleaned up and the main change is that I’ve put 1 line of space between every single selector ➡️ Fixed Bento Box Disappearing Bento box stuff was disappearing when transitioning between mobile and desktop so I had to fix that by repainting the page 🥇 Fixed Achievements Mispositioning Achievements were centering themselves, in their boxes, which made them not line up, fixed it by removing the self-centering 🤔 What’s Left? 📚 README I actually have not touched the README since my first devlog, so I need to finish that up now 🔧 Host The Website This is my first time hosting a website, and it’s actually the only thing left other than the README Thanks for checking out my final major update! It doesn’t look like much, but some of these bugs such as the bento box bug ended up taking almost an hour. I now just need to test it, and put it up on Github Pages or something. For now, be ready for anything :P"}, {"post_id": 39152, "ts": "2026-08-01T21:29:48Z", "hours": 9.9492, "text": "Devlog 7 | Interaction Improvement Welcome to my seventh devlog! This update, I have made the website feel more interactive by adding achievements, and I’ve also added more personal details on the website ✨ Visuals 🃏 Improved Responsiveness As usual I’ve made some more tweaks and fixes to how the page’s responsiveness works, the timeline no longer clips through everything when resized vertically 👥 Shadow Consistency Previously I had a different shadow for light mode and dark mode, now they share the same type of shadow 🥇 Achievement Styling Using both CSS and JavaScript, uncompleted achievements are greyed out, while completed achievements are nice and opaque. Hovering shows a little description of the achievement as well 💯 Final Transition Changes Now everything has smooth transitions and I’m unlikely to change how it works now! 🔨 Features 🥇 Achievements Achievements are my newest addition to the site, each contain an image, and a short description, and now all I have to do is add more! 👨💻 Stylish Terminal Now there’s a stylish terminal where you can get a cool achievement :O 📁 More Statistics Usage By using pre-existing statistics I can make more achievements 🐞 Fixes 🧹 CSS Cleanup Had some repeated values that were cluttering the CSS that I’ve now removed ➡️ Fixed Timeline Made timeline not clip stuff when in vertical mode Thanks for checking out this update! This was a little more relaxed of an update. And as usual, there’s still more to improve, so be ready for the next devlog! 🚀"}, {"post_id": 37327, "ts": "2026-07-29T23:20:19Z", "hours": 9.1775, "text": "Devlog 6 | Design Overhaul Welcome to my sixth devlog! I’ve focused on improving the overall structure of the homepage and made navigation on the website feel more natural. ✨ Visuals 🃏 Cards Now the main text is contained within cards at the top of each page 🎨 Background Blobs Recolor While I liked the multi-colored background blobs, it didn’t have any main color so I’ve shifted to a green-blue-purple palette 📃 Menu Redesign The old menu was kind of janky and old looking, I now have a more personalized, modern menu 🏠 Homepage Upgrade Before, my homepage was simply just a small introduction, now I’ve made it more intuitive and understandable 📱 Responsive Adjustments Made more adjustments to page resizing to ensure stability on different size screens ⚖️ Two-Sided Navbar The navbar is now split between two halves, I prefer it like this since it adds a little bit more of my own personal flair :D 🔨 Features 📁 Better Page Organization Each page now has a distinct purpose and doesn’t contain duplicate content from other pages 🗺️ Navigation Improvements Added large navigation buttons on the homepage to encourage visitors to explore different sections of the site 🐞 Fixes 🧹 General Cleanup Had some weird structuring in the HTML that I fixed and made the CSS more concise 🔘 Fixed Button Alignment Originally the button alignment broke when shrunk in certain ways, now it doesn’t break anymore 📌 File Organization My CSS was overly modularized and specific, so I reorganized and reduced the CSS so that there’s roughly half as many files Thanks for checking out this update! This was the biggest design overhaul I’ve done so far, and I’m really happy with how the website is coming together. As always, there’s still more to improve, so stay tuned for the next devlog! 🚀"}, {"post_id": 35795, "ts": "2026-07-27T13:39:50Z", "hours": 9.0725, "text": "Devlog 5 | Almost done! (I hope) Welcome to my fifth devlog! I’ve now fixed many of the major bugs that were present in my code, modularized the CSS, and I’ve also started to make the site more pretty :D 🛠️ Features Who doesn’t like more features? 📊 Stats Now you can finally know how many times you toggled dark mode, or how much time you’ve spent on my website! 🕸️ CSS restructuring Now my files are nice and clean, all of them have been separated into modules and work flawlessly (for now) with each other! ✨ Visuals Here are the new visual updates! 💥 Fixed unstyled content flash Though it isn’t exactly a loading screen, it hides the flash of unstyled content! 🌊 Added a more subtle transition to visuals Now most things transition with a 0.25 second delay, it feels really smooth! 🎨 Added the colorful blob background to all pages I realized that it felt a little awkward with the extras page being the only page with a good looking background 🤔 What’s Left? Approaching the finish line! 🎉 Make the page look more entertaining Time for me to overhaul the entire styling of my project :D 👤 Add my own personal stuff! I still haven’t put my own details on the pages (there’s still placeholders) I really hope you enjoy my project :D"}, {"post_id": 33732, "ts": "2026-07-23T21:29:47Z", "hours": 10.1744, "text": "Devlog 4 | Mobile Support Welcome to my fourth devlog on my portfolio! This update has been focused on mobile support, and I’ve also made several changes to how the site adapts to different screen sizes 🛠️ Features All the cool new features! 📖 Timeline Text At first I wanted to make it so that when you click on the timeline, it would show each section, but I opted to show the section the user is currently hovering over. It makes the site feel more interactive! 🕸️ Restructured File System Before, I had literally just one JavaScript file and the same code copy pasted across every page, now I’ve modularized it into multiple files (still many bugs to fix though) ✨ Visuals Here are the new visual updates excluding mobile resizing 🌓 Dark Mode Transition Gradual color transitions make switching between dark mode and light mode easier on the eyes 🔽 Simplistic Footer I also added a footer that says Made by Cyrus • 2026 , it makes the site feel more professional 📱 Mobile Resizing Now my app is compatible with mobile! 😋 Hamburger Menu When the screen width is low, the menu collapses into a hamburger (the 3-line icon), and when clicked on, it shows a dropdown menu of the links 🟡 Timeline Text I implemented a mobile-friendly update to my timeline that transforms the page into a vertical layout when the page is shrunk What I’ve Learned 🔎 Media queries for adjustments based on screen size 🧱 Modularizing code so that maintenance and readability are improved 🍔 Awesome hamburger menu 💪 Using CSS flex for more complex use cases than centering 🤔 What’s Left? Surprisingly I’m almost done… 🐛 Fix all the bugs After modularizing the code, a lot of new bugs have been introduced that I need to fix 🎉 Make the page look more entertaining I’ve mostly worked on JavaScript animations and mobile support, I now need to make the styling itself look better Add my own personal stuff! I still haven’t put my own details on the pages (there’s still placeholders) Thanks for reading my devlog! The first image is the hamburger menu, and the second image shows the new modularized file system."}, {"post_id": 32401, "ts": "2026-07-21T15:41:26Z", "hours": 3.0122, "text": "Animations Update! I have added more animations as it makes the website more entertaining! All the changes are in the demo for those of you who want to see it in action :D ⌨️ Typing Animation I added a script to make the title look as though it is being typed out! 📏 Navigation Bar Size Limit Now the navbar doesn’t take up the entire screen width in the scenario the screen is big as it made it a little difficult to use 🌌 Background Text Visibility Fix I had an issue with the background on the extras page blocking visibility, I’ve fixed this by adding a translucent background on the page and I’m quite proud of it! ⭐ Button/Link Glow Awesome glow effect on links and buttons Timeline Transition Timeline dots appear smoothly after one another Spinning Dark Mode Button By using JavaScript and CSS animations I was able to create a cool spin effect when clicking the dark mode button Thanks for reading my devlog, feedback is appreciated!"}, {"post_id": 31885, "ts": "2026-07-20T17:10:23Z", "hours": 4.9722, "text": "Devlog 2 | Dark Mode Hey everyone! This is my second devlog, and this time I’ve added my biggest feature, dark mode. It saves your preference of light/dark mode using localStorage so you don’t have to keep switching back to your preference every time you go to a different section. I’ve also added a lava lamp-like background to the new page “Extras”. If you haven’t read my first devlog, I’ve made a portfolio website with HTML, CSS, and JavaScript! It’s a website to showcase my skills and background. Other than that I’ve fixed the navbar not being flush with the corners of the page. Overall I’m content with my progress! Please give me any suggestions I’d greatly appreciate it ❤️"}, {"post_id": 31351, "ts": "2026-07-19T17:51:24Z", "hours": 7.5419, "text": "My Own Portfolio Welcome to my first devlog! This project is a personal portfolio website that I’m currently building to introduce myself and showcase my development skills. So far, I’ve implemented an animated timeline, JavaScript particle effects, page transitions, and other interactive features. I’ve had a lot of fun building it, and I really hope you enjoy checking out this project! Features 🏠 Multi-page website with navigation ✨ Page loading transition 🎲 Random welcome messages with repetition prevention using session storage 🎉 Click particle effects created with JavaScript 📅 Interactive timeline with hover animations 🎨 Custom styling using CSS animations and transitions Built with HTML CSS JavaScript Vite What I Learned Structuring a multi-page website Using sessionStorage Creating animations using requestAnimationFrame Making loading screens to hide flashes of unstyled content What’s Left? Remove placeholder text from pages Improve animations and transitions Make the site more interactive Make the portfolio more personal to me Hope you like it :D"}]...
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Title: My Portfolio Website! by @iamcyrusdaniel | Title: My Portfolio Website! by @iamcyrusdaniel | Stardance
Devlogs:
My Own Portfolio Welcome to my first devlog! This project is a personal portfolio website that I’m currently building to introduce myself and showcase my development skills. So far, I’ve implemented an animated timeline, JavaScript particle effects, page transitions, and other interactive features. I’ve had a lot of fun building it, and I really hope you enjoy checking out this project! Features 🏠 Multi-page website with navigation ✨ Page loading transition 🎲 Random welcome messages with repetition prevention using session storage 🎉 Click particle effects created with JavaScript 📅 Interactive timeline with hover animations 🎨 Custom styling using CSS animations and transitions Built with HTML CSS JavaScript Vite What I Learned Structuring a multi-page website Using sessionStorage Creating animations using requestAnimationFrame Making loading screens to hide flashes of unstyled content What’s Left? Remove placeholder text from pages Improve animations and transitions Make the site more interactive Make the portfolio more personal to me Hope you like it :D
Devlog 2 | Dark Mode Hey everyone! This is my second devlog, and this time I’ve added my biggest feature, dark mode. It saves your preference of light/dark mode using localStorage so you don’t have to keep switching back to your preference every time you go to a different section. I’ve also added a lava lamp-like background to the new page “Extras”. If you haven’t read my first devlog, I’ve made a portfolio website with HTML, CSS, and JavaScript! It’s a website to showcase my skills and background. Other than that I’ve fixed the navbar not being flush with the corners of the page. Overall I’m content with my progress! Please give me any suggestions I’d greatly appreciate it ❤️
Animations Update! I have added more animations as it makes the website more entertaining! All the changes are in the demo for those of you who want to see it in action :D ⌨️ Typing Animation I added a script to make the title look as though it is being typed out! 📏 Navigation Bar Size Limit Now the navbar doesn’t take up the entire screen width in the scenario the screen is big as it made it a little difficult to use 🌌 Background Text Visibility Fix I had an issue with the background on the extras page blocking visibility, I’ve fixed this by adding a translucent background on the page and I’m quite proud of it! ⭐ Button/Link Glow Awesome glow effect on links and buttons Timeline Transition Timeline dots appear smoothly after one another Spinning Dark Mode Button By using JavaScript and CSS animations I was able to create a cool spin effect when clicking the dark mode button Thanks for reading my devlog, feedback is appreciated!
Devlog 4 | Mobile Support Welcome to my fourth devlog on my portfolio! This update has been focused on mobile support, and I’ve also made several changes to how the site adapts to different screen sizes 🛠️ Features All the cool new features! 📖 Timeline Text At first I wanted to make it so that when you click on the timeline, it would show each section, but I opted to show the section the user is currently hovering over. It makes the site feel more interactive! 🕸️ Restructured File System Before, I had literally just one JavaScript file and the same code copy pasted across every page, now I’ve modularized it into multiple files (still many bugs to fix though) ✨ Visuals Here are the new visual updates excluding mobile resizing 🌓 Dark Mode Transition Gradual color transitions make switching between dark mode and light mode easier on the eyes 🔽 Simplistic Footer I also added a footer that says Made by Cyrus • 2026 , it makes the site feel more professional 📱 Mobile Resizing Now my app is compatible with mobile! 😋 Hamburger Menu When the screen width is low, the menu collapses into a hamburger (the 3-line icon), and when clicked on, it shows a dropdown menu of the links 🟡 Timeline Text I implemented a mobile-friendly update to my timeline that transforms the page into a vertical layout when the page is shrunk What I’ve Learned 🔎 Media queries for adjustments based on screen size 🧱 Modularizing code so that maintenance and readability are improved 🍔 Awesome hamburger menu 💪 Using CSS flex for more complex use cases than centering 🤔 What’s Left? Surprisingly I’m almost done… 🐛 Fix all the bugs After modularizing the code, a lot of new bugs have been introduced that I need to fix 🎉 Make the page look more entertaining I’ve mostly worked on JavaScript animations and mobile support, I now need to make the styling itself look better Add my own personal stuff! I still haven’t put my own details on the pages (there’s still placeholders) Thanks for reading my devlog! The first image is the hamburger menu, and the second image shows the new modularized file system.
Devlog 5 | Almost done! (I hope) Welcome to my fifth devlog! I’ve now fixed many of the major bugs that were present in my code, modularized the CSS, and I’ve also started to make the site more pretty :D 🛠️ Features Who doesn’t like more features? 📊 Stats Now you can finally know how many times you toggled dark mode, or how much time you’ve spent on my website! 🕸️ CSS restructuring Now my files are nice and clean, all of them have been separated into modules and work flawlessly (for now) with each other! ✨ Visuals Here are the new visual updates! 💥 Fixed unstyled content flash Though it isn’t exactly a loading screen, it hides the flash of unstyled content! 🌊 Added a more subtle transition to visuals Now most things transition with a 0.25 second delay, it feels really smooth! 🎨 Added the colorful blob background to all pages I realized that it felt a little awkward with the extras page being the only page with a good looking background 🤔 What’s Left? Approaching the finish line! 🎉 Make the page look more entertaining Time for me to overhaul the entire styling of my project :D 👤 Add my own personal stuff! I still haven’t put my own details on the pages (there’s still placeholders) I really hope you enjoy my project :D
Devlog 6 | Design Overhaul Welcome to my sixth devlog! I’ve focused on improving the overall structure of the homepage and made navigation on the website feel more natural. ✨ Visuals 🃏 Cards Now the main text is contained within cards at the top of each page 🎨 Background Blobs Recolor While I liked the multi-colored background blobs, it didn’t have any main color so I’ve shifted to a green-blue-purple palette 📃 Menu Redesign The old menu was kind of janky and old looking, I now have a more personalized, modern menu 🏠 Homepage Upgrade Before, my homepage was simply just a small introduction, now I’ve made it more intuitive and understandable 📱 Responsive Adjustments Made more adjustments to page resizing to ensure stability on different size screens ⚖️ Two-Sided Navbar The navbar is now split between two halves, I prefer it like this since it adds a little bit more of my own personal flair :D 🔨 Features 📁 Better Page Organization Each page now has a distinct purpose and doesn’t contain duplicate content from other pages 🗺️ Navigation Improvements Added large navigation buttons on the homepage to encourage visitors to explore different sections of the site 🐞 Fixes 🧹 General Cleanup Had some weird structuring in the HTML that I fixed and made the CSS more concise 🔘 Fixed Button Alignment Originally the button alignment broke when shrunk in certain ways, now it doesn’t break anymore 📌 File Organization My CSS was overly modularized and specific, so I reorganized and reduced the CSS so that there’s roughly half as many files Thanks for checking out this update! This was the biggest design overhaul I’ve done so far, and I’m really happy with how the website is coming together. As always, there’s still more to improve, so stay tuned for the next devlog! 🚀
Devlog 7 | Interaction Improvement Welcome to my seventh devlog! This update, I have made the website feel more interactive by adding achievements, and I’ve also added more personal details on the website ✨ Visuals 🃏 Improved Responsiveness As usual I’ve made some more tweaks and fixes to how the page’s responsiveness works, the timeline no longer clips through everything when resized vertically 👥 Shadow Consistency Previously I had a different shadow for light mode and dark mode, now they share the same type of shadow 🥇 Achievement Styling Using both CSS and JavaScript, uncompleted achievements are greyed out, while completed achievements are nice and opaque. Hovering shows a little description of the achievement as well 💯 Final Transition Changes Now everything has smooth transitions and I’m unlikely to change how it works now! 🔨 Features 🥇 Achievements Achievements are my newest addition to the site, each contain an image, and a short description, and now all I have to do is add more! 👨💻 Stylish Terminal Now there’s a stylish terminal where you can get a cool achievement :O 📁 More Statistics Usage By using pre-existing statistics I can make more achievements 🐞 Fixes 🧹 CSS Cleanup Had some repeated values that were cluttering the CSS that I’ve now removed ➡️ Fixed Timeline Made timeline not clip stuff when in vertical mode Thanks for checking out this update! This was a little more relaxed of an update. And as usual, there’s still more to improve, so be ready for the next devlog! 🚀
Devlog 8 | Finalization Welcome to my eighth devlog! This update, I’ve mostly focused on polishing things and making each page feel different (but not too different) from one another. I think I’m basically done at this point! 🎉 ✨ Visuals 🔍 Many Small Changes I’ve done a very large number of margin changes and padding changes so that everything looks nice and polished 🃏 Improved Responsiveness Some things kind of broke when shrunk still, and all of those situations (to my knowledge) are fixed! 🌗 Consistent Theme Styling Adjusted shadows and transitions so everything looks consistent in both light and dark mode 🔨 Polishing 💻 Improved Terminal Experience Made the terminal feel less boring by adding more interactability and polishing it further 🍱 Bento Box Layout Made a new bento box layout to replace the previous layout, making the page look nicer, and it’s responsive too! It collapses into a column on mobile. 🐞 Fixes 🧹 Even More CSS Cleanup At this point my CSS is completely cleaned up and the main change is that I’ve put 1 line of space between every single selector ➡️ Fixed Bento Box Disappearing Bento box stuff was disappearing when transitioning between mobile and desktop so I had to fix that by repainting the page 🥇 Fixed Achievements Mispositioning Achievements were centering themselves, in their boxes, which made them not line up, fixed it by removing the self-centering 🤔 What’s Left? 📚 README I actually have not touched the README since my first devlog, so I need to finish that up now 🔧 Host The Website This is my first time hosting a website, and it’s actually the only thing left other than the README Thanks for checking out my final major update! It doesn’t look like much, but some of these bugs such as the bento box bug ended up taking almost an hour. I now just need to test it, and put it up on Github Pages or something. For now, be ready for anything :P
Finished I’ve finished my README and I’m finally done! Now if I make any changes it’s related to hosting
Website Setup Complete! After tweaking some stuff and also adding responsiveness to the achievements, I can now host the website! This took surprisingly long since I had to figure out how to use certain files to make sure everything ended up on the hosted website, but in the end everything worked out :D
Ships:
I made a portfolio website with absolutely no templates and vanilla JS, I made it because I really wanted to make a website where it’s as authentic as possible. It was honestly challenging when I ran into issues like when my bento box layout disappeared offscreen, but it felt great when I fixed it myself. I’m really proud of how this project came out, and I really enjoyed implementing all the features. There isn’t really any instructions in using my website, just explore and have fun! 🎉...
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1793681679.007147
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1793768079.007147
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37521
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CHRONOTAMEION (JAM VERSION) by @dylz | Stardance
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dylz
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1
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39.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T06:16:48Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a top-down doors inspired (yes i know) game where you need to get past 25 rooms before the clock ticks all the way down. In all honesty, I think the code for this game is pretty bad. This was the first time I seriously spent time working with someone else on a project and the first time I did a jam in a while, so there are a lot of issues. In the end though, I’m really proud of what we made, and I think it was a pretty cool project for the 4 days we worked on it! I know there isn’t a web build, but please do take the time to download the game and run the executable! It means a lot, and the games framework we’re using (raylib-cs) doesn’t allow for for web export yet, so it means a lot! Thank you for looking at the project <3", "repo": "https://github.com/Dylhouse/GMTK26", "demo": "https://dylhousedylz.itch.io/chronotameion"}]...
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[{"post_id": 41154, "ts": "202 [{"post_id": 41154, "ts": "2026-08-05T05:58:36Z", "hours": 2.1661, "text": "The game is done (fr) Ok, so when I submitted this to GMTK, I built it wrong, so I ended up placing poorly (obviously due to lack of having a runnable executable), but I’m really happy with the game! That was about a week ago by the way, I went on a vacation almost immediately after the jam ended and now I’m back and wrapping things up. Anyways, I’ll open-source the github, commit the final changes, and yeah, that’ll be it! Have fun playing CHRONOTAMEION (jam version, might make a new game based off it!)"}, {"post_id": 35180, "ts": "2026-07-26T13:14:21Z", "hours": 10.5847, "text": "THE GAME IS (almost) DONE I did a lot, but since I want to get all my hours I’m going to make a quick devlog here. Static effect, enemies, level generation, tons of level design, balancing, inputs, and more! Very fun time, will post the link to the game in my next devlog :)"}, {"post_id": 34846, "ts": "2026-07-25T21:30:47Z", "hours": 10.9972, "text": "more work, will post more tommorow once the game is done but here’s some furniture:"}, {"post_id": 33914, "ts": "2026-07-24T06:36:02Z", "hours": 13.1753, "text": "GHOUL GAME Honestly, I don’t have a lot because art assets are still underway and we’ve been working slowly BUT I have a sick ass dithering and occlusion effects. Anyways ima go to bed i’ll have more upds later"}, {"post_id": 31633, "ts": "2026-07-20T06:00:53Z", "hours": 1.7706, "text": "Basic setup Not much to show here, just setting up the repo and everything for GMTK on Wednesday! Figured I might as well log the hours."}]...
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Title: CHRONOTAMEION (JAM VERSION) by @dylz | Star Title: CHRONOTAMEION (JAM VERSION) by @dylz | Stardance
Devlogs:
Basic setup Not much to show here, just setting up the repo and everything for GMTK on Wednesday! Figured I might as well log the hours.
GHOUL GAME Honestly, I don’t have a lot because art assets are still underway and we’ve been working slowly BUT I have a sick ass dithering and occlusion effects. Anyways ima go to bed i’ll have more upds later
more work, will post more tommorow once the game is done but here’s some furniture:
THE GAME IS (almost) DONE I did a lot, but since I want to get all my hours I’m going to make a quick devlog here. Static effect, enemies, level generation, tons of level design, balancing, inputs, and more! Very fun time, will post the link to the game in my next devlog :)
The game is done (fr) Ok, so when I submitted this to GMTK, I built it wrong, so I ended up placing poorly (obviously due to lack of having a runnable executable), but I’m really happy with the game! That was about a week ago by the way, I went on a vacation almost immediately after the jam ended and now I’m back and wrapping things up. Anyways, I’ll open-source the github, commit the final changes, and yeah, that’ll be it! Have fun playing CHRONOTAMEION (jam version, might make a new game based off it!)
Ships:
This is a top-down doors inspired (yes i know) game where you need to get past 25 rooms before the clock ticks all the way down. In all honesty, I think the code for this game is pretty bad. This was the first time I seriously spent time working with someone else on a project and the first time I did a jam in a while, so there are a lot of issues. In the end though, I’m really proud of what we made, and I think it was a pretty cool project for the 4 days we worked on it! I know there isn’t a web build, but please do take the time to download the game and run the executable! It means a lot, and the games framework we’re using (raylib-cs) doesn’t allow for for web export yet, so it means a lot! Thank you for looking at the project <3...
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1793681677.8014686
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1793768077.8014686
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70947
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Molf by @dahmaus | Stardance
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dahmaus
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1
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2.0
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8
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:35:11Z", "hours": 2.0, "multiplier": 3.44, "payout": 8, "blessing": "neutral", "text": "MOLF is a simple 2D mini golf game with 3 levels (currently) :D It’s my first complete HTML game and I’m planning to add way more :^ 3 levels quick sand fans music more :D Have fun!", "repo": "https://github.com/DahMaus/Molf", "demo": "https://dahmaus.github.io/Molf/"}]...
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[{"post_id": 81876, "ts": "202 [{"post_id": 81876, "ts": "2026-10-22T20:32:27Z", "hours": 0.8067, "text": "MOLF UPDATE Huge update visual vise (and some gameplay) :D levels got redesigned in looks and gameplay new page design music indicator too where you shoot Go play it :^"}, {"post_id": 81819, "ts": "2026-10-22T17:00:49Z", "hours": 1.41, "text": "MOLF A (tiny) golf made in js :D it has 3 Levels, go play it :^ https://dahmaus.github.io/Molf/"}]...
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Title: Molf by @dahmaus | Stardance
Devlogs:
MOLF Title: Molf by @dahmaus | Stardance
Devlogs:
MOLF A (tiny) golf made in js :D it has 3 Levels, go play it :^ https://dahmaus.github.io/Molf/
MOLF UPDATE Huge update visual vise (and some gameplay) :D levels got redesigned in looks and gameplay new page design music indicator too where you shoot Go play it :^
Ships:
MOLF is a simple 2D mini golf game with 3 levels (currently) :D It’s my first complete HTML game and I’m planning to add way more :^ 3 levels quick sand fans music more :D Have fun!...
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1793681676.6849263
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1793768076.6849263
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6717
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Magic Deck Builder by @Joseph-T | Stardance
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Joseph-T
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1
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13.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T01:03:55Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a site for making Magic The Gathering decks What’s Magic The Gathering? Magic the gathering is a card game where players make their own decks What did I make: I made a website that gives basic recommendations on what cards a user should use, based on the rest of their deck. Challenges: I big challenge was hosting the site in the end I had to move all the server side code for suggesting cards to client side so I could host it through GitHub pages How to use: Just start searching for cards to add to your deck, and the system will start to recommend cards. Features: Recommendation Filters & Search Quick Stats", "repo": "https://github.com/joseph-tighe/Magic-Deck-Creator", "demo": "https://joseph-tighe.github.io/Magic-Deck-Creator/"}]...
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[{"post_id": 42999, "ts": "202 [{"post_id": 42999, "ts": "2026-08-08T00:50:32Z", "hours": 2.2425, "text": "Changes Made I worked on the algorithm for recommending land, and I ported my Express app to Github Pages. I also redid the UI Recommendation algorithm The algorithm just takes the ratio of required land, and compares that to the ratio of the land that is already in the deck and tries to match the two, it just works slightly better than before and accounts for more edge cases Github pages Github pages is fully static, meaning I had to trade out all my server side code for client side stuff, it doesn’t affect the user too much, but limits the app in the long run. But anyway you can actually use it now. Updated UI I just think it looks slightly better, and provides more feedback on the search, and gives slightly more info on the card. As I am sure you can tell front-end is not where I excel, but it is slightly better than before."}, {"post_id": 5087, "ts": "2026-06-08T19:30:28Z", "hours": 1.9144, "text": "Changes Made I just fixed a bunch of bugs before I decide to ship this. Fixed bugs Worked on fixing some basic bugs in the card recommendation, so that I could make it work better with wild Mana on cards, it took me 30 minutes to realize a variable should have had the let keyword instead of the var keyword. But now it works much better and is in a place to where I can start adding slightly more advanced recommendations."}, {"post_id": 4583, "ts": "2026-06-07T22:30:56Z", "hours": 2.2344, "text": "Changes Made Added a simple non-ai based card recommender for land, I also added a simple graph showing the land distribution. Started working on the backend for the AI recomendation. Land recommendations The land recommendations identifies the gap between the mana required and the mana owned, a proportion based system would be better."}, {"post_id": 3003, "ts": "2026-06-05T22:45:22Z", "hours": 1.3428, "text": "Changes Made I wrote a script to get data for training the AI Getting the data The app will use AI to help make recommendations on what cards are good for the app. The script I wrote scrapes the internet for complete decks and saves what cards they have into a JSON that can be used to train the AI later."}, {"post_id": 2952, "ts": "2026-06-05T21:11:13Z", "hours": 1.4106, "text": "Changes Made I added filtering to the search and started on the training for AI card prediction Filtering I added filtering so the user can more easily specify what card they are looking for. AI card prediction I wrote a few test scripts to figure out how I will train my AI to do it."}, {"post_id": 2851, "ts": "2026-06-05T18:11:11Z", "hours": 1.0747, "text": "Changes Made Made search more reliable and added simple loading animation Search The search would sometimes answer the query before the current one instead of the current one because that packet would be late. But that is no longer a problem."}, {"post_id": 2480, "ts": "2026-06-05T00:05:32Z", "hours": 1.2358, "text": "Changes Made Made a basic website and managed to get the search feature working Basic website The website is a really basic layout but should be fine for now. Search Search uses the Magic The Gathering API ( https://api.magicthegathering.io ). It queries every time the search bar changes."}, {"post_id": 1873, "ts": "2026-06-04T02:43:10Z", "hours": 1.5497, "text": "Changes Made I setup the project and started screwing with an API for getting basic information Tech Stack Node JS, Express, js, html, css, the api.magicthegathering.io API"}]...
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Title: Magic Deck Builder by @Joseph-T | Stardance Title: Magic Deck Builder by @Joseph-T | Stardance
Devlogs:
Changes Made I setup the project and started screwing with an API for getting basic information Tech Stack Node JS, Express, js, html, css, the api.magicthegathering.io API
Changes Made Made a basic website and managed to get the search feature working Basic website The website is a really basic layout but should be fine for now. Search Search uses the Magic The Gathering API ( https://api.magicthegathering.io ). It queries every time the search bar changes.
Changes Made Made search more reliable and added simple loading animation Search The search would sometimes answer the query before the current one instead of the current one because that packet would be late. But that is no longer a problem.
Changes Made I added filtering to the search and started on the training for AI card prediction Filtering I added filtering so the user can more easily specify what card they are looking for. AI card prediction I wrote a few test scripts to figure out how I will train my AI to do it.
Changes Made I wrote a script to get data for training the AI Getting the data The app will use AI to help make recommendations on what cards are good for the app. The script I wrote scrapes the internet for complete decks and saves what cards they have into a JSON that can be used to train the AI later.
Changes Made Added a simple non-ai based card recommender for land, I also added a simple graph showing the land distribution. Started working on the backend for the AI recomendation. Land recommendations The land recommendations identifies the gap between the mana required and the mana owned, a proportion based system would be better.
Changes Made I just fixed a bunch of bugs before I decide to ship this. Fixed bugs Worked on fixing some basic bugs in the card recommendation, so that I could make it work better with wild Mana on cards, it took me 30 minutes to realize a variable should have had the let keyword instead of the var keyword. But now it works much better and is in a place to where I can start adding slightly more advanced recommendations.
Changes Made I worked on the algorithm for recommending land, and I ported my Express app to Github Pages. I also redid the UI Recommendation algorithm The algorithm just takes the ratio of required land, and compares that to the ratio of the land that is already in the deck and tries to match the two, it just works slightly better than before and accounts for more edge cases Github pages Github pages is fully static, meaning I had to trade out all my server side code for client side stuff, it doesn’t affect the user too much, but limits the app in the long run. But anyway you can actually use it now. Updated UI I just think it looks slightly better, and provides more feedback on the search, and gives slightly more info on the card. As I am sure you can tell front-end is not where I excel, but it is slightly better than before.
Ships:
I made a site for making Magic The Gathering decks What’s Magic The Gathering? Magic the gathering is a card game where players make their own decks What did I make: I made a website that gives basic recommendations on what cards a user should use, based on the rest of their deck. Challenges: I big challenge was hosting the site in the end I had to move all the server side code for suggesting cards to client side so I could host it through GitHub pages How to use: Just start searching for cards to add to your deck, and the system will start to recommend cards. Features: Recommendation Filters & Search Quick Stats...
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1793681675.5219798
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1793768075.5219798
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41570
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FUNKOI by @myreester | Stardance
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myreester
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T08:00:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello,i am a 14 year old from india.Since,i have school i spent my 2 sundays on this project. You might think i am lying but this project was first created in my old account mcking. And if you try this project you might find some easter eggs.", "repo": "https://github.com/PEAKAKAME/https-peakakame.github.io-", "demo": "https://peakakame.github.io/https-peakakame.github.io-/"}]...
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[{"post_id": 39340, "ts": "202 [{"post_id": 39340, "ts": "2026-08-02T07:56:34Z", "hours": 0.4339, "text": "Working on my wesite FUNKOI.Added a neon glow animation to my search bar."}]...
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Title: FUNKOI by @myreester | Stardance
Devlogs:
Title: FUNKOI by @myreester | Stardance
Devlogs:
Working on my wesite FUNKOI.Added a neon glow animation to my search bar.
Ships:
Hello,i am a 14 year old from india.Since,i have school i spent my 2 sundays on this project. You might think i am lying but this project was first created in my old account mcking. And if you try this project you might find some easter eggs....
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1793681674.399848
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1793768074.399848
|
|
41569
|
Stardust calculator by @Arbuz | Stardance
|
Arbuz
|
1
|
6.48
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T03:50:35Z", "hours": 6.0, "multiplier": 2.29, "payout": 13, "blessing": "neutral", "text": "I made a web tool for estimating how much Stardust you’ll earn from your project. The most challenging part was learning the basics of Javascript for this project. I’m proud that I made a functional tool in 6 hours. You can test my project here: https://arbuzyonak.github.io/Stardust-Calculator/", "repo": "https://github.com/Arbuzyonak/Stardust-Calculator", "demo": "https://arbuzyonak.github.io/Stardust-Calculator/"}]...
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[{"post_id": 38579, "ts": "202 [{"post_id": 38579, "ts": "2026-08-01T01:57:00Z", "hours": 0.4808, "text": "Devlog 4 Added an hour until goal calculator"}, {"post_id": 38000, "ts": "2026-07-31T03:36:25Z", "hours": 1.3244, "text": "Devlog 3 The site is done! You can now estimate how much stardust you will get and see how many days it will take to hit your goal!"}, {"post_id": 37959, "ts": "2026-07-31T00:44:32Z", "hours": 1.09, "text": "Devlog 2 Added better ui to my stardust calculator"}, {"post_id": 37797, "ts": "2026-07-30T18:48:46Z", "hours": 3.1964, "text": "Devlog 1 So, I’m making a calculator to check how much stardust you can potentially get from your project! I will keep you updated as I improve the ui"}]...
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Title: Stardust calculator by @Arbuz | Stardance
Title: Stardust calculator by @Arbuz | Stardance
Devlogs:
Devlog 1 So, I’m making a calculator to check how much stardust you can potentially get from your project! I will keep you updated as I improve the ui
Devlog 2 Added better ui to my stardust calculator
Devlog 3 The site is done! You can now estimate how much stardust you will get and see how many days it will take to hit your goal!
Devlog 4 Added an hour until goal calculator
Ships:
I made a web tool for estimating how much Stardust you’ll earn from your project. The most challenging part was learning the basics of Javascript for this project. I’m proud that I made a functional tool in 6 hours. You can test my project here: https://arbuzyonak.github.io/Stardust-Calculator/...
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1793681673.2223096
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1793768073.2223096
|
|
41561
|
My first slack bot! by @potionj | Stardance
|
potionj
|
2
|
3.59
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T23:04:59Z", "hours": 3.0, "multiplier": 1.7, "payout": 6, "blessing": "neutral", "text": "Cleaned up files in ssh, added wordle.", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-29T16:08:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very simple slack bot with 4 commands", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 47272, "ts": "202 [{"post_id": 47272, "ts": "2026-08-15T02:58:11Z", "hours": 0.5919, "text": "Fixed the issue where duplicate letters were getting represented incorrectly."}, {"post_id": 42299, "ts": "2026-08-06T23:04:22Z", "hours": 2.025, "text": "Added a wordle command"}, {"post_id": 37923, "ts": "2026-07-30T22:41:17Z", "hours": 1.2228, "text": "added more commands, fixed old ones, added 3 helper functions and lists of new questions"}, {"post_id": 37099, "ts": "2026-07-29T16:05:31Z", "hours": 0.3981, "text": "Added commands to bot - ping, help, rand, dice"}]...
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Title: My first slack bot! by @potionj | Stardance Title: My first slack bot! by @potionj | Stardance
Devlogs:
Added commands to bot - ping, help, rand, dice
added more commands, fixed old ones, added 3 helper functions and lists of new questions
Added a wordle command
Fixed the issue where duplicate letters were getting represented incorrectly.
Ships:
Very simple slack bot with 4 commands
Cleaned up files in ssh, added wordle....
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1793681672.0422416
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1793768072.0422416
|
|
41555
|
FluxEngine Website by @olebeuscher | Stardance
|
olebeuscher
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T15:36:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The FluxTron Website is my very first website for my project Fluxtron which you can also see in Hackclub stardance. I want to make this website more interactive and add javascript but for now it is ready to ship and to be visible for th world. (Im so proud of me for finishing my first project lol)", "repo": "https://github.com/WeirdCookie/FluxEngine-Website", "demo": "https://fluxtron.weirdcookie.workers.dev/"}]...
|
[{"post_id": 37659, "ts": "202 [{"post_id": 37659, "ts": "2026-07-30T15:29:13Z", "hours": 1.8181, "text": "SHIP #1 I finished my first project ever. (˶>⩊<˶) I deployed the website on cloudflare and made is visible for everyone under https://fluxtron.weirdcookie.workers.dev/ I also added much css and learned very much new things since my last devlog. :)"}, {"post_id": 37132, "ts": "2026-07-29T16:52:41Z", "hours": 0.7519, "text": "Devlog #1 I created the Project and i added the style.css and the index.html and have now cool Background colour"}]...
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Title: FluxEngine Website by @olebeuscher | Starda Title: FluxEngine Website by @olebeuscher | Stardance
Devlogs:
Devlog #1 I created the Project and i added the style.css and the index.html and have now cool Background colour
SHIP #1 I finished my first project ever. (˶>⩊<˶) I deployed the website on cloudflare and made is visible for everyone under https://fluxtron.weirdcookie.workers.dev/ I also added much css and learned very much new things since my last devlog. :)
Ships:
The FluxTron Website is my very first website for my project Fluxtron which you can also see in Hackclub stardance. I want to make this website more interactive and add javascript but for now it is ready to ship and to be visible for th world. (Im so proud of me for finishing my first project lol)...
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1793681670.9375887
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1793768070.9375887
|
|
7250
|
PCA9685 Debugging Panel by @xk | Stardance
|
xk
|
1
|
7.56
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T16:20:20Z", "hours": 6.0, "multiplier": 3.44, "payout": 19, "blessing": "neutral", "text": "This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime.", "repo": "https://github.com/xiaokai-lyk/PCA9685-debugging-panel", "demo": "https://pypi.org/project/pca9685-debugging-panel/"}]...
|
[{"post_id": 8001, "ts": "2026 [{"post_id": 8001, "ts": "2026-06-13T10:52:09Z", "hours": 1.5586, "text": "V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0"}, {"post_id": 2199, "ts": "2026-06-04T15:50:08Z", "hours": 5.5567, "text": "v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~"}]...
|
Title: PCA9685 Debugging Panel by @xk | Stardance
Title: PCA9685 Debugging Panel by @xk | Stardance
Devlogs:
v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~
V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0
Ships:
This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime....
|
1793681669.7096925
|
1793768069.7096925
|
|
33961
|
Trigonometric calculator by @Stv120 | Stardance
|
Stv120
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T09:46:19Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "I made a trigonometric calculator which includes easter eggs, which I am proud of. I can say the challenging part was not the actual code, but how to upload it to GitHub since I am somewhat new to this platform", "repo": "https://github.com/7lul7/TrigCalculator", "demo": "https://github.com/7lul7/TrigCalculator/releases/tag/v1.2"}]...
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[{"post_id": 28200, "ts": "202 [{"post_id": 28200, "ts": "2026-07-14T10:35:55Z", "hours": 1.1761, "text": "Hello guys! As its my first devlog I want to mention I am currently working on multiple projects one of them being the trigonometric calculator which calculates either the sine cosine tangent and cotangent of a given angle in degrees. The project is still in the console version, but I’m developing another graphical version which will be made using raylib!"}]...
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Title: Trigonometric calculator by @Stv120 | Stard Title: Trigonometric calculator by @Stv120 | Stardance
Devlogs:
Hello guys! As its my first devlog I want to mention I am currently working on multiple projects one of them being the trigonometric calculator which calculates either the sine cosine tangent and cotangent of a given angle in degrees. The project is still in the console version, but I’m developing another graphical version which will be made using raylib!
Ships:
I made a trigonometric calculator which includes easter eggs, which I am proud of. I can say the challenging part was not the actual code, but how to upload it to GitHub since I am somewhat new to this platform...
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1793681668.3742085
|
1793768068.3742085
|