|
66121
|
My own site! by @nuraj | Stardance
|
nuraj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @nuraj | Stardance
|
1793713661.8412254
|
1794318461.8412254
|
|
40181
|
OS by @Ditto | Stardance
|
Ditto
|
1
|
5.53
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T20:45:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built AuroraOS, a browser-based desktop environment inspired by modern operating systems using HTML, CSS, and Vanilla JavaScript. The biggest challenge was implementing draggable and resizable windows while keeping the interface smooth and responsive. I also integrated the Open-Meteo API for live weather, browser geolocation, multilingual support (English, Korean, Spanish, and Hindi), wallpaper customization with Local Storage, and a boot animation with startup sound. I’m proud that the project evolved beyond the original tutorial into something that feels like my own desktop operating system. How to test: Click Enter Desktop after the boot sequence. Open the Weather app to see live weather based on your location (allow location permission). Open Settings to change wallpapers and switch languages. Drag and resize the application windows. Refresh the page to verify that your wallpaper and language preferences are saved.", "repo": "https://github.com/d08835149-prog/RetroDesk-97/", "demo": "https://d08835149-prog.github.io/RetroDesk-97/"}]...
|
[{"post_id": 54083, "ts": "202 [{"post_id": 54083, "ts": "2026-08-24T21:17:11Z", "hours": 3.5286, "text": "My Web OS Overhaul The Web OS I made before seemed to use too much AI…….so I scrapped it and rebuilt it…..It it called RetroDesk 97 Koread Edition…… Well…even though I live in Canada, since I am Korean…. So..I created this by capturing the style of Korea’s old-style OS while incorporating real-world backgrounds…Even though I completelyrevamped the whole thing..It holds great significance since I made it without using AI. I did have to do some studying, though…but so what? Anyway, I think it turned out to be a satisfactory Web OS"}, {"post_id": 35431, "ts": "2026-07-26T20:43:24Z", "hours": 0.6411, "text": "AuroraOS is Ready to Ship! 🚀 Today I finished the final polish for AuroraOS. I added multilingual support (English, Korean, Spanish, and Hindi), allowing users to switch languages directly from the Settings app. I also improved the desktop experience with resizable windows, customizable wallpapers, and a translation feedback option for users to report any language issues. Finally, I cleaned up the interface, updated the README, and prepared the project for deployment. AuroraOS has grown from a simple tutorial project into my own personalized browser-based desktop environment, and I’m excited to ship it!"}, {"post_id": 35299, "ts": "2026-07-26T16:45:29Z", "hours": 0.9283, "text": "Devlog #2 Building the AuroraOS Desktop I focused on building the core desktop experience for AuroraOS. I redesigned the interface to give it a modern operating system feel with a clean glassmorphism style. I added draggable application windows, smooth window animations, and a live system clock. I also created the Aurora Journal app and a Settings app that allows users to change wallpapers, with their preference saved using Local Storage. The project is starting to feel like a real desktop environment instead of a simple webpage."}, {"post_id": 35246, "ts": "2026-07-26T15:24:29Z", "hours": 0.4956, "text": "Devlog #1 Building AuroraOS: My First Personal Web Operating System Today I continued working on AuroraOS, my personal web operating system. I organized my project into separate HTML, CSS, and JavaScript files and added multiple desktop applications. I built Aurora Journal and a Weather app that uses the browser’s location to display real-time weather and the user’s current city. This project helped me practice JavaScript, working with APIs, and creating a desktop-style interface. Next, I want to add more apps like Files, Music, and Settings, and make AuroraOS feel even more like a real operating system."}]...
|
Title: OS by @Ditto | Stardance
Devlogs:
Devlog # Title: OS by @Ditto | Stardance
Devlogs:
Devlog #1 Building AuroraOS: My First Personal Web Operating System Today I continued working on AuroraOS, my personal web operating system. I organized my project into separate HTML, CSS, and JavaScript files and added multiple desktop applications. I built Aurora Journal and a Weather app that uses the browser’s location to display real-time weather and the user’s current city. This project helped me practice JavaScript, working with APIs, and creating a desktop-style interface. Next, I want to add more apps like Files, Music, and Settings, and make AuroraOS feel even more like a real operating system.
Devlog #2 Building the AuroraOS Desktop I focused on building the core desktop experience for AuroraOS. I redesigned the interface to give it a modern operating system feel with a clean glassmorphism style. I added draggable application windows, smooth window animations, and a live system clock. I also created the Aurora Journal app and a Settings app that allows users to change wallpapers, with their preference saved using Local Storage. The project is starting to feel like a real desktop environment instead of a simple webpage.
AuroraOS is Ready to Ship! 🚀 Today I finished the final polish for AuroraOS. I added multilingual support (English, Korean, Spanish, and Hindi), allowing users to switch languages directly from the Settings app. I also improved the desktop experience with resizable windows, customizable wallpapers, and a translation feedback option for users to report any language issues. Finally, I cleaned up the interface, updated the README, and prepared the project for deployment. AuroraOS has grown from a simple tutorial project into my own personalized browser-based desktop environment, and I’m excited to ship it!
My Web OS Overhaul The Web OS I made before seemed to use too much AI…….so I scrapped it and rebuilt it…..It it called RetroDesk 97 Koread Edition…… Well…even though I live in Canada, since I am Korean…. So..I created this by capturing the style of Korea’s old-style OS while incorporating real-world backgrounds…Even though I completelyrevamped the whole thing..It holds great significance since I made it without using AI. I did have to do some studying, though…but so what? Anyway, I think it turned out to be a satisfactory Web OS
Ships:
I built AuroraOS, a browser-based desktop environment inspired by modern operating systems using HTML, CSS, and Vanilla JavaScript. The biggest challenge was implementing draggable and resizable windows while keeping the interface smooth and responsive. I also integrated the Open-Meteo API for live weather, browser geolocation, multilingual support (English, Korean, Spanish, and Hindi), wallpaper customization with Local Storage, and a boot animation with startup sound. I’m proud that the project evolved beyond the original tutorial into something that feels like my own desktop operating system. How to test: Click Enter Desktop after the boot sequence. Open the Weather app to see live weather based on your location (allow location permission). Open Settings to change wallpapers and switch languages. Drag and resize the application windows. Refresh the page to verify that your wallpaper and language preferences are saved....
|
1793713660.6416774
|
1793800060.6416774
|
|
66118
|
WarioWare Game by @ManiaG | Stardance
|
ManiaG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @ManiaG | Stardance
|
1793713659.7541687
|
1794318459.7541687
|
|
53695
|
SCAPAD by @SCAMMARAS | Stardance
|
SCAMMARAS
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:29:02Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SHIIIIPIPIPIPIPIPIPPPPPPP!!!!! Hello there I am Nikos Samaras from the buku buku team and i present you …… my hackpad !!!! This hackpad has several functions but my favourites are: It opens discord Google and Youtube!! You can really easily change what each key do from the code just by changing the text in the run app of windows , sadly it probably doesn’t work on every linux or mac device as i do not know if they have a run app and even if they do the code will need changes , anyway Stardancers that is it for this project which is btw my first shipped hardware project on stardance and the first that i was funded for in general. I love you HackClub for making it possible to get my first ever pcb and first ever macropad or should i say HACKPAD", "repo": "https://github.com/Nikolaossamaras/scapad", "demo": ""}]...
|
[{"post_id": 82707, "ts": "202 [{"post_id": 82707, "ts": "2026-10-25T17:17:41Z", "hours": 1.9353, "text": "Devlog 2 | Hello or should i say goodbye 😭 stardancers. In this devlog i want to present to you…. THE GREATEST…. THE BEST MACROPAD you will ever see. OK ok , if being serious there is nothing impresive with scapad . I would want to say that everything went according to my plan , but sadly because of my inability to wait and be careful i made a fatal mistake that almost made me give up when i was assembeling the board , the error was that i soldered the microcontroller the wrong way and the buttons weren’t connect to the gnd at first i attached external wires , but it seemed too ungly , so i just attached another pcb(the same design) near it that works and connected them with small wires and now the macropad works , but … it became bigger and it doesn’t fit in the case i had prepered and my 3d printer is not working 😭. So here is just the pcb in the jlcpcb box.I will be sumbitting this project so please wish me luck!!!!"}, {"post_id": 53821, "ts": "2026-08-24T14:55:03Z", "hours": 3.1839, "text": "Devlog 1| Today i started with the Hackpad i have done almost every basicthing needed i made the pcb the case and the firmware. It’s my first time building a pcb that i understand entirely who it works my previous pcb projects were to much ai carried meaning i didn’t really build anything myself. I am thinking of sumbiting this project and go on making a keyboard which was my first goal , i took this detour in order to not be overwhelmed by doing a keyboard without knowing the basics , now i feel like i can make a keyboard with almost no guidence and ai assistance"}]...
|
Title: SCAPAD by @SCAMMARAS | Stardance
Devlogs:
Title: SCAPAD by @SCAMMARAS | Stardance
Devlogs:
Devlog 1| Today i started with the Hackpad i have done almost every basicthing needed i made the pcb the case and the firmware. It’s my first time building a pcb that i understand entirely who it works my previous pcb projects were to much ai carried meaning i didn’t really build anything myself. I am thinking of sumbiting this project and go on making a keyboard which was my first goal , i took this detour in order to not be overwhelmed by doing a keyboard without knowing the basics , now i feel like i can make a keyboard with almost no guidence and ai assistance
Devlog 2 | Hello or should i say goodbye 😭 stardancers. In this devlog i want to present to you…. THE GREATEST…. THE BEST MACROPAD you will ever see. OK ok , if being serious there is nothing impresive with scapad . I would want to say that everything went according to my plan , but sadly because of my inability to wait and be careful i made a fatal mistake that almost made me give up when i was assembeling the board , the error was that i soldered the microcontroller the wrong way and the buttons weren’t connect to the gnd at first i attached external wires , but it seemed too ungly , so i just attached another pcb(the same design) near it that works and connected them with small wires and now the macropad works , but … it became bigger and it doesn’t fit in the case i had prepered and my 3d printer is not working 😭. So here is just the pcb in the jlcpcb box.I will be sumbitting this project so please wish me luck!!!!
Ships:
SHIIIIPIPIPIPIPIPIPPPPPPP!!!!! Hello there I am Nikos Samaras from the buku buku team and i present you …… my hackpad !!!! This hackpad has several functions but my favourites are: It opens discord Google and Youtube!! You can really easily change what each key do from the code just by changing the text in the run app of windows , sadly it probably doesn’t work on every linux or mac device as i do not know if they have a run app and even if they do the code will need changes , anyway Stardancers that is it for this project which is btw my first shipped hardware project on stardance and the first that i was funded for in general. I love you HackClub for making it possible to get my first ever pcb and first ever macropad or should i say HACKPAD...
|
1793713658.5485737
|
1793800058.5485737
|
|
37220
|
My first slack bot! by @Jason_Mloza | Stardance
|
Jason_Mloza
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T00:25:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Alfred, a Python Slack bot that helps users with simple commands directly inside Slack. It can tell jokes, perform calculations, and share random facts. I’m proud that I built, deployed, and connected the bot so it can run continuously without my laptop being open. The most challenging part was learning how to manage API keys and environment variables safely while deploying the bot. You can test Alfred by inviting it and using /alfred joke, /alfred calc , or /alfred fact.", "repo": "https://github.com/jasonmloza/Alfred-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 36737, "ts": "202 [{"post_id": 36737, "ts": "2026-07-29T00:06:11Z", "hours": 0.7833, "text": "Building Alfred: A Slack Bot Assistant I built Alfred, a Python-based Slack bot that brings simple tools directly into Slack. Using Slack Bolt and Socket Mode, I created commands like: /alfred joke — tells programming jokes /alfred calc — performs calculations /alfred fact — gives random facts I also deployed Alfred as a background worker so it can stay online and respond continuously. One of the biggest lessons was learning how to properly handle secrets. GitHub blocked my first push because sensitive keys were included, which taught me the importance of using environment variables. Alfred is now deployed and running, with more AI features planned for the future."}]...
|
Title: My first slack bot! by @Jason_Mloza | Stard Title: My first slack bot! by @Jason_Mloza | Stardance
Devlogs:
Building Alfred: A Slack Bot Assistant I built Alfred, a Python-based Slack bot that brings simple tools directly into Slack. Using Slack Bolt and Socket Mode, I created commands like: /alfred joke — tells programming jokes /alfred calc — performs calculations /alfred fact — gives random facts I also deployed Alfred as a background worker so it can stay online and respond continuously. One of the biggest lessons was learning how to properly handle secrets. GitHub blocked my first push because sensitive keys were included, which taught me the importance of using environment variables. Alfred is now deployed and running, with more AI features planned for the future.
Ships:
I built Alfred, a Python Slack bot that helps users with simple commands directly inside Slack. It can tell jokes, perform calculations, and share random facts. I’m proud that I built, deployed, and connected the bot so it can run continuously without my laptop being open. The most challenging part was learning how to manage API keys and environment variables safely while deploying the bot. You can test Alfred by inviting it and using /alfred joke, /alfred calc , or /alfred fact....
|
1793713657.3051832
|
1793800057.3051832
|
|
66117
|
ICloud Alternative by @vaishantn | Stardance
|
vaishantn
|
0
|
10.1
|
0
|
[]
|
[{"post_id": 74169, "ts": "202 [{"post_id": 74169, "ts": "2026-09-26T20:27:02Z", "hours": 10.1044, "text": "I am sick and tired of paid subscriptions. So, I made an alternative to iCloud. This also has an extra feature of converting files."}]...
|
Title: ICloud Alternative by @vaishantn | Stardanc Title: ICloud Alternative by @vaishantn | Stardance
Devlogs:
I am sick and tired of paid subscriptions. So, I made an alternative to iCloud. This also has an extra feature of converting files....
|
1793713656.0891747
|
1794318456.0891747
|
|
38732
|
3am by @itis | Stardance
|
itis
|
1
|
5.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T09:24:55Z", "hours": 5.0, "multiplier": 2.66, "payout": 14, "blessing": "neutral", "text": "I made a CLI that processes your music through amplitude modulation to make it focus music. It works in a similar way to brain.fm and focusfast, but it can work on all music and uses irrational ratios between frequencies to reduce habitualization.", "repo": "https://github.com/Heinrich-XIAO/3am", "demo": "https://github.com/Heinrich-XIAO/3am/releases/tag/v1.0.0"}]...
|
[{"post_id": 35084, "ts": "202 [{"post_id": 35084, "ts": "2026-07-26T09:08:21Z", "hours": 0.9914, "text": "I made a readme and it is now able to run as an actual cli in .local/bin . I also figured out how to push stuff to github."}, {"post_id": 34458, "ts": "2026-07-25T05:51:13Z", "hours": 4.2328, "text": "It should have the bare minimum done. It modulates sound and I made a selector for it (the gfw is blocking my requests to github, and my vpn stopped working, so gh only has part of it.)"}]...
|
Title: 3am by @itis | Stardance
Devlogs:
It shoul Title: 3am by @itis | Stardance
Devlogs:
It should have the bare minimum done. It modulates sound and I made a selector for it (the gfw is blocking my requests to github, and my vpn stopped working, so gh only has part of it.)
I made a readme and it is now able to run as an actual cli in .local/bin . I also figured out how to push stuff to github.
Ships:
I made a CLI that processes your music through amplitude modulation to make it focus music. It works in a similar way to brain.fm and focusfast, but it can work on all music and uses irrational ratios between frequencies to reduce habitualization....
|
1793713654.8381245
|
1793800054.8381245
|
|
66116
|
My very own WebOS by @shurahbeel | Stardance
|
shurahbeel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @shurahbeel | Stardanc Title: My very own WebOS by @shurahbeel | Stardance...
|
1793713653.9201567
|
1794318453.9201567
|
|
40174
|
GhostNoted by @mihail | Stardance
|
mihail
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T15:57:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This aims to replace cluely. You need ollam running or your own API key to an AI provider", "repo": "https://github.com/mihai-max/GhostNoted", "demo": "https://github.com/mihai-max/GhostNoted/"}]...
|
[{"post_id": 35376, "ts": "202 [{"post_id": 35376, "ts": "2026-07-26T18:42:38Z", "hours": 0.2883, "text": "Added setup flow."}, {"post_id": 35338, "ts": "2026-07-26T17:35:20Z", "hours": 0.9647, "text": "Today, I got the base layer working. Going to work next on a setup flow."}]...
|
Title: GhostNoted by @mihail | Stardance
Devlogs: Title: GhostNoted by @mihail | Stardance
Devlogs:
Today, I got the base layer working. Going to work next on a setup flow.
Added setup flow.
Ships:
This aims to replace cluely. You need ollam running or your own API key to an AI provider...
|
1793713652.6279721
|
1793800052.6279721
|
|
66115
|
Robotic Arm by @jmuncey2009 | Stardance
|
jmuncey2009
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T21:57:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Robotic Arm", "repo": "https://github.com/JeremyM1234/My-Arduino-Journey", "demo": ""}]...
|
[{"post_id": 76507, "ts": "202 [{"post_id": 76507, "ts": "2026-10-03T19:31:47Z", "hours": 2.8825, "text": "I have started to design and make a robotic arm. I bought 4 MZ996 servo motors and have wired up a PCB board to a power supply where I can get 7.4V of DC power. I also have started to make the code needed for the Arduino Uno R4 WiFi on VSC that will let me control the arm. I have also begun modeling the 3D parts for the arm and have made the base. I have also decided to produce a write-up of the whole process so other people can look at it if they want."}]...
|
Title: Robotic Arm by @jmuncey2009 | Stardance
De Title: Robotic Arm by @jmuncey2009 | Stardance
Devlogs:
I have started to design and make a robotic arm. I bought 4 MZ996 servo motors and have wired up a PCB board to a power supply where I can get 7.4V of DC power. I also have started to make the code needed for the Arduino Uno R4 WiFi on VSC that will let me control the arm. I have also begun modeling the 3D parts for the arm and have made the base. I have also decided to produce a write-up of the whole process so other people can look at it if they want.
Ships:
Robotic Arm...
|
1793713651.4861588
|
1793800051.4861588
|
|
54019
|
Brandon's Site by @bhlcusd | Stardance
|
bhlcusd
|
1
|
5.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T04:16:15Z", "hours": 5.0, "multiplier": 1.73, "payout": 9, "blessing": "neutral", "text": "Hey there! This is my spin on the personal site. This project took much longer than expected, with much of that time dedicated on learning the ropes of using Svelte, GitHub Pages, and a little bit of Bun. Overall, I enjoyed this project since it’s actually got me to publish my work to a larger audience. Anyways here’s the main gist of the site: Quick Start Guide Explore the website: Try It Now! Features Simple, Yet Modern Design - Rounded borders and dark mode support About Me - Concise information about the developer Contacts - Easy-to-see icons to the developer’s social media pages Flexible - Designed to be scalable onto any form factor Technicals Built on Svelte - Chosen for its balance between bog-standard HTML & CSS and its compatibility with more complex build systems (like Bun). Even though TypeScript is not used in this project, using Svelte gives more flexibility for the developer to extend the website later in the future. TailwindCSS - Instead of writing CSS classes by hand, TailwindCSS was used to pre-define the generic CSS classes needed for this relatively simple project Mobile-First Design - Throughout the project, mobile-first design was implemented (i.e. make the website scale outwards to larger screens); experimented with Flexbox and Grid layouts to scale properly without too much wasted space Customized GitHub Actions Runner - Due to the dynamic nature of Svelte, the default github-pages runner does not interface well with Svelte. Instead, the project bundles a new deploy.yml file that automatically installs all dependencies, builds the project, and loads the static files for GitHub Pages. Acknowledgements Svelte & SvelteKit Documentation - Assisted in the setup process and converting it into a static webpage using adapter-static . TailwindCSS Documentation - Assisted in finding corresponding CSS tags", "repo": "https://github.com/bhlcusd/bhlcusd.github.io", "demo": "https://bhlcusd.github.io/"}]...
|
[{"post_id": 61284, "ts": "202 [{"post_id": 61284, "ts": "2026-09-04T04:09:02Z", "hours": 5.4111, "text": "Devlog 1: My Personal Website Is Now Complete! For what seems like years, I finally got my foot in the door with web development. Although this isn’t my first project concerning web development, I think this is my most refined website yet! Quick breakdown: I used Svelte & SvelteKit to provide scaffolding if I want to extend this project in the future; gives me access to dependencies using Bun TailwindCSS was used for all styles; I found it easier to use than coding my own styles (CSS really sucks sometimes…) The website can dynamically scale with the viewport due to TailwindCSS dynamic tags (no need for other views for mobile/tablets) Modern-ish design; I wanted to have more kinetic energy but I have other things to do (and my animation skills in Blender isn’t the best) Custom GitHub Actions runner to build & upload the Svelte project as static files For my first Hack Club project, I’m quite proud!"}]...
|
Title: Brandon's Site by @bhlcusd | Stardance
Title: Brandon's Site by @bhlcusd | Stardance
Devlogs:
Devlog 1: My Personal Website Is Now Complete! For what seems like years, I finally got my foot in the door with web development. Although this isn’t my first project concerning web development, I think this is my most refined website yet! Quick breakdown: I used Svelte & SvelteKit to provide scaffolding if I want to extend this project in the future; gives me access to dependencies using Bun TailwindCSS was used for all styles; I found it easier to use than coding my own styles (CSS really sucks sometimes…) The website can dynamically scale with the viewport due to TailwindCSS dynamic tags (no need for other views for mobile/tablets) Modern-ish design; I wanted to have more kinetic energy but I have other things to do (and my animation skills in Blender isn’t the best) Custom GitHub Actions runner to build & upload the Svelte project as static files For my first Hack Club project, I’m quite proud!
Ships:
Hey there! This is my spin on the personal site. This project took much longer than expected, with much of that time dedicated on learning the ropes of using Svelte, GitHub Pages, and a little bit of Bun. Overall, I enjoyed this project since it’s actually got me to publish my work to a larger audience. Anyways here’s the main gist of the site: Quick Start Guide Explore the website: Try It Now! Features Simple, Yet Modern Design - Rounded borders and dark mode support About Me - Concise information about the developer Contacts - Easy-to-see icons to the developer’s social media pages Flexible - Designed to be scalable onto any form factor Technicals Built on Svelte - Chosen for its balance between bog-standard HTML & CSS and its compatibility with more complex build systems (like Bun). Even though TypeScript is not used in this project, using Svelte gives more flexibility for the developer to extend the website later in the future. TailwindCSS - Instead of writing CSS classes by hand, TailwindCSS was used to pre-define the generic CSS classes needed for this relatively simple project Mobile-First Design - Throughout the project, mobile-first design was implemented (i.e. make the website scale outwards to larger screens); experimented with Flexbox and Grid layouts to scale properly without too much wasted space Customized GitHub Actions Runner - Due to the dynamic nature of Svelte, the default github-pages runner does not interface well with Svelte. Instead, the project bundles a new deploy.yml file that automatically installs all dependencies, builds the project, and loads the static files for GitHub Pages. Acknowledgements Svelte & SvelteKit Documentation - Assisted in the setup process and converting it into a static webpage using adapter-static . TailwindCSS Documentation - Assisted in finding corresponding CSS tags...
|
1793713648.5135067
|
1793800048.5135067
|
|
7558
|
R2D2 by @Art3mis | Stardance
|
Art3mis
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T17:30:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my slackbot is finally live!! r2d2 is up and running after a long time of fighting with nest. this was challenging as a newbie to nest and slack, but i did it! r2d2 has 3 functions, it can tell you the ping latency, show a help menu, and tell you a random fact!", "repo": "https://github.com/artemis9703/R2D2-slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C08JZ1LF3K5"}]...
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[{"post_id": 3077, "ts": "2026 [{"post_id": 3077, "ts": "2026-06-05T23:38:27Z", "hours": 0.5211, "text": "today i added two more commands to r2d2, and install the ability to use APIs. r2d2 can now list all the commands you can use, and it can tell you a random fact. tomorrows goal is to start adding some kind of Q&A or roleplay function."}, {"post_id": 2470, "ts": "2026-06-04T23:49:09Z", "hours": 0.3811, "text": "I started my first slackbot and decided to code it as rd2d because clone wars is the best thing ever. Managed to get it up and running, and it can now tell you the ping latency. Got the profile and photo sent up as well."}]...
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Title: R2D2 by @Art3mis | Stardance
Devlogs:
I st Title: R2D2 by @Art3mis | Stardance
Devlogs:
I started my first slackbot and decided to code it as rd2d because clone wars is the best thing ever. Managed to get it up and running, and it can now tell you the ping latency. Got the profile and photo sent up as well.
today i added two more commands to r2d2, and install the ability to use APIs. r2d2 can now list all the commands you can use, and it can tell you a random fact. tomorrows goal is to start adding some kind of Q&A or roleplay function.
Ships:
my slackbot is finally live!! r2d2 is up and running after a long time of fighting with nest. this was challenging as a newbie to nest and slack, but i did it! r2d2 has 3 functions, it can tell you the ping latency, show a help menu, and tell you a random fact!...
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1793713647.2565515
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1793800047.2565515
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66114
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my APOD site by @liam123 | Stardance
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liam123
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0
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0.0
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0
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[]
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[]
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Title: my APOD site by @liam123 | Stardance
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1793713646.383417
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1794318446.383417
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5692
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Minimalistic Snake by @LordGrim | Stardance
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LordGrim
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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": "2026-06-04T00:33:19Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First ship of this. Made a simple, text-ish based snake clone that has a nostalgic feel. It is both minimalist and elegant, but I am sure there are a few bugs. Due to many misunderstandings, my time is messed up. At first I did not know I needed to set up Hacaktime, then didn’t understand how to set up project so edited under a folder on computer called Programming. Then moved to Gitub. So, my time is very messed up, I have done around 1h7m.", "repo": "https://github.com/JeremyGalownia/oldschool-snake", "demo": "https://jeremygalownia.github.io/oldschool-snake/"}]...
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[{"post_id": 1790, "ts": "2026 [{"post_id": 1790, "ts": "2026-06-04T00:09:44Z", "hours": 0.4094, "text": "Here is the my nice snake game. Go play it on https://jeremygalownia.github.io/oldschool-snake/ It is a website, no mobile support yet, sorry! I had a lot of issues starting. First I didn’t understand how to start a git (never used it, didn’t have Github). Then Hackatime wouldn’t work. Then did it in wrong folder. So my time on this is very messed up. It says i have 18min, I’ve worked for 1h7min upgrading this old project. My changes from old me: found and fixed many redundancies and inefficiencies, added no script tag."}]...
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Title: Minimalistic Snake by @LordGrim | Stardance Title: Minimalistic Snake by @LordGrim | Stardance
Devlogs:
Here is the my nice snake game. Go play it on https://jeremygalownia.github.io/oldschool-snake/ It is a website, no mobile support yet, sorry! I had a lot of issues starting. First I didn’t understand how to start a git (never used it, didn’t have Github). Then Hackatime wouldn’t work. Then did it in wrong folder. So my time on this is very messed up. It says i have 18min, I’ve worked for 1h7min upgrading this old project. My changes from old me: found and fixed many redundancies and inefficiencies, added no script tag.
Ships:
First ship of this. Made a simple, text-ish based snake clone that has a nostalgic feel. It is both minimalist and elegant, but I am sure there are a few bugs. Due to many misunderstandings, my time is messed up. At first I did not know I needed to set up Hacaktime, then didn’t understand how to set up project so edited under a folder on computer called Programming. Then moved to Gitub. So, my time is very messed up, I have done around 1h7m....
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1793713645.247061
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1793800045.247061
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66113
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BLARE by @tejuvelumani22 | Stardance
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tejuvelumani22
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @tejuvelumani22 | Stardance
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1793713642.9000068
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1794318442.9000068
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20008
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SpaceGuessr by @Jaron | Stardance
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Jaron
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3
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99.0
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1811
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T18:20:49Z", "hours": 39.0, "multiplier": 19.83, "payout": 780, "blessing": "neutral", "text": "SpaceGuessr is a small browser game where you have to guess real space objects from NASA images. It works kinda like GeoGuessr, but instead of places on Earth you get planets, moons, nebulae, galaxies and other space stuff. The game has different modes like Classic, Timed, Blind Reveal, Learn and Reverse Learn, so you can either play for score or just practice. Technically the project is built with plain HTML, CSS and JavaScript, without any big framework. index.html contains the screens and buttons, style.css handles the layout, animations and responsive design, and script.js contains the main game logic like loading questions, checking answers, calculating score, streaks, timers, hints, leaderboards and local profile stats. The questions are stored in game-data.js, while mode settings like rounds, hints and timers are stored in game-config.js. The game also uses localStorage to save local stats, recent runs and fallback scores in the browser. For online scores it can use Supabase, but if that does not work the game still runs normally. Overall, SpaceGuessr is a space guessing game made with simple web technologys, real NASA images and a few extra features.", "repo": "https://github.com/Blizz606/SpaceGuessr", "demo": "https://blizz606.github.io/SpaceGuessr"}, {"ship_num": 2, "ts": "2026-07-05T20:02:26Z", "hours": 58.0, "multiplier": 17.26, "payout": 1009, "blessing": "neutral", "text": "SpaceGuessr is basically my version of “GeoGuessr, but in space” — a browser game where you guess planets, moons, nebulae, galaxies, and other space objects from real NASA-based images. At first, I thought this would just be a simple guessing game, but it quickly turned into a much bigger project. I kept adding more modes, more polish, better UI, scoring, animations, and content until it started to feel like an actual game instead of just a small prototype. Right now, SpaceGuessr has multiple game modes like Quick, Classic, Timed, Daily, Infinite, and Blind Reveal. Blind Reveal is one of my favorite parts: the image slowly uncovers itself while your possible score drops over time, so you have to decide whether to guess early or wait for more information. I also added a full scoring system with streak bonuses, animated feedback, end screens, keyboard controls, responsive design, leaderboard support, local fallback saving, confetti, reveal effects, round transitions, and a lot of small game-feel details. I spent a lot of time on these small things because they make the game feel much more satisfying to play. A big part of the work was also the content. The game uses a curated pool of 70+ NASA-based images, with correct answers, wrong answers, facts, and difficulty balancing. I kept improving the image pool so the game doesn’t feel repetitive, and I added logic so the same image won’t repeat during one run. Technically, the whole project is built with plain HTML, CSS, and JavaScript, without using a big framework. That meant a lot of the animations, UI states, game logic, scoring, and mode handling had to be built manually. I also added Supabase for global leaderboards and deployed everything with GitHub Pages so anyone can just open it and play instantly. I’m really proud of SpaceGuessr because it started as a simple idea and became one of my most complete projects so far. It’s playable, replayable, polished, and actually fun to come back to. I put a lot of time into making it feel smooth, finished, and cared for — and I think that shows in the final game. Thanks to everyone who is supporting this project <3", "repo": "https://github.com/Blizz606/SpaceGuessr", "demo": "https://blizz606.github.io/SpaceGuessr"}, {"ship_num": 3, "ts": "2026-06-16T17:53:36Z", "hours": 2.0, "multiplier": 9.65, "payout": 22, "blessing": "neutral", "text": "SpaceGuessr is like GeoGuessr, but in space. Explore planets, galaxies, nebulae, and more using real images provided by the NASA API. Guess where each image was taken or what it shows, compete for high scores, and climb the global leaderboard powered by Supabase.", "repo": "https://github.com/Blizz606/SpaceGuessr", "demo": "https://blizz606.github.io/SpaceGuessr"}]...
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[{"post_id": 31367, "ts": "202 [{"post_id": 31367, "ts": "2026-07-19T18:08:17Z", "hours": 3.8328, "text": "Devlog #1.7 I added the recent Runs to the Profile Menu and redesigned it, because it didn’t looked special. I think it has a smooth animation now. When there are bugs it would be cool if you could tell me. <3"}, {"post_id": 30775, "ts": "2026-07-18T17:23:00Z", "hours": 4.1169, "text": "Devlog #1.6 Today I added a small profile in the right bottom. You can see your best scores and more. Everything is safed in localStorage, so no Account or smth. like that is needed.- I had to find an elegant way to save all the stats in localStorage, but I think it turned out well. I will have more time in the following days cause summer break started yesterday."}, {"post_id": 30577, "ts": "2026-07-18T08:37:38Z", "hours": 1.7933, "text": "Devlog #1.5 Added a small local best score system to the main menu. It now checks saved leaderboard data in localStorage and shows the best score for the currently selected mode in a subtle way under the mode description. I also made sure it updates automatically when switching modes and after saving a run, while Daily , Learn , and Reverse Learn show a muted status message instead of a score because they are not normal saved score modes."}, {"post_id": 30173, "ts": "2026-07-17T15:16:05Z", "hours": 9.9933, "text": "Devlog #1.4 Today I worked more on polishing SpaceGuessr and making the special modes feel better. The biggest change was adding Reverse Learn , it’s a mode where the clue shows up in the middle of the screen first and then you have to guess the answer. I also improved the popup for missed images, polished some UI details like panels, spacing, and animations, and updated the README so it matches the current version better. Overall the game just feels cleaner and more finished now. And fun fact: I hit the stardance limit with this change, I saw just now that I could only commit 10h max. But I squeezed everything into the 10h. I will fix some stuff later like the loading times of the modes."}, {"post_id": 28442, "ts": "2026-07-14T18:05:48Z", "hours": 5.1764, "text": "Devlog #1.3 Today I polished the game UI again and cleaned up some smaller details. I improved the help menu, made the top progress bar more visible, and changed the end screen so the leaderboard does not show up immediately. I also adjusted the main menu layout a little so the background has more space and the screen feels cleaner. Nothing huge today, but the game feels nicer and more polished now. The Help Button is a bit weird but I will fix it later."}, {"post_id": 27151, "ts": "2026-07-12T13:29:59Z", "hours": 7.6275, "text": "Devlog #1.2 Today I expanded SpaceGuessr with selectable learn packs and improved the learning flow. I also added a much larger centralized content file with many new space questions, plus UI updates like new backgrounds, smoother image loading, and an end-of-session review for learn mode. The project now feels more polished, more scalable, and better suited for replayability. Main Goal was just making the code easier to understand and implementing the Feedback. You can try it now . I would love to here some more feedback. <3"}, {"post_id": 26735, "ts": "2026-07-11T18:14:20Z", "hours": 6.7786, "text": "Devlog #1.1 In the last GitHub commit, I cleaned up the game structure. I added Learn Mode , moved the mode settings into game-config.js , and moved the space questions into game-data.js . I also improved some animations, mobile styling, and Blind Reveal. In the newest commit, I updated the main menu with Casual and Special sections. Special mode now has a smooth background change with the new image (The Image is generated by AI). I also updated the README and added a few small CSS improvements. PS: Thanks to all of u. My last Ship was rated awesome. Thanks to everybody who played it and especially rated it. <3"}, {"post_id": 23047, "ts": "2026-07-05T19:38:41Z", "hours": 6.6544, "text": "Devlog #21 This is a kinda long devlog so thanks to everyone who is really reding it all the way. This update was a bigger gameplay and polish pass focused on turning SpaceGuessr into a more complete and shippable version. New game mode and scoring changes Replaced the old Infinite mode with a new Blind Reveal mode because it’s more fun Added countdown support for Blind Reveal Reworked scoring so Blind Reveal starts at higher points and drops with each reveal step Added streak bonus scoring, so longer streaks now reward extra points Updated leaderboard handling so score-chasing modes save automatically after a run Gameplay and UX improvements Added confetti for correct answers (discourse.webflow.com) Added a stronger streak animation when a streak continues Added danger styling for the countdown when time is low (red) Improved answer feedback presentation and round transition Added subtle round motion polish plus small audio cues for hints, correct answers, wrong answers, streaks, and end-of-run results Menu and endscreen polish Added a help button in the main menu that opens a smooth animated help panel Added scoring explanations directly into the help panel Removed the visible dark/light mode toggle and kept the game in the default light theme Reworked the endscreen so score saving is more compact Removed the large manual “save your best run” panel and switched to automatic score saving when possible Added a run summary/final run text on the endscreen so the result feels more personal and less like raw stats only Cleaned up feedback so success toasts are gone and only errors appear as top toasts Leaderboard and save flow Added local-first score saving with global leaderboard sync afterward Improved fallback behavior when global leaderboard writes fail Simplified the save-name experience so the player is only asked for a leaderboard name when needed Improved leaderboard modal behavior in the menu Content expansion Added 30 new NASA image entries to the question pool ChatGPT helped research and pick these new images from the official NASA Image and Video Library Added matching answer sets, facts, and difficulty tags for the new entries New content includes objects and scenes like: Venus Io Deimos Mimas Tethys Hyperion Oberon Umbriel Titania Sun Helix Nebula Carina Nebula Trifid Nebula Flame Nebula Butterfly Nebula Triangulum Galaxy Pinwheel Galaxy Cartwheel Galaxy Centaurus A Sculptor Galaxy Antennae Galaxies M81 Galaxy M82 Galaxy Stephan Quintet Pillars of Creation Charon Nix Hydra Phoebe Olympus Mons Current state At this point the project feels much more release-ready than before, with the biggest remaining work being final balancing, QA across all modes, and a last pass on leaderboard edge cases."}, {"post_id": 22681, "ts": "2026-07-05T07:30:11Z", "hours": 6.2978, "text": "Devlog #20 This DL was mostly about cleaning up and tightening the project without changing its core. A big part of the work went into reorganizing the css so it is much easier to maintain. I also moved more of the repeated colors, borders, and shadow values into variables, which makes the system feel more consistent. On top of that, button states and status states were cleaned up so things like hover, disabled, correct, and wrong feel more unified across the game. The mobile version also got a proper polish pass while keeping the desktop version untouched. The start screen was tightened up so it uses space better, the logo and card proportions feel more balanced, and the Daily Mode button sits more naturally in the layout. Besides that, there was some general UI polish throughout the game. Answer feedback feels more intentional now, the HUD relies more on shared styling tokens, and the whole thing is internally a lot cleaner even though the overall look stays very close to what it was before. Thanks for the support from all of U"}, {"post_id": 20982, "ts": "2026-07-02T18:37:45Z", "hours": 2.1589, "text": "Devlog #19 UI polish and bug fixes I Improved the mobile flow by replacing the mode button row with a dropdown and simplifying the mobile start screen. Extended the round progress animation so it stays visible longer and can continue while the next image is already shown. Added small no-sound interaction feedback such as answer animations, panel flashes, and a ready pulse on the next button. Fixed stale feedback content so old round text does not linger after moving to the next round. Polished the dark mode with better contrast, deeper panel styling, and more consistent button states."}, {"post_id": 20107, "ts": "2026-07-01T17:07:17Z", "hours": 3.2425, "text": "Devlog #18 SpaceGuessr started with a simple idea: GeoGuessr, but in space. Instead of streets and cities, players guess real NASA images showing planets, moons, nebulae, and galaxies. The game is now fully playable with modes like Quick , Classic , Timed , Daily , and Infinite , plus score tracking, facts after rounds, a polished responsive UI, and leaderboard features. The feedback so far has been very positive. People like the concept, the visual style, and the replay value. The biggest next steps are making the game more educational and more competitive. Next, I want to improve: a Learn Mode or better info/fact screens stronger leaderboard and competition features better feedback for low or negative scores more mobile polish better devlogs and project storytelling I am really happy with the current state. The core idea works, and now the goal is to make it deeper, smarter, and even more replayable. PS: It’s awesome that I got so much good feedback, so I can improve SpaceGuessr. Thanks to all of u (:"}, {"post_id": 19375, "ts": "2026-06-30T17:43:59Z", "hours": 2.7389, "text": "Devlog #17 Today I polished the SpaceGuessr UI a lot and also cleaned up how small animation states work in the game. What I improved Reworked the start menu so the main card feels bigger and more like a real game menu Made the game mode area clearer with better spacing and stronger visual focus Updated the mode descriptions so they sound cleaner and more professional Made the start button larger and more important visually Removed the small line/gloss artifact from the selected game mode tab Improved the dark mode styling so the in-game UI feels less weird and more consistent Reworked the final report card so it matches the rest of the project style better Cleaned up the light mode end screen because it looked too washed out before Improved the theme toggle so it fits the glass / space design better JS improvements I also added small UI animation states in JavaScript instead of only relying on random class toggles. New state classes now include things like: is-transitioning is-answering is-feedback-open is-round-complete is-results-view That makes the UI feel more stable and gives smoother transitions between: loading a round answering opening feedback showing the end screen Small code example function setUiState ( stateKey , isActive ) { const stateClassName = uiStateClassMap [ stateKey ]; if ( ! stateClassName ) { return ; } uiStateTargets . forEach (( element ) => { element . classList . toggle ( stateClassName , isActive ); }); }"}, {"post_id": 18580, "ts": "2026-06-29T19:29:38Z", "hours": 1.7408, "text": "Devlog #16 Today I cleaned up the HTML structure of SpaceGuessr to make it easier to understand and closer to how I would actually explain the project. I cleaned up a few small text details in the HTML, fixed some weird special characters, and made the structure more readable overall. Also I revamped some of the In-Game UI. The functionality stayed the same, but the file is now much easier to follow."}, {"post_id": 17823, "ts": "2026-06-28T19:14:39Z", "hours": 4.6086, "text": "Devlog #15 Today I focused on polishing the visual consistency of SpaceGuessr. I cleaned up the theme system in the CSS by introducing more shared variables for light mode, dark mode, navigation elements, and the theme toggle. I also unified several animation timings so that screen transitions, menu interactions, answer cards, and UI panels feel more consistent. After that, I reworked the end screen so it matches the rest of the interface better. The result card, stat tiles, leaderboard section, and share popup now use the same general visual language as the menu and in-game UI. I also updated the end screen to use the same background image as the main menu, which makes the whole app feel more connected. I wasn’t able to do so much the past days, because here in germany it’s like 40 degree Celsius."}, {"post_id": 16797, "ts": "2026-06-27T08:40:37Z", "hours": 1.66, "text": "Devlog #14 I refined the main menu of SpaceGuessr to make the game mode selection feel cleaner and more polished. I reworked the central menu card so it looks larger, more focused, and closer to a real browser game menu. I also improved the visual hierarchy by giving the mode area a clearer title and better spacing between the mode tabs, the description, and the start button. Also, I polished the game mode tabs themselves. The active tab is now more clearly highlighted, while the inactive tabs are slightly toned down so the selected mode stands out better without making the UI feel too busy."}, {"post_id": 15833, "ts": "2026-06-25T19:02:15Z", "hours": 1.3828, "text": "Devlog #13 Today I added two small but useful gameplay improvements to SpaceGuessr. First, I removed hints from Daily Mode. The daily challenge is now a bit fairer because every player gets the same image without extra help. I handled this directly in the JavaScript by setting Daily Mode hints to 0 , hiding the hint UI in that mode, and blocking the hint function there as a backup. Second, I added keyboard controls for smoother gameplay. You can now press 1 , 2 , 3 , or 4 to choose an answer and use Enter to continue to the next round after answering. I hand’t much time the previous days, so I’m glad I could improve something today."}, {"post_id": 13741, "ts": "2026-06-22T15:06:42Z", "hours": 3.1017, "text": "Devlog #12 (UI-Redeign) Today I spent a good amount of time polishing the actual game UI so it feels more like a real browser game instead of a random prototype screen on top of an image. The biggest change was the in-game layout. I reworked the top navigation so it feels cleaner and more structured, with Home , Round , Streak , Time , and Score behaving more like proper game UI elements. I also kept improving the answer area at the bottom, so the feedback card, answer buttons, and action button feel more connected and easier to read. Another bigger feature was the new dark/light mode toggle in the bottom-right corner. It now actually changes the game UI theme and stores the selected mode in localStorage , so the theme stays the same after reloading the page. Theme Toggle Example function applyGameTheme ( themeName ) { const isDarkTheme = themeName === \" dark \" ; document . body . classList . toggle ( \" game-ui-dark \" , isDarkTheme ); localStorage . setItem ( gameThemeStorageKey , isDarkTheme ? \" dark \" : \" light \" ); } I will redesign the Summary Page as fast as I can. Today was really productive actually, only thing I had problems with, is some of the CSS and especially some of the animations, so I used some AI there."}, {"post_id": 13249, "ts": "2026-06-21T18:10:20Z", "hours": 1.7842, "text": "Devlog #11 Today I cleaned up the main menu UI to make it feel calmer and more polished. I moved the Daily Mode button out from inside the main panel and placed it below as its own extra action, which makes the menu structure easier to understand. Also I redesigned the Logo to catch the vibe more. Today was my most productive day with crazy 8h tracked, since it was weekend here in Germany. I’m long not done with the project, I have so many things that I want to add."}, {"post_id": 13104, "ts": "2026-06-21T13:15:53Z", "hours": 2.5442, "text": "Devlog #10 Worked on the final mission report screen and the share popup polish. I improved the result screen spacing, pushed the score section lower for a cleaner layout, and added clearer stat colors so correct answers stand out in green and wrong answers in red. I also added the share popup to the main end-screen. Copy function in the Share Pop-Up const shareText = getShareText(); try { await navigator.clipboard.writeText(shareText); clearTimeout(copyButtonResetTimer); copyShareButton.classList.add(\"copied\"); copyButtonResetTimer = setTimeout(() => { copyShareButton.classList.remove(\"copied\"); }, 1200); } catch {} } Try it now"}, {"post_id": 13020, "ts": "2026-06-21T09:16:53Z", "hours": 1.805, "text": "Devlog #9 I reworked the hint system in SpaceGuessr and improved how it fits into the gameplay. The hint feature is now more compact in the UI and is designed to feel like a natural part of the round instead of a separate text block."}, {"post_id": 12983, "ts": "2026-06-21T07:24:04Z", "hours": 3.2494, "text": "Devlog #8 Today I improved the overall game flow and polished some things. I added a hint system with different hint counts depending on the game mode, refined the answer feedback timing, and cleaned up the spacing in the in-game detail panel. I also shortened the fact text for the space images."}, {"post_id": 12607, "ts": "2026-06-20T16:24:35Z", "hours": 1.5767, "text": "Devlog #7 Try it now Today I refined the answer flow in SpaceGuessr to make each guess feel smoother and more deliberate. I adjusted the feedback timing, improved the reveal flow after selecting an answer, and gave the feedback area better spacing so the UI feels cleaner. I also shortened the fact text for each space image so the information is easier to scan and fits the layout more consistently without feeling overcrowded."}, {"post_id": 12433, "ts": "2026-06-20T09:10:03Z", "hours": 4.4494, "text": "Devlog #6 Today I kept improving SpaceGuessr as a small playable web game and focused mostly on polish, flow, and presentation. I added a streak system, refined the end screen, improved the loading and background preloading behavior and more so it feels smoother and more complete. I also reworked the help section in the main menu, simplified parts of the HTML structure, and cleaned up the overall interface so the project feels more understandable and closer to a finished mini product. I had some problems with the Streak system, but AI helped me solve it quickly."}, {"post_id": 12106, "ts": "2026-06-19T19:28:24Z", "hours": 1.5339, "text": "Built a new help panel for SpaceGuessr today. There’s now a small ? button in the main menu that opens a smooth in-game guide with mode explanations and a direct link to the GitHub docs. Small feature, but it makes the whole project feel a lot more polished and beginner-friendly."}, {"post_id": 12049, "ts": "2026-06-19T17:29:09Z", "hours": 3.5011, "text": "Devlog #4 I just added a new Daily Mode to the game and connected it with Supabase . Try it now You can now guess one image per day and compete with others through the daily challenge. I had some problems while integrating the feature, so I used ChatGPT a bit for debugging. In the end, the error was actually pretty obvious, but that’s just how debugging goes sometimes I guess."}, {"post_id": 11507, "ts": "2026-06-18T20:00:20Z", "hours": 4.0894, "text": "Devlog #3 I just recoded a major part of the game and finally fixed some important bugs in Infinite Mode. Hopefully everything is working smoothly now. Stay tuned for future updates on SpaceGuesrr !"}, {"post_id": 10129, "ts": "2026-06-16T18:48:28Z", "hours": 0.3333, "text": "Just revamped the scoring system"}, {"post_id": 10075, "ts": "2026-06-16T17:34:26Z", "hours": 1.9494, "text": "GeoGuesser just in Space (v1.0)"}, {"post_id": 9991, "ts": "2026-06-16T15:00:48Z", "hours": 0.3003, "text": "Currently working on SpaceGuessr"}]...
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Title: SpaceGuessr by @Jaron | Stardance
Devlogs: Title: SpaceGuessr by @Jaron | Stardance
Devlogs:
Currently working on SpaceGuessr
GeoGuesser just in Space (v1.0)
Just revamped the scoring system
Devlog #3 I just recoded a major part of the game and finally fixed some important bugs in Infinite Mode. Hopefully everything is working smoothly now. Stay tuned for future updates on SpaceGuesrr !
Devlog #4 I just added a new Daily Mode to the game and connected it with Supabase . Try it now You can now guess one image per day and compete with others through the daily challenge. I had some problems while integrating the feature, so I used ChatGPT a bit for debugging. In the end, the error was actually pretty obvious, but that’s just how debugging goes sometimes I guess.
Built a new help panel for SpaceGuessr today. There’s now a small ? button in the main menu that opens a smooth in-game guide with mode explanations and a direct link to the GitHub docs. Small feature, but it makes the whole project feel a lot more polished and beginner-friendly.
Devlog #6 Today I kept improving SpaceGuessr as a small playable web game and focused mostly on polish, flow, and presentation. I added a streak system, refined the end screen, improved the loading and background preloading behavior and more so it feels smoother and more complete. I also reworked the help section in the main menu, simplified parts of the HTML structure, and cleaned up the overall interface so the project feels more understandable and closer to a finished mini product. I had some problems with the Streak system, but AI helped me solve it quickly.
Devlog #7 Try it now Today I refined the answer flow in SpaceGuessr to make each guess feel smoother and more deliberate. I adjusted the feedback timing, improved the reveal flow after selecting an answer, and gave the feedback area better spacing so the UI feels cleaner. I also shortened the fact text for each space image so the information is easier to scan and fits the layout more consistently without feeling overcrowded.
Devlog #8 Today I improved the overall game flow and polished some things. I added a hint system with different hint counts depending on the game mode, refined the answer feedback timing, and cleaned up the spacing in the in-game detail panel. I also shortened the fact text for the space images.
Devlog #9 I reworked the hint system in SpaceGuessr and improved how it fits into the gameplay. The hint feature is now more compact in the UI and is designed to feel like a natural part of the round instead of a separate text block.
Devlog #10 Worked on the final mission report screen and the share popup polish. I improved the result screen spacing, pushed the score section lower for a cleaner layout, and added clearer stat colors so correct answers stand out in green and wrong answers in red. I also added the share popup to the main end-screen. Copy function in the Share Pop-Up const shareText = getShareText(); try { await navigator.clipboard.writeText(shareText); clearTimeout(copyButtonResetTimer); copyShareButton.classList.add("copied"); copyButtonResetTimer = setTimeout(() => { copyShareButton.classList.remove("copied"); }, 1200); } catch {} } Try it now
Devlog #11 Today I cleaned up the main menu UI to make it feel calmer and more polished. I moved the Daily Mode button out from inside the main panel and placed it below as its own extra action, which makes the menu structure easier to understand. Also I redesigned the Logo to catch the vibe more. Today was my most productive day with crazy 8h tracked, since it was weekend here in Germany. I’m long not done with the project, I have so many things that I want to add.
Devlog #12 (UI-Redeign) Today I spent a good amount of time polishing the actual game UI so it feels more like a real browser game instead of a random prototype screen on top of an image. The biggest change was the in-game layout. I reworked the top navigation so it feels cleaner and more structured, with Home , Round , Streak , Time , and Score behaving more like proper game UI elements. I also kept improving the answer area at the bottom, so the feedback card, answer buttons, and action button feel more connected and easier to read. Another bigger feature was the new dark/light mode toggle in the bottom-right corner. It now actually changes the game UI theme and stores the selected mode in localStorage , so the theme stays the same after reloading the page. Theme Toggle Example function applyGameTheme ( themeName ) { const isDarkTheme = themeName === " dark " ; document . body . classList . toggle ( " game-ui-dark " , isDarkTheme ); localStorage . setItem ( gameThemeStorageKey , isDarkTheme ? " dark " : " light " ); } I will redesign the Summary Page as fast as I can. Today was really productive actually, only thing I had problems with, is some of the CSS and especially some of the animations, so I used some AI there.
Devlog #13 Today I added two small but useful gameplay improvements to SpaceGuessr. First, I removed hints from Daily Mode. The daily challenge is now a bit fairer because every player gets the same image without extra help. I handled this directly in the JavaScript by setting Daily Mode hints to 0 , hiding the hint UI in that mode, and blocking the hint function there as a backup. Second, I added keyboard controls for smoother gameplay. You can now press 1 , 2 , 3 , or 4 to choose an answer and use Enter to continue to the next round after answering. I hand’t much time the previous days, so I’m glad I could improve something today.
Devlog #14 I refined the main menu of SpaceGuessr to make the game mode selection feel cleaner and more polished. I reworked the central menu card so it looks larger, more focused, and closer to a real browser game menu. I also improved the visual hierarchy by giving the mode area a clearer title and better spacing between the mode tabs, the description, and the start button. Also, I polished the game mode tabs themselves. The active tab is now more clearly highlighted, while the inactive tabs are slightly toned down so the selected mode stands out better without making the UI feel too busy.
Devlog #15 Today I focused on polishing the visual consistency of SpaceGuessr. I cleaned up the theme system in the CSS by introducing more shared variables for light mode, dark mode, navigation elements, and the theme toggle. I also unified several animation timings so that screen transitions, menu interactions, answer cards, and UI panels feel more consistent. After that, I reworked the end screen so it matches the rest of the interface better. The result card, stat tiles, leaderboard section, and share popup now use the same general visual language as the menu and in-game UI. I also updated the end screen to use the same background image as the main menu, which makes the whole app feel more connected. I wasn’t able to do so much the past days, because here in germany it’s like 40 degree Celsius.
Devlog #16 Today I cleaned up the HTML structure of SpaceGuessr to make it easier to understand and closer to how I would actually explain the project. I cleaned up a few small text details in the HTML, fixed some weird special characters, and made the structure more readable overall. Also I revamped some of the In-Game UI. The functionality stayed the same, but the file is now much easier to follow.
Devlog #17 Today I polished the SpaceGuessr UI a lot and also cleaned up how small animation states work in the game. What I improved Reworked the start menu so the main card feels bigger and more like a real game menu Made the game mode area clearer with better spacing and stronger visual focus Updated the mode descriptions so they sound cleaner and more professional Made the start button larger and more important visually Removed the small line/gloss artifact from the selected game mode tab Improved the dark mode styling so the in-game UI feels less weird and more consistent Reworked the final report card so it matches the rest of the project style better Cleaned up the light mode end screen because it looked too washed out before Improved the theme toggle so it fits the glass / space design better JS improvements I also added small UI animation states in JavaScript instead of only relying on random class toggles. New state classes now include things like: is-transitioning is-answering is-feedback-open is-round-complete is-results-view That makes the UI feel more stable and gives smoother transitions between: loading a round answering opening feedback showing the end screen Small code example function setUiState ( stateKey , isActive ) { const stateClassName = uiStateClassMap [ stateKey ]; if ( ! stateClassName ) { return ; } uiStateTargets . forEach (( element ) => { element . classList . toggle ( stateClassName , isActive ); }); }
Devlog #18 SpaceGuessr started with a simple idea: GeoGuessr, but in space. Instead of streets and cities, players guess real NASA images showing planets, moons, nebulae, and galaxies. The game is now fully playable with modes like Quick , Classic , Timed , Daily , and Infinite , plus score tracking, facts after rounds, a polished responsive UI, and leaderboard features. The feedback so far has been very positive. People like the concept, the visual style, and the replay value. The biggest next steps are making the game more educational and more competitive. Next, I want to improve: a Learn Mode or better info/fact screens stronger leaderboard and competition features better feedback for low or negative scores more mobile polish better devlogs and project storytelling I am really happy with the current state. The core idea works, and now the goal is to make it deeper, smarter, and even more replayable. PS: It’s awesome that I got so much good feedback, so I can improve SpaceGuessr. Thanks to all of u (:
Devlog #19 UI polish and bug fixes I Improved the mobile flow by replacing the mode button row with a dropdown and simplifying the mobile start screen. Extended the round progress animation so it stays visible longer and can continue while the next image is already shown. Added small no-sound interaction feedback such as answer animations, panel flashes, and a ready pulse on the next button. Fixed stale feedback content so old round text does not linger after moving to the next round. Polished the dark mode with better contrast, deeper panel styling, and more consistent button states.
Devlog #20 This DL was mostly about cleaning up and tightening the project without changing its core. A big part of the work went into reorganizing the css so it is much easier to maintain. I also moved more of the repeated colors, borders, and shadow values into variables, which makes the system feel more consistent. On top of that, button states and status states were cleaned up so things like hover, disabled, correct, and wrong feel more unified across the game. The mobile version also got a proper polish pass while keeping the desktop version untouched. The start screen was tightened up so it uses space better, the logo and card proportions feel more balanced, and the Daily Mode button sits more naturally in the layout. Besides that, there was some general UI polish throughout the game. Answer feedback feels more intentional now, the HUD relies more on shared styling tokens, and the whole thing is internally a lot cleaner even though the overall look stays very close to what it was before. Thanks for the support from all of U
Devlog #21 This is a kinda long devlog so thanks to everyone who is really reding it all the way. This update was a bigger gameplay and polish pass focused on turning SpaceGuessr into a more complete and shippable version. New game mode and scoring changes Replaced the old Infinite mode with a new Blind Reveal mode because it’s more fun Added countdown support for Blind Reveal Reworked scoring so Blind Reveal starts at higher points and drops with each reveal step Added streak bonus scoring, so longer streaks now reward extra points Updated leaderboard handling so score-chasing modes save automatically after a run Gameplay and UX improvements Added confetti for correct answers (discourse.webflow.com) Added a stronger streak animation when a streak continues Added danger styling for the countdown when time is low (red) Improved answer feedback presentation and round transition Added subtle round motion polish plus small audio cues for hints, correct answers, wrong answers, streaks, and end-of-run results Menu and endscreen polish Added a help button in the main menu that opens a smooth animated help panel Added scoring explanations directly into the help panel Removed the visible dark/light mode toggle and kept the game in the default light theme Reworked the endscreen so score saving is more compact Removed the large manual “save your best run” panel and switched to automatic score saving when possible Added a run summary/final run text on the endscreen so the result feels more personal and less like raw stats only Cleaned up feedback so success toasts are gone and only errors appear as top toasts Leaderboard and save flow Added local-first score saving with global leaderboard sync afterward Improved fallback behavior when global leaderboard writes fail Simplified the save-name experience so the player is only asked for a leaderboard name when needed Improved leaderboard modal behavior in the menu Content expansion Added 30 new NASA image entries to the question pool ChatGPT helped research and pick these new images from the official NASA Image and Video Library Added matching answer sets, facts, and difficulty tags for the new entries New content includes objects and scenes like: Venus Io Deimos Mimas Tethys Hyperion Oberon Umbriel Titania Sun Helix Nebula Carina Nebula Trifid Nebula Flame Nebula Butterfly Nebula Triangulum Galaxy Pinwheel Galaxy Cartwheel Galaxy Centaurus A Sculptor Galaxy Antennae Galaxies M81 Galaxy M82 Galaxy Stephan Quintet Pillars of Creation Charon Nix Hydra Phoebe Olympus Mons Current state At this point the project feels much more release-ready than before, with the biggest remaining work being final balancing, QA across all modes, and a last pass on leaderboard edge cases.
Devlog #1.1 In the last GitHub commit, I cleaned up the game structure. I added Learn Mode , moved the mode settings into game-config.js , and moved the space questions into game-data.js . I also improved some animations, mobile styling, and Blind Reveal. In the newest commit, I updated the main menu with Casual and Special sections. Special mode now has a smooth background change with the new image (The Image is generated by AI). I also updated the README and added a few small CSS improvements. PS: Thanks to all of u. My last Ship was rated awesome. Thanks to everybody who played it and especially rated it. <3
Devlog #1.2 Today I expanded SpaceGuessr with selectable learn packs and improved the learning flow. I also added a much larger centralized content file with many new space questions, plus UI updates like new backgrounds, smoother image loading, and an end-of-session review for learn mode. The project now feels more polished, more scalable, and better suited for replayability. Main Goal was just making the code easier to understand and implementing the Feedback. You can try it now . I would love to here some more feedback. <3
Devlog #1.3 Today I polished the game UI again and cleaned up some smaller details. I improved the help menu, made the top progress bar more visible, and changed the end screen so the leaderboard does not show up immediately. I also adjusted the main menu layout a little so the background has more space and the screen feels cleaner. Nothing huge today, but the game feels nicer and more polished now. The Help Button is a bit weird but I will fix it later.
Devlog #1.4 Today I worked more on polishing SpaceGuessr and making the special modes feel better. The biggest change was adding Reverse Learn , it’s a mode where the clue shows up in the middle of the screen first and then you have to guess the answer. I also improved the popup for missed images, polished some UI details like panels, spacing, and animations, and updated the README so it matches the current version better. Overall the game just feels cleaner and more finished now. And fun fact: I hit the stardance limit with this change, I saw just now that I could only commit 10h max. But I squeezed everything into the 10h. I will fix some stuff later like the loading times of the modes.
Devlog #1.5 Added a small local best score system to the main menu. It now checks saved leaderboard data in localStorage and shows the best score for the currently selected mode in a subtle way under the mode description. I also made sure it updates automatically when switching modes and after saving a run, while Daily , Learn , and Reverse Learn show a muted status message instead of a score because they are not normal saved score modes.
Devlog #1.6 Today I added a small profile in the right bottom. You can see your best scores and more. Everything is safed in localStorage, so no Account or smth. like that is needed.- I had to find an elegant way to save all the stats in localStorage, but I think it turned out well. I will have more time in the following days cause summer break started yesterday.
Devlog #1.7 I added the recent Runs to the Profile Menu and redesigned it, because it didn’t looked special. I think it has a smooth animation now. When there are bugs it would be cool if you could tell me. <3
Ships:
SpaceGuessr is like GeoGuessr, but in space. Explore planets, galaxies, nebulae, and more using real images provided by the NASA API. Guess where each image was taken or what it shows, compete for high scores, and climb the global leaderboard powered by Supabase.
SpaceGuessr is basically my version of “GeoGuessr, but in space” — a browser game where you guess planets, moons, nebulae, galaxies, and other space objects from real NASA-based images. At first, I thought this would just be a simple guessing game, but it quickly turned into a much bigger project. I kept adding more modes, more polish, better UI, scoring, animations, and content until it started to feel like an actual game instead of just a small prototype. Right now, SpaceGuessr has multiple game modes like Quick, Classic, Timed, Daily, Infinite, and Blind Reveal. Blind Reveal is one of my favorite parts: the image slowly uncovers itself while your possible score drops over time, so you have to decide whether to guess early or wait for more information. I also added a full scoring system with streak bonuses, animated feedback, end screens, keyboard controls, responsive design, leaderboard support, local fallback saving, confetti, reveal effects, round transitions, and a lot of small game-feel details. I spent a lot of time on these small things because they make the game feel much more satisfying to play. A big part of the work was also the content. The game uses a curated pool of 70+ NASA-based images, with correct answers, wrong answers, facts, and difficulty balancing. I kept improving the image pool so the game doesn’t feel repetitive, and I added logic so the same image won’t repeat during one run. Technically, the whole project is built with plain HTML, CSS, and JavaScript, without using a big framework. That meant a lot of the animations, UI states, game logic, scoring, and mode handling had to be built manually. I also added Supabase for global leaderboards and deployed everything with GitHub Pages so anyone can just open it and play instantly. I’m really proud of SpaceGuessr because it started as a simple idea and became one of my most complete projects so far. It’s playable, replayable, polished, and actually fun to come back to. I put a lot of time into making it feel smooth, finished, and cared for — and I think that shows in the final game. Thanks to everyone who is supporting this project <3
SpaceGuessr is a small browser game where you have to guess real space objects from NASA images. It works kinda like GeoGuessr, but instead of places on Earth you get planets, moons, nebulae, galaxies and other space stuff. The game has different modes like Classic, Timed, Blind Reveal, Learn and Reverse Learn, so you can either play for score or just practice. Technically the project is built with plain HTML, CSS and JavaScript, without any big framework. index.html contains the screens and buttons, style.css handles the layout, animations and responsive design, and script.js contains the main game logic like loading questions, checking answers, calculating score, streaks, timers, hints, leaderboards and local profile stats. The questions are stored in game-data.js, while mode settings like rounds, hints and timers are stored in game-config.js. The game also uses localStorage to save local stats, recent runs and fallback scores in the browser. For online scores it can use Supabase, but if that does not work the game still runs normally. Overall, SpaceGuessr is a space guessing game made with simple web technologys, real NASA images and a few extra features....
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1793713641.3328896
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1793800041.3328896
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6711
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College Compass by @amrutha | Stardance
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amrutha
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1
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4.87
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T17:53:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platform that includes as much information I could add to help younger students entering high school. College Compass was built to serve and support younger students as navigating through the waters of high school can be difficult. We hope to provide a resource that can help students find the right path for them.", "repo": "https://github.com/Amrutha-2028/college-compass", "demo": "https://college-compass-tan.vercel.app/"}]...
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[{"post_id": 3242, "ts": "2026 [{"post_id": 3242, "ts": "2026-06-06T02:17:59Z", "hours": 3.8711, "text": "So I just completed adding a buncha content, I filled up the courses page, schedule guide and the app classes guide. Soon, I am going to fill it up with in details about extracurriculars and scholarships! Check it out by clicking on College Compass, there should be a demo url! Add comments about what else I can add, there are soo many things I could have left out"}, {"post_id": 1744, "ts": "2026-06-03T22:36:13Z", "hours": 0.7314, "text": "Took me some time, but I was able to get the main page going! I added some info about what my website does, linked it to the about us, got a maroon theme going and added a hero banner."}, {"post_id": 1710, "ts": "2026-06-03T21:26:34Z", "hours": 0.5742, "text": "Just completed adding the burger menu to the website! Now working on outlining each page."}]...
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Title: College Compass by @amrutha | Stardance
De Title: College Compass by @amrutha | Stardance
Devlogs:
Just completed adding the burger menu to the website! Now working on outlining each page.
Took me some time, but I was able to get the main page going! I added some info about what my website does, linked it to the about us, got a maroon theme going and added a hero banner.
So I just completed adding a buncha content, I filled up the courses page, schedule guide and the app classes guide. Soon, I am going to fill it up with in details about extracurriculars and scholarships! Check it out by clicking on College Compass, there should be a demo url! Add comments about what else I can add, there are soo many things I could have left out
Ships:
I made a platform that includes as much information I could add to help younger students entering high school. College Compass was built to serve and support younger students as navigating through the waters of high school can be difficult. We hope to provide a resource that can help students find the right path for them....
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1793713639.760356
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1793800039.760356
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66112
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My very own WebOS by @kartikcallingkartik | Starda My very own WebOS by @kartikcallingkartik | Stardance...
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kartikcallingkartik
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @kartikcallingkartik | Title: My very own WebOS by @kartikcallingkartik | Stardance...
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1793713633.644069
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1794318433.644069
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35055
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My own site! by @jng | Stardance
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jng
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T12:56:45Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site for my golf lessons for younger kids. It took me a while to figure out how i wanted the UI to look", "repo": "https://github.com/jng011/jayden.golf", "demo": "https://jayden.golf"}]...
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[{"post_id": 28862, "ts": "202 [{"post_id": 28862, "ts": "2026-07-15T12:52:56Z", "hours": 6.8075, "text": "I finally got the website to look how I wanted it to and with the functions it needs"}]...
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Title: My own site! by @jng | Stardance
Devlogs:
Title: My own site! by @jng | Stardance
Devlogs:
I finally got the website to look how I wanted it to and with the functions it needs
Ships:
I made a personal site for my golf lessons for younger kids. It took me a while to figure out how i wanted the UI to look...
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1793713631.0827646
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1793800031.0827646
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66111
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BLARE by @periodicbrake | Stardance
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periodicbrake
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0
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0.0
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0
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[]
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[]
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Title: BLARE by @periodicbrake | Stardance
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1793713630.1326218
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1794318430.1326218
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19858
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Tabulate by @Kaorii | Stardance
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Kaorii
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1
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3.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T02:50:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A tab magager extention (not on google chrome extention yet…) that uses the power of AI to catergorise tabs into groups", "repo": "https://github.com/kaorii-ako/Tabulate", "demo": "https://github.com/kaorii-ako/Tabulate/releases/tag/v1.0.0"}]...
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[{"post_id": 20424, "ts": "202 [{"post_id": 20424, "ts": "2026-07-02T00:49:25Z", "hours": 0.3844, "text": "Make it look not AI Generated"}, {"post_id": 14112, "ts": "2026-06-23T02:49:22Z", "hours": 1.7483, "text": "Adding more AI to the settings!"}, {"post_id": 10461, "ts": "2026-06-17T06:03:54Z", "hours": 1.1833, "text": "v2 of the Tabulate. Added a user interface"}, {"post_id": 9888, "ts": "2026-06-16T11:21:22Z", "hours": 0.4819, "text": "AI tab organizer First time making a chrome browser extention"}]...
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Title: Tabulate by @Kaorii | Stardance
Devlogs:
A Title: Tabulate by @Kaorii | Stardance
Devlogs:
AI tab organizer First time making a chrome browser extention
v2 of the Tabulate. Added a user interface
Adding more AI to the settings!
Make it look not AI Generated
Ships:
A tab magager extention (not on google chrome extention yet…) that uses the power of AI to catergorise tabs into groups...
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1793713628.824927
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1793800028.824927
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66110
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My awesome macropad! by @MrJuan | Stardance
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MrJuan
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @MrJuan | Stardance
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1793713627.4112172
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1794318427.4112172
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8380
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squareBoy by @Leo-mas | Stardance
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Leo-mas
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1
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8.15
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T16:18:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made a macropad! called niripad for my niri keybinds, however i dont have the parts :(", "repo": "https://github.com/LeoMaskell/macropad", "demo": ""}]...
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[{"post_id": 11929, "ts": "202 [{"post_id": 11929, "ts": "2026-06-19T13:41:31Z", "hours": 3.8442, "text": "redesigned the case :)"}, {"post_id": 8861, "ts": "2026-06-14T19:09:55Z", "hours": 2.0489, "text": "rewired and cut the PCB! added fillets to edge.cuts added a silkscreen fixed switch spacing"}, {"post_id": 5697, "ts": "2026-06-09T16:15:09Z", "hours": 2.2558, "text": "finnished the final PCB!"}, {"post_id": 3666, "ts": "2026-06-06T18:25:25Z", "hours": 0.3911, "text": "made the basic starter project in cad will now redesign with all the other components"}]...
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Title: squareBoy by @Leo-mas | Stardance
Devlogs: Title: squareBoy by @Leo-mas | Stardance
Devlogs:
made the basic starter project in cad will now redesign with all the other components
finnished the final PCB!
rewired and cut the PCB! added fillets to edge.cuts added a silkscreen fixed switch spacing
redesigned the case :)
Ships:
made a macropad! called niripad for my niri keybinds, however i dont have the parts :(...
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1793713626.105488
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1793800026.105488
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34849
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Calculator by @Armaan | Stardance
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Armaan
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1
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3.0
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:35:40Z", "hours": 3.0, "multiplier": 1.8, "payout": 6, "blessing": "neutral", "text": "I made a fully working Calculator that works as a basic calculator and a scientific calculator. I found making adding the scientific calculator pretty hard because mainly I had to look back at what symbol were in a certified calculator. I am proud of how I made this Calculator work because I had 2 versions. My 1st version was a small white box with all of the Characters mushed together. And my 2nd version was a lot bigger and had more color than my 1st version. To use this Calculator, you MUST CLICK on the Buttons for the calculator to calculate. If you want to calculate scientifically then you click the “switch to calculator” button and vice versa if you want to calculate in the basic mode. The calculator tracks your work, so you don’t have to remember your calculations. Now you have fun using this Calculator.", "repo": "https://github.com/ArmaanLambsar/Calculator", "demo": "https://armaanlambsar.github.io/Calculator/"}]...
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[{"post_id": 28632, "ts": "202 [{"post_id": 28632, "ts": "2026-07-15T00:24:54Z", "hours": 3.2236, "text": "This is a Functional Basic and Scientific Calculator. It works like any other Calculator; it calculates what you input. To use this Calculator, you can only CLICK on the Character (Numbers, Symbols, etc..). I made my Project look better by increasing the size of the calculator and adding more color to it. Originally it was a extremely small white box with all of the characters mushed into one another. Looking back at what I had originally, I am proud of how it looks now."}]...
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Title: Calculator by @Armaan | Stardance
Devlogs: Title: Calculator by @Armaan | Stardance
Devlogs:
This is a Functional Basic and Scientific Calculator. It works like any other Calculator; it calculates what you input. To use this Calculator, you can only CLICK on the Character (Numbers, Symbols, etc..). I made my Project look better by increasing the size of the calculator and adding more color to it. Originally it was a extremely small white box with all of the characters mushed into one another. Looking back at what I had originally, I am proud of how it looks now.
Ships:
I made a fully working Calculator that works as a basic calculator and a scientific calculator. I found making adding the scientific calculator pretty hard because mainly I had to look back at what symbol were in a certified calculator. I am proud of how I made this Calculator work because I had 2 versions. My 1st version was a small white box with all of the Characters mushed together. And my 2nd version was a lot bigger and had more color than my 1st version. To use this Calculator, you MUST CLICK on the Buttons for the calculator to calculate. If you want to calculate scientifically then you click the “switch to calculator” button and vice versa if you want to calculate in the basic mode. The calculator tracks your work, so you don’t have to remember your calculations. Now you have fun using this Calculator....
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1793713624.9517097
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1793800024.9517097
|
|
66109
|
EMS by @sennn | Stardance
|
sennn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: EMS by @sennn | Stardance
|
1793713624.0444736
|
1794318424.0444736
|
|
72842
|
Slacky Bot by @katherine_zc_zou | Stardance
|
katherine_zc_zou
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slacky Bot by @katherine_zc_zou | Stardance
|
1793713622.0713577
|
1794318422.0713577
|
|
72841
|
A game boy advanced by @oscarhavlin | Stardance
|
oscarhavlin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A game boy advanced by @oscarhavlin | Stard Title: A game boy advanced by @oscarhavlin | Stardance...
|
1793713621.1991842
|
1794318421.1991842
|
|
35725
|
My own site! by @2shaikaqib | Stardance
|
2shaikaqib
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T18:15:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. This website features 4 HTML pages in total and these pages contain the following information; About me, the food i eat, projects i have worked on and goals i have for the future. This website includes many features such as headings, paragraphs, links to different webpages outside of my file, flexboxes used for the galleries of images displayed at the bottom of the HTML pages, and a navigation bar for switching between the pages. It also features a custom font that I got from Google fonts.", "repo": "https://github.com/2shaikaqib/stardance-site-with-jenin", "demo": "https://2shaikaqib.github.io/stardance-site-with-jenin/"}]...
|
[{"post_id": 29598, "ts": "202 [{"post_id": 29598, "ts": "2026-07-16T17:13:22Z", "hours": 1.7444, "text": "Hello, This is the first (and the last lol) devlog of my personal site: I have had some experience in building websites and a few of you might know I am working on a webOS, so …. yeah. This basically features 4 html pages in total. 1 is about me, 1 is about food i eat and make, another is about the projects i have done so far and another one is about my goals for this year. that pretty much it."}]...
|
Title: My own site! by @2shaikaqib | Stardance
De Title: My own site! by @2shaikaqib | Stardance
Devlogs:
Hello, This is the first (and the last lol) devlog of my personal site: I have had some experience in building websites and a few of you might know I am working on a webOS, so …. yeah. This basically features 4 html pages in total. 1 is about me, 1 is about food i eat and make, another is about the projects i have done so far and another one is about my goals for this year. that pretty much it.
Ships:
I made a personal website. This website features 4 HTML pages in total and these pages contain the following information; About me, the food i eat, projects i have worked on and goals i have for the future. This website includes many features such as headings, paragraphs, links to different webpages outside of my file, flexboxes used for the galleries of images displayed at the bottom of the HTML pages, and a navigation bar for switching between the pages. It also features a custom font that I got from Google fonts....
|
1793710464.9769788
|
1793796864.9769788
|
|
66108
|
a smart attachment for the visually impaired by @q a smart attachment for the visually impaired by @qusai | Stardance...
|
qusai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: a smart attachment for the visually impaire Title: a smart attachment for the visually impaired by @qusai | Stardance...
|
1793710464.077212
|
1794315264.077212
|
|
66107
|
Cassette beasts wiki by @willowmovit | Stardance
|
willowmovit
|
0
|
1.55
|
0
|
[]
|
[{"post_id": 74122, "ts": "202 [{"post_id": 74122, "ts": "2026-09-26T18:32:11Z", "hours": 1.5536, "text": "I got it to be editable!"}]...
|
Title: Cassette beasts wiki by @willowmovit | Star Title: Cassette beasts wiki by @willowmovit | Stardance
Devlogs:
I got it to be editable!...
|
1793710463.1959677
|
1794315263.1959677
|
|
24807
|
browserMCP by @stuff1ee | Stardance
|
stuff1ee
|
1
|
22.26
|
348
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T13:29:32Z", "hours": 21.0, "multiplier": 16.94, "payout": 348, "blessing": "neutral", "text": "browserMCP is a QoL browser management tool for MCP clients to manage your browser! It includes major QoL improvements such as: Group-related actions (grouping, ungrouping tabs, properties of groups) Tab-related actions (opening tabs, closing tabs) History actions (getting browser history max 24h, opt-in) This is strictly not an automation tool for page actions. I took so many hours because i had to port things from python to node.js etc..", "repo": "https://gitlab.com/mystuffyt/browserMCP", "demo": "https://gitlab.com/mystuffyt/browserMCP/-/releases"}]...
|
[{"post_id": 36560, "ts": "202 [{"post_id": 36560, "ts": "2026-07-28T19:12:22Z", "hours": 1.2569, "text": "Had a lot of commits and trouble w/ GitLab CI, also created GitLab pages for demo link! It’s just the README but it includes instructions on how to install the client + server quick install. I unironically took 1h for all of this, because i am very slow at things :("}, {"post_id": 21470, "ts": "2026-07-03T13:15:50Z", "hours": 1.9747, "text": "finally done! ive added uh getting active tab contents for the purpose of summarizing text or whatever"}, {"post_id": 18419, "ts": "2026-06-29T15:51:21Z", "hours": 4.2381, "text": "devlog 6 The MCP client has a BUNCH of new features. Opening tabs Closing tabs Unloading tabs Grouping tabs Changing color and name of groups History access (opt-in) Happy with how it’s turning out still. I think its time to fix more bugs now. if i figure out the situation on keeping websocket open w/ the service worker, i might make this work for firefox. Its been tough tho, so much bugs…"}, {"post_id": 16920, "ts": "2026-06-27T14:12:16Z", "hours": 5.0031, "text": "Devlog 5 Created a quick install python script! Right now it only supports adding the mcp to claude code and opencode, and it supports all macos, windows and linux! (someone test it on macos and windows for me pls..) As for the MCP, grouping a tab now returns the group ID normally, and now you can change title of group! Still dont know which customization features to add.. but ill figure it out hopefully (i took 4h 58m because i have never created an installation script, chrome extension or even a node.js server in general.. and i learned alot)"}, {"post_id": 15947, "ts": "2026-06-25T22:11:25Z", "hours": 1.4583, "text": "Devlog 4 finally!!!!!!!!!! The extension now handles closed connections, and reconnects… and the whole server is coded in node.js without python. Now that the app completely works, the only thing left for me is to add more customization and etc features. Right now there is: getting tabs and their titles, and grouping them.. If you want to, suggest any ideas."}, {"post_id": 15827, "ts": "2026-06-25T18:49:45Z", "hours": 2.445, "text": "Devlog 3 Finally finished the core MCP! Really fragile.. but it works. fsr some hours are marked as ai coding even though i did not vibecode the MCP at all :( (because i was testing the MCP using opencode) but the MCP works enough. The server is a bit fragile and will hope for a better server in the future."}, {"post_id": 15358, "ts": "2026-06-24T23:34:42Z", "hours": 1.9975, "text": "dev log 2…. ive recoded how the server works, and made the service worker in my extension keepalive. The project is starting to come together at least. Gonna work on the MCP finally next time."}, {"post_id": 15187, "ts": "2026-06-24T18:03:45Z", "hours": 3.4425, "text": "first devlog!! None of the MCP works yet, but i have gotten the communication between browser and websocket server to work. I might switch to node.js for the mcp server as i personally think it’s easier to handle websocket there. to be fair it is my first time creating a chrome extension and doing anything with websocket in general.."}]...
|
Title: browserMCP by @stuff1ee | Stardance
Devlog Title: browserMCP by @stuff1ee | Stardance
Devlogs:
first devlog!! None of the MCP works yet, but i have gotten the communication between browser and websocket server to work. I might switch to node.js for the mcp server as i personally think it’s easier to handle websocket there. to be fair it is my first time creating a chrome extension and doing anything with websocket in general..
dev log 2…. ive recoded how the server works, and made the service worker in my extension keepalive. The project is starting to come together at least. Gonna work on the MCP finally next time.
Devlog 3 Finally finished the core MCP! Really fragile.. but it works. fsr some hours are marked as ai coding even though i did not vibecode the MCP at all :( (because i was testing the MCP using opencode) but the MCP works enough. The server is a bit fragile and will hope for a better server in the future.
Devlog 4 finally!!!!!!!!!! The extension now handles closed connections, and reconnects… and the whole server is coded in node.js without python. Now that the app completely works, the only thing left for me is to add more customization and etc features. Right now there is: getting tabs and their titles, and grouping them.. If you want to, suggest any ideas.
Devlog 5 Created a quick install python script! Right now it only supports adding the mcp to claude code and opencode, and it supports all macos, windows and linux! (someone test it on macos and windows for me pls..) As for the MCP, grouping a tab now returns the group ID normally, and now you can change title of group! Still dont know which customization features to add.. but ill figure it out hopefully (i took 4h 58m because i have never created an installation script, chrome extension or even a node.js server in general.. and i learned alot)
devlog 6 The MCP client has a BUNCH of new features. Opening tabs Closing tabs Unloading tabs Grouping tabs Changing color and name of groups History access (opt-in) Happy with how it’s turning out still. I think its time to fix more bugs now. if i figure out the situation on keeping websocket open w/ the service worker, i might make this work for firefox. Its been tough tho, so much bugs…
finally done! ive added uh getting active tab contents for the purpose of summarizing text or whatever
Had a lot of commits and trouble w/ GitLab CI, also created GitLab pages for demo link! It’s just the README but it includes instructions on how to install the client + server quick install. I unironically took 1h for all of this, because i am very slow at things :(
Ships:
browserMCP is a QoL browser management tool for MCP clients to manage your browser! It includes major QoL improvements such as: Group-related actions (grouping, ungrouping tabs, properties of groups) Tab-related actions (opening tabs, closing tabs) History actions (getting browser history max 24h, opt-in) This is strictly not an automation tool for page actions. I took so many hours because i had to port things from python to node.js etc.....
|
1793710462.0027363
|
1793796862.0027363
|
|
487
|
Fallen Scout by @Lazyllama | Stardance
|
Lazyllama
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:01:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wanted to ship this for people to see, the old version was missing an ending (not like thats important or anything). Enjoy! <3", "repo": "https://github.com/Lazylllama/FlashlightGame", "demo": "https://lazylllama.itch.io/fallen-scout"}]...
|
[{"post_id": 154, "ts": "2026- [{"post_id": 154, "ts": "2026-06-01T00:06:45Z", "hours": 0.35, "text": "New versions available on Itch! https://lazylllama.itch.io/fallen-scout WebGL (play in browser) MacOS (.app) Linux (.x86_64) Windows (.exe)"}, {"post_id": 152, "ts": "2026-05-31T23:40:15Z", "hours": 0.3239, "text": "Another test version has been released, now with a bit more interesting ending!"}]...
|
Title: Fallen Scout by @Lazyllama | Stardance
Dev Title: Fallen Scout by @Lazyllama | Stardance
Devlogs:
Another test version has been released, now with a bit more interesting ending!
New versions available on Itch! https://lazylllama.itch.io/fallen-scout WebGL (play in browser) MacOS (.app) Linux (.x86_64) Windows (.exe)
Ships:
I wanted to ship this for people to see, the old version was missing an ending (not like thats important or anything). Enjoy! <3...
|
1793710461.096341
|
1793796861.096341
|
|
66103
|
BLARE by @Ayomide | Stardance
|
Ayomide
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @Ayomide | Stardance
|
1793710460.2152905
|
1794315260.2152905
|
|
25900
|
Interactive Periodic Table by @harieshkarth | Star Interactive Periodic Table by @harieshkarth | Stardance...
|
harieshkarth
|
1
|
4.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T22:18:03Z", "hours": 4.0, "multiplier": 4.6, "payout": 16, "blessing": "neutral", "text": "This is an interactive periodic table where the user can learn about the various sections of the periodic table by hovering over the colored sections. The code for this project was pretty similar to my last project, so it was much easier to implement the functionality. The only reason it took longer is because of all the art, including the periodic table and the switch, and the text. For this project, I made all the text boxes in Photoshop and imported them as png’s to use in Godot. This is really inefficient, though, so I learned how to format text labels, and that’s what I used for the text near the switch. When I was putting this project on itch, there was one really frustrating bug where the text to the left of the switch was stretched out. I spent probably an hour trying to fix it, but nothing worked. Eventually, I deleted the label and reformatted it, which worked… Hey, at least I got it to work eventually! I’m really happy with how this project turned out (especially the switch), and I’m excited to make more!", "repo": "https://github.com/harieshkarth-byte/Interactive-Periodic-Table", "demo": "https://harieshkarth-byte.itch.io/interactive-periodic-table"}]...
|
[{"post_id": 16913, "ts": "202 [{"post_id": 16913, "ts": "2026-06-27T13:55:51Z", "hours": 1.9911, "text": "Devlog 2 I finished the interactive periodic table! A lot of the functionality was similar to the atom simulator, so this project took a bit less time to code than that one. In addition to the descriptions that appear when you hover over the sections of the periodic table, I also added a switch to the top. It changes which sections of the periodic table are highlighted, letting the user learn about more groups on the right side. I initially drew each frame of the switch animation, but I eventually settled on using an animation player because I thought it looked better. Overall, I’m really happy with how this project turned out!"}, {"post_id": 15763, "ts": "2026-06-25T17:10:18Z", "hours": 1.5839, "text": "Devlog 1 I just finished making the periodic table and delimiting the different sections with unique colors. The next step will actually be the coding part! Each section currently has an Area2d, and I’m planning to make it so that when you hover over a section, it shows a description of it. It’s similar to what I did for my previous atom simulator project."}]...
|
Title: Interactive Periodic Table by @harieshkarth Title: Interactive Periodic Table by @harieshkarth | Stardance
Devlogs:
Devlog 1 I just finished making the periodic table and delimiting the different sections with unique colors. The next step will actually be the coding part! Each section currently has an Area2d, and I’m planning to make it so that when you hover over a section, it shows a description of it. It’s similar to what I did for my previous atom simulator project.
Devlog 2 I finished the interactive periodic table! A lot of the functionality was similar to the atom simulator, so this project took a bit less time to code than that one. In addition to the descriptions that appear when you hover over the sections of the periodic table, I also added a switch to the top. It changes which sections of the periodic table are highlighted, letting the user learn about more groups on the right side. I initially drew each frame of the switch animation, but I eventually settled on using an animation player because I thought it looked better. Overall, I’m really happy with how this project turned out!
Ships:
This is an interactive periodic table where the user can learn about the various sections of the periodic table by hovering over the colored sections. The code for this project was pretty similar to my last project, so it was much easier to implement the functionality. The only reason it took longer is because of all the art, including the periodic table and the switch, and the text. For this project, I made all the text boxes in Photoshop and imported them as png’s to use in Godot. This is really inefficient, though, so I learned how to format text labels, and that’s what I used for the text near the switch. When I was putting this project on itch, there was one really frustrating bug where the text to the left of the switch was stretched out. I spent probably an hour trying to fix it, but nothing worked. Eventually, I deleted the label and reformatted it, which worked… Hey, at least I got it to work eventually! I’m really happy with how this project turned out (especially the switch), and I’m excited to make more!...
|
1793710459.045484
|
1793796859.045484
|
|
16138
|
Ping Pong Game by @Kingobingo | Stardance
|
Kingobingo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T17:42:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple ping pong game you can play in the browser using html and javascript.", "repo": "https://github.com/DevsKingandEsther/PingPongGame", "demo": "https://drive.google.com/file/d/136c9VCNfynnpiodukjzyv0H4rhlS3phU/view?usp=sharing"}]...
|
[{"post_id": 11520, "ts": "202 [{"post_id": 11520, "ts": "2026-06-18T20:19:13Z", "hours": 0.3017, "text": "Ping Pong game. Trying to add a 3 second countdown after a point is scored."}]...
|
Title: Ping Pong Game by @Kingobingo | Stardance
Title: Ping Pong Game by @Kingobingo | Stardance
Devlogs:
Ping Pong game. Trying to add a 3 second countdown after a point is scored.
Ships:
I made a simple ping pong game you can play in the browser using html and javascript....
|
1793710457.8969033
|
1793796857.8969033
|
|
66102
|
yet another website by @fortuna | Stardance
|
fortuna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: yet another website by @fortuna | Stardance
|
1793710456.952725
|
1794315256.952725
|
|
22178
|
Analyser by @dsita3465 | Stardance
|
dsita3465
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T08:41:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An Analyser where you can do the Visulaization of the CSV and teh Excel Format that is there.", "repo": "https://github.com/DSITAGMAILCOM/Hello_all_Coder", "demo": "https://helloallcoder-bmjbtdfcm9naqn9hvxqecb.streamlit.app/"}]...
|
[{"post_id": 11841, "ts": "202 [{"post_id": 11841, "ts": "2026-06-19T08:39:53Z", "hours": 0.8039, "text": "An Analyser where you can do the Visualization of your datasets in the CSV or Excel format that is there."}]...
|
Title: Analyser by @dsita3465 | Stardance
Devlogs Title: Analyser by @dsita3465 | Stardance
Devlogs:
An Analyser where you can do the Visualization of your datasets in the CSV or Excel format that is there.
Ships:
An Analyser where you can do the Visulaization of the CSV and teh Excel Format that is there....
|
1793710456.0542607
|
1793796856.0542607
|
|
66101
|
Star wars tracking eyes by @viv_rao | Stardance
|
viv_rao
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Star wars tracking eyes by @viv_rao | Stard Title: Star wars tracking eyes by @viv_rao | Stardance...
|
1793710455.184283
|
1794315255.184283
|
|
13558
|
JSBSim-WASM by @dxnkey | Stardance
|
dxnkey
|
1
|
8.0
|
90
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T22:20:07Z", "hours": 8.0, "multiplier": 14.22, "payout": 90, "blessing": "neutral", "text": "I made JSBSim WASM, a project that brings a real flight simulation engine to the browser! It lets people run JSBSim simulations through a TypeScript/JavaScript SDK, with a demo where you can launch a rocket, watch live telemetry, pause and resume the sim, and see how the vehicle behaves over time. The most challenging part was getting a native simulation engine to work smoothly in a web app. There were a lot of small issues with loading files, building WebAssembly, connecting everything to JavaScript, and making sure the demo stayed responsive while the simulation was running. I’m proud that it’s more than a basic proof of concept. It has a working demo, clean developer tools, automated builds, and a structure that makes it easier for other people to build their own flight or rocket simulations with it! To test it, the easiest way is to open the live demo linked in the repo and try the rocket simulation. You can launch it, pause it, reload it, and watch the altitude, velocity, and acceleration update in real time. For local testing, clone the repo and follow the setup steps in the README.", "repo": "https://github.com/guptaronav/jsbsim-wasm", "demo": "https://guptaronav.github.io/jsbsim-wasm/"}]...
|
[{"post_id": 23136, "ts": "202 [{"post_id": 23136, "ts": "2026-07-05T22:16:00Z", "hours": 4.3206, "text": "Devlog #3 – JSBSim WASM Built out the full Mission Control and Designer workflow. Replaced the old editorial shell with two routes: a dark Mission Control cockpit and a lighter Designer workspace, with fixed per-surface themes instead of the old shared theme setup. On the simulation side, I added typed telemetry channels for IMU, gyro, GPS, barometer, and kinematics, then wired them into metric tiles, sim controls, a live event stream, telemetry charts, a 3D rocket HUD, GPS trajectory, timeline replay, and JSON/CSV export. Designer also got a major upgrade. I built the schema-driven editor across all seven tabs, added XML import/download/validation, expanded the Aerodynamics tab, and created a nested JSBSim function editor for property/value/table/math nodes. The editor can now send the current model straight into Mission Control, so changes can be tested without leaving the app. I also cleaned up a few rough edges: filtered noisy JSBSim boot logs out of the event feed, added proper lifecycle events, and fixed long event messages breaking the layout. The feature work is code-complete. Earlier checks passed, but the final full verification got blocked by a local macOS fileproviderd issue that slowed TypeScript, Vitest, Vite, and git to a crawl. Next step is a fresh typecheck/test/browser pass once that clears."}, {"post_id": 10933, "ts": "2026-06-17T22:19:29Z", "hours": 0.9064, "text": "Devlog #2 – JSBSim WASM Closed out the remaining quality issues on the JSBSim console. Removed the dead react-leaflet dependency (it forced –legacy-peer-deps by demanding React 19), fixed an accessibility regression by giving event severity distinct shapes plus aria-labels instead of color alone, and added a prefers-reduced-motion fallback. On the tooling side, I regenerated a clean lockfile so npm ci is reproducible, added a dedicated CI workflow that runs typechecks and the 73 unit tests on every push/PR (separate from the deploy), and moved the Pages deploy to npm ci on Node 22 with caching. Finally, I self-hosted Monaco — bundling the editor and its web worker through Vite — so the model editor now works offline with zero CDN dependency, kept in the lazy chunk so initial load is unaffected. Everything is verified green: CI passes, the deploy succeeds, and the live site serves with no external CDN references. The only items left are external — adding the repo to macOS Spotlight Privacy (the root cause of the git SIGBUS crashes) and a deferred Git LFS migration for the WASM binary."}, {"post_id": 10544, "ts": "2026-06-17T09:55:03Z", "hours": 2.8092, "text": "Devlog #1 – JSBSim WASM I compiled JSBSim, an industrial flight dynamics library, into Web Assembly. So far, I’ve forked a boiler plate repository and redesigned the console UI into an editorial “flight log” style. I’m using Fraunces serif, mono labels, hairline rules, a paper-sheet shell, and a blue color scheme. I’ve also wired the in-browser model editor (file tree + Monaco) into the dashboard behind a tab switcher, and got the whole thing deployed to GitHub Pages at https://guptaronav.github.io/jsbsim-wasm/ via a lean Actions workflow that builds with the committed WASM instead of rebuilding Emscripten."}]...
|
Title: JSBSim-WASM by @dxnkey | Stardance
Devlogs Title: JSBSim-WASM by @dxnkey | Stardance
Devlogs:
Devlog #1 – JSBSim WASM I compiled JSBSim, an industrial flight dynamics library, into Web Assembly. So far, I’ve forked a boiler plate repository and redesigned the console UI into an editorial “flight log” style. I’m using Fraunces serif, mono labels, hairline rules, a paper-sheet shell, and a blue color scheme. I’ve also wired the in-browser model editor (file tree + Monaco) into the dashboard behind a tab switcher, and got the whole thing deployed to GitHub Pages at https://guptaronav.github.io/jsbsim-wasm/ via a lean Actions workflow that builds with the committed WASM instead of rebuilding Emscripten.
Devlog #2 – JSBSim WASM Closed out the remaining quality issues on the JSBSim console. Removed the dead react-leaflet dependency (it forced –legacy-peer-deps by demanding React 19), fixed an accessibility regression by giving event severity distinct shapes plus aria-labels instead of color alone, and added a prefers-reduced-motion fallback. On the tooling side, I regenerated a clean lockfile so npm ci is reproducible, added a dedicated CI workflow that runs typechecks and the 73 unit tests on every push/PR (separate from the deploy), and moved the Pages deploy to npm ci on Node 22 with caching. Finally, I self-hosted Monaco — bundling the editor and its web worker through Vite — so the model editor now works offline with zero CDN dependency, kept in the lazy chunk so initial load is unaffected. Everything is verified green: CI passes, the deploy succeeds, and the live site serves with no external CDN references. The only items left are external — adding the repo to macOS Spotlight Privacy (the root cause of the git SIGBUS crashes) and a deferred Git LFS migration for the WASM binary.
Devlog #3 – JSBSim WASM Built out the full Mission Control and Designer workflow. Replaced the old editorial shell with two routes: a dark Mission Control cockpit and a lighter Designer workspace, with fixed per-surface themes instead of the old shared theme setup. On the simulation side, I added typed telemetry channels for IMU, gyro, GPS, barometer, and kinematics, then wired them into metric tiles, sim controls, a live event stream, telemetry charts, a 3D rocket HUD, GPS trajectory, timeline replay, and JSON/CSV export. Designer also got a major upgrade. I built the schema-driven editor across all seven tabs, added XML import/download/validation, expanded the Aerodynamics tab, and created a nested JSBSim function editor for property/value/table/math nodes. The editor can now send the current model straight into Mission Control, so changes can be tested without leaving the app. I also cleaned up a few rough edges: filtered noisy JSBSim boot logs out of the event feed, added proper lifecycle events, and fixed long event messages breaking the layout. The feature work is code-complete. Earlier checks passed, but the final full verification got blocked by a local macOS fileproviderd issue that slowed TypeScript, Vitest, Vite, and git to a crawl. Next step is a fresh typecheck/test/browser pass once that clears.
Ships:
I made JSBSim WASM, a project that brings a real flight simulation engine to the browser! It lets people run JSBSim simulations through a TypeScript/JavaScript SDK, with a demo where you can launch a rocket, watch live telemetry, pause and resume the sim, and see how the vehicle behaves over time. The most challenging part was getting a native simulation engine to work smoothly in a web app. There were a lot of small issues with loading files, building WebAssembly, connecting everything to JavaScript, and making sure the demo stayed responsive while the simulation was running. I’m proud that it’s more than a basic proof of concept. It has a working demo, clean developer tools, automated builds, and a structure that makes it easier for other people to build their own flight or rocket simulations with it! To test it, the easiest way is to open the live demo linked in the repo and try the rocket simulation. You can launch it, pause it, reload it, and watch the altitude, velocity, and acceleration update in real time. For local testing, clone the repo and follow the setup steps in the README....
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1793710451.1427827
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1793796851.1427827
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66100
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AXON by @Vojtik8IT | Stardance
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Vojtik8IT
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0
|
1.62
|
0
|
[]
|
[{"post_id": 74149, "ts": "202 [{"post_id": 74149, "ts": "2026-09-26T19:33:48Z", "hours": 1.6164, "text": "Working on AXON-ULTRA AXON ULTRA is a mix of AXON and RPI 4/5 its currently in planning schema phase. I would love any ideas on building or adding things to AXON-ULTRA!"}]...
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Title: AXON by @Vojtik8IT | Stardance
Devlogs:
Wo Title: AXON by @Vojtik8IT | Stardance
Devlogs:
Working on AXON-ULTRA AXON ULTRA is a mix of AXON and RPI 4/5 its currently in planning schema phase. I would love any ideas on building or adding things to AXON-ULTRA!...
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1793710450.2505343
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1794315250.2505343
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31863
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My own Portfolio! by @arthihalder | Stardance
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arthihalder
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T18:22:07Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Very Own Portfolio : I made a portfolio so people can know about be quickly! Features: *The website is made using HTML, CSS and Java script. *The website features a Home , About me, Projects, My Blogs and Contact section. *The website features smooth animations and clean theme. *The contact form is connected to Web3form where I can contact people! *I also added a blog of my another project that you can read! What I Learnt: I knew the basics of Html, CSS and Js but forgot after not making anything for 2 years. This project really helped me remove the rust! How I used AI: I did not fully depend on AI. I Used YouTube tutorial for the big things. and what I did not find, i used Chat GPT. But i Used AI to give me hints, like if i want to scale something up what command i should use in CSS. but finally i used AI to format my readme.md in GitHub and my blog.", "repo": "https://github.com/bsastudio601/portfolio", "demo": "https://bsastudio601.github.io/portfolio/"}]...
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[{"post_id": 24808, "ts": "202 [{"post_id": 24808, "ts": "2026-07-08T16:42:03Z", "hours": 1.9614, "text": "Final devlog before shipping: so ! finished my design and animations I also added a form using web3form to receive emails. I added drop down for project and added a blog sections that opens another html page where i can write blogs. I need t write a blog now before i ship the project!"}, {"post_id": 24641, "ts": "2026-07-08T11:18:40Z", "hours": 3.2317, "text": "Another Devlog: so today im working on the theme and animations. I accidently made the theme like nothing os inspired. Also i discovered -webkit- in css and changes the scroll bar and added a progression bar. next I’m going to add a loading animation and finally finish other pages. i asked AI about how to make the progression bar worked it turns out it was simple math!"}, {"post_id": 24271, "ts": "2026-07-07T18:44:42Z", "hours": 1.435, "text": "First Devlog : I had a bit of experience with HTML,CSS and JS before. but forgot most of it so I read the guide to remember the basic structure how html , css and js worked. then I took my idea to GPT and asked him to find relevant tutorials. I followed them to make this basic design for my portfolio ! I will work mainly on aesthetic tomorrow."}]...
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Title: My own Portfolio! by @arthihalder | Stardan Title: My own Portfolio! by @arthihalder | Stardance
Devlogs:
First Devlog : I had a bit of experience with HTML,CSS and JS before. but forgot most of it so I read the guide to remember the basic structure how html , css and js worked. then I took my idea to GPT and asked him to find relevant tutorials. I followed them to make this basic design for my portfolio ! I will work mainly on aesthetic tomorrow.
Another Devlog: so today im working on the theme and animations. I accidently made the theme like nothing os inspired. Also i discovered -webkit- in css and changes the scroll bar and added a progression bar. next I’m going to add a loading animation and finally finish other pages. i asked AI about how to make the progression bar worked it turns out it was simple math!
Final devlog before shipping: so ! finished my design and animations I also added a form using web3form to receive emails. I added drop down for project and added a blog sections that opens another html page where i can write blogs. I need t write a blog now before i ship the project!
Ships:
My Very Own Portfolio : I made a portfolio so people can know about be quickly! Features: *The website is made using HTML, CSS and Java script. *The website features a Home , About me, Projects, My Blogs and Contact section. *The website features smooth animations and clean theme. *The contact form is connected to Web3form where I can contact people! *I also added a blog of my another project that you can read! What I Learnt: I knew the basics of Html, CSS and Js but forgot after not making anything for 2 years. This project really helped me remove the rust! How I used AI: I did not fully depend on AI. I Used YouTube tutorial for the big things. and what I did not find, i used Chat GPT. But i Used AI to give me hints, like if i want to scale something up what command i should use in CSS. but finally i used AI to format my readme.md in GitHub and my blog....
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1793710449.083413
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1793796849.083413
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26586
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Portfolio Web by @Mistermanch | Stardance
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Mistermanch
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1
|
9.98
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25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T19:16:09Z", "hours": 4.0, "multiplier": 5.91, "payout": 25, "blessing": "neutral", "text": "I made a web portfolio in a flipbook style using turn.js, the hardest part was making it work with modern HTML and CSS but in the end we got there", "repo": "https://github.com/Mistermanch/WebPortfolio", "demo": "https://mistermanch.github.io/WebPortfolio/"}]...
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[{"post_id": 24740, "ts": "202 [{"post_id": 24740, "ts": "2026-07-08T14:50:32Z", "hours": 1.6669, "text": "Did some general bug fixing and added mobile flipbook support, right now it works great for tablets but I think that phones are out of the question, next step will be fixing images on tablet browser as they are sometimes partially hidden"}, {"post_id": 21057, "ts": "2026-07-02T20:43:41Z", "hours": 1.2336, "text": "Made first prototype of logos with physics using Matter.js but nothing is working"}, {"post_id": 20705, "ts": "2026-07-02T11:30:52Z", "hours": 2.55, "text": "Added a new homepage that has emoji icons indicating subpages and has a character that moves in animated way to the subpage, also there is a css star background with flicker animations IT IS STILL IN DEVELOPMENT AND NOT PUBLISHED"}, {"post_id": 19891, "ts": "2026-07-01T10:00:02Z", "hours": 0.53, "text": "Rewrote the full README in order to get my project aproved (Now you can see the video on my Lapse)"}, {"post_id": 19435, "ts": "2026-06-30T19:14:20Z", "hours": 1.9169, "text": "Made final web that is now fully working and looks awesome, some of the features it has is a new click indicator for both images and the first corner that help navigate, new image placing system, fully finished the descriptions of all the projects, made a cutting mat style background for the webpage"}, {"post_id": 19140, "ts": "2026-06-30T11:52:14Z", "hours": 0.4503, "text": "Started Working on the page’s content, I designed collages with photos for every page and did some general bug fixing like the first and last pages animations being broken"}, {"post_id": 18694, "ts": "2026-06-29T21:38:45Z", "hours": 0.7336, "text": "Made working flipbook, it has basic features like page fliping and a tex indicating the page you are on"}, {"post_id": 18425, "ts": "2026-06-29T16:06:50Z", "hours": 1.3686, "text": "Made font and started working on a flipbook style page"}]...
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Title: Portfolio Web by @Mistermanch | Stardance
Title: Portfolio Web by @Mistermanch | Stardance
Devlogs:
Made font and started working on a flipbook style page
Made working flipbook, it has basic features like page fliping and a tex indicating the page you are on
Started Working on the page’s content, I designed collages with photos for every page and did some general bug fixing like the first and last pages animations being broken
Made final web that is now fully working and looks awesome, some of the features it has is a new click indicator for both images and the first corner that help navigate, new image placing system, fully finished the descriptions of all the projects, made a cutting mat style background for the webpage
Rewrote the full README in order to get my project aproved (Now you can see the video on my Lapse)
Added a new homepage that has emoji icons indicating subpages and has a character that moves in animated way to the subpage, also there is a css star background with flicker animations IT IS STILL IN DEVELOPMENT AND NOT PUBLISHED
Made first prototype of logos with physics using Matter.js but nothing is working
Did some general bug fixing and added mobile flipbook support, right now it works great for tablets but I think that phones are out of the question, next step will be fixing images on tablet browser as they are sometimes partially hidden
Ships:
I made a web portfolio in a flipbook style using turn.js, the hardest part was making it work with modern HTML and CSS but in the end we got there...
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1793710447.8588097
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1793796847.8588097
|
|
66099
|
My awesome macropad! by @jstrmsnik | Stardance
|
|
0
|
0.0
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0
|
[]
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[]
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Title: My awesome macropad! by @jstrmsnik | Starda Title: My awesome macropad! by @jstrmsnik | Stardance...
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1793710446.9671724
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1794315246.9671724
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26881
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My very own WebOS by @Matesz | Stardance
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Matesz
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1
|
84.16
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:46:39Z", "hours": 81.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built.", "repo": "https://github.com/mateszko090214/WebOS", "demo": "https://web-void-os.netlify.app"}]...
|
[{"post_id": 74630, "ts": "202 [{"post_id": 74630, "ts": "2026-09-27T20:24:35Z", "hours": 3.1597, "text": "updated the z-index in css"}, {"post_id": 58195, "ts": "2026-08-30T15:29:40Z", "hours": 7.3572, "text": "VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker."}, {"post_id": 55604, "ts": "2026-08-27T15:43:13Z", "hours": 9.8389, "text": "VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization"}, {"post_id": 53154, "ts": "2026-08-23T16:18:22Z", "hours": 9.2947, "text": "VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 46944, "ts": "2026-08-14T14:47:10Z", "hours": 12.2797, "text": "VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 45288, "ts": "2026-08-11T17:31:34Z", "hours": 12.7103, "text": "VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 39211, "ts": "2026-08-02T01:01:18Z", "hours": 8.0097, "text": "VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 37275, "ts": "2026-07-29T21:16:31Z", "hours": 4.0828, "text": "Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now."}, {"post_id": 35440, "ts": "2026-07-26T21:05:00Z", "hours": 4.2733, "text": "This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app"}, {"post_id": 29773, "ts": "2026-07-16T21:27:45Z", "hours": 10.4378, "text": "RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added \"degauss\" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new \"Retro Inspector\" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained \"persistence\" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add \"TV mode\" with overscan, color bleed, and RF noise"}, {"post_id": 24336, "ts": "2026-07-07T20:56:38Z", "hours": 1.4333, "text": "My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”"}, {"post_id": 18490, "ts": "2026-06-29T17:32:22Z", "hours": 1.4903, "text": "i am working on a Retro theme WebOS"}]...
|
Title: My very own WebOS by @Matesz | Stardance
D Title: My very own WebOS by @Matesz | Stardance
Devlogs:
i am working on a Retro theme WebOS
My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”
RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added "degauss" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new "Retro Inspector" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained "persistence" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add "TV mode" with overscan, color bleed, and RF noise
This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app
Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now.
VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization
VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker.
updated the z-index in css
Ships:
I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built....
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1793710445.767761
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1793796845.767761
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66098
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Carbon Fiber Ironman by @j_graham41812 | Stardance
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j_graham41812
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0
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0.0
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0
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[]
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[]
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Title: Carbon Fiber Ironman by @j_graham41812 | St Title: Carbon Fiber Ironman by @j_graham41812 | Stardance...
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1793710444.862811
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1794315244.862811
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66097
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Shuki game by @Shuki | Stardance
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Shuki
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0
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0.0
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0
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[]
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[]
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Title: Shuki game by @Shuki | Stardance
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1793710443.953913
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1794315243.953913
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33142
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Monicraft by @Camiel | Stardance
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Camiel
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1
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48.0
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846
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T15:43:50Z", "hours": 48.0, "multiplier": 17.55, "payout": 846, "blessing": "neutral", "text": "Monicraft is a TUI based app that runs right in your terminal. It contains features like Real-Time Console Monitoring, Command Execution, Power Actions, Resource Monitoring, A Chat Mode, A Settings Page, A Mod Page and A Player Manager. It relies on the Pterodactyl Panel’s client API, which most rented servers run on, so it’s pretty useful if you prefer an alternate way of monitoring your server or want easier acces to things like player data and stats. I think it turned out to be a really great and pretty useful project. I run a minecraft server myself, and I think I could actually use this to monitor my minecraft server. The UI looks not that bad for a TUI tool and the features allow you to do almost anything you can do on the web Pterodactyl Panel. I learned alot of new things while making this project. I learned how to use an API and websockets. I also learned how to optimize networking and apps in general to make them run smoother. I think that my python skills also improved overall, together with the way of computational thinking. It was a really long project and I put alot of time in it, but I think it was worth it and look out to making more projects like this.", "repo": "https://github.com/Camiel13/Monicraft", "demo": "https://github.com/Camiel13/Monicraft/releases/tag/v1.0.0"}]...
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[{"post_id": 52410, "ts": "202 [{"post_id": 52410, "ts": "2026-08-22T15:16:51Z", "hours": 7.4864, "text": "Monicraft - Offline Player Caching, More statistics, Better Exception Handling & More The final devlog for Monicraft is finally here. It has been a long, but really educational, journey. I’ve locked in for a last time and rewritten the whole player manager logic . It is now way more optimized and only updates the data for online players. I’ve switched from keeping everything apart to making a class for each player and storing all the data in it, and then keeping those objects in a dictionary with the player’s uuid as the key. New Features: Offline Player Caching: The data for all players is now cached at all times, right into memory. It then checks the online player list and updates it every 30 seconds (by default). More configuration: You can now change the interval for the player data fetching and the online player list fetching. You can also set a prefix for the chat mode, like Admin Camilio13 > {message} . More Resource Management: You can now also see the disk usage (total size of the server) and network inbound and outbound on the main screen. UI improvement: I gave the main screen a little overhaul to make it look a bit better. And I tried to make the buttons and everything else as stable as possible, but they’re still sometimes shifting or not perfectly centered depending on your screen size and terminal zoom. This is a problem I can’t fix and will always be there when using Textual. Fixed bugs: Several bugs with dummy mode, the app relied on non-existing API functions. Cursor kept shifting when player list refreshed. Pterodactyl client API rate limit was exceeded on big servers."}, {"post_id": 51217, "ts": "2026-08-20T19:06:09Z", "hours": 4.7794, "text": "Monicraft - Offline Player List, Async Player Data Fetching & More Monicraft’s second-to-last devlog has arrived . I’ve now added the last feature I wanted to add, the “include offline player list” button. It works by simply getting the whole usercache.json file and getting all the names and UUID’s in it. After that it’s just using my old function to retrieve the saved data and stats on the server. I still wanna optimize it and take some time to fix and improve the application overall. New Features: Include Offline Players: A toggle which toggles (yeah, the toggle toggles something ) the visibility of offline players in the Player List. Also added a extra column to the table to see who’s online and who’s not. Online players will allways show up at the top. You’re also able to use some of the Player Manager’s features on offline players. Async Player Data Fetching: The fetching of playerdata (stored in {UUID}.dat ) now operates in parralel, so bigger servers don’t have to wait for seconds every time the table is built. This brings up the problem that the default rate limit for the client API is 240 requests/min, so really big servers with more than 40 recent (offline) players or even online players will exceed this limit. This is why I wanted to implement offline player caching, more on that in future plans. Improved Stats UI: The statistics pop-up was a bit too small and not all the data could fit in. So I made it a bit cooler by making it bigger Small Fixes Only ping the server when it’s running to prevent errors. Fixed a problem where my Unicode characters got turned into ugly emoji’s . I didn’t discover this until I ran it in my native terminal, I’ve done all the testing in my built-in terminal in my IDE. Future Plans: I think I will be doing one more devlog where I will add these features and polish it for the first SHIP. Fix a bug where you suddenly select the first row of the table after rebuilding it Create a cache for offline players Add disk usage resource data Settings: Changing the loop delay Settings: Chat mode and message prefixes Make the GitHub workflow files Make an installation guide in the README"}, {"post_id": 50549, "ts": "2026-08-19T19:05:37Z", "hours": 7.2922, "text": "Monicraft - Player Statistics, Asynchronous Networking & More I’ve been working hard on some big changes to make the project, faster, more reliable and visually attractive. I’ve gone ahead and implemented one of the two final changes, the statistics screen for players. It was alot of repetitive work, but I managed to make it look good. At first I wanted to parse some of the saved stats (such as play time, deaths, etc.) manually, but I came to the conclusion that formatting the tag ( minecraft:damage_dealt –> Damage Dealt ) and showing them was a better idea. I found some naming logic in the tags so I could filter out time, distances and damage to format them into a readable format. All distance stats end with one_cm and are stored in centimeters (1/100 of a block). All time stats contain the substring \"time\" and are stored in ticks (1/20 of a second). And finally all the damage stats contain the substring \"damage\" and are stored as 10 times the damage for more precision (or 20 times the hearts damage). New Features: Statistics screen: This screen is accessed trough the “Stats” button in the player manager and contains 3 tabs: General, Entities and Items. General contains stats like amount of jumps, distance walked and interactions with special blocks, entities shows the kill count for every entity you’ve killed and the Items tab shows how many of each item you’ve crafted, mined, used, broken, picked up and dropped. Async Networking: I’ve switched from the requests library to the httpx library to make it so queries, server statuses and normal requests all operate separately. UUID caching: Monicraft will now no longer have to send a request to the API to figure out someones UUID. On the first request it caches every user and their names, which are stored in usercache.json on the server, right into RAM for faster acces and less requests. Small fixes and optimizations: When starting up without any credentials, it will now scan for credentials until inputted in the settings instead of crashing. The request headers are also updated when new credentials saved. I’ve fixed a logging issue with the API class which was trying to show notifications, without being part of the actual GUI. It is now fixed by passing the app class onto the API class and giving it acces to the GUI. Future Plans: Include offline players in player manager: Last real feature I want to add. Finalizing and polishing: I wanna make sure everything runs bug-free, the program doesn’t crash and also make it look good on most (I can’t make it look good on all screen sizes) screen sizes. I need to build the executables and make sure they’re working."}, {"post_id": 46840, "ts": "2026-08-14T11:20:00Z", "hours": 5.5733, "text": "Monicraft - Player Manager, Dummy Mode & More! I’m getting close to finishing this project (fr this time ). I think it will be one more devlog, it’s been a long ride. I randomly realised that not everyone has a minecraft server laying around, so I decided to make a dummy mode, so everyone can test out the Monicraft dashboard. I’ve now polished all the player manager buttons (except for Include offline players and Statistics , more on that in future plans). You’re now able to message, kick, ban and change gamemode with the player manager. I made this more user-friendly by using pop-ups. New Features: Pop-ups in Player Manager : You’re now able to give the reason for a kick or ban with the use of an interactive pop-up. The message feature also uses a pop-up to send a message directly to the selected player. Changing the gamemode is done trough a pop-up with a selection menu, which excludes the gamemode the player is currently in and let’s you choose between the other 3. Dummy Mode : This mode is accessed by adding the --dummy argument when running the program. This makes it so every command that is sent to the “server” is just displayed in the terminal, making you able to see what’s going on. I’ve added a stream_dummy_data() function that updates the stats every 2 seconds with random values. The mod list will be empty. The player list will display a random new player every 10 seconds (those are the default minecraft skins’ names + some random number). You’re able to use every feature from the player manager in dummy mode, everything being sent will be displayed in the console. Fixed Reconnect Logic : When the server disconnects for whatever reason, the dasboard will now try to reconnect every 5 seconds. Queries with statusses as fallback : The recent implementation used both queries and statusses if queries were enabled. It now only uses statusses if queries are not enabled. This makes it alot more optimized, using only one of two all the time. Future Plans: Implement the Include Offline Players button : This makes it so offline players (cached in usercache.json in the server’s root) will be displayed in the player list. Maby I’ll also add the ability to manage offline players, but I’m not sure. Implement the Statistics button : This button will show a pop-up that shows all the player’s stats (such as blocks broken, mobs killed, etc.)"}, {"post_id": 43851, "ts": "2026-08-09T09:13:38Z", "hours": 5.7478, "text": "Monicraft - Player Manager, NBT Parsing & More It’s been a few long session with alot of thinking and implementing . I never thought that getting the online players would be so hard. At first, I wanted to use minecraft’s list command and then parse the output from the terminal, but that was way too hard and would not work on big servers with terminals full of commands. So I decided to use the mcstatus library to get a list of all online players. This is done by: Sending a query to the server. If queries are disabled on the server or the query simply fails, it sends a normal status request (server list ping) to the server. I then use the name to get the UUID of a player stored in the usercache.json file in the root directory of every minecraft server. That UUID is then used to get the saved {UUID}.dat file in the worlds folder. All the player’s data (e.g. health, hunger, position, gamemode, etc.) is stored in there. This brings the restriction of the server’s autosave time (which is 5 minutes by default). So I’ve also added a refresh button which saves the game and updates the player list. The player list is automatically updated every ten seconds and based off the lastest safe file. New Features: Player Manager: A way to see all online players and their statistics. You can also kick and ban people by just selecting them and clicking a button. Future Plans: Adding the functionality to toggle the visibility of offline players in the player list. Adding functionality to the following buttons: Stats, Message, Gamemode Adding a player stats screen (viewed by clicking the stats button) which shows all the statistics of a single player (e.g. mobs killed, blocks broken, distance ran, etc.)"}, {"post_id": 35123, "ts": "2026-07-26T11:14:04Z", "hours": 3.625, "text": "Monicraft - Mods list, Server kill, Navigation buttons & UI/UX improvements I’ve added buttons to navigate between screens. I forgot to add this last time, so travelling between screens was a bit tricky. You’re now able to kill the server for when the server get’s stuck in a shutdown or crashes. It will sent a confirmation pop-up message upon the first click, telling you to click another time to confirm. This lasts for 10 seconds and then it will reset. I’ve also added a new screen with a list of all the mods you’ve installed on the server, including name, file size and last changed date. The UI/UX is now alot more stable. I had orginally designed everything on my monitor. But when I would use it on my laptop screen, the whole UI collapsed. So I made everything a bit smaller. Future plans: This project is close to being finished, but I want to add two last features. Player management: Quickly see who’s online on the server and manage them (kick, ban, whitelist, unwhitelist) Version manager: See what versions of Minecraft, Java and mod loader you’re using and modify them."}, {"post_id": 31839, "ts": "2026-07-20T15:10:56Z", "hours": 5.1731, "text": "Monicraft - Settings, Power action buttons, Visual Improvements I’ve added a settings page where you can configure your API key, Panel endpoint and Server ID. It has a save button and automatically saves when leaving the screen, which writes the inputs to an .env file. You can also reset these value’s. I’ve added power action buttons, which can be used to start, restart or stop your minecraft server. I’ve added pop-up toasts for errors and informative messages. I’ve improved the connection funtions to retry every 5 seconds when the connection is lost. Future Plans: Adding a button to navigate to the settings menu (it is now accessed by sending the settings command). Version manager for Java, Minecraft and Mods."}, {"post_id": 29411, "ts": "2026-07-16T10:53:28Z", "hours": 3.705, "text": "Monicraft - Server resources viewer, Sending commands, Chat mode & Styling The console now works properly. It now streams the console directly from your Minecraft server to your terminal trough websockets. The server resources (RAM usage, CPU usage and server state) are now visible in a sidebar and are constantly being updated. It’s now possible to send commands to the server using the input bar at the bottom. I also added a extra “Chat Mode”, it basically puts say in front of every command you send, which makes it easier to chat with the people that are online on your server. The style has been upgraded. I went for a green/nature looking style, because I like the color palette. Bugs and Future Plans: The Chat Mode button doesn’t change color until you move your cursor after you clicked it, not a big problem, but it is kinda confusing. I wanna add the option to view/update/remove your installed mods on the server and give more insight into the installed version of modloader."}, {"post_id": 27092, "ts": "2026-07-12T10:48:13Z", "hours": 4.8117, "text": "First devlog for Monicraft! How I came up with the idea: I was just thinking about what I could possibly make, I felt like coding, but I just didn’t know what I should make. So I just started playing minecraft as always, on the server with my friends. When I was changing something on the server panel, I was wondering how the panel really works. It turns out almost every hosting provider uses the Pterodactyl dashboard. It relies on a REST API, which is publicly available to anyone. I decided to try and recreate such a panel, but in Python. The foundation: The connection with the Pterodactyl API is established trough websockets. I decided to start with a screen which is an overview of the main server resources (such as CPU usage, RAM usage and Storage usage) and the console. The GUI is build with Textual and customized by the built-in TCSS. What I have done so far: Setup the main code space Do some research about the API and learn how Textual works Design the UI shape Connection with the API trough websockets (WIP) I initially started this project to learn more about API’s and specifically websockets. I also wanted to see how it would be to build a GUI app in python and if it’s really as hard/bad-looking as everyone says."}]...
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Title: Monicraft by @Camiel | Stardance
Devlogs:
Title: Monicraft by @Camiel | Stardance
Devlogs:
First devlog for Monicraft! How I came up with the idea: I was just thinking about what I could possibly make, I felt like coding, but I just didn’t know what I should make. So I just started playing minecraft as always, on the server with my friends. When I was changing something on the server panel, I was wondering how the panel really works. It turns out almost every hosting provider uses the Pterodactyl dashboard. It relies on a REST API, which is publicly available to anyone. I decided to try and recreate such a panel, but in Python. The foundation: The connection with the Pterodactyl API is established trough websockets. I decided to start with a screen which is an overview of the main server resources (such as CPU usage, RAM usage and Storage usage) and the console. The GUI is build with Textual and customized by the built-in TCSS. What I have done so far: Setup the main code space Do some research about the API and learn how Textual works Design the UI shape Connection with the API trough websockets (WIP) I initially started this project to learn more about API’s and specifically websockets. I also wanted to see how it would be to build a GUI app in python and if it’s really as hard/bad-looking as everyone says.
Monicraft - Server resources viewer, Sending commands, Chat mode & Styling The console now works properly. It now streams the console directly from your Minecraft server to your terminal trough websockets. The server resources (RAM usage, CPU usage and server state) are now visible in a sidebar and are constantly being updated. It’s now possible to send commands to the server using the input bar at the bottom. I also added a extra “Chat Mode”, it basically puts say in front of every command you send, which makes it easier to chat with the people that are online on your server. The style has been upgraded. I went for a green/nature looking style, because I like the color palette. Bugs and Future Plans: The Chat Mode button doesn’t change color until you move your cursor after you clicked it, not a big problem, but it is kinda confusing. I wanna add the option to view/update/remove your installed mods on the server and give more insight into the installed version of modloader.
Monicraft - Settings, Power action buttons, Visual Improvements I’ve added a settings page where you can configure your API key, Panel endpoint and Server ID. It has a save button and automatically saves when leaving the screen, which writes the inputs to an .env file. You can also reset these value’s. I’ve added power action buttons, which can be used to start, restart or stop your minecraft server. I’ve added pop-up toasts for errors and informative messages. I’ve improved the connection funtions to retry every 5 seconds when the connection is lost. Future Plans: Adding a button to navigate to the settings menu (it is now accessed by sending the settings command). Version manager for Java, Minecraft and Mods.
Monicraft - Mods list, Server kill, Navigation buttons & UI/UX improvements I’ve added buttons to navigate between screens. I forgot to add this last time, so travelling between screens was a bit tricky. You’re now able to kill the server for when the server get’s stuck in a shutdown or crashes. It will sent a confirmation pop-up message upon the first click, telling you to click another time to confirm. This lasts for 10 seconds and then it will reset. I’ve also added a new screen with a list of all the mods you’ve installed on the server, including name, file size and last changed date. The UI/UX is now alot more stable. I had orginally designed everything on my monitor. But when I would use it on my laptop screen, the whole UI collapsed. So I made everything a bit smaller. Future plans: This project is close to being finished, but I want to add two last features. Player management: Quickly see who’s online on the server and manage them (kick, ban, whitelist, unwhitelist) Version manager: See what versions of Minecraft, Java and mod loader you’re using and modify them.
Monicraft - Player Manager, NBT Parsing & More It’s been a few long session with alot of thinking and implementing . I never thought that getting the online players would be so hard. At first, I wanted to use minecraft’s list command and then parse the output from the terminal, but that was way too hard and would not work on big servers with terminals full of commands. So I decided to use the mcstatus library to get a list of all online players. This is done by: Sending a query to the server. If queries are disabled on the server or the query simply fails, it sends a normal status request (server list ping) to the server. I then use the name to get the UUID of a player stored in the usercache.json file in the root directory of every minecraft server. That UUID is then used to get the saved {UUID}.dat file in the worlds folder. All the player’s data (e.g. health, hunger, position, gamemode, etc.) is stored in there. This brings the restriction of the server’s autosave time (which is 5 minutes by default). So I’ve also added a refresh button which saves the game and updates the player list. The player list is automatically updated every ten seconds and based off the lastest safe file. New Features: Player Manager: A way to see all online players and their statistics. You can also kick and ban people by just selecting them and clicking a button. Future Plans: Adding the functionality to toggle the visibility of offline players in the player list. Adding functionality to the following buttons: Stats, Message, Gamemode Adding a player stats screen (viewed by clicking the stats button) which shows all the statistics of a single player (e.g. mobs killed, blocks broken, distance ran, etc.)
Monicraft - Player Manager, Dummy Mode & More! I’m getting close to finishing this project (fr this time ). I think it will be one more devlog, it’s been a long ride. I randomly realised that not everyone has a minecraft server laying around, so I decided to make a dummy mode, so everyone can test out the Monicraft dashboard. I’ve now polished all the player manager buttons (except for Include offline players and Statistics , more on that in future plans). You’re now able to message, kick, ban and change gamemode with the player manager. I made this more user-friendly by using pop-ups. New Features: Pop-ups in Player Manager : You’re now able to give the reason for a kick or ban with the use of an interactive pop-up. The message feature also uses a pop-up to send a message directly to the selected player. Changing the gamemode is done trough a pop-up with a selection menu, which excludes the gamemode the player is currently in and let’s you choose between the other 3. Dummy Mode : This mode is accessed by adding the --dummy argument when running the program. This makes it so every command that is sent to the “server” is just displayed in the terminal, making you able to see what’s going on. I’ve added a stream_dummy_data() function that updates the stats every 2 seconds with random values. The mod list will be empty. The player list will display a random new player every 10 seconds (those are the default minecraft skins’ names + some random number). You’re able to use every feature from the player manager in dummy mode, everything being sent will be displayed in the console. Fixed Reconnect Logic : When the server disconnects for whatever reason, the dasboard will now try to reconnect every 5 seconds. Queries with statusses as fallback : The recent implementation used both queries and statusses if queries were enabled. It now only uses statusses if queries are not enabled. This makes it alot more optimized, using only one of two all the time. Future Plans: Implement the Include Offline Players button : This makes it so offline players (cached in usercache.json in the server’s root) will be displayed in the player list. Maby I’ll also add the ability to manage offline players, but I’m not sure. Implement the Statistics button : This button will show a pop-up that shows all the player’s stats (such as blocks broken, mobs killed, etc.)
Monicraft - Player Statistics, Asynchronous Networking & More I’ve been working hard on some big changes to make the project, faster, more reliable and visually attractive. I’ve gone ahead and implemented one of the two final changes, the statistics screen for players. It was alot of repetitive work, but I managed to make it look good. At first I wanted to parse some of the saved stats (such as play time, deaths, etc.) manually, but I came to the conclusion that formatting the tag ( minecraft:damage_dealt –> Damage Dealt ) and showing them was a better idea. I found some naming logic in the tags so I could filter out time, distances and damage to format them into a readable format. All distance stats end with one_cm and are stored in centimeters (1/100 of a block). All time stats contain the substring "time" and are stored in ticks (1/20 of a second). And finally all the damage stats contain the substring "damage" and are stored as 10 times the damage for more precision (or 20 times the hearts damage). New Features: Statistics screen: This screen is accessed trough the “Stats” button in the player manager and contains 3 tabs: General, Entities and Items. General contains stats like amount of jumps, distance walked and interactions with special blocks, entities shows the kill count for every entity you’ve killed and the Items tab shows how many of each item you’ve crafted, mined, used, broken, picked up and dropped. Async Networking: I’ve switched from the requests library to the httpx library to make it so queries, server statuses and normal requests all operate separately. UUID caching: Monicraft will now no longer have to send a request to the API to figure out someones UUID. On the first request it caches every user and their names, which are stored in usercache.json on the server, right into RAM for faster acces and less requests. Small fixes and optimizations: When starting up without any credentials, it will now scan for credentials until inputted in the settings instead of crashing. The request headers are also updated when new credentials saved. I’ve fixed a logging issue with the API class which was trying to show notifications, without being part of the actual GUI. It is now fixed by passing the app class onto the API class and giving it acces to the GUI. Future Plans: Include offline players in player manager: Last real feature I want to add. Finalizing and polishing: I wanna make sure everything runs bug-free, the program doesn’t crash and also make it look good on most (I can’t make it look good on all screen sizes) screen sizes. I need to build the executables and make sure they’re working.
Monicraft - Offline Player List, Async Player Data Fetching & More Monicraft’s second-to-last devlog has arrived . I’ve now added the last feature I wanted to add, the “include offline player list” button. It works by simply getting the whole usercache.json file and getting all the names and UUID’s in it. After that it’s just using my old function to retrieve the saved data and stats on the server. I still wanna optimize it and take some time to fix and improve the application overall. New Features: Include Offline Players: A toggle which toggles (yeah, the toggle toggles something ) the visibility of offline players in the Player List. Also added a extra column to the table to see who’s online and who’s not. Online players will allways show up at the top. You’re also able to use some of the Player Manager’s features on offline players. Async Player Data Fetching: The fetching of playerdata (stored in {UUID}.dat ) now operates in parralel, so bigger servers don’t have to wait for seconds every time the table is built. This brings up the problem that the default rate limit for the client API is 240 requests/min, so really big servers with more than 40 recent (offline) players or even online players will exceed this limit. This is why I wanted to implement offline player caching, more on that in future plans. Improved Stats UI: The statistics pop-up was a bit too small and not all the data could fit in. So I made it a bit cooler by making it bigger Small Fixes Only ping the server when it’s running to prevent errors. Fixed a problem where my Unicode characters got turned into ugly emoji’s . I didn’t discover this until I ran it in my native terminal, I’ve done all the testing in my built-in terminal in my IDE. Future Plans: I think I will be doing one more devlog where I will add these features and polish it for the first SHIP. Fix a bug where you suddenly select the first row of the table after rebuilding it Create a cache for offline players Add disk usage resource data Settings: Changing the loop delay Settings: Chat mode and message prefixes Make the GitHub workflow files Make an installation guide in the README
Monicraft - Offline Player Caching, More statistics, Better Exception Handling & More The final devlog for Monicraft is finally here. It has been a long, but really educational, journey. I’ve locked in for a last time and rewritten the whole player manager logic . It is now way more optimized and only updates the data for online players. I’ve switched from keeping everything apart to making a class for each player and storing all the data in it, and then keeping those objects in a dictionary with the player’s uuid as the key. New Features: Offline Player Caching: The data for all players is now cached at all times, right into memory. It then checks the online player list and updates it every 30 seconds (by default). More configuration: You can now change the interval for the player data fetching and the online player list fetching. You can also set a prefix for the chat mode, like Admin Camilio13 > {message} . More Resource Management: You can now also see the disk usage (total size of the server) and network inbound and outbound on the main screen. UI improvement: I gave the main screen a little overhaul to make it look a bit better. And I tried to make the buttons and everything else as stable as possible, but they’re still sometimes shifting or not perfectly centered depending on your screen size and terminal zoom. This is a problem I can’t fix and will always be there when using Textual. Fixed bugs: Several bugs with dummy mode, the app relied on non-existing API functions. Cursor kept shifting when player list refreshed. Pterodactyl client API rate limit was exceeded on big servers.
Ships:
Monicraft is a TUI based app that runs right in your terminal. It contains features like Real-Time Console Monitoring, Command Execution, Power Actions, Resource Monitoring, A Chat Mode, A Settings Page, A Mod Page and A Player Manager. It relies on the Pterodactyl Panel’s client API, which most rented servers run on, so it’s pretty useful if you prefer an alternate way of monitoring your server or want easier acces to things like player data and stats. I think it turned out to be a really great and pretty useful project. I run a minecraft server myself, and I think I could actually use this to monitor my minecraft server. The UI looks not that bad for a TUI tool and the features allow you to do almost anything you can do on the web Pterodactyl Panel. I learned alot of new things while making this project. I learned how to use an API and websockets. I also learned how to optimize networking and apps in general to make them run smoother. I think that my python skills also improved overall, together with the way of computational thinking. It was a really long project and I put alot of time in it, but I think it was worth it and look out to making more projects like this....
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1793710442.720539
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1793796842.720539
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66096
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Shuki game by @Shuki | Stardance
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Shuki
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0
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0.0
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0
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[]
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[]
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Title: Shuki game by @Shuki | Stardance
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1793710440.9285963
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1794315240.9285963
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6012
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Personal Website by @Yare | Stardance
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Yare
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1
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2.59
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T01:15:15Z", "hours": 2.0, "multiplier": 1.11, "payout": 2, "blessing": "neutral", "text": "I made a basic website to start off, since I am still learning, but it was fun trying to personalize it. Even though I did have some trouble with centering items and needed to ask google on how to make a navigation bar in HTML, I had a really good time with CSS. (When you click the Try Project, and it takes you to my website, it may take you to a page that would ask you whether or not you trust the sender)", "repo": "https://github.com/Yare746/Personal-Website-6-2-2026", "demo": "https://yare746.github.io/Personal-Website-6-2-2026/"}]...
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[{"post_id": 5326, "ts": "2026 [{"post_id": 5326, "ts": "2026-06-09T01:54:41Z", "hours": 0.2531, "text": "I am trying to resubmit my project. I have now added the README and hope it works this time"}, {"post_id": 3901, "ts": "2026-06-07T00:26:15Z", "hours": 0.3386, "text": "I am going to do a contact information page for blog information. I noticed that GitHub is not connecting to what I am adding, but I will make sure to refresh the pages."}, {"post_id": 1267, "ts": "2026-06-03T04:42:03Z", "hours": 1.7322, "text": "I am working on a basic Personal website that says some stuff about me and my favorite hobbies. I feel like I could add more stuff but I don’t know what. Any ideas?"}]...
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Title: Personal Website by @Yare | Stardance
Devl Title: Personal Website by @Yare | Stardance
Devlogs:
I am working on a basic Personal website that says some stuff about me and my favorite hobbies. I feel like I could add more stuff but I don’t know what. Any ideas?
I am going to do a contact information page for blog information. I noticed that GitHub is not connecting to what I am adding, but I will make sure to refresh the pages.
I am trying to resubmit my project. I have now added the README and hope it works this time
Ships:
I made a basic website to start off, since I am still learning, but it was fun trying to personalize it. Even though I did have some trouble with centering items and needed to ask google on how to make a navigation bar in HTML, I had a really good time with CSS. (When you click the Try Project, and it takes you to my website, it may take you to a page that would ask you whether or not you trust the sender)...
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1793710437.0137575
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1793796837.0137575
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9210
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Calculator by @SK | Stardance
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SK
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1
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5.28
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T02:45:02Z", "hours": 5.0, "multiplier": 2.15, "payout": 10, "blessing": "neutral", "text": "I built a fully functional calculator using React, Vite, and Bootstrap. The calculator supports basic arithmetic operations such as addition, subtraction, multiplication, and division with a clean and responsive user interface. The most challenging part was managing the calculator logic, handling user inputs correctly, and ensuring calculations were performed accurately while maintaining the application state in React. I am proud of successfully creating a working calculator from scratch and implementing a responsive design using Bootstrap. This project helped me strengthen my understanding of React components, state management, event handling, and modern frontend development practices. Through this project, I learned how to build interactive user interfaces with React, organize components efficiently, and deploy applications using GitHub and Render. To test the project, users can enter numbers using the calculator buttons, perform arithmetic operations, clear inputs, and verify that the displayed results are calculated correctly.", "repo": "https://github.com/somyakhuteta/React", "demo": "https://somyakhuteta.github.io/React/"}]...
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[{"post_id": 6112, "ts": "2026 [{"post_id": 6112, "ts": "2026-06-10T08:43:59Z", "hours": 0.2794, "text": "Deployment Debugging and Re-Certification Journey Today’s ship turned into a deployment debugging session rather than a coding session. I had already completed my React + Vite calculator and deployed it on Render. After submitting it for review, I received feedback that Render free-tier links are not accepted because they may become unavailable in the future. To solve this, I decided to migrate the project to GitHub Pages and began setting up a new deployment workflow. The migration wasn’t smooth. Although GitHub Pages reported that the site was live, opening the link only showed a blank white screen. After checking the repository structure, deployment settings, and project configuration, I traced the issue to the Vite base path configuration. Once the base path was corrected, I rebuilt the project, redeployed it, and tested the site again. Success — the calculator loaded correctly and the GitHub Pages deployment worked as expected. This experience taught me that shipping a project isn’t only about writing code. Understanding deployment, hosting platforms, project structure, and debugging production issues is just as important. The calculator is now successfully hosted, ready for re-certification, and I’m ready to move on to building and shipping the next project."}, {"post_id": 4107, "ts": "2026-06-07T09:30:55Z", "hours": 2.6839, "text": "Completed the code for project calculator"}, {"post_id": 4000, "ts": "2026-06-07T04:33:38Z", "hours": 0.9286, "text": "Started working on the basic project"}, {"post_id": 3299, "ts": "2026-06-06T04:57:36Z", "hours": 1.0189, "text": "I am currently working on the functioning of react by implementing html, js and css in it."}]...
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Title: Calculator by @SK | Stardance
Devlogs:
I a Title: Calculator by @SK | Stardance
Devlogs:
I am currently working on the functioning of react by implementing html, js and css in it.
Started working on the basic project
Completed the code for project calculator
Deployment Debugging and Re-Certification Journey Today’s ship turned into a deployment debugging session rather than a coding session. I had already completed my React + Vite calculator and deployed it on Render. After submitting it for review, I received feedback that Render free-tier links are not accepted because they may become unavailable in the future. To solve this, I decided to migrate the project to GitHub Pages and began setting up a new deployment workflow. The migration wasn’t smooth. Although GitHub Pages reported that the site was live, opening the link only showed a blank white screen. After checking the repository structure, deployment settings, and project configuration, I traced the issue to the Vite base path configuration. Once the base path was corrected, I rebuilt the project, redeployed it, and tested the site again. Success — the calculator loaded correctly and the GitHub Pages deployment worked as expected. This experience taught me that shipping a project isn’t only about writing code. Understanding deployment, hosting platforms, project structure, and debugging production issues is just as important. The calculator is now successfully hosted, ready for re-certification, and I’m ready to move on to building and shipping the next project.
Ships:
I built a fully functional calculator using React, Vite, and Bootstrap. The calculator supports basic arithmetic operations such as addition, subtraction, multiplication, and division with a clean and responsive user interface. The most challenging part was managing the calculator logic, handling user inputs correctly, and ensuring calculations were performed accurately while maintaining the application state in React. I am proud of successfully creating a working calculator from scratch and implementing a responsive design using Bootstrap. This project helped me strengthen my understanding of React components, state management, event handling, and modern frontend development practices. Through this project, I learned how to build interactive user interfaces with React, organize components efficiently, and deploy applications using GitHub and Render. To test the project, users can enter numbers using the calculator buttons, perform arithmetic operations, clear inputs, and verify that the displayed results are calculated correctly....
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1793710435.7994702
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1793796835.7994702
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