|
66998
|
Repro Relay by @Aaravkatiyar | Stardance
|
Aaravkatiyar
|
0
|
0.87
|
0
|
[]
|
[{"post_id": 75740, "ts": "202 [{"post_id": 75740, "ts": "2026-09-30T22:12:08Z", "hours": 0.8711, "text": "Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits"}]...
|
Title: Repro Relay by @Aaravkatiyar | Stardance
D Title: Repro Relay by @Aaravkatiyar | Stardance
Devlogs:
Repro Relay now recovers an unfinished review after reload, including its results and notes. Two tabs cannot quietly overwrite each other: the older tab keeps its work and offers a separate copy. Issue Markdown and comparison filters make the handoff easier; changed criteria still leave the original failure visible. All 28 tests passed. The public demo reproduced all three broken-board bugs and passed their matching fixes. Recovery also worked offline and at 360px. Screenshots use fictional test data. Aarav chose the scope; Codex wrote most code and tests, prepared this text and ran the browser checks. Demo · Source and limits...
|
1793728081.8415434
|
1794332881.8415434
|
|
30911
|
My own site! by @Mrdark | Stardance
|
Mrdark
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T15:24:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am making first time a website . I dont even know how to code or smtg . It was a great learning path and I got to know how a website works , what is a domain , dns , SaaS , API , etc . Thanks to the stardance team", "repo": "https://github.com/anbu2203/persona/", "demo": "https://v0-anbumathi-chezhian-2203.vercel.app/"}]...
|
[{"post_id": 53109, "ts": "202 [{"post_id": 53109, "ts": "2026-08-23T15:21:52Z", "hours": 0.7344, "text": "My vibecoded website"}]...
|
Title: My own site! by @Mrdark | Stardance
Devlog Title: My own site! by @Mrdark | Stardance
Devlogs:
My vibecoded website
Ships:
I am making first time a website . I dont even know how to code or smtg . It was a great learning path and I got to know how a website works , what is a domain , dns , SaaS , API , etc . Thanks to the stardance team...
|
1793728080.6325624
|
1793814480.6325624
|
|
66997
|
My awesome macropad! by @ibrahim_malikx7 | Stardan My awesome macropad! by @ibrahim_malikx7 | Stardance...
|
ibrahim_malikx7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ibrahim_malikx7 | Title: My awesome macropad! by @ibrahim_malikx7 | Stardance...
|
1793728079.7127178
|
1794332879.7127178
|
|
32700
|
NetLink by @Leon36 | Stardance
|
Leon36
|
2
|
75.0
|
1132
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T14:54:33Z", "hours": 64.0, "multiplier": 16.47, "payout": 982, "blessing": "neutral", "text": "NetLink connect to your network from everywhere without a VPN I made a Web based “OS” to connect to your network without a VPN and accses your resources with protocols like sftp or ssh. I also build a desktop client to emulate a VPN on your pc, so you can accses your network with your own programms Technologys I used WebSockets to transfer data between the client and the Server. For the frontend I choose React, for the backend I used TypeScript.", "repo": "https://github.com/leonst036/NetLink", "demo": "https://netlink.legaming.tech/"}, {"ship_num": 2, "ts": "2026-07-14T19:45:47Z", "hours": 11.0, "multiplier": 14.76, "payout": 150, "blessing": "neutral", "text": "I built a project called NetLink! It lets you connect to your home network from anywhere. Right now, it supports access via VNC, SSH, and SFTP. It uses WebSockets and web based apps to establish the connection. Everything is routed through a relay node, so you don’t need to open any ports on your router. In the demo version, you can set up your own PC as a local server to try it out (active for 24 hours). If you want to use it long-term, you can easily self-host the project on your own hardware (GitHub Readme). I’m planning to add support for more protocols soon. If you have any feedback or ideas on how to improve the project, feel free to leave a comment or send me a DM! Heads up: If you’re using the demo, it might take a few moments to load all your devices.", "repo": "https://github.com/leonst036/NetLink", "demo": "https://netlink.legaming.tech/"}]...
|
[{"post_id": 78081, "ts": "202 [{"post_id": 78081, "ts": "2026-10-09T14:48:26Z", "hours": 6.1889, "text": "Summary: Polished NetLink for a ship Fixed some bugs Remade some screens Made a demo version Made some security fixes"}, {"post_id": 58474, "ts": "2026-08-30T21:50:58Z", "hours": 2.4225, "text": "Summary: Made some bugfixes That’s pretty much all. I found some small thing I didn’t like and fixed them."}, {"post_id": 53323, "ts": "2026-08-23T19:58:03Z", "hours": 6.5603, "text": "Summary: Made NetConnect a programm for Linux to bring you Network to you everywhere (without VPN) I made this using Go and a virtual network device wich act like a spit tunnel vpn, to extract all request from you subnet e.g. 192.168.1.0/24 sends it over a WebSocket to the NetLink relay server and to its target server. I’m not fully done with this, but right now it’s working. Maybe I’ll do a version for windows soon. How you can install it is defined in the NetConnect Repo ONLY FOR LINUX"}, {"post_id": 52016, "ts": "2026-08-22T01:39:34Z", "hours": 6.1189, "text": "Summaray: Refactored netgraph and settings app Yeah, I refactored it. That’s it. I gues I put these applications as picture :-|"}, {"post_id": 49947, "ts": "2026-08-18T22:48:47Z", "hours": 13.9178, "text": "Summary: Refactored NetStore, gave the NetStore it’s own Repo and started making a Minecraft Server Manager. I just refactored the I gues 1200 line longe NetStore app, and I have so much to refactor left. I started the Minecraft Server Manager before the refactoring but it wasn’t in my usual hackatime project, it was in a new one, and my stupid ass thought it was just a technical mistake that the time wasn’t tracked."}, {"post_id": 46375, "ts": "2026-08-13T15:30:43Z", "hours": 3.2525, "text": "Summary: Moved all build-in apps into the NetStore That’s pretty much all…"}, {"post_id": 46019, "ts": "2026-08-12T22:06:19Z", "hours": 1.8247, "text": "Summary: Made a traffic monitor for the NetStore This Devlog isn’t gona be that long, I just made a smal traffic monitor. And some small improvements."}, {"post_id": 45387, "ts": "2026-08-11T20:17:00Z", "hours": 2.0261, "text": "Summary: Secured NetStore and published it. I secured the NetStore so far that I can release it on the main branch. Right now it isn’t in the demo, so you can test it only when you install it by yourself (wich is very easy with the new install script)"}, {"post_id": 44059, "ts": "2026-08-09T16:06:18Z", "hours": 6.2664, "text": "Summary: Added a Docker Manager and done some fixes with the NetStore In my last devlog I made the NetStore, and this is the first application by myself. It’s used to manage your dockers from everywhere (What a wonder, the docker manager can manage docker). It isn’t perfect right now, so it’s not an alternative to something like Portainer or Coolify, but for simple tasks, it’s good enough. Primarily I made this application to add features to the NetStore (I added a lot, only for this application) and of course I found some bugs. The NetStore itself isn’t secured yet (Right now I only added Deno), but I’m working on it!"}, {"post_id": 43289, "ts": "2026-08-08T13:55:07Z", "hours": 3.1814, "text": "Summary: Added NetStore to create custom applications I added an application that allows you to create your own custom applications. I will use this Store to build additional apps myself for niche use cases (e.g., Docker management or local server containers) that will be fetched directly from GitHub. Key features: Custom Routes: Register your own custom backend routes. Frontend: Build and design your own user interface. Local Code: Execute custom code on the local server. IMPORTANT: DO NOT USE NETSTORE IN PRODUCTION OR DEPLOYMENT ENVIRONMENTS. IT IS CURRENTLY NOT SECURE. If you choose to use it anyway, you do so at your own risk. It’s on the dev Branch. I’d recommend to use it only in your local Network"}, {"post_id": 40183, "ts": "2026-08-03T16:15:22Z", "hours": 5.7364, "text": "I fixed some Bugs in the frontend and made some improvements in the backend."}, {"post_id": 33121, "ts": "2026-07-22T18:59:08Z", "hours": 1.8814, "text": "I just refactored the Project I optimized the structure of the local server and the relay. In the frontend, apps will load just when opening them wich is very good for the performance"}, {"post_id": 31896, "ts": "2026-07-20T17:40:45Z", "hours": 4.185, "text": "I completely remade the frontend! It’s now a hybrid of Material 3 and modern Glassmorphism. The overhaul took well over 4 hours though a good chunk was done at school (untracked since I wasn’t logged into Hackatime). Overall, I’m really happy with how the new look turned out! There are probably a few subtle UI bugs hiding in the new design, but I’ll squash those as I find them."}, {"post_id": 28489, "ts": "2026-07-14T19:25:14Z", "hours": 2.3664, "text": "I just finished a few bugs and created an demo enviroment. If you wanna try it, I’ll explain everything in the ship description."}, {"post_id": 27126, "ts": "2026-07-12T12:17:35Z", "hours": 3.7031, "text": "NetLink features a web-based operating system designed to enhance the user experience with VNC and SFTP. I plan to add support for additional protocols, such as RDP, in the future"}, {"post_id": 25976, "ts": "2026-07-10T14:54:42Z", "hours": 1.5586, "text": "Added dynamic SSH server selection. The network scan was a bit difficult. It’s not the prettiest solution to ping every device, but it works!"}, {"post_id": 25492, "ts": "2026-07-09T20:04:51Z", "hours": 2.8922, "text": "Streaming a SSH Session over the relay server"}]...
|
Title: NetLink by @Leon36 | Stardance
Devlogs:
St Title: NetLink by @Leon36 | Stardance
Devlogs:
Streaming a SSH Session over the relay server
Added dynamic SSH server selection. The network scan was a bit difficult. It’s not the prettiest solution to ping every device, but it works!
NetLink features a web-based operating system designed to enhance the user experience with VNC and SFTP. I plan to add support for additional protocols, such as RDP, in the future
I just finished a few bugs and created an demo enviroment. If you wanna try it, I’ll explain everything in the ship description.
I completely remade the frontend! It’s now a hybrid of Material 3 and modern Glassmorphism. The overhaul took well over 4 hours though a good chunk was done at school (untracked since I wasn’t logged into Hackatime). Overall, I’m really happy with how the new look turned out! There are probably a few subtle UI bugs hiding in the new design, but I’ll squash those as I find them.
I just refactored the Project I optimized the structure of the local server and the relay. In the frontend, apps will load just when opening them wich is very good for the performance
I fixed some Bugs in the frontend and made some improvements in the backend.
Summary: Added NetStore to create custom applications I added an application that allows you to create your own custom applications. I will use this Store to build additional apps myself for niche use cases (e.g., Docker management or local server containers) that will be fetched directly from GitHub. Key features: Custom Routes: Register your own custom backend routes. Frontend: Build and design your own user interface. Local Code: Execute custom code on the local server. IMPORTANT: DO NOT USE NETSTORE IN PRODUCTION OR DEPLOYMENT ENVIRONMENTS. IT IS CURRENTLY NOT SECURE. If you choose to use it anyway, you do so at your own risk. It’s on the dev Branch. I’d recommend to use it only in your local Network
Summary: Added a Docker Manager and done some fixes with the NetStore In my last devlog I made the NetStore, and this is the first application by myself. It’s used to manage your dockers from everywhere (What a wonder, the docker manager can manage docker). It isn’t perfect right now, so it’s not an alternative to something like Portainer or Coolify, but for simple tasks, it’s good enough. Primarily I made this application to add features to the NetStore (I added a lot, only for this application) and of course I found some bugs. The NetStore itself isn’t secured yet (Right now I only added Deno), but I’m working on it!
Summary: Secured NetStore and published it. I secured the NetStore so far that I can release it on the main branch. Right now it isn’t in the demo, so you can test it only when you install it by yourself (wich is very easy with the new install script)
Summary: Made a traffic monitor for the NetStore This Devlog isn’t gona be that long, I just made a smal traffic monitor. And some small improvements.
Summary: Moved all build-in apps into the NetStore That’s pretty much all…
Summary: Refactored NetStore, gave the NetStore it’s own Repo and started making a Minecraft Server Manager. I just refactored the I gues 1200 line longe NetStore app, and I have so much to refactor left. I started the Minecraft Server Manager before the refactoring but it wasn’t in my usual hackatime project, it was in a new one, and my stupid ass thought it was just a technical mistake that the time wasn’t tracked.
Summaray: Refactored netgraph and settings app Yeah, I refactored it. That’s it. I gues I put these applications as picture :-|
Summary: Made NetConnect a programm for Linux to bring you Network to you everywhere (without VPN) I made this using Go and a virtual network device wich act like a spit tunnel vpn, to extract all request from you subnet e.g. 192.168.1.0/24 sends it over a WebSocket to the NetLink relay server and to its target server. I’m not fully done with this, but right now it’s working. Maybe I’ll do a version for windows soon. How you can install it is defined in the NetConnect Repo ONLY FOR LINUX
Summary: Made some bugfixes That’s pretty much all. I found some small thing I didn’t like and fixed them.
Summary: Polished NetLink for a ship Fixed some bugs Remade some screens Made a demo version Made some security fixes
Ships:
I built a project called NetLink! It lets you connect to your home network from anywhere. Right now, it supports access via VNC, SSH, and SFTP. It uses WebSockets and web based apps to establish the connection. Everything is routed through a relay node, so you don’t need to open any ports on your router. In the demo version, you can set up your own PC as a local server to try it out (active for 24 hours). If you want to use it long-term, you can easily self-host the project on your own hardware (GitHub Readme). I’m planning to add support for more protocols soon. If you have any feedback or ideas on how to improve the project, feel free to leave a comment or send me a DM! Heads up: If you’re using the demo, it might take a few moments to load all your devices.
NetLink connect to your network from everywhere without a VPN I made a Web based “OS” to connect to your network without a VPN and accses your resources with protocols like sftp or ssh. I also build a desktop client to emulate a VPN on your pc, so you can accses your network with your own programms Technologys I used WebSockets to transfer data between the client and the Server. For the frontend I choose React, for the backend I used TypeScript....
|
1793728078.3918154
|
1793814478.3918154
|
|
2320
|
Slack Assistant by @nightfall | Stardance
|
nightfall
|
1
|
4.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T23:42:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that allows a person to talk with their Home Assistant instance ( https://home-assistant.io ), using Slack’s Assistant API. Note to shipwright: if you don’t have a Home Assistant instance Set one up, it’s fun to mess around with Otherwise, DM me and I’ll set your database details to use mine temporarily", "repo": "https://github.com/DaInfLoop/slack-assistant", "demo": "https://hackclub.slack.com/app_redirect?app=A0B7XPW75L4"}]...
|
[{"post_id": 9896, "ts": "2026 [{"post_id": 9896, "ts": "2026-06-16T11:52:21Z", "hours": 1.6047, "text": "While I’m waiting for my initial ship to be certified, I wanted to share what I’ve been doing with Slack Assistant since then! Slack Assistant is now publicly distributed on Slack, meaning any workspace (not just Hack Club) can install it and use it! The bot isn’t in a good enough state that I believe I can push for it to be on the Slack Marketplace yet, but it’s good enough for now and I’m proud of it :)"}, {"post_id": 3061, "ts": "2026-06-05T23:08:01Z", "hours": 1.1981, "text": "You can now talk to Home Assistant, and it’ll do stuff! You can also ask it to toggle stuff on and off just like the actual Assist helper can, although as per the second screenshot I don’t think it’s a wise time for me to test that out… Last thing to add is the slash command and it should hopefully be ready for public usage :D"}, {"post_id": 1657, "ts": "2026-06-03T19:48:18Z", "hours": 1.9097, "text": "You can interact with the bot on the Slack sidebar! It automatically checks in the database whether you have it setup. Currently you can’t access the App Home to actually set it up to talk to your Home Assistant, but it shall be there soon(tm)"}]...
|
Title: Slack Assistant by @nightfall | Stardance
Title: Slack Assistant by @nightfall | Stardance
Devlogs:
You can interact with the bot on the Slack sidebar! It automatically checks in the database whether you have it setup. Currently you can’t access the App Home to actually set it up to talk to your Home Assistant, but it shall be there soon(tm)
You can now talk to Home Assistant, and it’ll do stuff! You can also ask it to toggle stuff on and off just like the actual Assist helper can, although as per the second screenshot I don’t think it’s a wise time for me to test that out… Last thing to add is the slash command and it should hopefully be ready for public usage :D
While I’m waiting for my initial ship to be certified, I wanted to share what I’ve been doing with Slack Assistant since then! Slack Assistant is now publicly distributed on Slack, meaning any workspace (not just Hack Club) can install it and use it! The bot isn’t in a good enough state that I believe I can push for it to be on the Slack Marketplace yet, but it’s good enough for now and I’m proud of it :)
Ships:
I made a Slack bot that allows a person to talk with their Home Assistant instance ( https://home-assistant.io ), using Slack’s Assistant API. Note to shipwright: if you don’t have a Home Assistant instance Set one up, it’s fun to mess around with Otherwise, DM me and I’ll set your database details to use mine temporarily...
|
1793728077.1891556
|
1793814477.1891556
|
|
66996
|
WarioWare Game by @eddiebohn31 | Stardance
|
eddiebohn31
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @eddiebohn31 | Stardance
|
1793728076.3021297
|
1794332876.3021297
|
|
12968
|
HackClub Happiness Meter by @javim-dev | Stardance
|
javim-dev
|
1
|
12.0
|
102
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T13:11:50Z", "hours": 12.0, "multiplier": 8.21, "payout": 102, "blessing": "neutral", "text": "HackClub Happiness Meter TRY IT HERE: https://happinessmeter-frontend.javim.dev/ Earlier this month, I created “HackClub Happiness Meter API” for the YSWS RaspAPI. The problem is that nobody used it. Probably because it’s an API, and most people don’t have an API client at arms reach. So I decided to create a frontend for it! Check my latest devlog for more info. Also check: Github: https://github.com/javiermm8/HackClub-Happiness-Meter-Frontend Want to learn more about this API? Here! API Github: https://github.com/javiermm8/HackClubHappinessMeterAPI API Docs: https://happinessmeter.javim.dev/docs", "repo": "https://github.com/javiermm8/HackClub-Happiness-Meter-Frontend", "demo": "https://happinessmeter-frontend.javim.dev/"}]...
|
[{"post_id": 15627, "ts": "202 [{"post_id": 15627, "ts": "2026-06-25T12:46:19Z", "hours": 1.2842, "text": "I’M SHIPPING IT First of all, I know that I haven’t been putting much effort into my devlogs recently. I prefer to work in silence and talk about my work once it’s finished. Some context Earlier this month, I created “HackClub Happiness Meter API” for the YSWS RaspAPI. The problem is that nobody used it. Probably because it’s an API, and most people don’t have an API client at arms reach. So I decided to create a frontend for it. Why react? Why not? I already knew a bit about React, and this was the perfect opportunity to learn a more. However, having now made the API (backend) in Go, I realized that I hate React(and for that matter web development in general) with all my heart. Backend development is much better. If I ever need to make a front end again, I’m absolutely vibecoding it. Storytelling There isn’t much to say here. The main difficulties I encountered while developing this app were:: The design(thanks Tormentika, you saved the aesthetics of this project). Not getting my IP blacklisted address by Cloudflare. For the sake of the story, I’m going to say a little more about the second one, adding a touch of ‘storytelling magic’ (just note that this happened at 11 pm Spanish time and I hadn’t slept enough): At the time, I was trying to implement the Status feature. What I didn’t realize is that if the function that fetches the state is inside of a React component, it will be called every time the component is re-rendered. If the status feature then changes something in that component (which it absolutely did), it creates a loop that constantly requests the status from my API. On top of that, when my API rate limits my IP (I’m very proud of that rate limiter I put there for the extra points in Raspapi), it sends back a 429 (as it should), and for reasons unknown, the Status feature fetches faster. I’m talking about dozens of requests per second. Thankfully, I was able to stop it and fix it before Cloudflare had to step in and block me. Extra help I’m terrible at design. You can see how bad the design was in the previous devlogs. So, thank Tormentika for telling me which colours to use where! Another day survived without having to learn colour theory! Enough talk. GO TRY IT NOW https://happinessmeter-frontend.javim.dev/"}, {"post_id": 15331, "ts": "2026-06-24T22:09:12Z", "hours": 0.9056, "text": "Better new entry + small changes."}, {"post_id": 15013, "ts": "2026-06-24T12:07:39Z", "hours": 1.8783, "text": "UPDATE: New Stats page, Happiness Friend now works, the layout adapts for mobile, status on the header(status and stats update every 30s). I still have to clean up everything and add error messages. But it looks great. While making writing the status feature I accidentally made a loop. At least I know that my rate limiter works :) If anybody has any suggestions please tell me, especially about the design(I’m bad with colors)."}, {"post_id": 14439, "ts": "2026-06-23T15:53:28Z", "hours": 1.6528, "text": "Great progress! Rewrote fetch related functions to be asyncronous. Implemented error message when the user inputs wrong auth credentials. Now there are three auth states: unauthed(not logged in), bad-authed(wrong credentials) and authed(all good) and profile, auth and entry display messages according to that state. Entry displays a message when an entry is submitted(and 200 is sent back from the user). Added more info in Intro. Reordered grid(I still have to fix that a bit). Getting closer to release!"}, {"post_id": 11421, "ts": "2026-06-18T18:02:11Z", "hours": 1.9583, "text": "Lots of progress!! I added images and links to the info components. Also, profile works better and newEntry works too!"}, {"post_id": 7097, "ts": "2026-06-11T21:29:31Z", "hours": 4.7294, "text": "Built the basic skeleton of the web page plus some basic fetch to the API using user provided credentials. The Auth logic works but still needs error messages, same for the profile area. Everything is still in a very early stage."}]...
|
Title: HackClub Happiness Meter by @javim-dev | St Title: HackClub Happiness Meter by @javim-dev | Stardance
Devlogs:
Built the basic skeleton of the web page plus some basic fetch to the API using user provided credentials. The Auth logic works but still needs error messages, same for the profile area. Everything is still in a very early stage.
Lots of progress!! I added images and links to the info components. Also, profile works better and newEntry works too!
Great progress! Rewrote fetch related functions to be asyncronous. Implemented error message when the user inputs wrong auth credentials. Now there are three auth states: unauthed(not logged in), bad-authed(wrong credentials) and authed(all good) and profile, auth and entry display messages according to that state. Entry displays a message when an entry is submitted(and 200 is sent back from the user). Added more info in Intro. Reordered grid(I still have to fix that a bit). Getting closer to release!
UPDATE: New Stats page, Happiness Friend now works, the layout adapts for mobile, status on the header(status and stats update every 30s). I still have to clean up everything and add error messages. But it looks great. While making writing the status feature I accidentally made a loop. At least I know that my rate limiter works :) If anybody has any suggestions please tell me, especially about the design(I’m bad with colors).
Better new entry + small changes.
I’M SHIPPING IT First of all, I know that I haven’t been putting much effort into my devlogs recently. I prefer to work in silence and talk about my work once it’s finished. Some context Earlier this month, I created “HackClub Happiness Meter API” for the YSWS RaspAPI. The problem is that nobody used it. Probably because it’s an API, and most people don’t have an API client at arms reach. So I decided to create a frontend for it. Why react? Why not? I already knew a bit about React, and this was the perfect opportunity to learn a more. However, having now made the API (backend) in Go, I realized that I hate React(and for that matter web development in general) with all my heart. Backend development is much better. If I ever need to make a front end again, I’m absolutely vibecoding it. Storytelling There isn’t much to say here. The main difficulties I encountered while developing this app were:: The design(thanks Tormentika, you saved the aesthetics of this project). Not getting my IP blacklisted address by Cloudflare. For the sake of the story, I’m going to say a little more about the second one, adding a touch of ‘storytelling magic’ (just note that this happened at 11 pm Spanish time and I hadn’t slept enough): At the time, I was trying to implement the Status feature. What I didn’t realize is that if the function that fetches the state is inside of a React component, it will be called every time the component is re-rendered. If the status feature then changes something in that component (which it absolutely did), it creates a loop that constantly requests the status from my API. On top of that, when my API rate limits my IP (I’m very proud of that rate limiter I put there for the extra points in Raspapi), it sends back a 429 (as it should), and for reasons unknown, the Status feature fetches faster. I’m talking about dozens of requests per second. Thankfully, I was able to stop it and fix it before Cloudflare had to step in and block me. Extra help I’m terrible at design. You can see how bad the design was in the previous devlogs. So, thank Tormentika for telling me which colours to use where! Another day survived without having to learn colour theory! Enough talk. GO TRY IT NOW https://happinessmeter-frontend.javim.dev/
Ships:
HackClub Happiness Meter TRY IT HERE: https://happinessmeter-frontend.javim.dev/ Earlier this month, I created “HackClub Happiness Meter API” for the YSWS RaspAPI. The problem is that nobody used it. Probably because it’s an API, and most people don’t have an API client at arms reach. So I decided to create a frontend for it! Check my latest devlog for more info. Also check: Github: https://github.com/javiermm8/HackClub-Happiness-Meter-Frontend Want to learn more about this API? Here! API Github: https://github.com/javiermm8/HackClubHappinessMeterAPI API Docs: https://happinessmeter.javim.dev/docs...
|
1793728075.0890706
|
1793814475.0890706
|
|
66995
|
My own site! by @Krishan | Stardance
|
Krishan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Krishan | Stardance
|
1793728074.1975293
|
1794332874.1975293
|
|
12097
|
Minesweeper by @averagestardancefan | Stardance
|
averagestardancefan
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T05:25:06Z", "hours": 4.0, "multiplier": 2.5, "payout": 0, "blessing": "neutral", "text": "Here it is, my Minesweeper game! Function: This game plays straight in your Java terminal. You are given instructions, choose the size of your game board, then use coordinates to place flags, weed out mines, and use logic to clear the whole board. There are three main ways to play this game: Download the .zip file from the github release, unzip it, and double click on the application file within it. Download the .java file from the github project files or release files and open it using VS Code. Use the demo links through CodeHS to play, though it can be a bit glitchy and slow. The links are also in github, in the README and in the release description. I recommend the VS Code route, it’s just the easiest. Summary of logic: When you give the program the coordinate you wish to play, it uses a basic recursive flood fill to fill all adjacent tiles with no mines nearby. After you choose and it fills, it can either stop the program because you hit a mine, or it will continue until the number of mines on the board matches the number of unchecked tiles, meaning that you found all the mines. Challenges: Still the hardest thing of either of these was figuring out how to turn the .java file into a .zip that can run without downloading all of Java. The hardest challenge with this game specifically was probably making all of the checks that make sure your input is valid because there were a lot of cases to consider and even so I probably missed one which will be caught somewhere along the way.", "repo": "https://github.com/garetelis/Minesweeper", "demo": "https://github.com/garetelis/Minesweeper/releases/tag/1.0.0"}]...
|
[{"post_id": 14882, "ts": "202 [{"post_id": 14882, "ts": "2026-06-24T04:59:18Z", "hours": 1.9133, "text": "After I ironed out a few bugs with the fill system, I worked on the actual game part where the user inputs the spaces on the board they would like to play and I think it is working how it should now. As an improvement from the last game, the maze game, that I made, I added instructions at the beginning and I used the built in Java colors to make the whole thing look a bit better. I am much happier with this game than the last and I think it is even more fun to play. The mechanism was a bit easier to code."}, {"post_id": 5415, "ts": "2026-06-09T05:18:45Z", "hours": 1.6411, "text": "Oh yeah, it’s all coming together now"}, {"post_id": 4668, "ts": "2026-06-08T02:09:56Z", "hours": 0.4675, "text": "I got it to randomly place the mines and put a number on each tile for how many mines are around it."}]...
|
Title: Minesweeper by @averagestardancefan | Stard Title: Minesweeper by @averagestardancefan | Stardance
Devlogs:
I got it to randomly place the mines and put a number on each tile for how many mines are around it.
Oh yeah, it’s all coming together now
After I ironed out a few bugs with the fill system, I worked on the actual game part where the user inputs the spaces on the board they would like to play and I think it is working how it should now. As an improvement from the last game, the maze game, that I made, I added instructions at the beginning and I used the built in Java colors to make the whole thing look a bit better. I am much happier with this game than the last and I think it is even more fun to play. The mechanism was a bit easier to code.
Ships:
Here it is, my Minesweeper game! Function: This game plays straight in your Java terminal. You are given instructions, choose the size of your game board, then use coordinates to place flags, weed out mines, and use logic to clear the whole board. There are three main ways to play this game: Download the .zip file from the github release, unzip it, and double click on the application file within it. Download the .java file from the github project files or release files and open it using VS Code. Use the demo links through CodeHS to play, though it can be a bit glitchy and slow. The links are also in github, in the README and in the release description. I recommend the VS Code route, it’s just the easiest. Summary of logic: When you give the program the coordinate you wish to play, it uses a basic recursive flood fill to fill all adjacent tiles with no mines nearby. After you choose and it fills, it can either stop the program because you hit a mine, or it will continue until the number of mines on the board matches the number of unchecked tiles, meaning that you found all the mines. Challenges: Still the hardest thing of either of these was figuring out how to turn the .java file into a .zip that can run without downloading all of Java. The hardest challenge with this game specifically was probably making all of the checks that make sure your input is valid because there were a lot of cases to consider and even so I probably missed one which will be caught somewhere along the way....
|
1793728072.9876359
|
1793814472.9876359
|
|
18050
|
Game Website by @wrogers1616 | Stardance
|
wrogers1616
|
1
|
65.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T02:15:13Z", "hours": 65.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that contains the games I made over the summer. This version isn’t fully functional without using external sites as I had trouble with conflicting variables.", "repo": "https://github.com/wrogers1616-byte/button-games", "demo": "https://onecompiler.com/html/44pfq4e8p"}]...
|
[{"post_id": 47254, "ts": "202 [{"post_id": 47254, "ts": "2026-08-15T01:51:39Z", "hours": 64.9825, "text": "I created a website with multiple games on it"}]...
|
Title: Game Website by @wrogers1616 | Stardance
D Title: Game Website by @wrogers1616 | Stardance
Devlogs:
I created a website with multiple games on it
Ships:
I made a website that contains the games I made over the summer. This version isn’t fully functional without using external sites as I had trouble with conflicting variables....
|
1793728071.4396255
|
1793814471.4396255
|
|
66994
|
AtomicAI by @albaraakram | Stardance
|
albaraakram
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AtomicAI by @albaraakram | Stardance
|
1793728070.5275571
|
1794332870.5275571
|
|
70837
|
Kinetica-Pursuit by @forkosssa | Stardance
|
forkosssa
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T18:30:36Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a physics “pursuit problem” simulation! my professor was explaining relativity, vectors and distance and as an example of everything in action he suggested imagining how 3 drones, moving towards the closest drone clockwise, will behave in a simulation. At that moment i realized it would be a great project so i made it in C++ initially but then for maximum compatibility! (zoom out if the UI looks different from the screenshots)", "repo": "https://github.com/Fork0n/kinetica-pursuit", "demo": "https://pursuit.xen-industries.xyz/"}]...
|
[{"post_id": 81569, "ts": "202 [{"post_id": 81569, "ts": "2026-10-21T18:23:27Z", "hours": 5.1358, "text": "initial and last devlog, unfortunately (or maybe fortunately) i made this project in about 2 days without considering stardance, but since the hours logged i decided to share it here and earn some spare stardust. it’s a physics simulation of n drones going one after another in a n-sided polygon, it supports polygons up to a Dihectapentacontahexagon and supports a circle for tangent examples. IF IT DOESN’T LOOK LIKE THE SCREENSHOT, TRY ZOOMING OUT (ctrl + “-” or Ctrl + scroll), for some reason the aspect changes depending on ppi, screen size and resolution"}]...
|
Title: Kinetica-Pursuit by @forkosssa | Stardance
Title: Kinetica-Pursuit by @forkosssa | Stardance
Devlogs:
initial and last devlog, unfortunately (or maybe fortunately) i made this project in about 2 days without considering stardance, but since the hours logged i decided to share it here and earn some spare stardust. it’s a physics simulation of n drones going one after another in a n-sided polygon, it supports polygons up to a Dihectapentacontahexagon and supports a circle for tangent examples. IF IT DOESN’T LOOK LIKE THE SCREENSHOT, TRY ZOOMING OUT (ctrl + “-” or Ctrl + scroll), for some reason the aspect changes depending on ppi, screen size and resolution
Ships:
I made a physics “pursuit problem” simulation! my professor was explaining relativity, vectors and distance and as an example of everything in action he suggested imagining how 3 drones, moving towards the closest drone clockwise, will behave in a simulation. At that moment i realized it would be a great project so i made it in C++ initially but then for maximum compatibility! (zoom out if the UI looks different from the screenshots)...
|
1793728069.357038
|
1793814469.357038
|
|
66993
|
Nexus-GeoIntel by @TJ_2010 | Stardance
|
TJ_2010
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nexus-GeoIntel by @TJ_2010 | Stardance
|
1793728068.4602911
|
1794332868.4602911
|
|
40172
|
My gman bot by @notgaster | Stardance
|
notgaster
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T07:43:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a gman bot that answers commands about cat and half life franchise trivia , its not much but im pretty proud of it do /gman-help to see commands", "repo": "https://github.com/y0ug0tthedud/gman-bot-slack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 37722, "ts": "202 [{"post_id": 37722, "ts": "2026-07-30T17:06:46Z", "hours": 0.6464, "text": "One more command, now he also acts more in character … MUCH more"}, {"post_id": 37195, "ts": "2026-07-29T18:48:48Z", "hours": 0.3725, "text": "worked on this bot longer than it shows,"}]...
|
Title: My gman bot by @notgaster | Stardance
Devl Title: My gman bot by @notgaster | Stardance
Devlogs:
worked on this bot longer than it shows,
One more command, now he also acts more in character … MUCH more
Ships:
i made a gman bot that answers commands about cat and half life franchise trivia , its not much but im pretty proud of it do /gman-help to see commands...
|
1793728067.28944
|
1793814467.28944
|
|
66990
|
Taskly by @codinggod8488 | Stardance
|
codinggod8488
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Taskly by @codinggod8488 | Stardance
|
1793728066.4122655
|
1794332866.4122655
|
|
66989
|
My awesome macropad! by @jareczek651 | Stardance
|
jareczek651
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jareczek651 | Star Title: My awesome macropad! by @jareczek651 | Stardance...
|
1793728065.520847
|
1794332865.520847
|
|
6146
|
Diana by @RedBlue | Stardance
|
RedBlue
|
1
|
43.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T07:23:42Z", "hours": 43.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Diana — a memory-aware AI assistant that actually remembers you across conversations. Diana extracts structured facts from every chat (your projects, skills, goals, preferences) and injects them into every future response. No more explaining yourself from scratch every session. Stack: React + TypeScript frontend, Express backend, FastAPI AI service, PostgreSQL on Neon, deployed on Google Cloud Run + Vercel. To test: go to https://diana-six-theta.vercel.app , create an account, tell Diana something about yourself or what you’re building, then start a new chat and ask “what do you know about me?” — she’ll already know. What was challenging: deploying three separate services to production for the first time, both Groq models getting decommissioned mid-deployment, and debugging a CORS issue caused by an Express 5 breaking change. What I’m proud of: the memory pipeline works end to end — extract, store, retrieve, inject — and it genuinely makes the AI feel different.", "repo": "https://github.com/HJeandedieu/Diana", "demo": "https://diana-six-theta.vercel.app/"}]...
|
[{"post_id": 51489, "ts": "202 [{"post_id": 51489, "ts": "2026-08-21T07:18:57Z", "hours": 6.4872, "text": "Diana — Final Update: Shipped. The last piece was getting Diana off localhost and into the world. The backend and AI service landed on Google Cloud Run, the database on Neon, the frontend on Vercel — three services, one product, all talking to each other in production. It wasn’t without a fight. Both Groq models we’d been using were decommissioned the same week we deployed. Docker refused to generate the Prisma client without a database URL at build time. Cloud Run silently dropped env vars. The auth token expired mid-deploy. Each one got fixed, and by the end Diana was running live — memory extraction, context injection, session persistence, the full pipeline — on real infrastructure. Diana is live at https://diana-six-theta.vercel.app Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data → Shipped."}, {"post_id": 46629, "ts": "2026-08-14T00:57:19Z", "hours": 4.08, "text": "The frontend foundation met the backend this week and everything clicked into place. Real data replaced the mocks — sessions create automatically on load, conversations persist across visits, and the chat pipeline is fully live end to end. The Memories screen went from a shell to a working dashboard, with filters, inline editing, and deletion all connected to the database. On the first real test, Diana loaded two memories — “User built Diana” and “User knows Express” — exactly what she was supposed to remember. It wasn’t without a fight. CORS blocked the first login attempt because Express 5 was intercepting preflight requests before the middleware could run — downgraded to Express 4 and it resolved immediately. Sessions weren’t being created on the frontend so every chat request returned a 404. Messages rendered as empty bubbles until the controller response shape was corrected to return a full message object. Each one got fixed, and by the end of the week Diana was having real, memory-aware conversations through a UI that feels like something worth using. Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data"}, {"post_id": 44691, "ts": "2026-08-10T16:59:45Z", "hours": 6.5836, "text": "Diana — Screens Implementation: Frontend Structure Complete All major screens are now created and connected with the component library. The UI layer is complete — Login, Register, Chat Interface, Memory Dashboard, Profile, Settings, and supporting layouts are built using the reusable TypeScript components. The Sidebar, Chat Experience, Authentication Flow, and Dashboard structure are now in place, giving Diana a complete application shell instead of isolated components. Frontend progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration The frontend foundation is complete. Next steps are connecting real data, API integration, state management, and refining the user experience."}, {"post_id": 42021, "ts": "2026-08-06T15:49:12Z", "hours": 2.1331, "text": "Diana — UI Update: Components Complete All 12 components are done — UI and layout. Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, CodeBlock, Sidebar, ChatInput, and ChatMessage. The full component library is built, typed in TypeScript, and ready to compose into screens. Login is already live. Chat, Register, and Memory Dashboard are next. The frontend is taking shape. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Screens"}, {"post_id": 41623, "ts": "2026-08-05T22:50:01Z", "hours": 5.0111, "text": "Diana — UI Update: Component Library All core UI components are built and ready — Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, and CodeBlock. The component library is the foundation every screen builds on. Nothing gets repeated, nothing gets inconsistent. Next up: layout components and the first full screens. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Layout & Screens"}, {"post_id": 21840, "ts": "2026-07-03T23:42:22Z", "hours": 5.3878, "text": "First Week working on Diana Frontend. So far I’ve managed to create the login page other pages are coming soon. #frontend"}, {"post_id": 15617, "ts": "2026-06-25T12:21:44Z", "hours": 0.3967, "text": "Diana — Week 6 Update This week Diana became self-aware. Context injection is now fully operational. Before every response, Diana fetches the user’s most important memories from the database and injects them into her system prompt. She now knows who she is, what the user is building, and what they care about — before a single word is typed. The proof: ask her “What am I currently building?” with no context in the message. She responds: “You’re currently building me, Diana, a memory-aware AI assistant designed specifically for software developers.” The core pipeline is complete. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection ✅ → React Frontend (next)"}, {"post_id": 15212, "ts": "2026-06-24T18:36:26Z", "hours": 1.8997, "text": "Diana — Week 5 Update This week Diana got her memory. Built out the full memory extraction pipeline — after every conversation, Diana automatically analyzes what was said and extracts structured long-term facts about the user, storing them as typed memory objects with importance scores in the database. Four memory types are now being captured in production: projects, skills, goals, and facts — exactly as designed. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection (next)"}, {"post_id": 14650, "ts": "2026-06-23T20:41:48Z", "hours": 0.9828, "text": "Diana — Week 4 Update This week Diana got her voice. Replaced the hardcoded FastAPI stub with a real Groq LLM call using LLaMA 3.3-70b. Added a system prompt defining Diana’s identity and wired in conversation history so the model has context within a session. The full pipe is now live — a message sent from Express travels to FastAPI, hits Groq, and returns a real AI response. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → OpenAI Integration ✅ → Memory Extraction (next)"}, {"post_id": 13851, "ts": "2026-06-22T18:11:39Z", "hours": 3.0103, "text": "Week 3 Progress – Diana Set up the initial FastAPI backend for the Diana project. Organized the project into a clean and scalable folder structure.Defined the core application entry point and server configuration. Established a foundation for future API route expansion. Created the /generate-response endpoint as a functional stub. Added request and response placeholders for response generation. Created the /extract-memory endpoint as a functional stub. Added placeholder logic for future memory extraction workflows. Verified route registration and successful application startup. Prepared the backend architecture for Week 4 feature implementation."}, {"post_id": 12137, "ts": "2026-06-19T20:40:56Z", "hours": 3.5233, "text": "Diana: Week 2 Update This week focused on the session and messaging layer of Diana’s backend. Built out full session management — creating chat sessions, listing them, and retrieving conversation history — along with the core chat endpoint that stores both user and assistant messages. Every endpoint is now scoped to the authenticated user, ensuring one user’s data can never be accessed by another. With this in place, the foundation is ready for Week 3: standing up the FastAPI AI service and connecting it to the backend. Progress: Backend Foundation ✅ → Session & Message System ✅ → AI Service Setup (next)"}, {"post_id": 6963, "ts": "2026-06-11T17:55:40Z", "hours": 2.3017, "text": "Project Diana — Weekly Dev Log This week focused on building the backend foundation: POST /api/auth/register implemented POST /api/auth/login returns JWT tokens JWT middleware added to protect private routes Prisma schema migrated successfully to the database All API routes created and returning 200 OK stubs Next: Replace stubs with real business logic and begin integrating Diana’s AI-agent workflows."}, {"post_id": 3864, "ts": "2026-06-06T22:50:32Z", "hours": 1.0072, "text": "Initiated Project Diana which is a memory-aware AI assistant for developers that stores important information from previous conversations and uses it to provide contextual responses across sessions. I currently have been setting up my code-space like configuring Prisma so far."}]...
|
Title: Diana by @RedBlue | Stardance
Devlogs:
Ini Title: Diana by @RedBlue | Stardance
Devlogs:
Initiated Project Diana which is a memory-aware AI assistant for developers that stores important information from previous conversations and uses it to provide contextual responses across sessions. I currently have been setting up my code-space like configuring Prisma so far.
Project Diana — Weekly Dev Log This week focused on building the backend foundation: POST /api/auth/register implemented POST /api/auth/login returns JWT tokens JWT middleware added to protect private routes Prisma schema migrated successfully to the database All API routes created and returning 200 OK stubs Next: Replace stubs with real business logic and begin integrating Diana’s AI-agent workflows.
Diana: Week 2 Update This week focused on the session and messaging layer of Diana’s backend. Built out full session management — creating chat sessions, listing them, and retrieving conversation history — along with the core chat endpoint that stores both user and assistant messages. Every endpoint is now scoped to the authenticated user, ensuring one user’s data can never be accessed by another. With this in place, the foundation is ready for Week 3: standing up the FastAPI AI service and connecting it to the backend. Progress: Backend Foundation ✅ → Session & Message System ✅ → AI Service Setup (next)
Week 3 Progress – Diana Set up the initial FastAPI backend for the Diana project. Organized the project into a clean and scalable folder structure.Defined the core application entry point and server configuration. Established a foundation for future API route expansion. Created the /generate-response endpoint as a functional stub. Added request and response placeholders for response generation. Created the /extract-memory endpoint as a functional stub. Added placeholder logic for future memory extraction workflows. Verified route registration and successful application startup. Prepared the backend architecture for Week 4 feature implementation.
Diana — Week 4 Update This week Diana got her voice. Replaced the hardcoded FastAPI stub with a real Groq LLM call using LLaMA 3.3-70b. Added a system prompt defining Diana’s identity and wired in conversation history so the model has context within a session. The full pipe is now live — a message sent from Express travels to FastAPI, hits Groq, and returns a real AI response. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → OpenAI Integration ✅ → Memory Extraction (next)
Diana — Week 5 Update This week Diana got her memory. Built out the full memory extraction pipeline — after every conversation, Diana automatically analyzes what was said and extracts structured long-term facts about the user, storing them as typed memory objects with importance scores in the database. Four memory types are now being captured in production: projects, skills, goals, and facts — exactly as designed. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection (next)
Diana — Week 6 Update This week Diana became self-aware. Context injection is now fully operational. Before every response, Diana fetches the user’s most important memories from the database and injects them into her system prompt. She now knows who she is, what the user is building, and what they care about — before a single word is typed. The proof: ask her “What am I currently building?” with no context in the message. She responds: “You’re currently building me, Diana, a memory-aware AI assistant designed specifically for software developers.” The core pipeline is complete. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection ✅ → React Frontend (next)
First Week working on Diana Frontend. So far I’ve managed to create the login page other pages are coming soon. #frontend
Diana — UI Update: Component Library All core UI components are built and ready — Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, and CodeBlock. The component library is the foundation every screen builds on. Nothing gets repeated, nothing gets inconsistent. Next up: layout components and the first full screens. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Layout & Screens
Diana — UI Update: Components Complete All 12 components are done — UI and layout. Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, CodeBlock, Sidebar, ChatInput, and ChatMessage. The full component library is built, typed in TypeScript, and ready to compose into screens. Login is already live. Chat, Register, and Memory Dashboard are next. The frontend is taking shape. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Screens
Diana — Screens Implementation: Frontend Structure Complete All major screens are now created and connected with the component library. The UI layer is complete — Login, Register, Chat Interface, Memory Dashboard, Profile, Settings, and supporting layouts are built using the reusable TypeScript components. The Sidebar, Chat Experience, Authentication Flow, and Dashboard structure are now in place, giving Diana a complete application shell instead of isolated components. Frontend progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration The frontend foundation is complete. Next steps are connecting real data, API integration, state management, and refining the user experience.
The frontend foundation met the backend this week and everything clicked into place. Real data replaced the mocks — sessions create automatically on load, conversations persist across visits, and the chat pipeline is fully live end to end. The Memories screen went from a shell to a working dashboard, with filters, inline editing, and deletion all connected to the database. On the first real test, Diana loaded two memories — “User built Diana” and “User knows Express” — exactly what she was supposed to remember. It wasn’t without a fight. CORS blocked the first login attempt because Express 5 was intercepting preflight requests before the middleware could run — downgraded to Express 4 and it resolved immediately. Sessions weren’t being created on the frontend so every chat request returned a 404. Messages rendered as empty bubbles until the controller response shape was corrected to return a full message object. Each one got fixed, and by the end of the week Diana was having real, memory-aware conversations through a UI that feels like something worth using. Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data
Diana — Final Update: Shipped. The last piece was getting Diana off localhost and into the world. The backend and AI service landed on Google Cloud Run, the database on Neon, the frontend on Vercel — three services, one product, all talking to each other in production. It wasn’t without a fight. Both Groq models we’d been using were decommissioned the same week we deployed. Docker refused to generate the Prisma client without a database URL at build time. Cloud Run silently dropped env vars. The auth token expired mid-deploy. Each one got fixed, and by the end Diana was running live — memory extraction, context injection, session persistence, the full pipeline — on real infrastructure. Diana is live at https://diana-six-theta.vercel.app Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data → Shipped.
Ships:
Built Diana — a memory-aware AI assistant that actually remembers you across conversations. Diana extracts structured facts from every chat (your projects, skills, goals, preferences) and injects them into every future response. No more explaining yourself from scratch every session. Stack: React + TypeScript frontend, Express backend, FastAPI AI service, PostgreSQL on Neon, deployed on Google Cloud Run + Vercel. To test: go to https://diana-six-theta.vercel.app , create an account, tell Diana something about yourself or what you’re building, then start a new chat and ask “what do you know about me?” — she’ll already know. What was challenging: deploying three separate services to production for the first time, both Groq models getting decommissioned mid-deployment, and debugging a CORS issue caused by an Express 5 breaking change. What I’m proud of: the memory pipeline works end to end — extract, store, retrieve, inject — and it genuinely makes the AI feel different....
|
1793728064.2798667
|
1793814464.2798667
|
|
66988
|
Stratosphere-Net by @Shokhjakhon | Stardance
|
Shokhjakhon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Stratosphere-Net by @Shokhjakhon | Stardanc Title: Stratosphere-Net by @Shokhjakhon | Stardance...
|
1793728063.3755696
|
1794332863.3755696
|
|
36867
|
My own site! by @Jairus | Stardance
|
Jairus
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T04:16:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a website about me. it eas challenging so i had to use ai", "repo": "https://github.com/FrostyDevLOL/my-website", "demo": "https://frostydevlol.github.io/my-website/"}]...
|
[{"post_id": 30719, "ts": "202 [{"post_id": 30719, "ts": "2026-07-18T15:13:00Z", "hours": 0.2694, "text": "hello this is my first ever devlog i will straightforward coding is very hard and i had to use ai :( check my website out"}]...
|
Title: My own site! by @Jairus | Stardance
Devlog Title: My own site! by @Jairus | Stardance
Devlogs:
hello this is my first ever devlog i will straightforward coding is very hard and i had to use ai :( check my website out
Ships:
i made a website about me. it eas challenging so i had to use ai...
|
1793728061.1060195
|
1793814461.1060195
|
|
66987
|
playground by @NJALTHESTORMCALLER | Stardance
|
NJALTHESTORMCALLER
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: playground by @NJALTHESTORMCALLER | Stardan Title: playground by @NJALTHESTORMCALLER | Stardance...
|
1793728059.676985
|
1794332859.676985
|
|
66985
|
Jarvis by @Midhunesh | Stardance
|
Midhunesh
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T03:18:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a slack bot which works 24/7 and it’s name is Jarvis. The challenging part was to execute the command and to make the terminal show ‘The bot is running’. This is a helpful project according to me because it can help many people. I am proud of building an unique slack bot project!", "repo": "https://github.com/midhuneshbraj123/Jarvis", "demo": "https://app.slack.com/client/T0C6N9ZDT6F/C0CDXEXUZHA"}]...
|
[{"post_id": 85644, "ts": "202 [{"post_id": 85644, "ts": "2026-10-31T16:04:59Z", "hours": 0.2906, "text": "Devlog Number 3: I have completed doing the project and now I am going to ship it…"}, {"post_id": 80556, "ts": "2026-10-18T04:37:40Z", "hours": 0.6108, "text": "Devlog Number 2: I am doing this slack bot project after a long time. I don’t know where I left and now I am figuring it out one by one. It will take some time and I am waiting to complete this project to ship."}, {"post_id": 76634, "ts": "2026-10-04T06:59:59Z", "hours": 0.6078, "text": "Devlog Number 1: It is my first Devlog for my slack bot project. I am setting up the terminals and all as per the guide. It is very complicated and still I am working on it!"}]...
|
Title: Jarvis by @Midhunesh | Stardance
Devlogs:
Title: Jarvis by @Midhunesh | Stardance
Devlogs:
Devlog Number 1: It is my first Devlog for my slack bot project. I am setting up the terminals and all as per the guide. It is very complicated and still I am working on it!
Devlog Number 2: I am doing this slack bot project after a long time. I don’t know where I left and now I am figuring it out one by one. It will take some time and I am waiting to complete this project to ship.
Devlog Number 3: I have completed doing the project and now I am going to ship it…
Ships:
I have made a slack bot which works 24/7 and it’s name is Jarvis. The challenging part was to execute the command and to make the terminal show ‘The bot is running’. This is a helpful project according to me because it can help many people. I am proud of building an unique slack bot project!...
|
1793728058.474308
|
1793814458.474308
|
|
20534
|
Sideline by @IshanS | Stardance
|
IshanS
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T19:39:04Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sideline is an AI-powered coaching assistant that helps sports coaches capture voice observations during games without taking their eyes off the action. Coaches can quickly voice-record notes, which are transcribed and organized into actionable insights for film review and time-outs. The biggest challenge was designing a workflow that coaches could actually use in the middle of a match while integrating speech recognition and AI summarization. I’m most proud that our app has already been tested by our school’s varsity volleyball team during live playoff matches, and their feedback has already changed how we’re improving the product. If you’d like to test it, create a game session, record a few coaching observations, and explore the AI-generated summaries. We’d love to hear your feedback!", "repo": "https://github.com/IshanTheCoder/sideline", "demo": "https://sideline-ai.pages.dev/"}]...
|
[{"post_id": 26900, "ts": "202 [{"post_id": 26900, "ts": "2026-07-11T23:01:47Z", "hours": 1.4336, "text": "Over the past few months, my friend Sid and I have been building Sideline, an AI-powered coaching assistant for sports teams. The idea came from a simple question: How do coaches remember everything they notice during a game? During every volleyball rally, there are dozens of tiny observations (ie blocking timing, serve receive, positioning, communication) but once the match ends, many of those details disappear. We wondered if there was a faster way than clipboards or typing notes. So we built Sideline. During a match, coaches can quickly record voice observations. After the game, those recordings are automatically transcribed (using Whisper) and organized into summaries (using Groq) they can review or share with their team. The coolest part is that we’ve already had our school’s volleyball coaching staff test it during real playoff matches. One surprising thing we learned is that they used it less for player feedback and more for tracking opponent weaknesses, which we didn’t expect. We’re joining Hack Club Stardance to keep improving the app and continue learning modern web development. Looking forward to sharing our progress over the next few weeks. Note: we just made our landing page! Find it at: https://sideline-ai.pages.dev/ ."}]...
|
Title: Sideline by @IshanS | Stardance
Devlogs:
O Title: Sideline by @IshanS | Stardance
Devlogs:
Over the past few months, my friend Sid and I have been building Sideline, an AI-powered coaching assistant for sports teams. The idea came from a simple question: How do coaches remember everything they notice during a game? During every volleyball rally, there are dozens of tiny observations (ie blocking timing, serve receive, positioning, communication) but once the match ends, many of those details disappear. We wondered if there was a faster way than clipboards or typing notes. So we built Sideline. During a match, coaches can quickly record voice observations. After the game, those recordings are automatically transcribed (using Whisper) and organized into summaries (using Groq) they can review or share with their team. The coolest part is that we’ve already had our school’s volleyball coaching staff test it during real playoff matches. One surprising thing we learned is that they used it less for player feedback and more for tracking opponent weaknesses, which we didn’t expect. We’re joining Hack Club Stardance to keep improving the app and continue learning modern web development. Looking forward to sharing our progress over the next few weeks. Note: we just made our landing page! Find it at: https://sideline-ai.pages.dev/ .
Ships:
Sideline is an AI-powered coaching assistant that helps sports coaches capture voice observations during games without taking their eyes off the action. Coaches can quickly voice-record notes, which are transcribed and organized into actionable insights for film review and time-outs. The biggest challenge was designing a workflow that coaches could actually use in the middle of a match while integrating speech recognition and AI summarization. I’m most proud that our app has already been tested by our school’s varsity volleyball team during live playoff matches, and their feedback has already changed how we’re improving the product. If you’d like to test it, create a game session, record a few coaching observations, and explore the AI-generated summaries. We’d love to hear your feedback!...
|
1793728057.3151586
|
1793814457.3151586
|
|
41630
|
My own site! by @chahatesh | Stardance
|
chahatesh
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:34:38Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cool portfolio page which is useful and fun and it really describes what my personality is. I put in a lot of hard work into this and I have never really made anything this complex or anything this good looking. So I hope you like it", "repo": "https://github.com/chahatesh/Chahatesh", "demo": "https://chahatesh.github.io/Chahatesh/"}]...
|
[{"post_id": 40783, "ts": "202 [{"post_id": 40783, "ts": "2026-08-04T15:14:53Z", "hours": 3.0847, "text": "Dev Log 2 - done Okay I spent about 30 minutes developing a simple system where I can just display all of my work and stuff. That’s kind of it. There are project cards which are really simple to use. There’s a class and a box and then that’s kind of it. I just copy and pasted them for all of my achievements and stuff and then just rearranged them and stuff. I added different texts in all of them. On top of that I also made a dedicated page which just shows all my projects. There are images which I put in Hack Club CBN and I got them that way."}, {"post_id": 40233, "ts": "2026-08-03T17:10:17Z", "hours": 3.4164, "text": "Dev Log 1 - Home I focused hard for about three hours today and built a really cool start to my project. My idea was to have a clean page that says ‘Hello, I am chahatesh ,’ with a smooth scrolling bar at the bottom. The bar will cycle through things I do, like ‘Hi, I am coding’ or ‘Hi, I am working.’ I got the typing animation to work perfectly on my own! The only tricky part was the background design. I got a little stuck, so I asked Claude to help me make a cool visual effect. I didn’t just copy it, though I made sure to study the code so I actually understood how it worked. I’m really happy with how the design looks!"}]...
|
Title: My own site! by @chahatesh | Stardance
Dev Title: My own site! by @chahatesh | Stardance
Devlogs:
Dev Log 1 - Home I focused hard for about three hours today and built a really cool start to my project. My idea was to have a clean page that says ‘Hello, I am chahatesh ,’ with a smooth scrolling bar at the bottom. The bar will cycle through things I do, like ‘Hi, I am coding’ or ‘Hi, I am working.’ I got the typing animation to work perfectly on my own! The only tricky part was the background design. I got a little stuck, so I asked Claude to help me make a cool visual effect. I didn’t just copy it, though I made sure to study the code so I actually understood how it worked. I’m really happy with how the design looks!
Dev Log 2 - done Okay I spent about 30 minutes developing a simple system where I can just display all of my work and stuff. That’s kind of it. There are project cards which are really simple to use. There’s a class and a box and then that’s kind of it. I just copy and pasted them for all of my achievements and stuff and then just rearranged them and stuff. I added different texts in all of them. On top of that I also made a dedicated page which just shows all my projects. There are images which I put in Hack Club CBN and I got them that way.
Ships:
I made a cool portfolio page which is useful and fun and it really describes what my personality is. I put in a lot of hard work into this and I have never really made anything this complex or anything this good looking. So I hope you like it...
|
1793728056.1672287
|
1793814456.1672287
|
|
66984
|
Fader by @m0hiy | Stardance
|
m0hiy
|
0
|
3.63
|
0
|
[]
|
[{"post_id": 75509, "ts": "202 [{"post_id": 75509, "ts": "2026-09-30T09:58:20Z", "hours": 3.6297, "text": "So i basically made a test code to test the yt-dlp library’s functionality and it works !! so i made a code that inputs the users song title searches it up on yt and finds the url and uses yt-dlp to download the song as mp3 as of now i intend to make it mp4 later on and im also going to add a function that saves the mp4 file as the name of the song and in the next few commits ill be making this thing like functional for ease of access much like spotify and im thinking of adding liquid glass effects to everything and if it all goes well i might even try to make this a application(it was supp to be a web thing so ….) i also basicaly renamed my previous main.py to cli-v1.py so its gonna be the cli version 1 of fader and i made a new file named app.py which runs most of the guia im planning on using pygame and customtnker for this , i fixed the m4a part it downloads in m4a now not in mp3 (better quality+video!!!) , i also am working on the library part and im adding smart shuffle , smart suggestions , etc… I also made a new file for the main logic calls whenever a new song is to be added to the library all the logic for fetching the .m4a file lies in this file called yt_download.py i am half done with the code for this file i also fixed up some minor bugs in cli-v1.py… I also made a setup script for fader that automatically installs all the dependencies required for fader to run"}]...
|
Title: Fader by @m0hiy | Stardance
Devlogs:
So i Title: Fader by @m0hiy | Stardance
Devlogs:
So i basically made a test code to test the yt-dlp library’s functionality and it works !! so i made a code that inputs the users song title searches it up on yt and finds the url and uses yt-dlp to download the song as mp3 as of now i intend to make it mp4 later on and im also going to add a function that saves the mp4 file as the name of the song and in the next few commits ill be making this thing like functional for ease of access much like spotify and im thinking of adding liquid glass effects to everything and if it all goes well i might even try to make this a application(it was supp to be a web thing so ….) i also basicaly renamed my previous main.py to cli-v1.py so its gonna be the cli version 1 of fader and i made a new file named app.py which runs most of the guia im planning on using pygame and customtnker for this , i fixed the m4a part it downloads in m4a now not in mp3 (better quality+video!!!) , i also am working on the library part and im adding smart shuffle , smart suggestions , etc… I also made a new file for the main logic calls whenever a new song is to be added to the library all the logic for fetching the .m4a file lies in this file called yt_download.py i am half done with the code for this file i also fixed up some minor bugs in cli-v1.py… I also made a setup script for fader that automatically installs all the dependencies required for fader to run...
|
1793728055.298979
|
1794332855.298979
|
|
24955
|
Fun Learning Game by @lilfox | Stardance
|
lilfox
|
1
|
85.0
|
1895
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T21:09:47Z", "hours": 85.0, "multiplier": 18.47, "payout": 1895, "blessing": "neutral", "text": "This is especially made for the Chinese students I tutor! I made a boss fight game that uses shooter and (possibly) rpg elements to help the player practice kindergarten level English spelling. Just formulating the idea and incorporating it was challenging, though. From changing the genre of my game from a platformer to a boss-fight, to painstakingly drawing and animating the pixel art of the game, to learning Godot as a beginner…it’s been a wild ride! I’m proud that I was able to create a coherent and (hopefully) fun game, while learning new things about Godot and Aseprite. Nodes, signals, layers, frames, all bunched up together. While this is my first time making a game, I hope that my time and effort makes this an enjoyable experience for you! The link to my project is over at https://english-spelling-lesson.netlify.app (unfortunately this game requires a keyboard). G’ day. :)", "repo": "https://github.com/Foxlil/Educational-Game", "demo": "https://english-spelling-lesson.netlify.app"}]...
|
[{"post_id": 45410, "ts": "202 [{"post_id": 45410, "ts": "2026-08-11T20:46:52Z", "hours": 2.2011, "text": "I finished the game! :D Added sound effects for: Clicking buttons Player attacks Phoenix attacks Phoenix caw (to signal to the player that a barrage of projectiles is coming if they are too busy with the attack button) Background music! The quiz I finally added real questions! I wanted to focus on spelling for this one, so I used emojis and asked the user how the words representing them were spelled. Text stuff Added text instruction at the beginning Changed fonts of the text nodes featuring emojis (more on that later) Web shenanigans I wanted to make sure that the game would be available on devices that did not support downloading .exe (like chromebooks, for example). But uh…that was harder than I was expecting! I used netlify to create a url after exporting the game for html5. The first issue in business was that the camera was zoomed out when the website was launched, showing the gray blank space of the Godot dimension. This took a bit to figure out, but apparently I had to adjust the stretch mode and aspect in project settings. The second issue was that the emojis were showing up as white-boxed hex codes in the web version (for some reason!! >:( ). Turns out that I needed a different dedicated font for the emojis so that they could be compatable on all devices. Oh well, haha. At least it’s more accessible! :D (PS. I’m sincerely sorry for the terrible audio quality in the video, I can’t screen record and the speakers on this computer are outrageous :’) )"}, {"post_id": 45100, "ts": "2026-08-11T11:27:01Z", "hours": 9.2092, "text": "I’m so close to finishing the game! First of all, I finished the attack system. Basically, you answer a certain number of questions under the “attack” button, filling up the bar next to it. When it fills up, you unlock a new weapon. After it cools down, you can use it; but on the first time of cycling through every weapon, only once! As you complete more cycles, though, that increases to twice, then three times, etc. I also added pixel art to the buttons. I took away the “attack” label of the attack button because the students I tutor don’t know that word yet. Instead, I used an animation in hopes of incentivising them to click it. The other buttons include: The arrow Two arrows Copper sword Diamond sword Which brings me to my next development––when you click those buttons, there’s an actual attack! An arrow animation, a two-arrow animation, a copper sword animation, etc were added to the mix. I hope to add music, SFX, and maybe simple instructions for the future. Finally, I implemented a losing and winning screen using the same node in the system, detecting player and enemy health."}, {"post_id": 44537, "ts": "2026-08-10T11:24:26Z", "hours": 7.1533, "text": "I added functionality to the attack system! Now it can: Show the question and input text box when the attack button is clicked Detect correct answers and wrong answers I also added: An attack bar that stores how many answers you got correct. Once you’ve answered a certain number of questions correctly, I plan for a button on the left to unlock You may already notice the buttons in the bottom left! When I filled the bar once, one of the buttons unlocked, a timer ran out (signified by the white bar), and I could click the button. For the future: The buttons you have to unlock are actually buttons that allow you attack! So I’ll add different attack functionalities to different buttons. The buttons look kinda bland. I’m planning to add some sprites in place of the buttons. I’m thinking of putting some transparent gray space behind the text to make it more readable. I really hope I can finish this game next devlog! Seeya there! :)"}, {"post_id": 43967, "ts": "2026-08-09T13:15:35Z", "hours": 7.4439, "text": "I’ve put some of the pixel art into the game, and it’s looking good! The thing about the prototype is that it didn’t consider scale or size, so I had to change: The placement and zoom of the camera The size and tween animations of the quiz questions The player and enemy sprite + hitbox size However, I also finished: Health bars for the player and boss Tweens that would smoothly adjust the health (which was why the red health and the bar were drawn separately) Areas where the projectiles would be slow or fast. Initially this was controlled by timers, but I found that this was too buggy for my mom’s computer, so I just used area detection instead to make everything more consistent. For the future, I added: An attack button A text input box (line edit node) An area for the text questions (label node) For now, there is no function yet, but this will be used for an attack system. How it will work is that, when you press attack, you are given a question requiring a typed answer. Answering it correctly would send a powerful attack to the enemy, while answering it wrong would decrease your health by a little bit. Looking forward to implementing this system! (Also don’t worry, I’ll def add pixel art for the player and the arrows trust :D )"}, {"post_id": 43265, "ts": "2026-08-08T12:57:16Z", "hours": 4.2119, "text": "Wowee, I finished the background! I mostly worked on the tiles and shadows, which I hope makes the environment more immersive and detailed. I also added in some of the complete assets into Godot! While I still have some pixel art to work on, such as: The player Arrows The projectiles exploding animation I think now is a good time to take a break from Aseprite and work in Godot. Since the pixel art is already way smaller than the original prototype, here’s what I need to work on: Adjusting the game code to the new screen size Slowing down projectiles and adjusting the time when they slow down Changing the question tweens so that the text doesn’t fly off the screen Changing player position Adding in the health bar sprites with functionality Implementing animation phases for the boss (play this animation when attacking, play this animation when idling, etc) VFX and SFX"}, {"post_id": 42775, "ts": "2026-08-07T17:34:46Z", "hours": 6.3053, "text": "Worked on the background environment. Added: Pillars Doorway Brick texture Shading The most difficult thing for me is to make every element fit together. I hope I can finish the background today and probably work on the player and arrows. I also just realized that I should probably work on the projectile dissipating animation, too. Off to work!"}, {"post_id": 41906, "ts": "2026-08-06T12:38:02Z", "hours": 8.2169, "text": "After completing the phoenix (finally), here’s what I finished: The projectiles emitted from the boss. I wondered what it should be—a rock? A magic orb? Before realizing that it was a phoenix we were talking about, and that flames were basically their signature! I also added frame-by-frame animation to add more life to it. The boss health bar! It’s noticeably larger than the player’s, with a similar flame animation as the projectiles. It doesn’t have that gold sheen, but I hope it has its own unique style that gives off phoenix vibes! What I’m working on: The background! I’ve only created two pillars, but I’m planning on an entrance to a temple. To make the colors blend more together, I actually used the jumble tool! (The enemy is there as a reference to the size proportions) What I plan to do after finishing the background: Besides more pixel art (player, arrows), I want to implement the art into the game! The game’s framework is basically done, though I’ll definitely add more features so that it isn’t so repetitive. I also need to work on the health bars, which is exciting! :)"}, {"post_id": 41293, "ts": "2026-08-05T12:54:54Z", "hours": 7.2842, "text": "I’ve finally finished the phoenix! After finishing shading, I separated the key elements—head, body, wings—into different layers so that I could animate easier. Then I used the select tool to move and rotate the parts before fixing up the pixels. Unfortunately the wing feathers look wonky, but I’m not too sure how to approach that. After implementing ease in and out, here’s what I’ve completed : An idle animation (first four frames, and then reverse) An attack animation A transition to glowing eyes! A sudden burst of flame What I’ll be working on : The background pixel art The projectiles The boss health bar (The video has a clideo.com watermark because I needed to compress the video :( )"}, {"post_id": 40778, "ts": "2026-08-04T15:05:43Z", "hours": 9.1675, "text": "Today, I worked more on the phoenix’s wings and legs. I haven’t finished yet, but hopefully I’m close! Here’s what I’ve done: Fleshed out the shading and made the wings bigger two times Shaded the foot Added tufts to the phoenix head This has all been to make the bird look more like a phoenix! I’ve gotten criticism that it looks like a chicken, so I tried to make the proportions more accurate, sharpened the feathers, and tried to make the features fancier. I am told that it still looks like a chicken! Unfortunately, I’ve decided not to add flames, or make the bird thinner, or make the wings bigger (again), because this has already taken far too long! I haven’t even started animating yet! XD That’s not to say that these aren’t valid criticisms. These are very good suggestions, but I’d like to move on to other game art, not just the boss. I plan on finishing the art and at least starting animation, so that I can work on projectiles, the player, the boss health bar, etc! :)"}, {"post_id": 39411, "ts": "2026-08-02T11:12:32Z", "hours": 8.7511, "text": "Worked on the beginning boss of the game! I aimed to draw a feng huang — or phoenix — in Aseprite, but whoa, that took a lot more energy from me than expected! I focused on the head and body. Issues: Being a beginner in using Aseprite (I usually use pixilart.com) I didn’t remember to save :( I worked for about an hour on the face, but after my break and returning, I found that my work hadn’t saved!! Lesson learned: save every few seconds :P Design: After pasting the player health bar inside for a size comparison, I first blocked out the shape of the phoenix using a large 3x3 or 4x4 brush, with the main color. I started using a darker color to block out the features of the bird—feathers, eyes, etc… Then I attacked the birdie with bands of shading and lighting for each section of feather or eye to give more depth I decided to split the workflow into two different parts: the head and the body. You can notice how the feathers on the body look very different (and probably more wonky) from the feathers on the head and neck. Later this will help me separate out sections for animation :D What I should work on: Making the wings bigger (I am told that the phoenix looks like a chicken. ) Finishing the details of the feet and wings ANIMATION! Including: Idle Attack Damage I wonder how long that will take…haha…"}, {"post_id": 38607, "ts": "2026-08-01T02:44:58Z", "hours": 2.0886, "text": "I finished the player health bar in Aseprite! Design choices : The main mascot? Character? Of this educational game is a tiger. I wanted to reflect that while also taking inspiration from Chinese traditional lions (like those door knockers!) so here is a weird mashup! Lion? Tiger? Liger? No one shall know >:) I made it gold because yellow would definitely pop on the screen, which I hope would make it easy for players to locate on the screen. Also, gold gives a more heroic vibe :D Animation I wanted the animation to be simple, so it wouldn’t distract from the main game, but easy for the viewer to locate when needed. So I created a shiny light that travels across the bar using easing in, easing out, and smear frames! The plan is for this animation to occur from time to time, reminding the player of their health while also not being too distracting. Where is the actual red health? The red health is in another file, separate from the health bar The plan is to be able to crop out the red health as the health decreases, while ignoring the background bar. This allows for stylized health bars but fluid health decreasing/increasing animations!"}, {"post_id": 37769, "ts": "2026-07-30T18:02:46Z", "hours": 2.835, "text": "Now I have implemented a sort of “quiz” system. Added features: Arrays containing questions, choices, and corresponding correct answers Randomly chosen questions featured one at a time Detecting whether the player has shot the projectile featuring the correct answer, in which all the projectiles will destroy themselves Playing these features in a perpetual loop Features needed to be added I definitely need to add health to add some risk into the game! Art will play a big part in making this game fun :) EFFECTS - Such as screen shake or particles!"}, {"post_id": 37632, "ts": "2026-07-30T14:40:45Z", "hours": 7.2144, "text": "After getting the gist of Godot from Brackey’s tutorial, I decided to switch gears to a boss-fight type of game! What I added: The player rotates to face the mouse, allowing for aiming Left-clicking, or just simply tapping on the mouse pad, for shooting An area node for the boss A question appears on screen before triggering projectiles Projectiles from the boss, the number of which can be adjusted, are designed to be distanced by the same angle (ex 180/n, n being declared) A system using timer nodes that slows the game for a certain amount of time—allowing for the player to carefully aim and shoot—before returning to normal Why these features? Here’s the plan: The boss idles for a random amount of allotted time The boss then attacks! A randomly selected question—asking about adjectives, nouns, spelling, etc—appears on the screen. After being given enough time to read the question, projectiles with the answer choices are shot towards the player. If the player shoots the correct answer, the explosion harms the boss! But if the player shoots the wrong answer, the projectiles hurt them. I hope this makes learning English fun, but slightly fast-paced. Clearly I still have a lot to add! :)"}, {"post_id": 17821, "ts": "2026-06-28T19:12:16Z", "hours": 3.4136, "text": "Learned how to use Godot from the classic Brackeys tutorial: adding player movement, idle animation, tile set (testing), one way platforms, and moving platforms. Also created little tiger character as player! Need to add death, walking animation, better physics, and collectibles. Was hard for me to understand scenes and nodes but very rewarding in the end! :) Also planning to add the educational elements soon…"}]...
|
Title: Fun Learning Game by @lilfox | Stardance
D Title: Fun Learning Game by @lilfox | Stardance
Devlogs:
Learned how to use Godot from the classic Brackeys tutorial: adding player movement, idle animation, tile set (testing), one way platforms, and moving platforms. Also created little tiger character as player! Need to add death, walking animation, better physics, and collectibles. Was hard for me to understand scenes and nodes but very rewarding in the end! :) Also planning to add the educational elements soon…
After getting the gist of Godot from Brackey’s tutorial, I decided to switch gears to a boss-fight type of game! What I added: The player rotates to face the mouse, allowing for aiming Left-clicking, or just simply tapping on the mouse pad, for shooting An area node for the boss A question appears on screen before triggering projectiles Projectiles from the boss, the number of which can be adjusted, are designed to be distanced by the same angle (ex 180/n, n being declared) A system using timer nodes that slows the game for a certain amount of time—allowing for the player to carefully aim and shoot—before returning to normal Why these features? Here’s the plan: The boss idles for a random amount of allotted time The boss then attacks! A randomly selected question—asking about adjectives, nouns, spelling, etc—appears on the screen. After being given enough time to read the question, projectiles with the answer choices are shot towards the player. If the player shoots the correct answer, the explosion harms the boss! But if the player shoots the wrong answer, the projectiles hurt them. I hope this makes learning English fun, but slightly fast-paced. Clearly I still have a lot to add! :)
Now I have implemented a sort of “quiz” system. Added features: Arrays containing questions, choices, and corresponding correct answers Randomly chosen questions featured one at a time Detecting whether the player has shot the projectile featuring the correct answer, in which all the projectiles will destroy themselves Playing these features in a perpetual loop Features needed to be added I definitely need to add health to add some risk into the game! Art will play a big part in making this game fun :) EFFECTS - Such as screen shake or particles!
I finished the player health bar in Aseprite! Design choices : The main mascot? Character? Of this educational game is a tiger. I wanted to reflect that while also taking inspiration from Chinese traditional lions (like those door knockers!) so here is a weird mashup! Lion? Tiger? Liger? No one shall know >:) I made it gold because yellow would definitely pop on the screen, which I hope would make it easy for players to locate on the screen. Also, gold gives a more heroic vibe :D Animation I wanted the animation to be simple, so it wouldn’t distract from the main game, but easy for the viewer to locate when needed. So I created a shiny light that travels across the bar using easing in, easing out, and smear frames! The plan is for this animation to occur from time to time, reminding the player of their health while also not being too distracting. Where is the actual red health? The red health is in another file, separate from the health bar The plan is to be able to crop out the red health as the health decreases, while ignoring the background bar. This allows for stylized health bars but fluid health decreasing/increasing animations!
Worked on the beginning boss of the game! I aimed to draw a feng huang — or phoenix — in Aseprite, but whoa, that took a lot more energy from me than expected! I focused on the head and body. Issues: Being a beginner in using Aseprite (I usually use pixilart.com) I didn’t remember to save :( I worked for about an hour on the face, but after my break and returning, I found that my work hadn’t saved!! Lesson learned: save every few seconds :P Design: After pasting the player health bar inside for a size comparison, I first blocked out the shape of the phoenix using a large 3x3 or 4x4 brush, with the main color. I started using a darker color to block out the features of the bird—feathers, eyes, etc… Then I attacked the birdie with bands of shading and lighting for each section of feather or eye to give more depth I decided to split the workflow into two different parts: the head and the body. You can notice how the feathers on the body look very different (and probably more wonky) from the feathers on the head and neck. Later this will help me separate out sections for animation :D What I should work on: Making the wings bigger (I am told that the phoenix looks like a chicken. ) Finishing the details of the feet and wings ANIMATION! Including: Idle Attack Damage I wonder how long that will take…haha…
Today, I worked more on the phoenix’s wings and legs. I haven’t finished yet, but hopefully I’m close! Here’s what I’ve done: Fleshed out the shading and made the wings bigger two times Shaded the foot Added tufts to the phoenix head This has all been to make the bird look more like a phoenix! I’ve gotten criticism that it looks like a chicken, so I tried to make the proportions more accurate, sharpened the feathers, and tried to make the features fancier. I am told that it still looks like a chicken! Unfortunately, I’ve decided not to add flames, or make the bird thinner, or make the wings bigger (again), because this has already taken far too long! I haven’t even started animating yet! XD That’s not to say that these aren’t valid criticisms. These are very good suggestions, but I’d like to move on to other game art, not just the boss. I plan on finishing the art and at least starting animation, so that I can work on projectiles, the player, the boss health bar, etc! :)
I’ve finally finished the phoenix! After finishing shading, I separated the key elements—head, body, wings—into different layers so that I could animate easier. Then I used the select tool to move and rotate the parts before fixing up the pixels. Unfortunately the wing feathers look wonky, but I’m not too sure how to approach that. After implementing ease in and out, here’s what I’ve completed : An idle animation (first four frames, and then reverse) An attack animation A transition to glowing eyes! A sudden burst of flame What I’ll be working on : The background pixel art The projectiles The boss health bar (The video has a clideo.com watermark because I needed to compress the video :( )
After completing the phoenix (finally), here’s what I finished: The projectiles emitted from the boss. I wondered what it should be—a rock? A magic orb? Before realizing that it was a phoenix we were talking about, and that flames were basically their signature! I also added frame-by-frame animation to add more life to it. The boss health bar! It’s noticeably larger than the player’s, with a similar flame animation as the projectiles. It doesn’t have that gold sheen, but I hope it has its own unique style that gives off phoenix vibes! What I’m working on: The background! I’ve only created two pillars, but I’m planning on an entrance to a temple. To make the colors blend more together, I actually used the jumble tool! (The enemy is there as a reference to the size proportions) What I plan to do after finishing the background: Besides more pixel art (player, arrows), I want to implement the art into the game! The game’s framework is basically done, though I’ll definitely add more features so that it isn’t so repetitive. I also need to work on the health bars, which is exciting! :)
Worked on the background environment. Added: Pillars Doorway Brick texture Shading The most difficult thing for me is to make every element fit together. I hope I can finish the background today and probably work on the player and arrows. I also just realized that I should probably work on the projectile dissipating animation, too. Off to work!
Wowee, I finished the background! I mostly worked on the tiles and shadows, which I hope makes the environment more immersive and detailed. I also added in some of the complete assets into Godot! While I still have some pixel art to work on, such as: The player Arrows The projectiles exploding animation I think now is a good time to take a break from Aseprite and work in Godot. Since the pixel art is already way smaller than the original prototype, here’s what I need to work on: Adjusting the game code to the new screen size Slowing down projectiles and adjusting the time when they slow down Changing the question tweens so that the text doesn’t fly off the screen Changing player position Adding in the health bar sprites with functionality Implementing animation phases for the boss (play this animation when attacking, play this animation when idling, etc) VFX and SFX
I’ve put some of the pixel art into the game, and it’s looking good! The thing about the prototype is that it didn’t consider scale or size, so I had to change: The placement and zoom of the camera The size and tween animations of the quiz questions The player and enemy sprite + hitbox size However, I also finished: Health bars for the player and boss Tweens that would smoothly adjust the health (which was why the red health and the bar were drawn separately) Areas where the projectiles would be slow or fast. Initially this was controlled by timers, but I found that this was too buggy for my mom’s computer, so I just used area detection instead to make everything more consistent. For the future, I added: An attack button A text input box (line edit node) An area for the text questions (label node) For now, there is no function yet, but this will be used for an attack system. How it will work is that, when you press attack, you are given a question requiring a typed answer. Answering it correctly would send a powerful attack to the enemy, while answering it wrong would decrease your health by a little bit. Looking forward to implementing this system! (Also don’t worry, I’ll def add pixel art for the player and the arrows trust :D )
I added functionality to the attack system! Now it can: Show the question and input text box when the attack button is clicked Detect correct answers and wrong answers I also added: An attack bar that stores how many answers you got correct. Once you’ve answered a certain number of questions correctly, I plan for a button on the left to unlock You may already notice the buttons in the bottom left! When I filled the bar once, one of the buttons unlocked, a timer ran out (signified by the white bar), and I could click the button. For the future: The buttons you have to unlock are actually buttons that allow you attack! So I’ll add different attack functionalities to different buttons. The buttons look kinda bland. I’m planning to add some sprites in place of the buttons. I’m thinking of putting some transparent gray space behind the text to make it more readable. I really hope I can finish this game next devlog! Seeya there! :)
I’m so close to finishing the game! First of all, I finished the attack system. Basically, you answer a certain number of questions under the “attack” button, filling up the bar next to it. When it fills up, you unlock a new weapon. After it cools down, you can use it; but on the first time of cycling through every weapon, only once! As you complete more cycles, though, that increases to twice, then three times, etc. I also added pixel art to the buttons. I took away the “attack” label of the attack button because the students I tutor don’t know that word yet. Instead, I used an animation in hopes of incentivising them to click it. The other buttons include: The arrow Two arrows Copper sword Diamond sword Which brings me to my next development––when you click those buttons, there’s an actual attack! An arrow animation, a two-arrow animation, a copper sword animation, etc were added to the mix. I hope to add music, SFX, and maybe simple instructions for the future. Finally, I implemented a losing and winning screen using the same node in the system, detecting player and enemy health.
I finished the game! :D Added sound effects for: Clicking buttons Player attacks Phoenix attacks Phoenix caw (to signal to the player that a barrage of projectiles is coming if they are too busy with the attack button) Background music! The quiz I finally added real questions! I wanted to focus on spelling for this one, so I used emojis and asked the user how the words representing them were spelled. Text stuff Added text instruction at the beginning Changed fonts of the text nodes featuring emojis (more on that later) Web shenanigans I wanted to make sure that the game would be available on devices that did not support downloading .exe (like chromebooks, for example). But uh…that was harder than I was expecting! I used netlify to create a url after exporting the game for html5. The first issue in business was that the camera was zoomed out when the website was launched, showing the gray blank space of the Godot dimension. This took a bit to figure out, but apparently I had to adjust the stretch mode and aspect in project settings. The second issue was that the emojis were showing up as white-boxed hex codes in the web version (for some reason!! >:( ). Turns out that I needed a different dedicated font for the emojis so that they could be compatable on all devices. Oh well, haha. At least it’s more accessible! :D (PS. I’m sincerely sorry for the terrible audio quality in the video, I can’t screen record and the speakers on this computer are outrageous :’) )
Ships:
This is especially made for the Chinese students I tutor! I made a boss fight game that uses shooter and (possibly) rpg elements to help the player practice kindergarten level English spelling. Just formulating the idea and incorporating it was challenging, though. From changing the genre of my game from a platformer to a boss-fight, to painstakingly drawing and animating the pixel art of the game, to learning Godot as a beginner…it’s been a wild ride! I’m proud that I was able to create a coherent and (hopefully) fun game, while learning new things about Godot and Aseprite. Nodes, signals, layers, frames, all bunched up together. While this is my first time making a game, I hope that my time and effort makes this an enjoyable experience for you! The link to my project is over at https://english-spelling-lesson.netlify.app (unfortunately this game requires a keyboard). G’ day. :)...
|
1793728054.08876
|
1793814454.08876
|
|
66982
|
Astromind by @Shawdo | Stardance
|
Shawdo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Astromind by @Shawdo | Stardance
|
1793728050.9742334
|
1794332850.9742334
|
|
72857
|
My own site! by @shrunay07 | Stardance
|
shrunay07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @shrunay07 | Stardance
|
1793728049.3687773
|
1794332849.3687773
|
|
72856
|
Hackpad by @Skylen27 | Stardance
|
Skylen27
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackpad by @Skylen27 | Stardance
|
1793728048.4668853
|
1794332848.4668853
|
|
72855
|
My awesome macropad! by @RubenJ2857 | Stardance
|
RubenJ2857
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @RubenJ2857 | Stard Title: My awesome macropad! by @RubenJ2857 | Stardance...
|
1793728047.5893533
|
1794332847.5893533
|
|
72854
|
My own site! by @kubo_takacs | Stardance
|
kubo_takacs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @kubo_takacs | Stardance
|
1793728046.2295098
|
1794332846.2295098
|
|
72853
|
My first slack bot! by @kontey | Stardance
|
kontey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @kontey | Stardance
|
1793728044.8085082
|
1794332844.8085082
|
|
72852
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793728043.9504879
|
1794592043.9504879
|
|
72851
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793728043.0733504
|
1794592043.0733504
|
|
66981
|
cute thing by @Miwmiw | Stardance
|
Miwmiw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: cute thing by @Miwmiw | Stardance
|
1793725072.1349099
|
1794329872.1349099
|
|
66980
|
MA3 Light fixture controller by @Vgmwt_w | Stardan MA3 Light fixture controller by @Vgmwt_w | Stardance...
|
Vgmwt_w
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MA3 Light fixture controller by @Vgmwt_w | Title: MA3 Light fixture controller by @Vgmwt_w | Stardance...
|
1793725070.0194485
|
1794329870.0194485
|
|
45646
|
TinyLilFella by @purpletue | Stardance
|
purpletue
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T19:08:11Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After a few weeks of development, I am excited to introduce: TinyLilFella, the smallest STM32 devboard at least i can find. Featuring an STM32C071 and an absurdly small form factor, TinyLilFella is the devboard to go with if you need a smart dongle. no it doesn’t have wireless, susan. its this small. It’s got 10 GPIO, 6 of those being actual I/O and 4 being power! It also has an RGB LED to do whatever your heart desires!", "repo": "https://github.com/purpletue/TinyLilFella", "demo": ""}]...
|
[{"post_id": 48734, "ts": "202 [{"post_id": 48734, "ts": "2026-08-17T08:18:45Z", "hours": 0.5833, "text": "Finished the PCB COMPLETELY. THATS IT. DONE. NOTHING ELSE. i added a programmable button and a BOOT button, along with a power indicator."}, {"post_id": 45319, "ts": "2026-08-11T18:13:43Z", "hours": 1.2256, "text": "Made a bloody case in tinkercad. lets hope and pray my funding request gets approved."}, {"post_id": 43912, "ts": "2026-08-09T11:13:12Z", "hours": 0.6833, "text": "i finished the PCB!!! YAY!!!!!!!!!!!!!!!!!! THANK GOD FOR FREEROUTING YET AGAIN. uh can anybody help me out here how do i get a demo URL of a couple files in my computer…?"}, {"post_id": 43884, "ts": "2026-08-09T10:17:25Z", "hours": 1.2167, "text": "finished the schematic for my new project! wow this is gonna take a while for the PCB huh"}]...
|
Title: TinyLilFella by @purpletue | Stardance
Dev Title: TinyLilFella by @purpletue | Stardance
Devlogs:
finished the schematic for my new project! wow this is gonna take a while for the PCB huh
i finished the PCB!!! YAY!!!!!!!!!!!!!!!!!! THANK GOD FOR FREEROUTING YET AGAIN. uh can anybody help me out here how do i get a demo URL of a couple files in my computer…?
Made a bloody case in tinkercad. lets hope and pray my funding request gets approved.
Finished the PCB COMPLETELY. THATS IT. DONE. NOTHING ELSE. i added a programmable button and a BOOT button, along with a power indicator.
Ships:
After a few weeks of development, I am excited to introduce: TinyLilFella, the smallest STM32 devboard at least i can find. Featuring an STM32C071 and an absurdly small form factor, TinyLilFella is the devboard to go with if you need a smart dongle. no it doesn’t have wireless, susan. its this small. It’s got 10 GPIO, 6 of those being actual I/O and 4 being power! It also has an RGB LED to do whatever your heart desires!...
|
1793725068.4488642
|
1793811468.4488642
|
|
34089
|
Carnival Chaos by @Nico | Stardance
|
Nico
|
2
|
56.0
|
482
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T16:26:51Z", "hours": 30.0, "multiplier": 16.44, "payout": 482, "blessing": "neutral", "text": "Carnival Chaos Carnival Chaos is a short, WarioWare-like game with 7 fun minigames you need to complete to win Hay bale climb - Platform up the hay bales to collect the coins Whack-a-mole - Click on all the moles before time runs out Dunk Tank - rapidly click the target as fast as you can to dunk the person Water Gun - Spray the target with your water gun to fill up the meter and win High Striker - Hit the button with the hammer to ring the bell Tug of War - Hit quick-time events to pull on the rope. pull far enough to win Face Painting - Paint the face to match the template. If you are close enough to the guide, you win the game! Once you win, you’ll see how long you took. Click play again and see how fast you can go!. My fastest time is 90.30 seconds. Try to beat that! Have fun!!!", "repo": "https://github.com/DinoMito1/Carnival-Chaos", "demo": "https://dino-mito.itch.io/carnival-chaos"}, {"ship_num": 2, "ts": "2026-08-18T18:43:59Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Carnival Chaos This is a WarioWare-like game There are 4 quick minigames you must complete to win A platformer - climb on hay bales and collect the coins Whack-a-mole - click all of the moles in time Dunk Tank - rapidly hit the target many times Water Gun - spray water at a target to fill up the bar and win When you win, you’ll see how long you took to win. Try again and see how fast you can go my fastest time is 31.10 seconds. Try beating that! Hope you have fun!", "repo": "https://github.com/DinoMito1/Carnival-Chaos", "demo": "https://dino-mito.itch.io/carnival-chaos"}]...
|
[{"post_id": 77720, "ts": "202 [{"post_id": 77720, "ts": "2026-10-08T02:44:08Z", "hours": 2.5572, "text": "One Last Devlog! This devlog will be a shorter one. There wasn’t to much work left to do, so this last section didn’t take too long. I added another option into settings, being a manual toggle for mobile controls, incase they dont turn on automatically for mobile users or you just want to try the controls on PC. I also made a pause button . During any level of the game you can press the button to pause the game and decide whether to continue or quit back to the start of the game. I can’t believe this game is finally finished! I’ll be shipping it very soon, but in the meantime, you can try the game here! Let me know what you think!"}, {"post_id": 73724, "ts": "2026-09-25T19:49:24Z", "hours": 10.935, "text": "THE FINAL MINIGAME!!! Took a while, but I finally finished minigame 7! You have to paint the face to match the reference image before time runs out. This minigame was super difficult to get working because i needed to edit the face texture during run time, and I had no idea how to do that. Once I got the drawing to work I ran into another problem – how do you beat the game? I ended up having it check every pixel of your drawing against the reference image and keeping track of how many are the same color and letting you win as long as you are at least 70% accurate. I thought I was finished, so I exported the game and gave it one last test. It didn’t work. For some reason, when I exported to web, none of the drawing parts would work and I had to recode parts of the minigame several times. Eventually I got everything working. I know I just complained a lot, but I am really proud of this. It’s easily the most difficult thing I’ve made yet. Go test the game, tell me what you think! You can try it here!"}, {"post_id": 68378, "ts": "2026-09-15T01:05:16Z", "hours": 8.6708, "text": "Minigame Six!!! It’s Tug of War! You have to hit the QTEs to pull the rope in your direction and win the minigame. I originally started making an entire different minigame, but after working on it for several hours I realized it wasn’t very fun at all and scrapped it. I spent forever tweaking with the different numbers for this game, trying to get it to feel nice to play, and I think its pretty fun now. I also tried showing off the game to my brothers on mobile and they really struggled to use the mobile arrow key things, so they helped me fix it so that the 1st and 4th minigame are easier to play on phone. I’m trying really hard to balance the difficulty for this while keeping this fun for everyone, but for those looking for a challenge, I am planning on adding a hard mode soon If you want to try the game, you can play it here !"}, {"post_id": 64563, "ts": "2026-09-09T02:17:49Z", "hours": 8.0703, "text": "I’m back with minigame five! This one is based on those hammer tower games I can never remember the name of You have to press spacebar when the hammer is above the button to swing down and ring the bell! I also added… MOBILE SUPPORT Every single minigame now works on mobile. I made custom arrow key buttons for the platforming and water gun game on mobile. I also slightly polished some older things, mainly the first two minigames, making it slightly more obvious when you win and playing a sad sound when you lose If you want to try the game, you can play it here Sorry its been a while since my last devlog. I’ve been on vacation for the last several days and now school has started again. I’ll try to make 2 more minigames for a total of 7, and then I will be happy to call this complete!"}, {"post_id": 47856, "ts": "2026-08-16T02:43:27Z", "hours": 6.0897, "text": "Fourth Minigame!!! You have to shoot the target with the water gun to fill up the bar in time to win the minigame. The target is constantly moving along a track so it is more difficult to stay on the target. I was struggling for a while to get this minigame feeling fun. Whenever I tested it, it always felt like something was missing so I tried a bunch of different stuff, like adding little sound effects or making the target react to being sprayed with water. I tried lots of different things, not all of them got used, but I think I’m happy with how this plays right now With the fourth minigame finished, I’d say the game is finished too. I just have to write the README and put it on Itch.io, then this will be fully done. You can expect to see this get shipped soon!"}, {"post_id": 45250, "ts": "2026-08-11T16:26:19Z", "hours": 5.9428, "text": "Minigame Number 3!!! Its a Dunk Tank! You have to hit the target a bunch of times before time runs out to dunk the person and win the minigame. My little brother wanted to help out with this one so I let him make the splash sound for the dunk tank. speaking of my brother, I let him play test everything once I finished this minigame and he seemed to really enjoy it. He was playing for 20+ minutes trying to get a fast time, so I’m feeling pretty good about the game right now. I also added a volume slider in settings, this is where most of my time was spent. I originally was going to make the slider change the decibel level of every sound in the game individually, but since decibels are logarithmic, I didn’t know how to mute the audio this way. After a while I figured out how to scale volume linearly, but the way I was doing would require me to redo all of the audio ingame. I spent multiple hours messing around with audio stuff trying to make the slider work how I wanted, until I thought that there has to be an easier way. Then I found out about Audio Buses. I did exactly what I was already doing to all of the sounds to only the Audio Bus instead and this fixed my several hour long problem almost immediately. Just one more minigame to go and I think this game will be finished!"}, {"post_id": 42864, "ts": "2026-08-07T20:25:01Z", "hours": 3.9539, "text": "You can win now! Yippee!!! I made a win screen that shows if you beat all the minigames and a loss screen that shows if you somehow run out of lives. Both of the screens have a big retry button that takes you back to the menu, so you wont have to reopen the game to play again anymore. The win screen also has a cool sign that shows off your time and your best time. Your best time is saved if you retry so you can try to win all minigames as fast as you can To keep track of your time I just start a timer as soon as you press the start button and then check how long its been once you win I also added sound!!! It felt way too quiet playing through the game so I added some simple sound effects for stuff like clicking buttons, whacking moles, jumping, and some others. The sound effects were super fun to make because they are all just my voice lol. I’m not sure why this took me so long to do, it didnt feel like that much stuff. Regardless, I think I’ll make two more minigames after this, and then this will be ready to ship!"}, {"post_id": 40541, "ts": "2026-08-04T05:13:34Z", "hours": 3.4028, "text": "Second minigame finished!!! This one is just like classic Whack-a-mole games. You have to hit all the moles in time to win! This minigame was actually the quickest and easiest thing to code so far. (Though i did spend an embarrassingly long time on the art) Instead most of my time in Godot was spent polishing some things I didn’t like too much yet. The coins in the first minigame float up and down now. I forgot to do this when I first made them. Instead of just disappearing, your lives, which are tickets, rip in two then fade away when you lose a minigame. Lastly, I put an indicator before each minigame to show what it’s controls are. Such as arrow keys or mouse. Then when the minigame starts it shows in big text on the screen what your goal is. For example on the platforming minigame it says COLLECT Sorry for the longer devlog, I had a lot of little things I did I thought were worth sharing. Im really starting to like how this is coming along, so you can expect to see more devlogs from me soon."}, {"post_id": 38491, "ts": "2026-07-31T22:02:27Z", "hours": 4.3592, "text": "Finished the platforming minigame! It is based on those big stacks of hay you can climb at carnivals sometimes. You have to try and collect three coins before time is up to win. I wanted to give the little character a walking animation but i was struggling to figure it out so they just have a slightly different sprite while walking. I messed around with the movement speed and minigame time for a while to try and get good so overall im pretty happy with this."}, {"post_id": 35593, "ts": "2026-07-27T03:57:05Z", "hours": 2.0839, "text": "Made the menu for Carnival Chaos. This is going to be a WarioWare-like game where you complete several different carnival themed minigames to win! I got distracted making the art for a while and decided to make the building animated, but it took me forever to figure out how to use timers. I know there’s not too much right now but please let me know if you have any thoughts or criticism!"}]...
|
Title: Carnival Chaos by @Nico | Stardance
Devlog Title: Carnival Chaos by @Nico | Stardance
Devlogs:
Made the menu for Carnival Chaos. This is going to be a WarioWare-like game where you complete several different carnival themed minigames to win! I got distracted making the art for a while and decided to make the building animated, but it took me forever to figure out how to use timers. I know there’s not too much right now but please let me know if you have any thoughts or criticism!
Finished the platforming minigame! It is based on those big stacks of hay you can climb at carnivals sometimes. You have to try and collect three coins before time is up to win. I wanted to give the little character a walking animation but i was struggling to figure it out so they just have a slightly different sprite while walking. I messed around with the movement speed and minigame time for a while to try and get good so overall im pretty happy with this.
Second minigame finished!!! This one is just like classic Whack-a-mole games. You have to hit all the moles in time to win! This minigame was actually the quickest and easiest thing to code so far. (Though i did spend an embarrassingly long time on the art) Instead most of my time in Godot was spent polishing some things I didn’t like too much yet. The coins in the first minigame float up and down now. I forgot to do this when I first made them. Instead of just disappearing, your lives, which are tickets, rip in two then fade away when you lose a minigame. Lastly, I put an indicator before each minigame to show what it’s controls are. Such as arrow keys or mouse. Then when the minigame starts it shows in big text on the screen what your goal is. For example on the platforming minigame it says COLLECT Sorry for the longer devlog, I had a lot of little things I did I thought were worth sharing. Im really starting to like how this is coming along, so you can expect to see more devlogs from me soon.
You can win now! Yippee!!! I made a win screen that shows if you beat all the minigames and a loss screen that shows if you somehow run out of lives. Both of the screens have a big retry button that takes you back to the menu, so you wont have to reopen the game to play again anymore. The win screen also has a cool sign that shows off your time and your best time. Your best time is saved if you retry so you can try to win all minigames as fast as you can To keep track of your time I just start a timer as soon as you press the start button and then check how long its been once you win I also added sound!!! It felt way too quiet playing through the game so I added some simple sound effects for stuff like clicking buttons, whacking moles, jumping, and some others. The sound effects were super fun to make because they are all just my voice lol. I’m not sure why this took me so long to do, it didnt feel like that much stuff. Regardless, I think I’ll make two more minigames after this, and then this will be ready to ship!
Minigame Number 3!!! Its a Dunk Tank! You have to hit the target a bunch of times before time runs out to dunk the person and win the minigame. My little brother wanted to help out with this one so I let him make the splash sound for the dunk tank. speaking of my brother, I let him play test everything once I finished this minigame and he seemed to really enjoy it. He was playing for 20+ minutes trying to get a fast time, so I’m feeling pretty good about the game right now. I also added a volume slider in settings, this is where most of my time was spent. I originally was going to make the slider change the decibel level of every sound in the game individually, but since decibels are logarithmic, I didn’t know how to mute the audio this way. After a while I figured out how to scale volume linearly, but the way I was doing would require me to redo all of the audio ingame. I spent multiple hours messing around with audio stuff trying to make the slider work how I wanted, until I thought that there has to be an easier way. Then I found out about Audio Buses. I did exactly what I was already doing to all of the sounds to only the Audio Bus instead and this fixed my several hour long problem almost immediately. Just one more minigame to go and I think this game will be finished!
Fourth Minigame!!! You have to shoot the target with the water gun to fill up the bar in time to win the minigame. The target is constantly moving along a track so it is more difficult to stay on the target. I was struggling for a while to get this minigame feeling fun. Whenever I tested it, it always felt like something was missing so I tried a bunch of different stuff, like adding little sound effects or making the target react to being sprayed with water. I tried lots of different things, not all of them got used, but I think I’m happy with how this plays right now With the fourth minigame finished, I’d say the game is finished too. I just have to write the README and put it on Itch.io, then this will be fully done. You can expect to see this get shipped soon!
I’m back with minigame five! This one is based on those hammer tower games I can never remember the name of You have to press spacebar when the hammer is above the button to swing down and ring the bell! I also added… MOBILE SUPPORT Every single minigame now works on mobile. I made custom arrow key buttons for the platforming and water gun game on mobile. I also slightly polished some older things, mainly the first two minigames, making it slightly more obvious when you win and playing a sad sound when you lose If you want to try the game, you can play it here Sorry its been a while since my last devlog. I’ve been on vacation for the last several days and now school has started again. I’ll try to make 2 more minigames for a total of 7, and then I will be happy to call this complete!
Minigame Six!!! It’s Tug of War! You have to hit the QTEs to pull the rope in your direction and win the minigame. I originally started making an entire different minigame, but after working on it for several hours I realized it wasn’t very fun at all and scrapped it. I spent forever tweaking with the different numbers for this game, trying to get it to feel nice to play, and I think its pretty fun now. I also tried showing off the game to my brothers on mobile and they really struggled to use the mobile arrow key things, so they helped me fix it so that the 1st and 4th minigame are easier to play on phone. I’m trying really hard to balance the difficulty for this while keeping this fun for everyone, but for those looking for a challenge, I am planning on adding a hard mode soon If you want to try the game, you can play it here !
THE FINAL MINIGAME!!! Took a while, but I finally finished minigame 7! You have to paint the face to match the reference image before time runs out. This minigame was super difficult to get working because i needed to edit the face texture during run time, and I had no idea how to do that. Once I got the drawing to work I ran into another problem – how do you beat the game? I ended up having it check every pixel of your drawing against the reference image and keeping track of how many are the same color and letting you win as long as you are at least 70% accurate. I thought I was finished, so I exported the game and gave it one last test. It didn’t work. For some reason, when I exported to web, none of the drawing parts would work and I had to recode parts of the minigame several times. Eventually I got everything working. I know I just complained a lot, but I am really proud of this. It’s easily the most difficult thing I’ve made yet. Go test the game, tell me what you think! You can try it here!
One Last Devlog! This devlog will be a shorter one. There wasn’t to much work left to do, so this last section didn’t take too long. I added another option into settings, being a manual toggle for mobile controls, incase they dont turn on automatically for mobile users or you just want to try the controls on PC. I also made a pause button . During any level of the game you can press the button to pause the game and decide whether to continue or quit back to the start of the game. I can’t believe this game is finally finished! I’ll be shipping it very soon, but in the meantime, you can try the game here! Let me know what you think!
Ships:
Carnival Chaos This is a WarioWare-like game There are 4 quick minigames you must complete to win A platformer - climb on hay bales and collect the coins Whack-a-mole - click all of the moles in time Dunk Tank - rapidly hit the target many times Water Gun - spray water at a target to fill up the bar and win When you win, you’ll see how long you took to win. Try again and see how fast you can go my fastest time is 31.10 seconds. Try beating that! Hope you have fun!
Carnival Chaos Carnival Chaos is a short, WarioWare-like game with 7 fun minigames you need to complete to win Hay bale climb - Platform up the hay bales to collect the coins Whack-a-mole - Click on all the moles before time runs out Dunk Tank - rapidly click the target as fast as you can to dunk the person Water Gun - Spray the target with your water gun to fill up the meter and win High Striker - Hit the button with the hammer to ring the bell Tug of War - Hit quick-time events to pull on the rope. pull far enough to win Face Painting - Paint the face to match the template. If you are close enough to the guide, you win the game! Once you win, you’ll see how long you took. Click play again and see how fast you can go!. My fastest time is 90.30 seconds. Try to beat that! Have fun!!!...
|
1793725065.0217414
|
1793811465.0217414
|
|
66978
|
My own site! by @Wablo | Stardance
|
Wablo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Wablo | Stardance
|
1793725064.140026
|
1794329864.140026
|
|
19658
|
To-Do List by @smjp | Stardance
|
smjp
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T03:49:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners.", "repo": "https://github.com/Spirit62/To-do-list", "demo": "https://spirit62.github.io/To-do-list/"}]...
|
[{"post_id": 23269, "ts": "202 [{"post_id": 23269, "ts": "2026-07-06T03:46:55Z", "hours": 0.8856, "text": "Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it"}, {"post_id": 16146, "ts": "2026-06-26T07:35:34Z", "hours": 0.6289, "text": "Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome"}, {"post_id": 13706, "ts": "2026-06-22T14:05:11Z", "hours": 1.5414, "text": "I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!"}, {"post_id": 13007, "ts": "2026-06-21T08:42:06Z", "hours": 1.13, "text": "Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially."}, {"post_id": 9744, "ts": "2026-06-16T05:13:56Z", "hours": 0.4278, "text": "I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!"}]...
|
Title: To-Do List by @smjp | Stardance
Devlogs:
I Title: To-Do List by @smjp | Stardance
Devlogs:
I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!
Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially.
I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!
Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome
Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it
Ships:
Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners....
|
1793725062.9832113
|
1793811462.9832113
|
|
66976
|
Projecter by @raj77502k | Stardance
|
raj77502k
|
0
|
0.45
|
0
|
[]
|
[{"post_id": 75531, "ts": "202 [{"post_id": 75531, "ts": "2026-09-30T11:42:57Z", "hours": 0.4503, "text": "I am making a Projecter"}]...
|
Title: Projecter by @raj77502k | Stardance
Devlog Title: Projecter by @raj77502k | Stardance
Devlogs:
I am making a Projecter...
|
1793725062.101881
|
1794329862.101881
|
|
8435
|
The Stupid Games by @therealpedcrec456 | Stardance
|
therealpedcrec456
|
1
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T18:46:25Z", "hours": 2.0, "multiplier": 1.64, "payout": 4, "blessing": "neutral", "text": "Made a collection of three simple python games to test my abilities. Had a lot of fun making it, hope you like testing it! Any feedback is welcome!", "repo": "https://github.com/R4141-BR/Play-Stupid-games-Win-Stupid-Prizes", "demo": "https://github.com/R4141-BR/Play-Stupid-games-Win-Stupid-Prizes/releases/download/Stupidggames/STUPIDGAMESSTUPIDPRIZES.exe"}]...
|
[{"post_id": 2840, "ts": "2026 [{"post_id": 2840, "ts": "2026-06-05T18:00:17Z", "hours": 2.2847, "text": "Made by first work for Hack club, felling excited about it! Stupid games is just a collection of three “games” I made it with what I currently know. I hope you guys enjoy it!"}]...
|
Title: The Stupid Games by @therealpedcrec456 | St Title: The Stupid Games by @therealpedcrec456 | Stardance
Devlogs:
Made by first work for Hack club, felling excited about it! Stupid games is just a collection of three “games” I made it with what I currently know. I hope you guys enjoy it!
Ships:
Made a collection of three simple python games to test my abilities. Had a lot of fun making it, hope you like testing it! Any feedback is welcome!...
|
1793725060.9020457
|
1793811460.9020457
|
|
66975
|
My awesome macropad! by @notnamandev | Stardance
|
notnamandev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @notnamandev | Star Title: My awesome macropad! by @notnamandev | Stardance...
|
1793725060.0260549
|
1794329860.0260549
|
|
66974
|
A website by @SupremeSamurai | Stardance
|
SupremeSamurai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A website by @SupremeSamurai | Stardance
|
1793725059.1537423
|
1794329859.1537423
|
|
66973
|
desk robot by @islammarzook1 | Stardance
|
islammarzook1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: desk robot by @islammarzook1 | Stardance
|
1793725058.2865396
|
1794329858.2865396
|
|
66972
|
My own site! by @Sandhya | Stardance
|
Sandhya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Sandhya | Stardance
|
1793725057.3986623
|
1794329857.3986623
|
|
66971
|
puzzle cipher by @astaa | Stardance
|
astaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: puzzle cipher by @astaa | Stardance
|
1793725056.528686
|
1794329856.528686
|
|
66970
|
kiwi by @sharmasri | Stardance
|
sharmasri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: kiwi by @sharmasri | Stardance
|
1793725055.6527958
|
1794329855.6527958
|
|
29443
|
Highlightly by @hasan | Stardance
|
hasan
|
1
|
69.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T22:48:52Z", "hours": 69.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Highlightly; https://highlightly.xyz/ ; A clip edititng tool for Valorant. Input clips from clipping softwares like medal.tv or record your own in game highlights, and then edit them into a youtube/tiktok format with auto generated captions, kill detection using AI, and special customizable effects.", "repo": "https://github.com/HasanRazaRawjani/Highlightly", "demo": "https://highlightly.xyz"}]...
|
[{"post_id": 23789, "ts": "202 [{"post_id": 23789, "ts": "2026-07-06T22:42:49Z", "hours": 8.4386, "text": "I made/compiled the .exe, I completely redid the website UI too."}, {"post_id": 23483, "ts": "2026-07-06T14:15:01Z", "hours": 23.2231, "text": "I trained my own ai using yolo v8 and a public database of valorant banners on roboflow for kill detection and optimized it to run in 5-10 seconds max on every 60 second clip."}, {"post_id": 22195, "ts": "2026-07-04T15:27:42Z", "hours": 16.9403, "text": "I worked on UI and style for my app."}, {"post_id": 21767, "ts": "2026-07-03T21:23:24Z", "hours": 15.7669, "text": "I have been working on the app"}, {"post_id": 21187, "ts": "2026-07-03T00:15:22Z", "hours": 2.9544, "text": "I finished the website: highlightly.xyz"}, {"post_id": 20866, "ts": "2026-07-02T16:14:09Z", "hours": 1.9142, "text": "Prototype 1, I can input files, and the program outputs them with auto-generated captions, music, and cropped out video format perfect for Youtube and TikTok."}]...
|
Title: Highlightly by @hasan | Stardance
Devlogs: Title: Highlightly by @hasan | Stardance
Devlogs:
Prototype 1, I can input files, and the program outputs them with auto-generated captions, music, and cropped out video format perfect for Youtube and TikTok.
I finished the website: highlightly.xyz
I have been working on the app
I worked on UI and style for my app.
I trained my own ai using yolo v8 and a public database of valorant banners on roboflow for kill detection and optimized it to run in 5-10 seconds max on every 60 second clip.
I made/compiled the .exe, I completely redid the website UI too.
Ships:
I made Highlightly; https://highlightly.xyz/ ; A clip edititng tool for Valorant. Input clips from clipping softwares like medal.tv or record your own in game highlights, and then edit them into a youtube/tiktok format with auto generated captions, kill detection using AI, and special customizable effects....
|
1793725054.4851341
|
1793811454.4851341
|
|
66969
|
local by @astaa | Stardance
|
astaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: local by @astaa | Stardance
|
1793725053.6059313
|
1794329853.6059313
|
|
66968
|
My awesome macropad! by @Yaser_Bin_Momin | Stardan My awesome macropad! by @Yaser_Bin_Momin | Stardance...
|
Yaser_Bin_Momin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yaser_Bin_Momin | Title: My awesome macropad! by @Yaser_Bin_Momin | Stardance...
|
1793725052.7267668
|
1794329852.7267668
|