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49319
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AI file organizer by @kevin_fredric | Stardance
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kevin_fredric
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T06:40:40Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "okay so i’ve been working on this app called documents, ill change the name later and i’m finally done wooo!!! so it should technically sort whatever files that you have in your gdrive using AI (gemini) and make subfolders and etc to make browsing through your files a lot easier and a lot cooler! what’s done the whole app ahah", "repo": "https://github.com/kevinsstinc/Google-Drive-Organiser-MVP", "demo": "https://github.com/kevinsstinc/Google-Drive-Organiser-MVP.git"}]...
|
[{"post_id": 52119, "ts": "202 [{"post_id": 52119, "ts": "2026-08-22T06:31:46Z", "hours": 4.3097, "text": "devlog #3 okay so i’ve been working on this app called documents , ill change the name later and i’m finally done wooo!!! so it should technically sort whatever files that you have in your gdrive using AI and make subfolders and etc to make browsing through your files a lot easier! what’s done the whole app ahah"}, {"post_id": 51511, "ts": "2026-08-21T08:39:16Z", "hours": 9.5311, "text": "devlog #2 okay so i’ve been working on this app called documents , ill change the name later the whole idea is basically: file managers are kinda ugly and boring, so i wanted to make one that feels way more visual and actually nice to use. instead of just showing a huge list of files, documents uses smart folders with colours, previews and stuff so everything feels more organised at a glance. what’s done Home screen Smart Folders Browse Search Folder detail pages Rename folders Change folder colours Save custom folder settings Make Home folders open through browse the goal make managing files feel less like managing files. that’s basically it."}, {"post_id": 48186, "ts": "2026-08-16T14:14:11Z", "hours": 2.6381, "text": "AI File organiser Just started and js designing the UI"}]...
|
Title: AI file organizer by @kevin_fredric | Stard Title: AI file organizer by @kevin_fredric | Stardance
Devlogs:
AI File organiser Just started and js designing the UI
devlog #2 okay so i’ve been working on this app called documents , ill change the name later the whole idea is basically: file managers are kinda ugly and boring, so i wanted to make one that feels way more visual and actually nice to use. instead of just showing a huge list of files, documents uses smart folders with colours, previews and stuff so everything feels more organised at a glance. what’s done Home screen Smart Folders Browse Search Folder detail pages Rename folders Change folder colours Save custom folder settings Make Home folders open through browse the goal make managing files feel less like managing files. that’s basically it.
devlog #3 okay so i’ve been working on this app called documents , ill change the name later and i’m finally done wooo!!! so it should technically sort whatever files that you have in your gdrive using AI and make subfolders and etc to make browsing through your files a lot easier! what’s done the whole app ahah
Ships:
okay so i’ve been working on this app called documents, ill change the name later and i’m finally done wooo!!! so it should technically sort whatever files that you have in your gdrive using AI (gemini) and make subfolders and etc to make browsing through your files a lot easier and a lot cooler! what’s done the whole app ahah...
|
1793732300.277785
|
1793818700.277785
|
|
54462
|
Maicol's Dev Lab (TalkinEyes, Mayllo & Web Maicol's Dev Lab (TalkinEyes, Mayllo & Web Projects) by @maicol | Stardance...
|
maicol
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:38:46Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "May programING dev lab", "repo": "https://github.com/maicolballeza7-web/TalkinEyes", "demo": "https://conneart.page/"}]...
|
[{"post_id": 85531, "ts": "202 [{"post_id": 85531, "ts": "2026-10-31T13:37:02Z", "hours": 0.9511, "text": "Holaaa no supe como crear otros proyectos y enlazar los a haka time jeje entonces aquí pondré los links de los otros dos proyectos jeje"}, {"post_id": 82771, "ts": "2026-10-25T19:56:36Z", "hours": 1.1614, "text": "Esta vez nos metimos con matematicass algo extrañas para poder ubicar si el usuario se encuntra con la cara volteada o asi para ajustar las mediciones y ser mas precisas"}, {"post_id": 81400, "ts": "2026-10-21T04:10:43Z", "hours": 3.2753, "text": "Devlog: TalkinEyes OS — Días 1 y 2 Objetivo: Evolucionar TalkinEyes V1 (prototipo espagueti) a TalkinEyes OS (arquitectura modular en POO) para el OpenCV AI Competition 2026. Se ve un poco mas fea que la anterior pero es que el enfoque ahorita esta en hacerlo robusto no tanto bonito El mayor logro de estos dos días fue reescribir la lógica usando Programación Orientada a Objetos (POO). En V1, teníamos el mismo código repetido 5 veces para los menús. Ahora, una sola clase Menu maneja todos los menús de forma dinámica. Se separaron las responsabilidades: la lógica de visión vive en core/, la comunicación en communication/, la interfaz en ui/, y el cerebro en main.py. El Núcleo de Visión (Modular y Estable) Se creó un pipeline de visión paso a paso, donde cada archivo hace una sola cosa: Camera: Abre y gestiona la webcam de forma limpia. FaceDetector: Envuelve MediaPipe y convierte los frames de BGR a RGB (solucionando errores de memoria contigua). Creamos una interfaz en Tkinter capaz de cambiar entre formato “cuadrícula” (menú principal) y “lista” (submenús). Botón de Calibración: Se integró un flujo en vivo que permite al usuario calibrar el sistema sin cerrar la aplicación. Se dejaron atrás los umbrales universales. Ahora, el sistema mide el EAR del usuario con los ojos abiertos y cerrados. Calcula umbrales personalizados mediante interpolación lineal. Persistencia: Los datos se guardan en un archivo perfil_usuario.json y se cargan automáticamente al iniciar la app. (Debugging) Manejo de errores de future imports. Solución al error de MediaPipe: Reference mode is unavailable if data is not c_contiguous. Protección del sistema contra frames donde no se detecta rostro (evitando cierres inesperados)."}, {"post_id": 77986, "ts": "2026-10-09T03:50:54Z", "hours": 2.3717, "text": "Estos dias no hice mucho solo trate de mejorar las calibraciones y hacer unas series de pruebas para que la calibracion tambien ayude aunque la cabeza este inclianda o asi"}, {"post_id": 73820, "ts": "2026-09-26T03:03:10Z", "hours": 1.1767, "text": "hemos intentado hacer que maylo abra aplicaciones coom Vscode word Exel etc"}, {"post_id": 72537, "ts": "2026-09-23T05:04:11Z", "hours": 2.1381, "text": "Ahora comenzamos con nuevas mejoras para talkin eyes ahora trataremosn de incluir calibracion para disminuir lo mayor posible los falsos positivos"}, {"post_id": 69484, "ts": "2026-09-17T04:34:52Z", "hours": 0.4961, "text": "ahora ya que cree la pagina para mi mama comenzare a profundizar mas con lo basico de las paginas web"}, {"post_id": 68961, "ts": "2026-09-16T03:45:46Z", "hours": 2.3447, "text": "asi va la pagina de rergalo para mi mamá mañana se la enviare que opinan se ve bien?"}, {"post_id": 67043, "ts": "2026-09-13T02:46:46Z", "hours": 4.2147, "text": "It’s been a while, but here’s a new devlog. I have almost the entire structure built and working; there are still some details to iron out, but we’ll adjust those as we go. For now, it speaks, responds, connects to an API, and opens Spotify."}, {"post_id": 64008, "ts": "2026-09-08T03:37:48Z", "hours": 0.2617, "text": "mis primeros pasos en las paginas web"}, {"post_id": 63940, "ts": "2026-09-08T00:52:39Z", "hours": 2.9339, "text": "Well, to be honest, I don’t know how to create a new project, so I’ll just continue right here with my project called MYLLO, which is a multimodal assistant type jarvis."}, {"post_id": 61894, "ts": "2026-09-05T01:55:33Z", "hours": 4.9428, "text": "This was my final edition of TalkinEyes; it has already been submitted for grading, so we won’t hear anything until later."}, {"post_id": 58677, "ts": "2026-08-31T05:50:49Z", "hours": 0.5917, "text": "Today, I worked on the main menu interface for TalkingEyes. I designed the main buttons: EAT, BATHROOM, PAIN, and SLEEP. I adjusted the sizes, colors, and layout to make the options easier to see. I continued using Tkinter to build the interface. I set up the structure so I can add submenus for each option later on. I didn’t make much progress on the detection side today, but I did make the V1 interface much clearer."}, {"post_id": 57787, "ts": "2026-08-30T02:36:37Z", "hours": 0.8192, "text": "Today, I continued working on the TalkingEyes interface, specifically the blink-based selection system. First, I fixed a major issue: the block being selected didn’t always match the one visually highlighted. The problem lay in how the index was updated after switching blocks. I adjusted the logic so that the index always represented the currently selected block. Afterward, I tested the system again and confirmed that the selection process is now working correctly. I also began implementing the EAT submenu. The idea is that, after selecting a category, various preset phrases appear that can then be selected using blinks."}, {"post_id": 56990, "ts": "2026-08-29T01:36:09Z", "hours": 1.5156, "text": "I started by taking EAR measurements: Open-eye EAR averaged between 0.20 and 0.30. Closed-eye EAR was almost always around 0.05 (or similar) down to 0. We also implemented a state machine. Furthermore, we successfully set it up so that an eyelid movement selects a menu item, and both the menu and the camera view are visible."}, {"post_id": 56393, "ts": "2026-08-28T04:42:11Z", "hours": 0.8928, "text": "Devlog: Selection menu + repository setup Today, we made progress on two fronts. On the interface side, I guided my brother (14, with no prior coding experience) to build the communication menu using Tkinter: four Kahoot-style blocks (EAT, BATHROOM, PAIN, HELP) drawn on a Canvas, featuring an automatic “scanning” highlight system that lights up each block in turn every second—the standard pattern for blink-based accessibility systems. On the computer vision side, I added frame-counting logic to distinguish an intentional blink from noise or natural blinking, using an EAR threshold and a minimum number of consecutive frames. I also set up the GitHub repository (though I still need to clean up the .gitignore file to exclude the virtual environment). Next step: connect both parts so that an intentional blink signals the menu to make a selection."}, {"post_id": 55321, "ts": "2026-08-27T02:04:43Z", "hours": 0.9258, "text": "TalkinEyes Devlog 1 — Starting TalkinEyes So this is TalkinEyes — a device that lets people who can’t speak or move communicate just by blinking. The idea is the camera watches your eyes, you blink to pick an option from a menu (eat, bathroom, pain, etc.), and it turns that into speech. Kind of inspired by how Stephen Hawking communicated, but way simpler. I’m building it for a physics/tech event at my university, but honestly I want to keep pushing it further than just that. What I’ve done so far: Got face tracking working with MediaPipe — it tracks 468 points on your face in real time through the webcam. Took some fighting with Python/VS versions to get it installed right. Narrowed it down to just the 6 points per eye I actually need to tell if an eye is open or closed. Wrote the function that calculates the EAR (basically a number that tells you how open your eye is). Found and fixed a bug where it was only running once instead of updating every frame — that one took me a bit to catch. Tested it on myself, got EAR values around 0.28 with eyes open, which is right where it should be. Started keeping a formulas.md file in the repo so it’s clear which parts are formulas/techniques I looked up vs. stuff I built mysel"}]...
|
Title: Maicol's Dev Lab (TalkinEyes, Mayllo &a Title: Maicol's Dev Lab (TalkinEyes, Mayllo & Web Projects) by @maicol | Stardance
Devlogs:
TalkinEyes Devlog 1 — Starting TalkinEyes So this is TalkinEyes — a device that lets people who can’t speak or move communicate just by blinking. The idea is the camera watches your eyes, you blink to pick an option from a menu (eat, bathroom, pain, etc.), and it turns that into speech. Kind of inspired by how Stephen Hawking communicated, but way simpler. I’m building it for a physics/tech event at my university, but honestly I want to keep pushing it further than just that. What I’ve done so far: Got face tracking working with MediaPipe — it tracks 468 points on your face in real time through the webcam. Took some fighting with Python/VS versions to get it installed right. Narrowed it down to just the 6 points per eye I actually need to tell if an eye is open or closed. Wrote the function that calculates the EAR (basically a number that tells you how open your eye is). Found and fixed a bug where it was only running once instead of updating every frame — that one took me a bit to catch. Tested it on myself, got EAR values around 0.28 with eyes open, which is right where it should be. Started keeping a formulas.md file in the repo so it’s clear which parts are formulas/techniques I looked up vs. stuff I built mysel
Devlog: Selection menu + repository setup Today, we made progress on two fronts. On the interface side, I guided my brother (14, with no prior coding experience) to build the communication menu using Tkinter: four Kahoot-style blocks (EAT, BATHROOM, PAIN, HELP) drawn on a Canvas, featuring an automatic “scanning” highlight system that lights up each block in turn every second—the standard pattern for blink-based accessibility systems. On the computer vision side, I added frame-counting logic to distinguish an intentional blink from noise or natural blinking, using an EAR threshold and a minimum number of consecutive frames. I also set up the GitHub repository (though I still need to clean up the .gitignore file to exclude the virtual environment). Next step: connect both parts so that an intentional blink signals the menu to make a selection.
I started by taking EAR measurements: Open-eye EAR averaged between 0.20 and 0.30. Closed-eye EAR was almost always around 0.05 (or similar) down to 0. We also implemented a state machine. Furthermore, we successfully set it up so that an eyelid movement selects a menu item, and both the menu and the camera view are visible.
Today, I continued working on the TalkingEyes interface, specifically the blink-based selection system. First, I fixed a major issue: the block being selected didn’t always match the one visually highlighted. The problem lay in how the index was updated after switching blocks. I adjusted the logic so that the index always represented the currently selected block. Afterward, I tested the system again and confirmed that the selection process is now working correctly. I also began implementing the EAT submenu. The idea is that, after selecting a category, various preset phrases appear that can then be selected using blinks.
Today, I worked on the main menu interface for TalkingEyes. I designed the main buttons: EAT, BATHROOM, PAIN, and SLEEP. I adjusted the sizes, colors, and layout to make the options easier to see. I continued using Tkinter to build the interface. I set up the structure so I can add submenus for each option later on. I didn’t make much progress on the detection side today, but I did make the V1 interface much clearer.
This was my final edition of TalkinEyes; it has already been submitted for grading, so we won’t hear anything until later.
Well, to be honest, I don’t know how to create a new project, so I’ll just continue right here with my project called MYLLO, which is a multimodal assistant type jarvis.
mis primeros pasos en las paginas web
It’s been a while, but here’s a new devlog. I have almost the entire structure built and working; there are still some details to iron out, but we’ll adjust those as we go. For now, it speaks, responds, connects to an API, and opens Spotify.
asi va la pagina de rergalo para mi mamá mañana se la enviare que opinan se ve bien?
ahora ya que cree la pagina para mi mama comenzare a profundizar mas con lo basico de las paginas web
Ahora comenzamos con nuevas mejoras para talkin eyes ahora trataremosn de incluir calibracion para disminuir lo mayor posible los falsos positivos
hemos intentado hacer que maylo abra aplicaciones coom Vscode word Exel etc
Estos dias no hice mucho solo trate de mejorar las calibraciones y hacer unas series de pruebas para que la calibracion tambien ayude aunque la cabeza este inclianda o asi
Devlog: TalkinEyes OS — Días 1 y 2 Objetivo: Evolucionar TalkinEyes V1 (prototipo espagueti) a TalkinEyes OS (arquitectura modular en POO) para el OpenCV AI Competition 2026. Se ve un poco mas fea que la anterior pero es que el enfoque ahorita esta en hacerlo robusto no tanto bonito El mayor logro de estos dos días fue reescribir la lógica usando Programación Orientada a Objetos (POO). En V1, teníamos el mismo código repetido 5 veces para los menús. Ahora, una sola clase Menu maneja todos los menús de forma dinámica. Se separaron las responsabilidades: la lógica de visión vive en core/, la comunicación en communication/, la interfaz en ui/, y el cerebro en main.py. El Núcleo de Visión (Modular y Estable) Se creó un pipeline de visión paso a paso, donde cada archivo hace una sola cosa: Camera: Abre y gestiona la webcam de forma limpia. FaceDetector: Envuelve MediaPipe y convierte los frames de BGR a RGB (solucionando errores de memoria contigua). Creamos una interfaz en Tkinter capaz de cambiar entre formato “cuadrícula” (menú principal) y “lista” (submenús). Botón de Calibración: Se integró un flujo en vivo que permite al usuario calibrar el sistema sin cerrar la aplicación. Se dejaron atrás los umbrales universales. Ahora, el sistema mide el EAR del usuario con los ojos abiertos y cerrados. Calcula umbrales personalizados mediante interpolación lineal. Persistencia: Los datos se guardan en un archivo perfil_usuario.json y se cargan automáticamente al iniciar la app. (Debugging) Manejo de errores de future imports. Solución al error de MediaPipe: Reference mode is unavailable if data is not c_contiguous. Protección del sistema contra frames donde no se detecta rostro (evitando cierres inesperados).
Esta vez nos metimos con matematicass algo extrañas para poder ubicar si el usuario se encuntra con la cara volteada o asi para ajustar las mediciones y ser mas precisas
Holaaa no supe como crear otros proyectos y enlazar los a haka time jeje entonces aquí pondré los links de los otros dos proyectos jeje
Ships:
May programING dev lab...
|
1793732299.0170465
|
1793818699.0170465
|
|
67591
|
hackpad by @yaseenmb11 | Stardance
|
yaseenmb11
|
0
|
3.11
|
0
|
[]
|
[{"post_id": 77151, "ts": "202 [{"post_id": 77151, "ts": "2026-10-05T19:51:16Z", "hours": 3.1069, "text": "A really simple hackpad with lots of functionality from all its layers"}]...
|
Title: hackpad by @yaseenmb11 | Stardance
Devlogs Title: hackpad by @yaseenmb11 | Stardance
Devlogs:
A really simple hackpad with lots of functionality from all its layers...
|
1793732298.1091497
|
1794337098.1091497
|
|
23560
|
Arcium OS by @DanngDev | Stardance
|
DanngDev
|
2
|
7.63
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T12:59:07Z", "hours": 0.0, "multiplier": 3.9, "payout": 1, "blessing": "neutral", "text": "Re-Ship This is a re-ship as the old one is not getting reviewed and it lets me for some reason", "repo": "https://github.com/Volcar144/arcium-os", "demo": "https://arcium-os.vercel.app"}, {"ship_num": 2, "ts": "2026-06-30T11:44:20Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Re-Made the tutorial by making it in nextjs and tailwind, so I had to do most of the guide from scratch. I am happy with the windows system and overall, think that v1 is done!", "repo": "https://github.com/Volcar144/arcium-os", "demo": "https://arcium-os.vercel.app"}]...
|
[{"post_id": 21003, "ts": "202 [{"post_id": 21003, "ts": "2026-07-02T19:09:10Z", "hours": 0.63, "text": "Just made a whole chat UI for my ai window… Only to realise it was already a shadcn/ui component"}, {"post_id": 19469, "ts": "2026-06-30T19:58:33Z", "hours": 0.3039, "text": "Update README"}, {"post_id": 18553, "ts": "2026-06-29T18:57:29Z", "hours": 3.5514, "text": "Added SO MANY THINGS First, i finished off the window system as i had to modify the z-index stuff from the code for typescript, though I admit the dragging stuff was much easier, I also added clickable icons with hover bg’s and a notes app ( With MD formatting ) that saves to local storage. If you feel like anything’s missing, suggest it in the comments and I will probably add it"}, {"post_id": 15540, "ts": "2026-06-25T08:16:07Z", "hours": 3.0408, "text": "Added bg, closeable windows and made the windows draggable on the top bar"}, {"post_id": 14328, "ts": "2026-06-23T12:44:33Z", "hours": 0.765, "text": "Reset After working on plain html for a while, I got frustrate d enough with css that I have swapped to a next.js project so i can use tailwind. :sigh:"}]...
|
Title: Arcium OS by @DanngDev | Stardance
Devlogs Title: Arcium OS by @DanngDev | Stardance
Devlogs:
Reset After working on plain html for a while, I got frustrate d enough with css that I have swapped to a next.js project so i can use tailwind. :sigh:
Added bg, closeable windows and made the windows draggable on the top bar
Added SO MANY THINGS First, i finished off the window system as i had to modify the z-index stuff from the code for typescript, though I admit the dragging stuff was much easier, I also added clickable icons with hover bg’s and a notes app ( With MD formatting ) that saves to local storage. If you feel like anything’s missing, suggest it in the comments and I will probably add it
Update README
Just made a whole chat UI for my ai window… Only to realise it was already a shadcn/ui component
Ships:
I Re-Made the tutorial by making it in nextjs and tailwind, so I had to do most of the guide from scratch. I am happy with the windows system and overall, think that v1 is done!
Re-Ship This is a re-ship as the old one is not getting reviewed and it lets me for some reason...
|
1793732296.9145625
|
1793818696.9145625
|
|
67589
|
Pluto by @Eli_Mendez | Stardance
|
Eli_Mendez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pluto by @Eli_Mendez | Stardance
|
1793732296.0308757
|
1794337096.0308757
|
|
49308
|
Blurt by @srihariramesh | Stardance
|
srihariramesh
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T13:24:40Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "created Blurt a mobile which honestly made my own life a lot easier it is basically an app where the user speaks into it and the app auto-transcribes and gets the intent out of the user’s speech. It says what it saves as reminders, saves things that the user needs to remember, and cuts off the blurting part of the user. It says it saves the important part that the user has to remember. The most challenging part was about UI. I didn’t have any idea specifically but somehow found out some kind of good UI. I’m looking forward to it being like ChatGPT voice level. There are only two devlogs because I had started this a lot earlier, at the start of 2026, to actually build this but when I got to know about stardance, it was this late. Thanks guys and I really hope my app does well for you too. If you try it out, don’t forget to add your keys in the settings or else it doesn’t work.", "repo": "https://github.com/srihariramesh2023/blurt", "demo": "https://blurt-shr.netlify.app/"}]...
|
[{"post_id": 50967, "ts": "202 [{"post_id": 50967, "ts": "2026-08-20T13:17:21Z", "hours": 3.1828, "text": "it want how i expected it to be soo gotta work and im still stuck at the same screen but changing the backend but if anyone has an ideas please do share…"}, {"post_id": 48090, "ts": "2026-08-16T11:42:23Z", "hours": 0.7264, "text": "trying on improving the library tab on BLURT"}]...
|
Title: Blurt by @srihariramesh | Stardance
Devlog Title: Blurt by @srihariramesh | Stardance
Devlogs:
trying on improving the library tab on BLURT
it want how i expected it to be soo gotta work and im still stuck at the same screen but changing the backend but if anyone has an ideas please do share…
Ships:
created Blurt a mobile which honestly made my own life a lot easier it is basically an app where the user speaks into it and the app auto-transcribes and gets the intent out of the user’s speech. It says what it saves as reminders, saves things that the user needs to remember, and cuts off the blurting part of the user. It says it saves the important part that the user has to remember. The most challenging part was about UI. I didn’t have any idea specifically but somehow found out some kind of good UI. I’m looking forward to it being like ChatGPT voice level. There are only two devlogs because I had started this a lot earlier, at the start of 2026, to actually build this but when I got to know about stardance, it was this late. Thanks guys and I really hope my app does well for you too. If you try it out, don’t forget to add your keys in the settings or else it doesn’t work....
|
1793732294.8715732
|
1793818694.8715732
|
|
67587
|
OnePAD by @pranavkurupati2 | Stardance
|
pranavkurupati2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OnePAD by @pranavkurupati2 | Stardance
|
1793732293.9455545
|
1794337093.9455545
|
|
49302
|
Fluent NewTab by @TonyStark965 | Stardance
|
TonyStark965
|
3
|
22.0
|
113
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T11:43:19Z", "hours": 7.0, "multiplier": 12.78, "payout": 46, "blessing": "neutral", "text": "Added a lot more features since my previous ship, all according to the feedback. Now the extension includes more customizable docks, an option to swap the positions of Recent Sites and widgets, the ability to toggle Individual widgets, and much more, all of which is mentioned in my Readme and DevLogs. I also made the UI overall a bit more consistent with the corner radius, blur, colors and animations. They mobile version has been improved too. I encountered a lot of file address issues when trying to deploy to GitHub Pages, and fixing that took a huge chunk of my time. The extension is still not available on any of the Web Stores for extensions, so you must download it from my GitHub releases if you want to.", "repo": "https://github.com/TonyStark965-404/Fluent-New-Tab/", "demo": "https://tonystark965-404.github.io/Fluent-New-Tab/"}, {"ship_num": 2, "ts": "2026-08-28T09:14:28Z", "hours": 15.0, "multiplier": 9.05, "payout": 67, "blessing": "neutral", "text": "Made a lot of improvements from my previous ship. Added a lot of features too. Now the extension includes Live Weather, an option to toggle the APOD as the Wallpaper, the ability to use custom accent colors, Recent Searches and Search Suggestions that are stored within the extension, thus not invading your privacy or using any Browser-specific APIs, now it also features 4 different Search Engines to choose from. I also made the UI overall more consistent with the corner radius, blur and colors. There’s also a mobile version now. Since coding with Vite isn’t like coding with simple JavaScript, there were multiple issues when building, which I managed to fix after a lot of time. The extension is still not available on any of the Web Stores for extensions, so you must download it from my GitHub releases if you want to. Other minor details I have included in the Readme of my GitHub repository.", "repo": "https://github.com/TonyStark965-404/Fluent-New-Tab/", "demo": "https://tonystark965-404.github.io/Fluent-New-Tab/"}, {"ship_num": 3, "ts": "2026-08-16T17:41:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is just a minimalistic New Tab Page for Chromium Based Web Browsers, based heavily on the Windows 11 Fluent Design Language. Recommended to use with Dark Mode. P.S.-Used Gemini AI for font formatting and Design Concept", "repo": "https://github.com/TonyStark965-404/Fluent-New-Tab/", "demo": "https://tonystark965-404.github.io/Fluent-New-Tab/"}]...
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[{"post_id": 62118, "ts": "202 [{"post_id": 62118, "ts": "2026-09-05T11:38:48Z", "hours": 0.7481, "text": "Fluent New Tab DevLog 031 Uploaded to GitHub, and am going to Ship Fixes (only related to GitHub pages) Fixed an issue where the wallpaper path would get jumbled when deploying to GitHub pages Fixed the issue where the wallpaper won’t appear sometimes Fixed an issue where the APOD Wallpaper would glitch out Apparently this was because I had done some mistakes in my vite.config.js file Note APOD Wallpaper takes some time to load according to your internet speed so pls be patient"}, {"post_id": 62091, "ts": "2026-09-05T10:41:52Z", "hours": 0.4164, "text": "Fluent New Tab DevLog 030 Final DevLog before 3rd ship New Features added Huge optimization regarding APOD wallpaper APOD is now fetched once a day and stays cached so you don’t have to fetch it every time you turn on APOD Wall Fixes Fixed all issues/bugs since last DevLog Current issues/bugs You can right click the search bar even when it’s not focused, and it shows the default browser context menu (intentional since many browsers have emoji and editing options in the context menu) Suggestions still fetch themselves from the history inside the site (will be fixed and shipped as a different version) Recent sites still uses History from the Pinned Sites (will be fixed and shipped as a different version) APOD Wallpaper takes a second or two to load Note The Privacy un-focused version that can use browser data, will be shipped as a different version and will be my next and final ship Image Description APOD Wallpaper is applied"}, {"post_id": 62078, "ts": "2026-09-05T10:09:31Z", "hours": 0.6647, "text": "Fluent New Tab DevLog 029 Added animations New Features added Bunch of animations to everything, settings panel, wallpaper, recents dock, pinned sites dock, literally everything Animations show when loading, when changing window size etc. Animations also work for mobile devices Fixes Fixed the animation system for all the elements so now it actually works Current issues/bugs APOD fetches wallpaper everytime you enable it, so there’s some lag there APOD also has issues if you turn it on and refresh Video Description Just showing off the animations, the white flash has been fixed btw"}, {"post_id": 62066, "ts": "2026-09-05T09:24:48Z", "hours": 1.2186, "text": "Fluent New Tab DevLog 028 Added a lot more features and now all the features under DevLog 021 have been implemented (except the privacy un-focused version) New Features added Press Esc to close Settings Panel, un-focus the Search bar, and close any context menu that is open It’s now possible to swap the locations of the Recent Sites section and Widgets section You can choose the number of recent sites shown (up to 5) or just remove it entirely If you swap the recent and widgets panels, the Settings button moves with it, so now the settings panel moves accordingly too All Recent Sites and Widgets related buttons/options aren’t shown on mobile devices/devices with small screens Fixes Fixed the small issues that I caused by bad parentheses placement in the JavaScript, nothing big Current issues/bugs Suggestions still fetch themselves from the history inside the site Recent sites still uses History from the Pinned Sites There’s still not many animations in the whole UI Image Description An image showing the new buttons and options added, and another showing how the recent section and the widgets were all removed."}, {"post_id": 61389, "ts": "2026-09-04T08:44:02Z", "hours": 0.9522, "text": "Fluent New Tab DevLog 027 Added more options and made some stuff a bit more useful New features added Options to Open in New Tab and Copy Link in Pinned/Recent Sites context menu A custom context menu for everywhere else in the page that has a refresh option Elements like the Settings button, add Pinned Site button or the docks no longer show the default context menu, or rather they don’t have a context menu An alert box showing you successfully copied the link when you click Copy Link Fixes Fixed an issue that occurred due to the swap system I used for rearranging Pinned Sites, it literally swapped the element that you’re dragging with the one on which you’d drop it. So I went back to the splicing system and tinkered with it to fix it. Since I tried to remove the context menus from every element that shouldn’t have them, I also managed to remove it from the search box, weather location box and Accent color box, but I fixed it, so it now shows the default context menu. Current issues/bugs You can right click the search bar even when it’s not focused, and it shows the default browser context menu Most of the new stuff hasn’t been fixed/adjusted for mobile devices/small screens Image Description The images show the new options added to the context menus, and the new context menu"}, {"post_id": 60958, "ts": "2026-09-03T17:16:56Z", "hours": 0.3378, "text": "Fluent New Tab DevLog 026 Nothing much done New features added Draggable and rearrangeable Pinned Sites Fixes Encountered an issue in which adjacent Pinned Sites could not be rearranged (I was using a splice system) so I fixed it by using the good ol’ simple swap system Since I was using the splice system I also encountered a bug which deleted every item I tried to rearrange The splice system also broke the Pinned site, so I fixed it by changing some variable names Current issues/bugs You cannot just drag an item and drop it in the general direction of another item; you have to drop it on the other item for it to swap places. There are still no animations for Widgets or Pinned Sites rearrangement Note Recent Sites won’t be rearrangeable, it’ll be ordered according to the last site you visited Every error/dialog box in the site uses alert to show their dialog boxes, so if you can’t add a new Pinned Site, it might be your browser because as of now, the extension works almost flawlessly on MS Edge, Chrome/Chromium and Brave Video Description The video with the single tab open is using the splice system so there’s the issue from earlier that can be seen (added it to show how the bug looked like) The video with 2 tabs open is using the swap system so there’s no issues in there"}, {"post_id": 60334, "ts": "2026-09-02T16:47:35Z", "hours": 0.4242, "text": "Fluent New Tab DevLog 025 Quarter-century DevLog New features added Added the option to remove a website from the Recent Section Similar to pinned sites, this option also uses a context menu, with the only option here being “Remove” Added some code so that multiple context menus are no longer possible Fixes Fixed the issue from my last DevLog where there were no errors when trying to Move Widgets while at either end. Current issues/bugs There are no animations when opening the context menus or rearranging widgets Image Description As you can see in the images, I have added a remove button in a context menu for the Recent Sites. The errors for trying to move a widget also work."}, {"post_id": 60286, "ts": "2026-09-02T15:45:30Z", "hours": 0.4281, "text": "Fluent New Tab DevLog 024 Slowly but steadily ticking off stuff from my “Possible Features” list New Features added Added the ability to rearrange widgets Made the widgets order persistent, i.e., it stays every after a refresh This ability uses a context menu that appears when right-clicking a widget, and has two options to Move the widget up or down The said context menu uses the same design, almost the same code and properties as the context menu that appears when you right click pinned sites Fixes Fixed an issue where the APOD Widget would be stuck at “Loading…” unless you turn on APOD Wall Current issues/bugs Move up/down buttons don’t give errors when the widget is at an end Image Description As you can see in the image, I have rearranged my widgets, and the Context Menu is also visible clearly."}, {"post_id": 59715, "ts": "2026-09-01T17:18:13Z", "hours": 0.8494, "text": "Fluent New Tab DevLog 023 I originally though coding with Vite is harder, now I think it’s easier because you don’t have to put a semicolon (;) after every line in the javascript, and there’s the html, which is inside the javascript, so that’s nice. New features added Ability to upload and use your own wallpaper A button to remove your own custom wallpaper Icon for the remove custom wallpaper button Enabling APOD Wallpaper overrides custom wallpaper, and you cannot use your current custom wallpaper unless you disable APOD Wallpaper, until then you can select a new custom wallpaper to use, and that one overrides the APOD. Fixes Fixed the long loading time for the wallpaper Fixed some logic issues with the wallpaper (I did a silly mistake where I referenced the wallpaper in multiple places using multiple paths, somewhere I used “./walls/wall1.jpg”, which is correct, but somewhere I used “./assets/walls/wall1.jpg” which is wrong and led to the blank screen issue. Current issues/bugs Animation from APOD/Default Wallpaper to custom wallpaper is the same as Default/Custom wallpaper to APOD, but the animation from Custom Wallpaper to default is different, but I might keep this one as a feature, just to distinguish between default and custom."}, {"post_id": 59662, "ts": "2026-09-01T16:05:18Z", "hours": 0.6175, "text": "Fluent New Tav DevLog 022 I think VS Code got an update, so now the weird issue that I used to get while typing “” or () aren’t there. So now I got a lot of work done in my current session. Also I was taking a look at the resources section, so I am kinda updating my style of writing DevLogs. New features and what changed FNT(short form) now supports APOD Wallpaper even when the APOD is a video. Well I haven’t been able to set the video as a wallpaper since NASA Servers are pretty busy and a bit unresponsive at times. It just uses the video thumbnail as wallpaper that day, and it’s shown in the widget. Added icons for the widget settings toggles, and made them appear in a single row instead of 3. Added a View More button in the APOD Widget, clicking it now takes you to the NASA APOD page. Since I removed the text from the Widget Toggles, I added tooltips instead. The APOD widget now stops showing text if the 2nd line is full, earlier it used to be 3. This was done to make room for the View More button. Added invert logic for the widget toggle icons since icons8 gave me black icons and that too in png."}, {"post_id": 58919, "ts": "2026-08-31T14:18:23Z", "hours": 0.5297, "text": "Fluent New Tab DevLog 021 Just took a look at the reviews/feedbacks on the previous ship and they are really helpful unlike the ones on my Minesweeper one, so yeah, the 2nd ship is not going to be my final Ship/version. I’ll be taking a break from Fluetro OS and related stuff. And thus, I’ll be working on this, slow and steady. And now according to the reviews/feedbacks I have made some changes. Changelog: Added an option to show or remove specific widgets. Fixed the loading time issues, it was mostly caused by the APOD Server loading (which I mentioned in the README). Now it loads into this Wallpaper by default. Since I added the Widgets Customization section (which is still not designed correctly), and widgets are not available or mobile/smaller width devices, those options are not available there. Possible Future updates: Draggable and more customizable Pinned Sites panel. A separate version that focuses less on privacy and thus can use Browser History for the Recent Sites and has Live Location system for Weather More Customizable Widgets where you can only change the order of them and make them show on the left or right side. Customizable and toggleable Recent Sites Section, like widgets you can only select if it’s shown at the left or right side, turn them off entirely, or select the number of items that are shown. Option to add your own wallpaper for the background."}, {"post_id": 56494, "ts": "2026-08-28T09:03:46Z", "hours": 0.5331, "text": "Fluent New Tab DevLog 020 •I have encountered multiple issues when trying to build an extension or while deploying to github pages •Everything is structured correctly but something is not right Edit: Fixed all of them and uploaded to GitHub"}, {"post_id": 56478, "ts": "2026-08-28T08:05:17Z", "hours": 0.9489, "text": "Fluent New Tab DevLog 019 Final DevLog before 2nd and possibly final ship •Tried to add Duplicate protection for Pinned Sites (both while adding and editing), had a lot of loopholes (e.g., it treated www.google.com and google.com as different systems), so scrapped that idea •Tried to add a history button to the left under Recent which opened the history page of the browser, but the browser didn’t allow it, so scrapped that too •Tried to add dragging to the Pinned Sites dock, that broke the whole UI, so scrapped it too •Only meaningful addition, fixed icon sizing for the settings and + button so they don’t look huge •Another meaningful addition is that now it no longer requires you to write the full URL to add a site to pinned sites"}, {"post_id": 56391, "ts": "2026-08-28T04:35:19Z", "hours": 0.6183, "text": "Fluent New Tab DevLog 018 •Added search suggestions from the recent searches, works even if you don’t start typing something that matches the starting of a recent search •Originally intended to add live suggestions fetched from google but didn’t work •Fixed the settings panel margins to fit smaller screen resolutions (tested on 800x600, but still looks best on 1080p screens and higher)"}, {"post_id": 55783, "ts": "2026-08-27T19:36:11Z", "hours": 0.4014, "text": "Fluent New Tab DevLog 017 •Fixed the issue of the settings panel overlapping with search bar/recent searches in smaller windows •Added a custom accent color option (uses hex codes) •Fixed the positioning and sizing of elements for smaller windows."}, {"post_id": 55690, "ts": "2026-08-27T17:35:55Z", "hours": 1.0044, "text": "Fluent New Tab DevLog 016 •Added a Mobile version for the UI •Fixed the issue of blur with the Search Engine drop down menu •Changed the name of APOD Wallpaper to just “APOD Wall” since it was causing issues due to it being 2 rows tall •Added a logic to not show the Keyboard Shortcut hint if on mobile/device with small screen resolution/small window"}, {"post_id": 55630, "ts": "2026-08-27T16:22:16Z", "hours": 1.2761, "text": "Fluent New Tab DevLog 015 •Added support for multiple Search Engines and fixed the option to switch among them •Made the Search Engine dropdown UI consistent with the rest •Made the APOD Wallpaper and Dark Menu buttons be on a single row to preserve space and look better •Somehow added a transition while switching APOD Wallpaper on/off •Added a bug where the background of the search engine dropdown menu is transparent and doesn’t have ANY blur"}, {"post_id": 55200, "ts": "2026-08-26T18:33:44Z", "hours": 0.8997, "text": "Fluent New Tab DevLog 014 •Added a transition while changing theme •Added an option to turn off APOD Wallpaper(no transition here since the APOD is fetched from NASA servers and causes issues) •Added more Search engines to the list (Bing, Yahoo and DuckDuckGo) (only Google works for now) (list uses default HTML UI) •Finally changed the Settings UI to match the other elements •Weather now refreshes as soon as you enter new Location and press Enter"}, {"post_id": 55143, "ts": "2026-08-26T16:49:47Z", "hours": 0.6525, "text": "Fluent New Tab DevLog 013 •Added Weather under the greeting •Added an option to set Weather Location under settings •Current issues: Settings buttons still use html design and weather doesn’t reload until page refresh"}, {"post_id": 54962, "ts": "2026-08-26T12:15:55Z", "hours": 0.3161, "text": "Fluent New Tab DevLog 012 First DevLog after first ship •Added a Recent Searches Panel (had some leftover code for this before first ship) •Fixed an issue where the Recent Sites won’t update unless you refresh the page •Working on adding a Weather system (same system that’s used by Fluetro OS) and fixing the Settings UI"}, {"post_id": 52361, "ts": "2026-08-22T13:59:54Z", "hours": 0.8789, "text": "Fluent New tab DevLog 011 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Tried to rework the Weather Widget but broke the whole UI, so scrapped it. •Tried to add a search dropdown showing previous queries but broke the whole UI (again) and scrapped it (for now). •Changed the position of the Ctrl+K hint •Fixed the page to adjust according to Window size. •Made it so that it clears the previous query if you go back from the search page. •Any further suggestions will be highly appreciated, and most likely be added in a future update."}, {"post_id": 52204, "ts": "2026-08-22T09:23:30Z", "hours": 1.6581, "text": "Fluent New Tab 010 •Removed the Weather Widget. •Added actual icons instead of Placeholders (from icons8). •Added alternative accent color for Dark Mode. •Added working Clock widget."}, {"post_id": 52145, "ts": "2026-08-22T07:27:45Z", "hours": 0.7958, "text": "Fluent New Tab DevLog 009 •Removed the Date from under the Greeting. •Added Greeting Logic. •Added working Calendar widget. •Fixed the overflow issue in the APOD widget. •Fixed the issue where Recent Sites won’t show up until you click a link in the Pinned Sites section."}, {"post_id": 51904, "ts": "2026-08-21T20:15:23Z", "hours": 0.3094, "text": "Fluent New Tab Devlog 008 •Added the ability to show Recent Sites (only shows 4 Recently visited sites that are already Pinned) (made it this way to keep that pane clean). •Added Persistence to all the elements (Pinned and Recent Sites, Settings) using localStorage so they don’t disappear after a Page Refresh/browser restart. •Recent sites don’t rely on any browser-specific APIs."}, {"post_id": 51882, "ts": "2026-08-21T19:39:37Z", "hours": 0.7836, "text": "Fluent New Tab Devlog 007 •Added the ability to Pin Sites. •Added Icon Support for Pinned Sites (some sites don’t work). •Added Edit and Delete options for Pinned Sites. •Made sure you can no longer select elements/text from the webpage."}, {"post_id": 51855, "ts": "2026-08-21T18:37:37Z", "hours": 1.0064, "text": "Fluent New Tab Devlog 006 •Added Dark Mode •Added a Settings Panel •Made the Search Bar Work and get activated on Ctrl+K. •Currently the Default Search Engine is Set to Google but will make it have an option to change it in the future."}, {"post_id": 51761, "ts": "2026-08-21T16:29:42Z", "hours": 0.6978, "text": "Fluent New Tab Devlog 005 •Added Boxes and Elements to complete the UI. •Added Blur to the elements. •Broke the setting button hover •Moved the Greeting and Search bar a bit to the top."}, {"post_id": 51723, "ts": "2026-08-21T15:37:00Z", "hours": 0.9331, "text": "Fluent New Tab Devlog 004 •Finally fixed the alignment of the different elements. •Added Support for NASA APOD for the Wallpaper. •Added Fallback wallpaper just in case today’s NASA APOD is not an image (like today it’s a video)."}, {"post_id": 51216, "ts": "2026-08-20T18:59:21Z", "hours": 0.7297, "text": "Fluent New Tab DevLog 003 Spent like 1.5 hrs just to get to this stage😭 and yes, the texts and emojis are all placeholders (Coding with Vite is a real pain😭✌️)"}, {"post_id": 51186, "ts": "2026-08-20T18:04:46Z", "hours": 0.4208, "text": "Fluent New Tab Devlog 002 •Taking a break from Fluetro OS after 12 hrs straight. •Making it from scratch, again, to match Fluetro’s design more. •Finalized on a new design concept. •Will be giving updates about any Future plans and features and UI changes."}, {"post_id": 48050, "ts": "2026-08-16T10:26:55Z", "hours": 0.3217, "text": "A basic New Tab Page, looks Great on MS Edge and Chrome too, based off of the WinUI 3 design language"}]...
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Title: Fluent NewTab by @TonyStark965 | Stardance
Title: Fluent NewTab by @TonyStark965 | Stardance
Devlogs:
A basic New Tab Page, looks Great on MS Edge and Chrome too, based off of the WinUI 3 design language
Fluent New Tab Devlog 002 •Taking a break from Fluetro OS after 12 hrs straight. •Making it from scratch, again, to match Fluetro’s design more. •Finalized on a new design concept. •Will be giving updates about any Future plans and features and UI changes.
Fluent New Tab DevLog 003 Spent like 1.5 hrs just to get to this stage😭 and yes, the texts and emojis are all placeholders (Coding with Vite is a real pain😭✌️)
Fluent New Tab Devlog 004 •Finally fixed the alignment of the different elements. •Added Support for NASA APOD for the Wallpaper. •Added Fallback wallpaper just in case today’s NASA APOD is not an image (like today it’s a video).
Fluent New Tab Devlog 005 •Added Boxes and Elements to complete the UI. •Added Blur to the elements. •Broke the setting button hover •Moved the Greeting and Search bar a bit to the top.
Fluent New Tab Devlog 006 •Added Dark Mode •Added a Settings Panel •Made the Search Bar Work and get activated on Ctrl+K. •Currently the Default Search Engine is Set to Google but will make it have an option to change it in the future.
Fluent New Tab Devlog 007 •Added the ability to Pin Sites. •Added Icon Support for Pinned Sites (some sites don’t work). •Added Edit and Delete options for Pinned Sites. •Made sure you can no longer select elements/text from the webpage.
Fluent New Tab Devlog 008 •Added the ability to show Recent Sites (only shows 4 Recently visited sites that are already Pinned) (made it this way to keep that pane clean). •Added Persistence to all the elements (Pinned and Recent Sites, Settings) using localStorage so they don’t disappear after a Page Refresh/browser restart. •Recent sites don’t rely on any browser-specific APIs.
Fluent New Tab DevLog 009 •Removed the Date from under the Greeting. •Added Greeting Logic. •Added working Calendar widget. •Fixed the overflow issue in the APOD widget. •Fixed the issue where Recent Sites won’t show up until you click a link in the Pinned Sites section.
Fluent New Tab 010 •Removed the Weather Widget. •Added actual icons instead of Placeholders (from icons8). •Added alternative accent color for Dark Mode. •Added working Clock widget.
Fluent New tab DevLog 011 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Tried to rework the Weather Widget but broke the whole UI, so scrapped it. •Tried to add a search dropdown showing previous queries but broke the whole UI (again) and scrapped it (for now). •Changed the position of the Ctrl+K hint •Fixed the page to adjust according to Window size. •Made it so that it clears the previous query if you go back from the search page. •Any further suggestions will be highly appreciated, and most likely be added in a future update.
Fluent New Tab DevLog 012 First DevLog after first ship •Added a Recent Searches Panel (had some leftover code for this before first ship) •Fixed an issue where the Recent Sites won’t update unless you refresh the page •Working on adding a Weather system (same system that’s used by Fluetro OS) and fixing the Settings UI
Fluent New Tab DevLog 013 •Added Weather under the greeting •Added an option to set Weather Location under settings •Current issues: Settings buttons still use html design and weather doesn’t reload until page refresh
Fluent New Tab DevLog 014 •Added a transition while changing theme •Added an option to turn off APOD Wallpaper(no transition here since the APOD is fetched from NASA servers and causes issues) •Added more Search engines to the list (Bing, Yahoo and DuckDuckGo) (only Google works for now) (list uses default HTML UI) •Finally changed the Settings UI to match the other elements •Weather now refreshes as soon as you enter new Location and press Enter
Fluent New Tab DevLog 015 •Added support for multiple Search Engines and fixed the option to switch among them •Made the Search Engine dropdown UI consistent with the rest •Made the APOD Wallpaper and Dark Menu buttons be on a single row to preserve space and look better •Somehow added a transition while switching APOD Wallpaper on/off •Added a bug where the background of the search engine dropdown menu is transparent and doesn’t have ANY blur
Fluent New Tab DevLog 016 •Added a Mobile version for the UI •Fixed the issue of blur with the Search Engine drop down menu •Changed the name of APOD Wallpaper to just “APOD Wall” since it was causing issues due to it being 2 rows tall •Added a logic to not show the Keyboard Shortcut hint if on mobile/device with small screen resolution/small window
Fluent New Tab DevLog 017 •Fixed the issue of the settings panel overlapping with search bar/recent searches in smaller windows •Added a custom accent color option (uses hex codes) •Fixed the positioning and sizing of elements for smaller windows.
Fluent New Tab DevLog 018 •Added search suggestions from the recent searches, works even if you don’t start typing something that matches the starting of a recent search •Originally intended to add live suggestions fetched from google but didn’t work •Fixed the settings panel margins to fit smaller screen resolutions (tested on 800x600, but still looks best on 1080p screens and higher)
Fluent New Tab DevLog 019 Final DevLog before 2nd and possibly final ship •Tried to add Duplicate protection for Pinned Sites (both while adding and editing), had a lot of loopholes (e.g., it treated www.google.com and google.com as different systems), so scrapped that idea •Tried to add a history button to the left under Recent which opened the history page of the browser, but the browser didn’t allow it, so scrapped that too •Tried to add dragging to the Pinned Sites dock, that broke the whole UI, so scrapped it too •Only meaningful addition, fixed icon sizing for the settings and + button so they don’t look huge •Another meaningful addition is that now it no longer requires you to write the full URL to add a site to pinned sites
Fluent New Tab DevLog 020 •I have encountered multiple issues when trying to build an extension or while deploying to github pages •Everything is structured correctly but something is not right Edit: Fixed all of them and uploaded to GitHub
Fluent New Tab DevLog 021 Just took a look at the reviews/feedbacks on the previous ship and they are really helpful unlike the ones on my Minesweeper one, so yeah, the 2nd ship is not going to be my final Ship/version. I’ll be taking a break from Fluetro OS and related stuff. And thus, I’ll be working on this, slow and steady. And now according to the reviews/feedbacks I have made some changes. Changelog: Added an option to show or remove specific widgets. Fixed the loading time issues, it was mostly caused by the APOD Server loading (which I mentioned in the README). Now it loads into this Wallpaper by default. Since I added the Widgets Customization section (which is still not designed correctly), and widgets are not available or mobile/smaller width devices, those options are not available there. Possible Future updates: Draggable and more customizable Pinned Sites panel. A separate version that focuses less on privacy and thus can use Browser History for the Recent Sites and has Live Location system for Weather More Customizable Widgets where you can only change the order of them and make them show on the left or right side. Customizable and toggleable Recent Sites Section, like widgets you can only select if it’s shown at the left or right side, turn them off entirely, or select the number of items that are shown. Option to add your own wallpaper for the background.
Fluent New Tav DevLog 022 I think VS Code got an update, so now the weird issue that I used to get while typing “” or () aren’t there. So now I got a lot of work done in my current session. Also I was taking a look at the resources section, so I am kinda updating my style of writing DevLogs. New features and what changed FNT(short form) now supports APOD Wallpaper even when the APOD is a video. Well I haven’t been able to set the video as a wallpaper since NASA Servers are pretty busy and a bit unresponsive at times. It just uses the video thumbnail as wallpaper that day, and it’s shown in the widget. Added icons for the widget settings toggles, and made them appear in a single row instead of 3. Added a View More button in the APOD Widget, clicking it now takes you to the NASA APOD page. Since I removed the text from the Widget Toggles, I added tooltips instead. The APOD widget now stops showing text if the 2nd line is full, earlier it used to be 3. This was done to make room for the View More button. Added invert logic for the widget toggle icons since icons8 gave me black icons and that too in png.
Fluent New Tab DevLog 023 I originally though coding with Vite is harder, now I think it’s easier because you don’t have to put a semicolon (;) after every line in the javascript, and there’s the html, which is inside the javascript, so that’s nice. New features added Ability to upload and use your own wallpaper A button to remove your own custom wallpaper Icon for the remove custom wallpaper button Enabling APOD Wallpaper overrides custom wallpaper, and you cannot use your current custom wallpaper unless you disable APOD Wallpaper, until then you can select a new custom wallpaper to use, and that one overrides the APOD. Fixes Fixed the long loading time for the wallpaper Fixed some logic issues with the wallpaper (I did a silly mistake where I referenced the wallpaper in multiple places using multiple paths, somewhere I used “./walls/wall1.jpg”, which is correct, but somewhere I used “./assets/walls/wall1.jpg” which is wrong and led to the blank screen issue. Current issues/bugs Animation from APOD/Default Wallpaper to custom wallpaper is the same as Default/Custom wallpaper to APOD, but the animation from Custom Wallpaper to default is different, but I might keep this one as a feature, just to distinguish between default and custom.
Fluent New Tab DevLog 024 Slowly but steadily ticking off stuff from my “Possible Features” list New Features added Added the ability to rearrange widgets Made the widgets order persistent, i.e., it stays every after a refresh This ability uses a context menu that appears when right-clicking a widget, and has two options to Move the widget up or down The said context menu uses the same design, almost the same code and properties as the context menu that appears when you right click pinned sites Fixes Fixed an issue where the APOD Widget would be stuck at “Loading…” unless you turn on APOD Wall Current issues/bugs Move up/down buttons don’t give errors when the widget is at an end Image Description As you can see in the image, I have rearranged my widgets, and the Context Menu is also visible clearly.
Fluent New Tab DevLog 025 Quarter-century DevLog New features added Added the option to remove a website from the Recent Section Similar to pinned sites, this option also uses a context menu, with the only option here being “Remove” Added some code so that multiple context menus are no longer possible Fixes Fixed the issue from my last DevLog where there were no errors when trying to Move Widgets while at either end. Current issues/bugs There are no animations when opening the context menus or rearranging widgets Image Description As you can see in the images, I have added a remove button in a context menu for the Recent Sites. The errors for trying to move a widget also work.
Fluent New Tab DevLog 026 Nothing much done New features added Draggable and rearrangeable Pinned Sites Fixes Encountered an issue in which adjacent Pinned Sites could not be rearranged (I was using a splice system) so I fixed it by using the good ol’ simple swap system Since I was using the splice system I also encountered a bug which deleted every item I tried to rearrange The splice system also broke the Pinned site, so I fixed it by changing some variable names Current issues/bugs You cannot just drag an item and drop it in the general direction of another item; you have to drop it on the other item for it to swap places. There are still no animations for Widgets or Pinned Sites rearrangement Note Recent Sites won’t be rearrangeable, it’ll be ordered according to the last site you visited Every error/dialog box in the site uses alert to show their dialog boxes, so if you can’t add a new Pinned Site, it might be your browser because as of now, the extension works almost flawlessly on MS Edge, Chrome/Chromium and Brave Video Description The video with the single tab open is using the splice system so there’s the issue from earlier that can be seen (added it to show how the bug looked like) The video with 2 tabs open is using the swap system so there’s no issues in there
Fluent New Tab DevLog 027 Added more options and made some stuff a bit more useful New features added Options to Open in New Tab and Copy Link in Pinned/Recent Sites context menu A custom context menu for everywhere else in the page that has a refresh option Elements like the Settings button, add Pinned Site button or the docks no longer show the default context menu, or rather they don’t have a context menu An alert box showing you successfully copied the link when you click Copy Link Fixes Fixed an issue that occurred due to the swap system I used for rearranging Pinned Sites, it literally swapped the element that you’re dragging with the one on which you’d drop it. So I went back to the splicing system and tinkered with it to fix it. Since I tried to remove the context menus from every element that shouldn’t have them, I also managed to remove it from the search box, weather location box and Accent color box, but I fixed it, so it now shows the default context menu. Current issues/bugs You can right click the search bar even when it’s not focused, and it shows the default browser context menu Most of the new stuff hasn’t been fixed/adjusted for mobile devices/small screens Image Description The images show the new options added to the context menus, and the new context menu
Fluent New Tab DevLog 028 Added a lot more features and now all the features under DevLog 021 have been implemented (except the privacy un-focused version) New Features added Press Esc to close Settings Panel, un-focus the Search bar, and close any context menu that is open It’s now possible to swap the locations of the Recent Sites section and Widgets section You can choose the number of recent sites shown (up to 5) or just remove it entirely If you swap the recent and widgets panels, the Settings button moves with it, so now the settings panel moves accordingly too All Recent Sites and Widgets related buttons/options aren’t shown on mobile devices/devices with small screens Fixes Fixed the small issues that I caused by bad parentheses placement in the JavaScript, nothing big Current issues/bugs Suggestions still fetch themselves from the history inside the site Recent sites still uses History from the Pinned Sites There’s still not many animations in the whole UI Image Description An image showing the new buttons and options added, and another showing how the recent section and the widgets were all removed.
Fluent New Tab DevLog 029 Added animations New Features added Bunch of animations to everything, settings panel, wallpaper, recents dock, pinned sites dock, literally everything Animations show when loading, when changing window size etc. Animations also work for mobile devices Fixes Fixed the animation system for all the elements so now it actually works Current issues/bugs APOD fetches wallpaper everytime you enable it, so there’s some lag there APOD also has issues if you turn it on and refresh Video Description Just showing off the animations, the white flash has been fixed btw
Fluent New Tab DevLog 030 Final DevLog before 3rd ship New Features added Huge optimization regarding APOD wallpaper APOD is now fetched once a day and stays cached so you don’t have to fetch it every time you turn on APOD Wall Fixes Fixed all issues/bugs since last DevLog Current issues/bugs You can right click the search bar even when it’s not focused, and it shows the default browser context menu (intentional since many browsers have emoji and editing options in the context menu) Suggestions still fetch themselves from the history inside the site (will be fixed and shipped as a different version) Recent sites still uses History from the Pinned Sites (will be fixed and shipped as a different version) APOD Wallpaper takes a second or two to load Note The Privacy un-focused version that can use browser data, will be shipped as a different version and will be my next and final ship Image Description APOD Wallpaper is applied
Fluent New Tab DevLog 031 Uploaded to GitHub, and am going to Ship Fixes (only related to GitHub pages) Fixed an issue where the wallpaper path would get jumbled when deploying to GitHub pages Fixed the issue where the wallpaper won’t appear sometimes Fixed an issue where the APOD Wallpaper would glitch out Apparently this was because I had done some mistakes in my vite.config.js file Note APOD Wallpaper takes some time to load according to your internet speed so pls be patient
Ships:
This is just a minimalistic New Tab Page for Chromium Based Web Browsers, based heavily on the Windows 11 Fluent Design Language. Recommended to use with Dark Mode. P.S.-Used Gemini AI for font formatting and Design Concept
Made a lot of improvements from my previous ship. Added a lot of features too. Now the extension includes Live Weather, an option to toggle the APOD as the Wallpaper, the ability to use custom accent colors, Recent Searches and Search Suggestions that are stored within the extension, thus not invading your privacy or using any Browser-specific APIs, now it also features 4 different Search Engines to choose from. I also made the UI overall more consistent with the corner radius, blur and colors. There’s also a mobile version now. Since coding with Vite isn’t like coding with simple JavaScript, there were multiple issues when building, which I managed to fix after a lot of time. The extension is still not available on any of the Web Stores for extensions, so you must download it from my GitHub releases if you want to. Other minor details I have included in the Readme of my GitHub repository.
Added a lot more features since my previous ship, all according to the feedback. Now the extension includes more customizable docks, an option to swap the positions of Recent Sites and widgets, the ability to toggle Individual widgets, and much more, all of which is mentioned in my Readme and DevLogs. I also made the UI overall a bit more consistent with the corner radius, blur, colors and animations. They mobile version has been improved too. I encountered a lot of file address issues when trying to deploy to GitHub Pages, and fixing that took a huge chunk of my time. The extension is still not available on any of the Web Stores for extensions, so you must download it from my GitHub releases if you want to....
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1793732292.5712261
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1793818692.5712261
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46797
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Pomdoro Timer Vue by @Zeti_1223 | Stardance
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Zeti_1223
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1
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T07:46:43Z", "hours": 2.0, "multiplier": 3.27, "payout": 5, "blessing": "neutral", "text": "I created this pomodoro timer without any documentation and AI (I only used my memory and a reference image to liquid glass) I hope you like it!", "repo": "https://github.com/zeti1223/pomodoro-vue", "demo": "https://zeti1223.github.io/pomodoro-vue/"}]...
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[{"post_id": 45404, "ts": "202 [{"post_id": 45404, "ts": "2026-08-11T20:35:59Z", "hours": 0.4792, "text": "Created vue deployment script, a documentation, and downloaded a favicon from flaticons"}, {"post_id": 45379, "ts": "2026-08-11T19:57:26Z", "hours": 0.8011, "text": "Created liquid glass UI"}, {"post_id": 45280, "ts": "2026-08-11T17:09:51Z", "hours": 0.2525, "text": "Added Main mechanic"}]...
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Title: Pomdoro Timer Vue by @Zeti_1223 | Stardance Title: Pomdoro Timer Vue by @Zeti_1223 | Stardance
Devlogs:
Added Main mechanic
Created liquid glass UI
Created vue deployment script, a documentation, and downloaded a favicon from flaticons
Ships:
I created this pomodoro timer without any documentation and AI (I only used my memory and a reference image to liquid glass) I hope you like it!...
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1793732291.385914
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1793818691.385914
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67586
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tesrrrt by @Isaac | Stardance
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Isaac
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0
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0.0
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0
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[]
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[]
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Title: tesrrrt by @Isaac | Stardance
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1793732290.4890623
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1794337090.4890623
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|
46796
|
LifeLab by @Jhenil | Stardance
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Jhenil
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1
|
17.0
|
99
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T00:07:38Z", "hours": 17.0, "multiplier": 5.74, "payout": 99, "blessing": "neutral", "text": "Ok, Guys after a week of work I am done with the simulator. This is LifeLab. I have made a simulator which tries to replicate the evolution, adaptation, reproduction and survival process that species go through in their day to day lives. This simulator allows the user to pick the type of food availability, food regeneration rate and the starting population. Then they can start the simulation and click on the moving creatures and look at their stats and even name and that name is displayed on the canvas. This naming feature gives that emotional touch which the users like. Then they can scroll down to check the graphs which can change as the new things happen in the canvas. If they are done with the experiment they can click on “End Experiment” button to save the experiment that they just did, otherwise it won’t save and you can see the data of it in the Experiment History panel. If you do more than two experiments then you can choose which ones to choose and you can compare them !. Also you can ask your questions related to the experiments to the LifeLab Analyst . It is an AI powered chatbot which gives you scientific reasoning behind what just happened in the experiment. I also made a guide page and an about me page . This project came to my mind because of biology. I was reading through my biology textbook for summer work, and I learned about evolutions and genes and all. I did find a simulation but making your own is a different feeling, so I made my own. I hope you all liked it!", "repo": "https://github.com/JP-code33/LifeLab", "demo": "https://lifelab-project.netlify.app/guide"}]...
|
[{"post_id": 49731, "ts": "202 [{"post_id": 49731, "ts": "2026-08-18T17:21:09Z", "hours": 1.7297, "text": "Devlog - 8 This is the moment, the project I feel is done. The final few things I changed are big things. I created two new HTML files , one which is for a guide page and the other for about me page . These are the final things that I have added and I think that makes this simulation better as this gives those final polishing and makes the project better. Thank you for supporting me and I will be shipping the project soon!"}, {"post_id": 49211, "ts": "2026-08-17T21:23:49Z", "hours": 4.4697, "text": "Devlog - 7 I have been out for a while but not out of coding. I was coding a few things and a big feature that still needs work. The first few little things that I changed is that the experiment comparison now also shows a percentage difference . Then what I did is before it was like the computer by itself chose 2 last experiments and compared them but now the user can choose which experiments they want to choose and compare . Then comes the big thing which is still not complete. I added an Ai chatbot . Before what I did is that the chatbot was hardcoded so no matter what you asked it gave you the same already written answer. But that wasn’t the best I could do, so I decided to actually use an ai API key to use and power the chatbot. I have coded everything that requires the AI to be connected but it isn’t working well. So it requires debugging and all. So yea I was working on a chatbot so that users can get insightful reasoning behind the simulation experiment that they just ran! Stay tuned!"}, {"post_id": 47727, "ts": "2026-08-15T20:39:32Z", "hours": 1.8758, "text": "Devlog - 6 Today I focused on 1-2 things rather than adding a lot of new things to the current simulation. First big thing I added is environment controls . Now this allows the user to change things like food availability, food regeneration and the starting population (10-50). I also added environment size but I felt it really didn’t matter how much space we are giving to the creatures. So I removed that. But the other features are there and are fully deployed. You can now have many different combinations which the user can experiment with. Second big thing I added is an “inspection panel**. My friend who is also on Stardance @chahatesh gave me feedback that it gets boring after the simulation starts so I added a sliding panel which slides out when you click on a creature and it shows you different live stats about that particular creature. These are the things I added today. Stay tuned!"}, {"post_id": 47142, "ts": "2026-08-14T20:24:18Z", "hours": 2.1614, "text": "Devlog - 5 Ok back to the normal coding session. Today was a big day because I ran a lot of test runs today to make sure the new small and big changes were working and indeed they were working well. Today firstly I added food scarcity which essentially decreases the chances of food regeneration from a standard 25% of the times it is being regenerated to being regenerated only 6% of the time between 20 seconds to 40 seconds. Speaking of time I have finally coded the timer box and it shows how long the experiment is running for. I also added so that you can see when the generation changed and at what second it changed. Then I thought that the data that we are collecting is going to be wasted, so I coded so that it saved that data and the computer remembered until it was refreshed. Then I added a div into the webpage and made so that you can see the results of different experiments after clicking on the end experiment button. Then I added a comparison mechanism where after two experiments the code checks between them and gives you insights whether something went up or down. These are the things I added and next I will be adding environmental controls so that the user can control things. Thank you and stay tuned!"}, {"post_id": 46500, "ts": "2026-08-13T19:15:52Z", "hours": 1.8056, "text": "Devlog - 4 Today my coding session wasn’t great but I got some work done. Firstly I just added a bit of comments to make the code readable. Then I added a way to measure if a creature is doing well or not and it is called survival pressure. Then I added food regeneration and now the ecosystem is sustainable like before it collapsed after the food ran out but now food regenerates at a slower rate but creatures with the best traits will succeed. Then I added a place where you can see how each trait is doing. Then I fixed some styling of the website."}, {"post_id": 46061, "ts": "2026-08-13T00:21:07Z", "hours": 2.45, "text": "Devlog - 3 Quite a long session and I was working on a few different things and have added new features and also overhauled some of the existing features to make it even better. Firstly I made it random so that each time there is offspring then they get a unique gene from their parent and that is going to be at a random rate. Then what I did is added a data collection method so it collects data about population, size, vision and speed . It averages the data of size, vision and speed from the population but at this point is not being visualized because the graphs haven’t been added yet. Then I got into debugging . I hate debugging and fixing some of the bugs that were giving incorrect output. Then I overhauled the existing code. Firstly, I made the reproduction random because before it was like at a certain point the population doubled and it kept doing it until they food. But now it is random, sometimes they have reproduction or they might not. Then what I did is that I changed the js to have every different type of trait to be a particular color . That makes it easier to visualize different traits than actually thinking about it. Then I made different graphs for population, average size, average speed and average vision . That took me a while because when I first completed the code and tested it out the height of the screen kept increasing so I overhauled the update code but that was not the problem it was my css and I had height set as 100% instead of a few pixels. So I quickly adjusted it and everything went back to normal. Then I added a status indicator which shows the status of the ecosystem. If you didn’t start the simulation then it will indicate Ready , if you start the simulation then it will show Ecosystem Active , if you pause the simulation then It will indicate Paused but if the ecosystem collapse then it will indicate Ecosystem Collapsed . These are the changes I have made today in today’s session. Stay tuned for more!"}, {"post_id": 45448, "ts": "2026-08-11T22:11:10Z", "hours": 1.3589, "text": "Devlog - 2 Previously I had only a working website where it was only a layout. But then I have added a lot of new features. Firstly I have added creatures where they bounce and move around. I have added 20 of them as it is in developing phase. Then I added food system where there is food and when the creature collides with it they consume the food and then I created a function where the creatures move toward the food. Then I added energy levels where if the creature consumes food its energy level goes up but movement causes the energy levels to drop and if it turn to 0 then it removes it and becomes dead. Then I added reproduction which makes the simulation feel more real. For them to reproduce there is a requirement where the creature has to be 10(I coded for the age to go up), has to have energy levels of 80 or more and should have no reproduction cooldown, which I added so that there is no rapid reproduction and to limit it. As the energy levels again drop they also become dead. I will be adding more features to it so stay tuned!"}, {"post_id": 45276, "ts": "2026-08-11T16:57:33Z", "hours": 1.395, "text": "Devlog - 1 This is the beginning of my new project LifeLab. This project is essentially to simulate how the species on earth evolve over time. There are many hurdles which come towards these species and which they overcome by competing and adapting to what they have. Ok, not making this a science class. Basically the user will have the control over everything and they will set the values at the start then they can run the simulation. After it is done they will have graphs and models depicting what happened during the simulation. I have worked on getting the website up and running. I will code the species and the mechanism next. Stay tuned!"}]...
|
Title: LifeLab by @Jhenil | Stardance
Devlogs:
De Title: LifeLab by @Jhenil | Stardance
Devlogs:
Devlog - 1 This is the beginning of my new project LifeLab. This project is essentially to simulate how the species on earth evolve over time. There are many hurdles which come towards these species and which they overcome by competing and adapting to what they have. Ok, not making this a science class. Basically the user will have the control over everything and they will set the values at the start then they can run the simulation. After it is done they will have graphs and models depicting what happened during the simulation. I have worked on getting the website up and running. I will code the species and the mechanism next. Stay tuned!
Devlog - 2 Previously I had only a working website where it was only a layout. But then I have added a lot of new features. Firstly I have added creatures where they bounce and move around. I have added 20 of them as it is in developing phase. Then I added food system where there is food and when the creature collides with it they consume the food and then I created a function where the creatures move toward the food. Then I added energy levels where if the creature consumes food its energy level goes up but movement causes the energy levels to drop and if it turn to 0 then it removes it and becomes dead. Then I added reproduction which makes the simulation feel more real. For them to reproduce there is a requirement where the creature has to be 10(I coded for the age to go up), has to have energy levels of 80 or more and should have no reproduction cooldown, which I added so that there is no rapid reproduction and to limit it. As the energy levels again drop they also become dead. I will be adding more features to it so stay tuned!
Devlog - 3 Quite a long session and I was working on a few different things and have added new features and also overhauled some of the existing features to make it even better. Firstly I made it random so that each time there is offspring then they get a unique gene from their parent and that is going to be at a random rate. Then what I did is added a data collection method so it collects data about population, size, vision and speed . It averages the data of size, vision and speed from the population but at this point is not being visualized because the graphs haven’t been added yet. Then I got into debugging . I hate debugging and fixing some of the bugs that were giving incorrect output. Then I overhauled the existing code. Firstly, I made the reproduction random because before it was like at a certain point the population doubled and it kept doing it until they food. But now it is random, sometimes they have reproduction or they might not. Then what I did is that I changed the js to have every different type of trait to be a particular color . That makes it easier to visualize different traits than actually thinking about it. Then I made different graphs for population, average size, average speed and average vision . That took me a while because when I first completed the code and tested it out the height of the screen kept increasing so I overhauled the update code but that was not the problem it was my css and I had height set as 100% instead of a few pixels. So I quickly adjusted it and everything went back to normal. Then I added a status indicator which shows the status of the ecosystem. If you didn’t start the simulation then it will indicate Ready , if you start the simulation then it will show Ecosystem Active , if you pause the simulation then It will indicate Paused but if the ecosystem collapse then it will indicate Ecosystem Collapsed . These are the changes I have made today in today’s session. Stay tuned for more!
Devlog - 4 Today my coding session wasn’t great but I got some work done. Firstly I just added a bit of comments to make the code readable. Then I added a way to measure if a creature is doing well or not and it is called survival pressure. Then I added food regeneration and now the ecosystem is sustainable like before it collapsed after the food ran out but now food regenerates at a slower rate but creatures with the best traits will succeed. Then I added a place where you can see how each trait is doing. Then I fixed some styling of the website.
Devlog - 5 Ok back to the normal coding session. Today was a big day because I ran a lot of test runs today to make sure the new small and big changes were working and indeed they were working well. Today firstly I added food scarcity which essentially decreases the chances of food regeneration from a standard 25% of the times it is being regenerated to being regenerated only 6% of the time between 20 seconds to 40 seconds. Speaking of time I have finally coded the timer box and it shows how long the experiment is running for. I also added so that you can see when the generation changed and at what second it changed. Then I thought that the data that we are collecting is going to be wasted, so I coded so that it saved that data and the computer remembered until it was refreshed. Then I added a div into the webpage and made so that you can see the results of different experiments after clicking on the end experiment button. Then I added a comparison mechanism where after two experiments the code checks between them and gives you insights whether something went up or down. These are the things I added and next I will be adding environmental controls so that the user can control things. Thank you and stay tuned!
Devlog - 6 Today I focused on 1-2 things rather than adding a lot of new things to the current simulation. First big thing I added is environment controls . Now this allows the user to change things like food availability, food regeneration and the starting population (10-50). I also added environment size but I felt it really didn’t matter how much space we are giving to the creatures. So I removed that. But the other features are there and are fully deployed. You can now have many different combinations which the user can experiment with. Second big thing I added is an “inspection panel**. My friend who is also on Stardance @chahatesh gave me feedback that it gets boring after the simulation starts so I added a sliding panel which slides out when you click on a creature and it shows you different live stats about that particular creature. These are the things I added today. Stay tuned!
Devlog - 7 I have been out for a while but not out of coding. I was coding a few things and a big feature that still needs work. The first few little things that I changed is that the experiment comparison now also shows a percentage difference . Then what I did is before it was like the computer by itself chose 2 last experiments and compared them but now the user can choose which experiments they want to choose and compare . Then comes the big thing which is still not complete. I added an Ai chatbot . Before what I did is that the chatbot was hardcoded so no matter what you asked it gave you the same already written answer. But that wasn’t the best I could do, so I decided to actually use an ai API key to use and power the chatbot. I have coded everything that requires the AI to be connected but it isn’t working well. So it requires debugging and all. So yea I was working on a chatbot so that users can get insightful reasoning behind the simulation experiment that they just ran! Stay tuned!
Devlog - 8 This is the moment, the project I feel is done. The final few things I changed are big things. I created two new HTML files , one which is for a guide page and the other for about me page . These are the final things that I have added and I think that makes this simulation better as this gives those final polishing and makes the project better. Thank you for supporting me and I will be shipping the project soon!
Ships:
Ok, Guys after a week of work I am done with the simulator. This is LifeLab. I have made a simulator which tries to replicate the evolution, adaptation, reproduction and survival process that species go through in their day to day lives. This simulator allows the user to pick the type of food availability, food regeneration rate and the starting population. Then they can start the simulation and click on the moving creatures and look at their stats and even name and that name is displayed on the canvas. This naming feature gives that emotional touch which the users like. Then they can scroll down to check the graphs which can change as the new things happen in the canvas. If they are done with the experiment they can click on “End Experiment” button to save the experiment that they just did, otherwise it won’t save and you can see the data of it in the Experiment History panel. If you do more than two experiments then you can choose which ones to choose and you can compare them !. Also you can ask your questions related to the experiments to the LifeLab Analyst . It is an AI powered chatbot which gives you scientific reasoning behind what just happened in the experiment. I also made a guide page and an about me page . This project came to my mind because of biology. I was reading through my biology textbook for summer work, and I learned about evolutions and genes and all. I did find a simulation but making your own is a different feeling, so I made my own. I hope you all liked it!...
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1793732289.2621443
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1793818689.2621443
|
|
67585
|
lets do smth by @aryamann_reet | Stardance
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aryamann_reet
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0
|
0.0
|
0
|
[]
|
[]
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Title: lets do smth by @aryamann_reet | Stardance
|
1793732288.3622768
|
1794337088.3622768
|
|
36890
|
Mine and Dine - 26.2 Minecraft Mod by @RevComInter Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance...
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RevComInteractives
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2
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86.0
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1463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:49:16Z", "hours": 29.0, "multiplier": 14.54, "payout": 420, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}, {"ship_num": 2, "ts": "2026-09-01T19:51:42Z", "hours": 57.0, "multiplier": 18.17, "payout": 1043, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}]...
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[{"post_id": 74612, "ts": "202 [{"post_id": 74612, "ts": "2026-09-27T19:38:37Z", "hours": 1.8344, "text": "Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!"}, {"post_id": 70876, "ts": "2026-09-19T22:15:59Z", "hours": 4.2711, "text": "Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!"}, {"post_id": 69362, "ts": "2026-09-16T21:54:54Z", "hours": 1.3753, "text": "Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!"}, {"post_id": 68266, "ts": "2026-09-14T20:21:22Z", "hours": 2.2772, "text": "Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!"}, {"post_id": 67663, "ts": "2026-09-13T20:21:37Z", "hours": 2.4153, "text": "Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!"}, {"post_id": 66973, "ts": "2026-09-12T23:35:17Z", "hours": 6.5831, "text": "Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!"}, {"post_id": 64432, "ts": "2026-09-08T20:09:14Z", "hours": 2.0831, "text": "Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!"}, {"post_id": 64233, "ts": "2026-09-08T14:19:01Z", "hours": 8.0308, "text": "Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!"}, {"post_id": 59779, "ts": "2026-09-01T18:30:25Z", "hours": 0.2781, "text": "Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!"}, {"post_id": 59078, "ts": "2026-08-31T18:05:33Z", "hours": 6.0342, "text": "Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!"}, {"post_id": 54808, "ts": "2026-08-25T22:58:00Z", "hours": 2.2117, "text": "Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!"}, {"post_id": 54153, "ts": "2026-08-24T23:55:27Z", "hours": 8.1442, "text": "Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!"}, {"post_id": 50679, "ts": "2026-08-19T23:55:47Z", "hours": 1.1469, "text": "Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)"}, {"post_id": 49899, "ts": "2026-08-18T21:16:14Z", "hours": 1.3992, "text": "Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)"}, {"post_id": 49262, "ts": "2026-08-17T23:15:11Z", "hours": 1.035, "text": "Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)"}, {"post_id": 48545, "ts": "2026-08-16T23:47:04Z", "hours": 1.04, "text": "Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)"}, {"post_id": 47737, "ts": "2026-08-15T21:06:10Z", "hours": 3.92, "text": "Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)"}, {"post_id": 47170, "ts": "2026-08-14T21:14:02Z", "hours": 0.7811, "text": "Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!"}, {"post_id": 46592, "ts": "2026-08-13T22:46:26Z", "hours": 1.5181, "text": "Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)"}, {"post_id": 46033, "ts": "2026-08-12T23:12:08Z", "hours": 1.6828, "text": "Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!"}, {"post_id": 45458, "ts": "2026-08-11T22:46:37Z", "hours": 2.2208, "text": "Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!"}, {"post_id": 40198, "ts": "2026-08-03T16:29:35Z", "hours": 1.3703, "text": "Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)"}, {"post_id": 39687, "ts": "2026-08-02T20:29:38Z", "hours": 2.6472, "text": "New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time."}, {"post_id": 39187, "ts": "2026-08-01T23:47:08Z", "hours": 0.3183, "text": "Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)"}, {"post_id": 38495, "ts": "2026-07-31T22:06:56Z", "hours": 0.8517, "text": "Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod."}, {"post_id": 37633, "ts": "2026-07-30T14:49:09Z", "hours": 3.5092, "text": "Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)"}, {"post_id": 36571, "ts": "2026-07-28T19:40:24Z", "hours": 1.5392, "text": "Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot."}, {"post_id": 35944, "ts": "2026-07-27T18:35:20Z", "hours": 0.7631, "text": "On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time."}, {"post_id": 35214, "ts": "2026-07-26T14:30:57Z", "hours": 1.3289, "text": "It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!"}, {"post_id": 34580, "ts": "2026-07-25T13:03:48Z", "hours": 1.4089, "text": "My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add."}, {"post_id": 34344, "ts": "2026-07-24T23:15:12Z", "hours": 1.5892, "text": "So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:"}, {"post_id": 33640, "ts": "2026-07-23T18:31:51Z", "hours": 0.6331, "text": "Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils."}, {"post_id": 33102, "ts": "2026-07-22T18:31:45Z", "hours": 1.7647, "text": "I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly."}, {"post_id": 32577, "ts": "2026-07-21T20:56:34Z", "hours": 0.3733, "text": "Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable."}, {"post_id": 31950, "ts": "2026-07-20T19:25:31Z", "hours": 2.7164, "text": "Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)"}, {"post_id": 31441, "ts": "2026-07-19T20:12:44Z", "hours": 1.1936, "text": "Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live."}, {"post_id": 31364, "ts": "2026-07-19T18:07:29Z", "hours": 2.9633, "text": "Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine."}, {"post_id": 30779, "ts": "2026-07-18T17:32:00Z", "hours": 0.6333, "text": "It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point."}, {"post_id": 30726, "ts": "2026-07-18T15:28:41Z", "hours": 0.3822, "text": "Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come."}]...
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Title: Mine and Dine - 26.2 Minecraft Mod by @RevC Title: Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance
Devlogs:
Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come.
It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point.
Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine.
Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live.
Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)
Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable.
I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly.
Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils.
So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:
My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add.
It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!
On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time.
Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot.
Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)
Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod.
Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)
New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time.
Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)
Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!
Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!
Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)
Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!
Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)
Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)
Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)
Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)
Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)
Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!
Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!
Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!
Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!
Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!
Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!
Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!
Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!
Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!
Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!
Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!
Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!
Ships:
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!...
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1793732286.7230113
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1793818686.7230113
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67584
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LoiOrbit by @loiana_lopes | Stardance
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loiana_lopes
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Title: LoiOrbit by @loiana_lopes | Stardance
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1793732285.8091352
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1794337085.8091352
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48023
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Ask AgPulse by @praneel23o | Stardance
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T06:08:40Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI advisor for commodity trading. So, my father works in finance field, I came to know about commodity trading. And then this idea hit me to revolutionise the field. Instead of randomly guessing what to invest in you ask the advisor about it. What I personally found challenging was connecting the data ingestion pipeline (I failed in it couple of times). Though it requires a little more of computational requirements. Then what nest could provide me, yet I got a symbolic representative demo. To use it download source code from GitHub and follow steps in readme.md. Hope y’all like it. Thanks for reading me.", "repo": "https://github.com/pannilal/rag", "demo": "https://github.com/pannilal/agpulse"}]...
|
[{"post_id": 47313, "ts": "202 [{"post_id": 47313, "ts": "2026-08-15T05:54:04Z", "hours": 23.1361, "text": "I am making a RAG model (retrieval augmented generation). So, what it does is it advises people to invest in a particular commodity or not. It basically is an advisor for commodity traders. Since It’s a rag model it gives the data extract fromm the data it has been given to analyze the past trends. You can ingest it with pdf for sentiment analysis and csv for past pricing trends. Just for Reviewers: The demo link isn’t the fully functional actual project because what it requires isn’t fulfilled by hack club like the computational requirements."}]...
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Title: Ask AgPulse by @praneel23o | Stardance
Dev Title: Ask AgPulse by @praneel23o | Stardance
Devlogs:
I am making a RAG model (retrieval augmented generation). So, what it does is it advises people to invest in a particular commodity or not. It basically is an advisor for commodity traders. Since It’s a rag model it gives the data extract fromm the data it has been given to analyze the past trends. You can ingest it with pdf for sentiment analysis and csv for past pricing trends. Just for Reviewers: The demo link isn’t the fully functional actual project because what it requires isn’t fulfilled by hack club like the computational requirements.
Ships:
I made an AI advisor for commodity trading. So, my father works in finance field, I came to know about commodity trading. And then this idea hit me to revolutionise the field. Instead of randomly guessing what to invest in you ask the advisor about it. What I personally found challenging was connecting the data ingestion pipeline (I failed in it couple of times). Though it requires a little more of computational requirements. Then what nest could provide me, yet I got a symbolic representative demo. To use it download source code from GitHub and follow steps in readme.md. Hope y’all like it. Thanks for reading me....
|
1793732284.6663866
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1793818684.6663866
|
|
14191
|
My first slack bot! by @ghx312 | Stardance
|
ghx312
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T00:35:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first slack bot, it has 4 features which are all inside the README.md (I’ll paste it here), it also runs 24/7 Very Chill Cat (Slack-Bot) Features: ‘/very-chill-cat-ping’ - Pings the cat ‘/very-chill-cat-catfact’ - Gives you a fact ‘/very-chill-cat-joke’ - Tells you a joke ‘/very-chill-cat-help’ - Helps you with commands Runs 24/7", "repo": "https://github.com/ghx312/slack_bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 62562, "ts": "202 [{"post_id": 62562, "ts": "2026-09-06T00:34:09Z", "hours": 0.2825, "text": "Very Chill Cat (My first Slack_Bot)"}]...
|
Title: My first slack bot! by @ghx312 | Stardance
Title: My first slack bot! by @ghx312 | Stardance
Devlogs:
Very Chill Cat (My first Slack_Bot)
Ships:
I made my first slack bot, it has 4 features which are all inside the README.md (I’ll paste it here), it also runs 24/7 Very Chill Cat (Slack-Bot) Features: ‘/very-chill-cat-ping’ - Pings the cat ‘/very-chill-cat-catfact’ - Gives you a fact ‘/very-chill-cat-joke’ - Tells you a joke ‘/very-chill-cat-help’ - Helps you with commands Runs 24/7...
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1793732283.4767234
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1793818683.4767234
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67583
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Nosabo by @tahiel_bar | Stardance
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tahiel_bar
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0
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0.0
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0
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[]
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[]
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Title: Nosabo by @tahiel_bar | Stardance
|
1793732282.5455785
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1794337082.5455785
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|
48021
|
Lynx by @Igbig | Stardance
|
Igbig
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1
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18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T23:26:49Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Obsidian plugin that will automatically organize your notes using the Zettelkasten note taking method. Essentially, each every markdown file is an atomic note (a standalone unit of knowledge) and it has tags and references to other notes that have some logical link to it. Everything runs locally including the LLM, vector database, and graph database. You can also query notes and it uses the graph of notes to provide meaningful context to the LLM (essentially GraphRAG).", "repo": "https://github.com/Github11200/Impact-Forge", "demo": "https://community.obsidian.md/plugins/impact-forge"}]...
|
[{"post_id": 48537, "ts": "202 [{"post_id": 48537, "ts": "2026-08-16T23:21:14Z", "hours": 3.0508, "text": "Completed the whole project and created an architecture visualization."}, {"post_id": 47941, "ts": "2026-08-16T06:34:40Z", "hours": 6.4119, "text": "Just finished adding an option for letting the user bring their own API key. Otherwise, it uses Ollama by default"}, {"post_id": 47744, "ts": "2026-08-15T21:22:46Z", "hours": 4.7581, "text": "I’ve gotten the LLM to generate the whole graph automatically. Now, I’m working on implementing GraphRAG so that the user can ask questions about their notes and the LLM will find relevant connections and use those in the answer."}, {"post_id": 47300, "ts": "2026-08-15T05:11:02Z", "hours": 3.8489, "text": "I’m working on getting the LLM to decide what tags to attach and what other pages to have references to."}]...
|
Title: Lynx by @Igbig | Stardance
Devlogs:
I’m wo Title: Lynx by @Igbig | Stardance
Devlogs:
I’m working on getting the LLM to decide what tags to attach and what other pages to have references to.
I’ve gotten the LLM to generate the whole graph automatically. Now, I’m working on implementing GraphRAG so that the user can ask questions about their notes and the LLM will find relevant connections and use those in the answer.
Just finished adding an option for letting the user bring their own API key. Otherwise, it uses Ollama by default
Completed the whole project and created an architecture visualization.
Ships:
I made an Obsidian plugin that will automatically organize your notes using the Zettelkasten note taking method. Essentially, each every markdown file is an atomic note (a standalone unit of knowledge) and it has tags and references to other notes that have some logical link to it. Everything runs locally including the LLM, vector database, and graph database. You can also query notes and it uses the graph of notes to provide meaningful context to the LLM (essentially GraphRAG)....
|
1793732281.3590522
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1793818681.3590522
|
|
67580
|
My own site! by @AndrewTheAsian | Stardance
|
AndrewTheAsian
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0
|
0.0
|
0
|
[]
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[]
|
Title: My own site! by @AndrewTheAsian | Stardance
|
1793732280.4862242
|
1794337080.4862242
|
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21411
|
ShooterManGame by @RileyTheSane | Stardance
|
RileyTheSane
|
1
|
54.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T20:49:19Z", "hours": 54.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "And that’s a rap. This was my second Godot game ever, and I really pushed myself with this project. These past few months have been super fun, and I’ve learned a lot. During parts of this project I felt demotivated and wondered if game development was really my cup of tea. But the end product was worth persevering, and I hope to continue making games in the future. What I’m most proud of is the art. Literally everything you see was drawn by hand in Krita: every boilerplate frame and each piece of text. The art took a really long time, and I’m really happy that it turned out well. A summary of the backstory: a long, long while ago when Bob was little, gloinks attacked his home, and he had to flee. Nowadays, Bob has moved out to his “cozy” studio apartment, and the gloinks are back. Your job is to play as Bob and kill off every wave of gloinks with your trusty pistol. You can play it with the “Try project” button below.", "repo": "https://github.com/RileyTheSane/shooter-man-game", "demo": "https://rileythesane.itch.io/shooter-man-game"}]...
|
[{"post_id": 85852, "ts": "202 [{"post_id": 85852, "ts": "2026-10-31T20:09:37Z", "hours": 0.5611, "text": "The game now has an Itch page! Today I made a bunch of minor tweaks to the game and created some promotional images for the itch page. Now all I have to do is ship, scary ."}, {"post_id": 82881, "ts": "2026-10-26T04:32:06Z", "hours": 3.7514, "text": "Today was very productive but stressful. There is now scoring in the game, which I think was very needed. Now I’m basically done with the game, and I’ll probably just change the text on this screen a little bit before I ship. So close!"}, {"post_id": 81688, "ts": "2026-10-22T02:55:04Z", "hours": 3.0206, "text": "You can now change the difficulty of the game! Below is a little preview of what the different difficulties look like in the last wave, and there is no sound because I forgot to enable it. The next thing I’ll work on is a scoring system. Hopefully I can get that done quickly because it is approaching the deadline yet again."}, {"post_id": 80536, "ts": "2026-10-18T03:02:16Z", "hours": 2.4469, "text": "I added a bunch of sound effects, and the game just feels so much better now. After I finish sound effects, I will add a difficulty setting and make some small tweaks before shipping. Shipping feels so close yet so far."}, {"post_id": 79934, "ts": "2026-10-15T18:08:31Z", "hours": 9.9069, "text": "How do animators do it? I’ve been working on an animation for Bob’s backstory, and I’m losing the desire to ever touch an animation timeline again. I finished all of the animation frames and sound effects, but this isn’t the full thing yet because I’m still putting the entire animation together."}, {"post_id": 62676, "ts": "2026-09-06T04:58:32Z", "hours": 3.7964, "text": "I made the title screem and it works (necessary) also look what I figured out how to do: 🎉 Ⓜ️ ⭕"}, {"post_id": 59349, "ts": "2026-09-01T02:54:15Z", "hours": 3.6314, "text": "I added fortnite storm but like red⛈️ and : a second larger health bar that appears when you leave the camera view the damage while outside the screen increases by one every time you take storm damage but resets when you re-enter the camera view I do think I went overboard with the vignette; I will probably be dialing it back later"}, {"post_id": 46105, "ts": "2026-08-13T02:52:46Z", "hours": 0.6894, "text": "Finished redesigning the “Wave #” text, and I had to redo the outro animation. I had to find a balance between wiggly and seizure inducing bc the wiggly style is quite violent when scaled up. I might change it later… Does anybody know how to get time recorded with Lapse/Lookout added to your project here on Stardance?"}, {"post_id": 45530, "ts": "2026-08-12T02:20:26Z", "hours": 0.7753, "text": "Started working on hand drawing all of the text, got the wave title and its wiggle done. I will be making the wiggle less severe though."}, {"post_id": 44337, "ts": "2026-08-10T01:04:44Z", "hours": 0.6575, "text": "git commit -m “Fixed bob’s healthbar, fixed button not re-appearing after first retry, gave retry button more wiggly style” best devlog oat? I think I’m gonna replace the passive-aggressive text with a voice-over and start hand-drawing all of the text; bouta suffer and it’s all my own fault🙏."}, {"post_id": 43110, "ts": "2026-08-08T06:16:34Z", "hours": 4.8125, "text": "Reset Button + Linux Trouble I made this reset button and it took hella long. I had no idea where to start, and it looks quite out of place because of how 9-piece buttons work. When you press it, the button disappears and the screen fades. After a second, bob fades back into existence, and wave 1 starts again. I also switched to Linux recently and got to troubleshoot Wakatime for an hour before realizing it just wasn’t installed and I needed more than just the Godot plugin. ( still love it though ) Next time I’m going to make the “Ouchie” text ( see in video ) rotate between a few different passive-aggressive comments , add text inside of the reset button, and fix the button not appearing after the first reset."}, {"post_id": 37417, "ts": "2026-07-30T03:41:24Z", "hours": 1.0375, "text": "I honestly don’t know what in the ever living I was doing in Krita, but I got this sick little animation done😁. Lowkey took a long time, but I’m pretty happy with the final result. Originally, I was going to have both of bob’s hands clutching his chest, but in the midst of drawing them, I realized that they no longer looked like arms lol. Don’t draw both arms of a stick figure clutching its chest, kids."}, {"post_id": 34860, "ts": "2026-07-25T22:11:49Z", "hours": 2.05, "text": "Today was kinda light and a little less complicated. I started off by creating a function that freezes all of the gloinks. Then I messed with tweens for the first time and created the animation you can see in the video. Lastly, I reused some of bob’s old sprites and put Xs over his eyes. Now he can actually die, yay!"}, {"post_id": 33266, "ts": "2026-07-23T01:34:23Z", "hours": 2.1939, "text": "Today I did quite a bit, and I’m very happy with what I got done. I fixed a few bugs, but most notably, I finished all of the waves and made them run consecutively. Next, I’m either going to work on the cutscenes or what happens when the player dies. I might even add a difficulty setting in the future too, who knows?"}, {"post_id": 30513, "ts": "2026-07-18T04:38:48Z", "hours": 2.0064, "text": "Today I started on the wave system and got three of them done. The clip below is each of them. The rest shouldn’t take long and I hope to get them done tomorrow. After that, I have to get them running in succession, but that may happen another day. I would also like peoples’ opinions on whether I should put hard boundary at the edge of the screen or penalize the player for every second they stay outside of the screen. What do you think?"}, {"post_id": 25743, "ts": "2026-07-10T05:38:22Z", "hours": 0.6281, "text": "Today I worked on a little animation for the start of each wave. It took me like an hour and it’s not very complicated. I had a lot of fun making it though and I hope to do some more little animations in the future."}, {"post_id": 21784, "ts": "2026-07-03T21:52:58Z", "hours": 1.0853, "text": "Today I didn’t do too much, but I am happy with what I got done. I got the health bars working on all of the Gloinks, and they should be fully functional now. I also fixed an issue with the bullet direction, where it was heading a little bit left of the mouse. Lastly, I added a few degrees of offset to the direction of the bullet."}, {"post_id": 21289, "ts": "2026-07-03T04:17:37Z", "hours": 1.1308, "text": "Today I mainly worked on getting bob to shoot and those bullets doing damage. Even though the Gloinks don’t have visible health bars yet, they still take damage and are deleted when they take enough damage; Even their projectiles can be killed by the bullet. While writing this I realized that the bullets weren’t being deleted, so I just fixed that. I also fixed an issue where the Pentagon’s projectiles were flying at supersonic speeds. I don’t think I did anything else though, but tomorrow I’ll try to find out why the bullets from bob’s gun aren’t heading straight to the mouse pointer."}, {"post_id": 17350, "ts": "2026-06-28T03:05:00Z", "hours": 1.4908, "text": "Today I worked on collisions and actually having the player take damage. I also created a health bar. Tomorrow I’ll add the health bar to the Gloinks and maybe even make the player’s gun functional."}, {"post_id": 14860, "ts": "2026-06-24T03:58:41Z", "hours": 2.4106, "text": "Yesterday, I got the Heptagon working; however, I couldn’t upload the devlog. I had some issues where when I moved my project from my laptop to my computer, Wakatime thought that I was working on a different project. It’s counting my time correctly now, but I still lost an hour and a half. I submitted a ticket and I hope they get to that soon. Today, I just copied the Hexagon’s code to the Octagon to make it shoot 5 mini gloinks. Tomorrow I’d like to start on the whole health and damage system, but I might take a short 1-day break to avoid losing motivation. If anybody has a similar issue with Wakatime, create a file named exactly “.wakatime-project” (Make sure that you have show file extensions enabled) and put it in your root directory. Then edit the file and make the first line the exact name (You can find this at hackatime.hackclub.com) of the project Wakatime has counted the majority of your time to."}, {"post_id": 13538, "ts": "2026-06-22T04:45:06Z", "hours": 0.7911, "text": "Today I didn’t do too much, but I was able to get the Pentagon working properly and added functionality to the Hexagon. Tomorrow I’ll work on the Heptagon and Octagon, and hopefully, I’ll get both of them done."}, {"post_id": 12926, "ts": "2026-06-21T05:01:43Z", "hours": 3.0122, "text": "Today I got a few things done. First was the “storyline”, in a text file I put together how I wanted the “story” to progress and kinda how the game and menus would be structured. Then I drew sprites for the 6 different enemies: The Triangle, Square, Pentagon, Hexagon, Heptagon, and Octagon (so unique ik). Each enemy is a little different in terms of health, movement speed, and abilities. Today I was able to get the Triangle, Square, Pentagon coded in, however, I have to work out some bugs in the pentagon. Tomorrow I’ll probably just be grinding out programming the rest of the enemies."}, {"post_id": 11523, "ts": "2026-06-18T20:20:59Z", "hours": 1.9808, "text": "Today I did a few things. I started off with finishing the walking animations, you can see them in this video. They took a while but it was fun. Then I worked on the rotating arm. The math was a little difficult so I had Claude explain it to me, but I still wrote it in myself. Lastly, I cleaned up the code a bit. Next time I work on this I’ll add the second arm to the arm sprite and either start working on enemies or make the gun shoot."}, {"post_id": 11094, "ts": "2026-06-18T04:22:24Z", "hours": 0.5808, "text": "Today I created the stick man character and gave him a few animations, most notably, the walking animations. Tomorrow I will clean up some of the animation frames because there are some random pixels in a few as well as drawing walking up and down animations. I’ll probably make him bigger too."}]...
|
Title: ShooterManGame by @RileyTheSane | Stardance Title: ShooterManGame by @RileyTheSane | Stardance
Devlogs:
Today I created the stick man character and gave him a few animations, most notably, the walking animations. Tomorrow I will clean up some of the animation frames because there are some random pixels in a few as well as drawing walking up and down animations. I’ll probably make him bigger too.
Today I did a few things. I started off with finishing the walking animations, you can see them in this video. They took a while but it was fun. Then I worked on the rotating arm. The math was a little difficult so I had Claude explain it to me, but I still wrote it in myself. Lastly, I cleaned up the code a bit. Next time I work on this I’ll add the second arm to the arm sprite and either start working on enemies or make the gun shoot.
Today I got a few things done. First was the “storyline”, in a text file I put together how I wanted the “story” to progress and kinda how the game and menus would be structured. Then I drew sprites for the 6 different enemies: The Triangle, Square, Pentagon, Hexagon, Heptagon, and Octagon (so unique ik). Each enemy is a little different in terms of health, movement speed, and abilities. Today I was able to get the Triangle, Square, Pentagon coded in, however, I have to work out some bugs in the pentagon. Tomorrow I’ll probably just be grinding out programming the rest of the enemies.
Today I didn’t do too much, but I was able to get the Pentagon working properly and added functionality to the Hexagon. Tomorrow I’ll work on the Heptagon and Octagon, and hopefully, I’ll get both of them done.
Yesterday, I got the Heptagon working; however, I couldn’t upload the devlog. I had some issues where when I moved my project from my laptop to my computer, Wakatime thought that I was working on a different project. It’s counting my time correctly now, but I still lost an hour and a half. I submitted a ticket and I hope they get to that soon. Today, I just copied the Hexagon’s code to the Octagon to make it shoot 5 mini gloinks. Tomorrow I’d like to start on the whole health and damage system, but I might take a short 1-day break to avoid losing motivation. If anybody has a similar issue with Wakatime, create a file named exactly “.wakatime-project” (Make sure that you have show file extensions enabled) and put it in your root directory. Then edit the file and make the first line the exact name (You can find this at hackatime.hackclub.com) of the project Wakatime has counted the majority of your time to.
Today I worked on collisions and actually having the player take damage. I also created a health bar. Tomorrow I’ll add the health bar to the Gloinks and maybe even make the player’s gun functional.
Today I mainly worked on getting bob to shoot and those bullets doing damage. Even though the Gloinks don’t have visible health bars yet, they still take damage and are deleted when they take enough damage; Even their projectiles can be killed by the bullet. While writing this I realized that the bullets weren’t being deleted, so I just fixed that. I also fixed an issue where the Pentagon’s projectiles were flying at supersonic speeds. I don’t think I did anything else though, but tomorrow I’ll try to find out why the bullets from bob’s gun aren’t heading straight to the mouse pointer.
Today I didn’t do too much, but I am happy with what I got done. I got the health bars working on all of the Gloinks, and they should be fully functional now. I also fixed an issue with the bullet direction, where it was heading a little bit left of the mouse. Lastly, I added a few degrees of offset to the direction of the bullet.
Today I worked on a little animation for the start of each wave. It took me like an hour and it’s not very complicated. I had a lot of fun making it though and I hope to do some more little animations in the future.
Today I started on the wave system and got three of them done. The clip below is each of them. The rest shouldn’t take long and I hope to get them done tomorrow. After that, I have to get them running in succession, but that may happen another day. I would also like peoples’ opinions on whether I should put hard boundary at the edge of the screen or penalize the player for every second they stay outside of the screen. What do you think?
Today I did quite a bit, and I’m very happy with what I got done. I fixed a few bugs, but most notably, I finished all of the waves and made them run consecutively. Next, I’m either going to work on the cutscenes or what happens when the player dies. I might even add a difficulty setting in the future too, who knows?
Today was kinda light and a little less complicated. I started off by creating a function that freezes all of the gloinks. Then I messed with tweens for the first time and created the animation you can see in the video. Lastly, I reused some of bob’s old sprites and put Xs over his eyes. Now he can actually die, yay!
I honestly don’t know what in the ever living I was doing in Krita, but I got this sick little animation done😁. Lowkey took a long time, but I’m pretty happy with the final result. Originally, I was going to have both of bob’s hands clutching his chest, but in the midst of drawing them, I realized that they no longer looked like arms lol. Don’t draw both arms of a stick figure clutching its chest, kids.
Reset Button + Linux Trouble I made this reset button and it took hella long. I had no idea where to start, and it looks quite out of place because of how 9-piece buttons work. When you press it, the button disappears and the screen fades. After a second, bob fades back into existence, and wave 1 starts again. I also switched to Linux recently and got to troubleshoot Wakatime for an hour before realizing it just wasn’t installed and I needed more than just the Godot plugin. ( still love it though ) Next time I’m going to make the “Ouchie” text ( see in video ) rotate between a few different passive-aggressive comments , add text inside of the reset button, and fix the button not appearing after the first reset.
git commit -m “Fixed bob’s healthbar, fixed button not re-appearing after first retry, gave retry button more wiggly style” best devlog oat? I think I’m gonna replace the passive-aggressive text with a voice-over and start hand-drawing all of the text; bouta suffer and it’s all my own fault🙏.
Started working on hand drawing all of the text, got the wave title and its wiggle done. I will be making the wiggle less severe though.
Finished redesigning the “Wave #” text, and I had to redo the outro animation. I had to find a balance between wiggly and seizure inducing bc the wiggly style is quite violent when scaled up. I might change it later… Does anybody know how to get time recorded with Lapse/Lookout added to your project here on Stardance?
I added fortnite storm but like red⛈️ and : a second larger health bar that appears when you leave the camera view the damage while outside the screen increases by one every time you take storm damage but resets when you re-enter the camera view I do think I went overboard with the vignette; I will probably be dialing it back later
I made the title screem and it works (necessary) also look what I figured out how to do: 🎉 Ⓜ️ ⭕
How do animators do it? I’ve been working on an animation for Bob’s backstory, and I’m losing the desire to ever touch an animation timeline again. I finished all of the animation frames and sound effects, but this isn’t the full thing yet because I’m still putting the entire animation together.
I added a bunch of sound effects, and the game just feels so much better now. After I finish sound effects, I will add a difficulty setting and make some small tweaks before shipping. Shipping feels so close yet so far.
You can now change the difficulty of the game! Below is a little preview of what the different difficulties look like in the last wave, and there is no sound because I forgot to enable it. The next thing I’ll work on is a scoring system. Hopefully I can get that done quickly because it is approaching the deadline yet again.
Today was very productive but stressful. There is now scoring in the game, which I think was very needed. Now I’m basically done with the game, and I’ll probably just change the text on this screen a little bit before I ship. So close!
The game now has an Itch page! Today I made a bunch of minor tweaks to the game and created some promotional images for the itch page. Now all I have to do is ship, scary .
Ships:
And that’s a rap. This was my second Godot game ever, and I really pushed myself with this project. These past few months have been super fun, and I’ve learned a lot. During parts of this project I felt demotivated and wondered if game development was really my cup of tea. But the end product was worth persevering, and I hope to continue making games in the future. What I’m most proud of is the art. Literally everything you see was drawn by hand in Krita: every boilerplate frame and each piece of text. The art took a really long time, and I’m really happy that it turned out well. A summary of the backstory: a long, long while ago when Bob was little, gloinks attacked his home, and he had to flee. Nowadays, Bob has moved out to his “cozy” studio apartment, and the gloinks are back. Your job is to play as Bob and kill off every wave of gloinks with your trusty pistol. You can play it with the “Try project” button below....
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1793732279.197625
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1793818679.197625
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67579
|
travel guide by @pcb | Stardance
|
pcb
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: travel guide by @pcb | Stardance
|
1793732278.3149593
|
1794337078.3149593
|
|
48015
|
Generic personal website by @Finity | Stardance
|
Finity
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T19:45:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "New to coding, so thought it would be nice to make a lil website! First time using HTML and CSS, was a bit confusing but I got it in the end. It has four sections which can be accessed through the links at the top, where you can learn about me and my interests. I hope you check it out! :)", "repo": "https://github.com/Finity16/personal-website", "demo": "https://finity16.github.io/personal-website/index.html"}]...
|
[{"post_id": 47696, "ts": "202 [{"post_id": 47696, "ts": "2026-08-15T19:32:18Z", "hours": 0.9231, "text": "Website is nearly complete! Made three sections with various pieces of information about me, and added a nice color scheme and background."}, {"post_id": 47627, "ts": "2026-08-15T17:18:17Z", "hours": 1.1219, "text": "Brand new to coding, first time using HTML. Built the rough structure of my website, already faced a bunch of bugs (text overflowing, elements not centering). Ready to add more details and styling."}]...
|
Title: Generic personal website by @Finity | Stard Title: Generic personal website by @Finity | Stardance
Devlogs:
Brand new to coding, first time using HTML. Built the rough structure of my website, already faced a bunch of bugs (text overflowing, elements not centering). Ready to add more details and styling.
Website is nearly complete! Made three sections with various pieces of information about me, and added a nice color scheme and background.
Ships:
New to coding, so thought it would be nice to make a lil website! First time using HTML and CSS, was a bit confusing but I got it in the end. It has four sections which can be accessed through the links at the top, where you can learn about me and my interests. I hope you check it out! :)...
|
1793732277.1760914
|
1793818677.1760914
|
|
59324
|
website by @Huzaifah_Iswardi | Stardance
|
Huzaifah_Iswardi
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T09:55:26Z", "hours": 0.0, "multiplier": 1.03, "payout": 0, "blessing": "neutral", "text": "here i make my very own personal website. its very personal to me :p. this website is divided to 4 section about me 2.projects 3.father information 4.contact info check out my project at :- https://fah67425.github.io/animated-octo-journey/", "repo": "https://github.com/fah67425/animated-octo-journey", "demo": "https://fah67425.github.io/animated-octo-journey/"}, {"ship_num": 2, "ts": "2026-09-09T13:32:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here i make a personal website.Its very personal to me :p. I love when its time to get creative at the css part.There is 4 sections : About me My project Father information Contact information Im very happy to complete and ship this project. You can try it at :- https://fah67425.github.io/animated-octo-journey/ Hope to get response soon!", "repo": "https://github.com/fah67425/animated-octo-journey", "demo": "https://fah67425.github.io/animated-octo-journey/"}]...
|
[{"post_id": 65285, "ts": "202 [{"post_id": 65285, "ts": "2026-09-10T09:52:47Z", "hours": 0.2967, "text": "frfrrgr"}, {"post_id": 64756, "ts": "2026-09-09T12:11:44Z", "hours": 0.2897, "text": "im working on my website. its very personal"}]...
|
Title: website by @Huzaifah_Iswardi | Stardance
D Title: website by @Huzaifah_Iswardi | Stardance
Devlogs:
im working on my website. its very personal
frfrrgr
Ships:
Here i make a personal website.Its very personal to me :p. I love when its time to get creative at the css part.There is 4 sections : About me My project Father information Contact information Im very happy to complete and ship this project. You can try it at :- https://fah67425.github.io/animated-octo-journey/ Hope to get response soon!
here i make my very own personal website. its very personal to me :p. this website is divided to 4 section about me 2.projects 3.father information 4.contact info check out my project at :- https://fah67425.github.io/animated-octo-journey/...
|
1793732276.0208142
|
1793818676.0208142
|
|
67578
|
shopping cart by @joseph_nar | Stardance
|
joseph_nar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: shopping cart by @joseph_nar | Stardance
|
1793732275.1405866
|
1794337075.1405866
|
|
46784
|
My very own WebOS by @shibin | Stardance
|
shibin
|
1
|
1.54
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:01:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built snOS, a dark glassmorphic browser personal web OS-draggable floating windows, desktop app icons, a live clock, window depth layer-ing, and a handful of functionally in-built apps: About snOS: A window with system info. Notes App Pro-a very simple notepad that saves your notes to local storage, so they don’t vanish when you refresh. Weather Forecast App: Create a live weather widget using the Open-Meteo API that allows you to search any city in the world and see live temperature, humidity, wind speeds, with dynamic condition icons. Web Browser: An inbuilt mini browser frame so you can search and browse using live web pages directly inside the desktop view. I’m a total beginner coder, so creating this without any starting point was a huge learning challenge for me. Making the window drag function feel fluid without messing up the layout was difficult. Integrating to the live weather API, processing the search box inputs, and debugging weird code errors took countless iterations. With all the times I was stuck I spent hours watching coding video tutorials, reading docs, and getting AI helpers like ChatGPT and Gemini to explain everything to me and fix my code until I finally understood how it all works. Honestly I’m just glad I didn’t give up! As a zero experience beginner seeing a blank screen turn into a functioning desktop with apps and movable window boxes was a really rewarding experience. It took patience but learning how JS, API fetching, and CSS combine to make something tangible was totally worth it. You don’t need a username or password! Open any of the desktop icons (About, Notes, Weather, or Web Browser) and use an app. Click and drag the top header of any window to move it anywhere on your screen. Click in any open window to put it on top. Other quick options: if you want to do a quick check on the current conditions for your city, try searching for your hometown in the Weather App (just hit Enter or click Search) and receive live forecast updates. Put a note in the Notes App-it auto-saves locally, so your note won’t disappear when you refresh!", "repo": "https://github.com/mshibin04/snOS", "demo": "https://sn-os-beta.vercel.app/"}]...
|
[{"post_id": 53598, "ts": "202 [{"post_id": 53598, "ts": "2026-08-24T06:52:22Z", "hours": 0.2767, "text": "upgrade!"}, {"post_id": 53587, "ts": "2026-08-24T06:13:23Z", "hours": 0.2683, "text": "My OS has one more function"}, {"post_id": 50959, "ts": "2026-08-20T13:01:07Z", "hours": 1.2217, "text": "Hey guys, I am working own my first webos"}]...
|
Title: My very own WebOS by @shibin | Stardance
D Title: My very own WebOS by @shibin | Stardance
Devlogs:
Hey guys, I am working own my first webos
My OS has one more function
upgrade!
Ships:
I built snOS, a dark glassmorphic browser personal web OS-draggable floating windows, desktop app icons, a live clock, window depth layer-ing, and a handful of functionally in-built apps: About snOS: A window with system info. Notes App Pro-a very simple notepad that saves your notes to local storage, so they don’t vanish when you refresh. Weather Forecast App: Create a live weather widget using the Open-Meteo API that allows you to search any city in the world and see live temperature, humidity, wind speeds, with dynamic condition icons. Web Browser: An inbuilt mini browser frame so you can search and browse using live web pages directly inside the desktop view. I’m a total beginner coder, so creating this without any starting point was a huge learning challenge for me. Making the window drag function feel fluid without messing up the layout was difficult. Integrating to the live weather API, processing the search box inputs, and debugging weird code errors took countless iterations. With all the times I was stuck I spent hours watching coding video tutorials, reading docs, and getting AI helpers like ChatGPT and Gemini to explain everything to me and fix my code until I finally understood how it all works. Honestly I’m just glad I didn’t give up! As a zero experience beginner seeing a blank screen turn into a functioning desktop with apps and movable window boxes was a really rewarding experience. It took patience but learning how JS, API fetching, and CSS combine to make something tangible was totally worth it. You don’t need a username or password! Open any of the desktop icons (About, Notes, Weather, or Web Browser) and use an app. Click and drag the top header of any window to move it anywhere on your screen. Click in any open window to put it on top. Other quick options: if you want to do a quick check on the current conditions for your city, try searching for your hometown in the Weather App (just hit Enter or click Search) and receive live forecast updates. Put a note in the Notes App-it auto-saves locally, so your note won’t disappear when you refresh!...
|
1793732273.944595
|
1793818673.944595
|
|
67577
|
My awesome macropad! by @EliEM21 | Stardance
|
EliEM21
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @EliEM21 | Stardanc Title: My awesome macropad! by @EliEM21 | Stardance...
|
1793732272.9895418
|
1794337072.9895418
|
|
67576
|
My very own WebOS by @deeadly | Stardance
|
deeadly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @deeadly | Stardance
|
1793732272.0824542
|
1794337072.0824542
|
|
41865
|
Dungeon climber by @SiddhantVerma_04 | Stardance
|
SiddhantVerma_04
|
2
|
39.0
|
608
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T03:25:08Z", "hours": 19.0, "multiplier": 10.79, "payout": 209, "blessing": "neutral", "text": "Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight who is trying to escape a dungeon and go through different levels. It has features like: Enemies Collectable chests Dialogue Really proud of how much I could do with this, even though it was challenging with all of the new stuff that I had to learn in Godot. You can play it on it’s itch.io page by clicking the button below. Thank you for your time!", "repo": "https://github.com/siddhantverma04/dungeon-climber", "demo": "https://hacr7.itch.io/dungeon-climber"}, {"ship_num": 2, "ts": "2026-08-20T14:28:37Z", "hours": 20.0, "multiplier": 19.54, "payout": 399, "blessing": "neutral", "text": "Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight stuck in a dungeon trying to escape while opening chests along the way and not dying. This is my first Godot game that i made after a long time and it took me a while to learn Godot’s language and system, but I came back to it because I love creating games and I want to make many more in the future. You can play it on it’s itch.io page by clicking the button below. Please give me some feedback for future projects. Thank you for your time!", "repo": "https://github.com/siddhantverma04/dungeon-climber", "demo": "https://hacr7.itch.io/dungeon-climber"}]...
|
[{"post_id": 84698, "ts": "202 [{"post_id": 84698, "ts": "2026-10-30T03:13:53Z", "hours": 1.3997, "text": "Devlog 11 FINISHED! I’m officially done and ready to ship. Added a quick ending with the king as I want to submit today. I also added some new music for the levels. But now I’m now I’m done and going to submit."}, {"post_id": 83576, "ts": "2026-10-28T05:20:44Z", "hours": 4.5631, "text": "Devlog 10! Worked a lot on the game. For one I finally added the health and point system to level 2 and 3. I made sure it stayed over each scene with a global autoload script which took me some time. I also worked a LOT more on level 3. I kinda need to lock in and finish in a few days. So I worked a lot on level building. Next I need to finish up the king and ending, and I should be done!"}, {"post_id": 81138, "ts": "2026-10-20T01:20:13Z", "hours": 3.1644, "text": "Devlog 9 Finished level 2 I added a lot of new features since the last devlog but the most prominent maybe would be dialogue! I basically created a villager that you can talk to just to give you some instruction on what to do. Other than that I added more to the actual level and added another fox near the end. And I ended it with a castle that you have to enter."}, {"post_id": 72052, "ts": "2026-09-22T02:44:30Z", "hours": 5.7467, "text": "Devlog 8 Big update Continued building the game, and started by adding another level. This level will be above ground, with new enemies and features. So far I have set it up for building, as well as added a fox, that took way too much time to code its death, and animations. I will also add other animals soon. I finished up the enemies in the first level too. But currently haven’t added any more sound effects or music for the new stuff."}, {"post_id": 68366, "ts": "2026-09-15T00:46:53Z", "hours": 4.4953, "text": "Devlog 7 Added simple enemies. Shipped a while ago but decided to continue on the game. I chose to first start making some new enemies. It was easy until I had to code the animations and health loss, so a lot of my time went into that. But I pretty much got it to work. I still need to code the death of the enemy though."}, {"post_id": 51005, "ts": "2026-08-20T14:25:21Z", "hours": 1.0708, "text": "Devlog 6 Finished the game! Made some tweaks and then exported the game. I then made my own page on itch.io and uploaded the game there. Dungeon Climber is now live so go check it out!"}, {"post_id": 49902, "ts": "2026-08-18T21:19:03Z", "hours": 2.9467, "text": "Devlog 5 Added a win screen and a game over screen I created a simple win and lose screen with a restart and quit option each. It took a long time to make the win screen animation, but the music for both of them was really easy. I’m fairly done with the game, and just need to make some tweaks and fixes until I’m ready to ship."}, {"post_id": 48341, "ts": "2026-08-16T17:32:01Z", "hours": 4.0333, "text": "Devlog 4 Added music and sound effects. Put some background music for the main menu and level, and had to figure out how to make transitions between them using tweens. Also made some sound effects for stuff like opening chests and taking damage."}, {"post_id": 46430, "ts": "2026-08-13T17:04:46Z", "hours": 4.4311, "text": "Devlog 3 Added a health and points system. Created a simple health system with 3 lives that resets the level when you lose all of them. Took a long time for debugging and fixing the code to make the player die properly but I was finally able to make it work. Along with that I also made a point system which just counts the amount of chests you open, which was easy enough. Also made some changes to the main menu animations."}, {"post_id": 44923, "ts": "2026-08-11T00:04:59Z", "hours": 3.8533, "text": "Devlog 2 Finished level building, and added a main menu. It took about an hour just to find and extend the image for the animation, but actually making the animation was relatively easy. I also made sure the character can’t move after going in the exit door."}, {"post_id": 43004, "ts": "2026-08-08T01:06:07Z", "hours": 4.0833, "text": "Devlog 1/Catch up: Over the summer I was working on a 2d platformer in Godot about a knight that’s stuck in a dungeon. However, I just turned 13 so I couldn’t track those hours or post any updates. So this will serve as a “catch up” of everything I did in that time. I also followed some Coco Code tutorials along the way but mainly did it myself and did my own things. I have separated everything I did into 4 parts, with the last being what the currently logged hours are for. Part 1: I found and imported some asset packs (sprites, backgrounds, tilesheets) into the project. Created a tilemap and background(also added physics collisions). Started building some of the game. Added a CharacterBody2d, and its AnimatedSprite2d and collision shape. Also added the animations for the character. Wrote the core movement for the character set up player input mappings for wasd and arrow keys. Part 2: Added a Camera2d to the player so that the camera follows the player. Created ladders using the tilemap and coded their movement. Made moving and static platforms using an AnimatableBody2d and an AnimationPlayer(for the moving ones). Also added chests that you can find throughout the level and open(they currently don’t give or do anything). Part 3: Added traps(spikes), that reset the level. Continued building the level. Added an exit door and made its animation. Added an animation for ladder climbing."}]...
|
Title: Dungeon climber by @SiddhantVerma_04 | Star Title: Dungeon climber by @SiddhantVerma_04 | Stardance
Devlogs:
Devlog 1/Catch up: Over the summer I was working on a 2d platformer in Godot about a knight that’s stuck in a dungeon. However, I just turned 13 so I couldn’t track those hours or post any updates. So this will serve as a “catch up” of everything I did in that time. I also followed some Coco Code tutorials along the way but mainly did it myself and did my own things. I have separated everything I did into 4 parts, with the last being what the currently logged hours are for. Part 1: I found and imported some asset packs (sprites, backgrounds, tilesheets) into the project. Created a tilemap and background(also added physics collisions). Started building some of the game. Added a CharacterBody2d, and its AnimatedSprite2d and collision shape. Also added the animations for the character. Wrote the core movement for the character set up player input mappings for wasd and arrow keys. Part 2: Added a Camera2d to the player so that the camera follows the player. Created ladders using the tilemap and coded their movement. Made moving and static platforms using an AnimatableBody2d and an AnimationPlayer(for the moving ones). Also added chests that you can find throughout the level and open(they currently don’t give or do anything). Part 3: Added traps(spikes), that reset the level. Continued building the level. Added an exit door and made its animation. Added an animation for ladder climbing.
Devlog 2 Finished level building, and added a main menu. It took about an hour just to find and extend the image for the animation, but actually making the animation was relatively easy. I also made sure the character can’t move after going in the exit door.
Devlog 3 Added a health and points system. Created a simple health system with 3 lives that resets the level when you lose all of them. Took a long time for debugging and fixing the code to make the player die properly but I was finally able to make it work. Along with that I also made a point system which just counts the amount of chests you open, which was easy enough. Also made some changes to the main menu animations.
Devlog 4 Added music and sound effects. Put some background music for the main menu and level, and had to figure out how to make transitions between them using tweens. Also made some sound effects for stuff like opening chests and taking damage.
Devlog 5 Added a win screen and a game over screen I created a simple win and lose screen with a restart and quit option each. It took a long time to make the win screen animation, but the music for both of them was really easy. I’m fairly done with the game, and just need to make some tweaks and fixes until I’m ready to ship.
Devlog 6 Finished the game! Made some tweaks and then exported the game. I then made my own page on itch.io and uploaded the game there. Dungeon Climber is now live so go check it out!
Devlog 7 Added simple enemies. Shipped a while ago but decided to continue on the game. I chose to first start making some new enemies. It was easy until I had to code the animations and health loss, so a lot of my time went into that. But I pretty much got it to work. I still need to code the death of the enemy though.
Devlog 8 Big update Continued building the game, and started by adding another level. This level will be above ground, with new enemies and features. So far I have set it up for building, as well as added a fox, that took way too much time to code its death, and animations. I will also add other animals soon. I finished up the enemies in the first level too. But currently haven’t added any more sound effects or music for the new stuff.
Devlog 9 Finished level 2 I added a lot of new features since the last devlog but the most prominent maybe would be dialogue! I basically created a villager that you can talk to just to give you some instruction on what to do. Other than that I added more to the actual level and added another fox near the end. And I ended it with a castle that you have to enter.
Devlog 10! Worked a lot on the game. For one I finally added the health and point system to level 2 and 3. I made sure it stayed over each scene with a global autoload script which took me some time. I also worked a LOT more on level 3. I kinda need to lock in and finish in a few days. So I worked a lot on level building. Next I need to finish up the king and ending, and I should be done!
Devlog 11 FINISHED! I’m officially done and ready to ship. Added a quick ending with the king as I want to submit today. I also added some new music for the levels. But now I’m now I’m done and going to submit.
Ships:
Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight stuck in a dungeon trying to escape while opening chests along the way and not dying. This is my first Godot game that i made after a long time and it took me a while to learn Godot’s language and system, but I came back to it because I love creating games and I want to make many more in the future. You can play it on it’s itch.io page by clicking the button below. Please give me some feedback for future projects. Thank you for your time!
Dungeon Climber A 2d platformer made in Godot 4 about a knight stuck in a dungeon. This is my game about a knight who is trying to escape a dungeon and go through different levels. It has features like: Enemies Collectable chests Dialogue Really proud of how much I could do with this, even though it was challenging with all of the new stuff that I had to learn in Godot. You can play it on it’s itch.io page by clicking the button below. Thank you for your time!...
|
1793732268.0990534
|
1793818668.0990534
|
|
59311
|
Blender arm controller by @Sparsh01 | Stardance
|
Sparsh01
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T09:11:27Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*", "repo": "", "demo": ""}]...
|
[{"post_id": 63437, "ts": "202 [{"post_id": 63437, "ts": "2026-09-07T08:56:25Z", "hours": 0.1, "text": "finally completed the code for the controller of 3dof robotic arm"}]...
|
Title: Blender arm controller by @Sparsh01 | Stard Title: Blender arm controller by @Sparsh01 | Stardance
Devlogs:
finally completed the code for the controller of 3dof robotic arm
Ships:
I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*...
|
1793732267.2018948
|
1793818667.2018948
|
|
67575
|
My awesome macropad! by @Byrblg | Stardance
|
Byrblg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Byrblg | Stardance
|
1793732266.2793229
|
1794337066.2793229
|
|
46758
|
i cant delete this so pretend it doesnt exist- Ent i cant delete this so pretend it doesnt exist- Entirely By AI - Unblocked Games Site by @BestSpark687090 | Stardance...
|
BestSpark687090
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T17:55:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "⚠️⚠️ entirely ai code on purpose ⚠️⚠️ so i forced 5 ai agents to make separate parts of an unblocked games site heres what each ai made claude: main page and shared navbar cursor: games codex: movies copilot: chat opencode: proxy i probably used 10 gallons of water or something like that, my bad anyways this probably wont be fixed up anymore and was a stupid idea thanks for reading ig", "repo": "https://github.com/BestSpark687090/entirelywithais", "demo": "https://hc.bestspark.org"}]...
|
[{"post_id": 45307, "ts": "202 [{"post_id": 45307, "ts": "2026-08-11T17:49:10Z", "hours": 0.7458, "text": "ok yeah its done. each page has its own styling because each ai made their own styling. im sorry for using this much water btw i also for some reason cant show the proxy cause hackclub only allows 4 images"}, {"post_id": 45260, "ts": "2026-08-11T16:40:25Z", "hours": 1.4503, "text": "devlog 1 - some of the stuff is done each ai wrote their own css and server files heres what each agent made claude: main page, and shared js file cursor: games section codex: movies copilot: chat opencode: proxy funny thing is, opencode isnt even done at the time of writing this. it also recently got itself stuck in an infinite loop trying to write out a uv service url. i made it now go scramjet only though. easier. im sorry for using this much water, forgive me 🙏"}]...
|
Title: i cant delete this so pretend it doesnt exi Title: i cant delete this so pretend it doesnt exist- Entirely By AI - Unblocked Games Site by @BestSpark687090 | Stardance
Devlogs:
devlog 1 - some of the stuff is done each ai wrote their own css and server files heres what each agent made claude: main page, and shared js file cursor: games section codex: movies copilot: chat opencode: proxy funny thing is, opencode isnt even done at the time of writing this. it also recently got itself stuck in an infinite loop trying to write out a uv service url. i made it now go scramjet only though. easier. im sorry for using this much water, forgive me 🙏
ok yeah its done. each page has its own styling because each ai made their own styling. im sorry for using this much water btw i also for some reason cant show the proxy cause hackclub only allows 4 images
Ships:
⚠️⚠️ entirely ai code on purpose ⚠️⚠️ so i forced 5 ai agents to make separate parts of an unblocked games site heres what each ai made claude: main page and shared navbar cursor: games codex: movies copilot: chat opencode: proxy i probably used 10 gallons of water or something like that, my bad anyways this probably wont be fixed up anymore and was a stupid idea thanks for reading ig...
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1793732265.1168504
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1793818665.1168504
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67574
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My very own WebOS by @abiluvscode | Stardance
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abiluvscode
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @abiluvscode | Stardan Title: My very own WebOS by @abiluvscode | Stardance...
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1793732264.2234101
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1794337064.2234101
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56482
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EncoderStar by @AuraMonster | Stardance
|
AuraMonster
|
1
|
3.98
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T20:25:59Z", "hours": 3.0, "multiplier": 3.56, "payout": 6, "blessing": "neutral", "text": "I made a website that can Encode, Decode, Cipher, and Decipher messages using different systems (Ex: Caesar’s, Substitution, etc.). It also teaches you how the different systems work.", "repo": "https://github.com/mdmutahhar24-pixel/EncoderStar", "demo": "https://encodestar.mutahharsultan.hackclub.app/"}]...
|
[{"post_id": 61225, "ts": "202 [{"post_id": 61225, "ts": "2026-09-04T01:45:01Z", "hours": 0.9769, "text": "Third and ACTUAL final Devlog for EncoderStar Last time I said that it was the last devlog, but due to deployment errors, this devlog exists!"}, {"post_id": 59832, "ts": "2026-09-01T20:10:19Z", "hours": 0.7903, "text": "Second and Final Devlog of EncoderStar More info: Why are you ending this early when it has so much potential (Did somebody say Potential?)? My reasons: Overall I am just bored of this. Too much math (I hate math) I have another project in mind New Features: Guide Finished ASCII encoding added (new encode section) ASCII decoding added (new decode section) renamed encoding to ciphers renamed decoding to deciphers added encoding and decoding for things like ASCII Will be shipped shortly!"}, {"post_id": 59367, "ts": "2026-09-01T03:57:45Z", "hours": 2.5406, "text": "First Devlog for EncoderStar What is EncoderStar? EncoderStar is a website made in python that ciphers and deciphers using many ciphers (Caesar’s, Substitution, etc.) New Features: Added Homepage Added Encoder page with Caesar’s, Substitution and Atbash Added Decoder page with Caesar’s, Substitution and Atbash Work in progress: Guide Future Features (Subject to change): More ciphers"}]...
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Title: EncoderStar by @AuraMonster | Stardance
De Title: EncoderStar by @AuraMonster | Stardance
Devlogs:
First Devlog for EncoderStar What is EncoderStar? EncoderStar is a website made in python that ciphers and deciphers using many ciphers (Caesar’s, Substitution, etc.) New Features: Added Homepage Added Encoder page with Caesar’s, Substitution and Atbash Added Decoder page with Caesar’s, Substitution and Atbash Work in progress: Guide Future Features (Subject to change): More ciphers
Second and Final Devlog of EncoderStar More info: Why are you ending this early when it has so much potential (Did somebody say Potential?)? My reasons: Overall I am just bored of this. Too much math (I hate math) I have another project in mind New Features: Guide Finished ASCII encoding added (new encode section) ASCII decoding added (new decode section) renamed encoding to ciphers renamed decoding to deciphers added encoding and decoding for things like ASCII Will be shipped shortly!
Third and ACTUAL final Devlog for EncoderStar Last time I said that it was the last devlog, but due to deployment errors, this devlog exists!
Ships:
I made a website that can Encode, Decode, Cipher, and Decipher messages using different systems (Ex: Caesar’s, Substitution, etc.). It also teaches you how the different systems work....
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1793732263.042417
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1793818663.042417
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46753
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meteoric by @domos000 | Stardance
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domos000
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:46:23Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "meteoric meteoric is a new tab page meant to make your web-surfing as meteoric as possible. 🤔 Why the name meteoric ? The name meteoric is a synonym for ‘very fast’. The name is also a reference to ‘meteors’. This new tab page delivers your search query requests instantly and is also space-themed . This is why I chose the name meteoric for this new tab page. ✨ Features ⚙ Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. 💾 Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! 🤖 AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code.", "repo": "https://github.com/adeebur-x64/meteoric", "demo": "https://meteoric-tab.vercel.app/"}]...
|
[{"post_id": 45769, "ts": "202 [{"post_id": 45769, "ts": "2026-08-12T13:56:25Z", "hours": 2.5181, "text": "Devlog 2 I basically finished the whole website now! Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code."}, {"post_id": 45257, "ts": "2026-08-11T16:34:37Z", "hours": 1.6139, "text": "Devlog 1 I implemented the base plate for all the code. Surprisingly, fetching the background image from the API and displaying it took ~40 mins which I don’t understand how. There is a blur applied behind the header and search input. I’ve also added a blur behind the header and the input field however, it seems to be currently broken. Currently, the search input is just for show and doesn’t work . I’ll implement the actual logic behind it in the next devlog which will be tomorrow!"}]...
|
Title: meteoric by @domos000 | Stardance
Devlogs: Title: meteoric by @domos000 | Stardance
Devlogs:
Devlog 1 I implemented the base plate for all the code. Surprisingly, fetching the background image from the API and displaying it took ~40 mins which I don’t understand how. There is a blur applied behind the header and search input. I’ve also added a blur behind the header and the input field however, it seems to be currently broken. Currently, the search input is just for show and doesn’t work . I’ll implement the actual logic behind it in the next devlog which will be tomorrow!
Devlog 2 I basically finished the whole website now! Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code.
Ships:
meteoric meteoric is a new tab page meant to make your web-surfing as meteoric as possible. 🤔 Why the name meteoric ? The name meteoric is a synonym for ‘very fast’. The name is also a reference to ‘meteors’. This new tab page delivers your search query requests instantly and is also space-themed . This is why I chose the name meteoric for this new tab page. ✨ Features ⚙ Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. 💾 Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! 🤖 AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code....
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1793732261.8876834
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1793818661.8876834
|
|
67573
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vlog a world by @aabhash | Stardance
|
aabhash
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0
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0.0
|
0
|
[]
|
[]
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Title: vlog a world by @aabhash | Stardance
|
1793732260.9923203
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1794337060.9923203
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45749
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Capyware games by @Alafandri | Stardance
|
Alafandri
|
2
|
11.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T22:23:38Z", "hours": 3.0, "multiplier": 12.79, "payout": 22, "blessing": "neutral", "text": "I made a warioware style game on godot. The post challenging part was making the art. So I can say that i am also very proud of the outcome of it. People who playtest the game remember, that the longer you hold space the higher you will jump!", "repo": "https://github.com/Alafandri/Capyware-games", "demo": "https://alafandri.itch.io/capyware-games"}, {"ship_num": 2, "ts": "2026-08-22T23:23:27Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple fast paced warioware game. This game is all about filling the needs of a cute little capybara. This projects biggest challenge was for me the art. Since I am no artist, nailing the artstyle and getting the sprites to look good was definitely a challenge for me. But I managed and learned alot while making it. So I guess I could say that I am most proud of the art in the game. People planning on playing it should know that have fun!", "repo": "https://github.com/Alafandri/Capyware-games", "demo": "https://alafandri.itch.io/capyware-games"}]...
|
[{"post_id": 54793, "ts": "202 [{"post_id": 54793, "ts": "2026-08-25T22:21:24Z", "hours": 3.3975, "text": "Hey everyone! Since I finished the first warioware game mission I have decided to take on the second one where you expand the game! I have added 2 new levels to my current game that are very different from the pervious ones since I didn’t want to copy the exisiting ones. I’m not going to spoil what it is though but I will say that I like how they turned out! Have fun!"}, {"post_id": 52679, "ts": "2026-08-22T23:02:53Z", "hours": 3.3278, "text": "Hey everyone! The game is finally done! I added music to the game and finished all of the levels. The game is now ready for release! Have a nice day, and have fun playing the game!"}, {"post_id": 52530, "ts": "2026-08-22T18:12:16Z", "hours": 4.5322, "text": "Hey everyone! I have started working on a warioware style game. This game is going to be themed around a capybara who you got to make happy. So far I have finished with the first level. I have pretty much all of the art done but the systems havent been implemented yet though. I also have the last level somewhat done but it still needs quite a bit configuration still. Anyways I hope you have a good day!"}]...
|
Title: Capyware games by @Alafandri | Stardance
D Title: Capyware games by @Alafandri | Stardance
Devlogs:
Hey everyone! I have started working on a warioware style game. This game is going to be themed around a capybara who you got to make happy. So far I have finished with the first level. I have pretty much all of the art done but the systems havent been implemented yet though. I also have the last level somewhat done but it still needs quite a bit configuration still. Anyways I hope you have a good day!
Hey everyone! The game is finally done! I added music to the game and finished all of the levels. The game is now ready for release! Have a nice day, and have fun playing the game!
Hey everyone! Since I finished the first warioware game mission I have decided to take on the second one where you expand the game! I have added 2 new levels to my current game that are very different from the pervious ones since I didn’t want to copy the exisiting ones. I’m not going to spoil what it is though but I will say that I like how they turned out! Have fun!
Ships:
I made a simple fast paced warioware game. This game is all about filling the needs of a cute little capybara. This projects biggest challenge was for me the art. Since I am no artist, nailing the artstyle and getting the sprites to look good was definitely a challenge for me. But I managed and learned alot while making it. So I guess I could say that I am most proud of the art in the game. People planning on playing it should know that have fun!
I made a warioware style game on godot. The post challenging part was making the art. So I can say that i am also very proud of the outcome of it. People who playtest the game remember, that the longer you hold space the higher you will jump!...
|
1793732259.7781594
|
1793818659.7781594
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|
56474
|
Hey Yo by @jacob1234 | Stardance
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jacob1234
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:20:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!", "repo": "https://github.com/Jaco955/Hey-yo", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BTQQ0K28J?skip_today=1"}]...
|
[{"post_id": 58521, "ts": "202 [{"post_id": 58521, "ts": "2026-08-30T23:15:29Z", "hours": 1.2825, "text": "I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss"}]...
|
Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss
Ships:
I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!...
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1793732258.620522
|
1793818658.620522
|
|
21464
|
OpenCV Gesture Based Online Arcade by @anushkaa | OpenCV Gesture Based Online Arcade by @anushkaa | Stardance...
|
anushkaa
|
1
|
31.0
|
502
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T19:22:32Z", "hours": 31.0, "multiplier": 16.45, "payout": 502, "blessing": "neutral", "text": "Built a hand gesture controlled arcade where you play games using just your webcam! Three games: Hand Pong, Space Shooter and Snake, each using a different gesture. Started in Python with OpenCV and MediaPipe, rebuilt in JavaScript so it runs in the browser with no downloads needed. Not the smoothest or best arcade ever but definitely built with a lot of struggle and I’m still working on making it better everyday! Learned both languages from scratch during this project. The hardest part was getting MediaPipe working in the browser, went through four different CDN links before finding one that worked!", "repo": "https://github.com/anushkabasu/gesture-arcade-web", "demo": "https://anushkabasu.github.io/gesture-arcade-web/"}]...
|
[{"post_id": 32453, "ts": "202 [{"post_id": 32453, "ts": "2026-07-21T17:30:33Z", "hours": 0.5886, "text": "Devlog 03 — Fixing, Tuning and Ready to Ship What I Fixed This Session Spent this session purely on debugging and tuning. No new features — just making everything feel right. Snake controls — went through three different control schemes. Tried fist tilt, tried swipe gestures, finally landed on index finger pointing. The snake steers toward wherever your finger is pointing relative to the snake’s head. Tiny finger movements don’t accidentally change direction: const dist = Math . sqrt ( dx * dx + dy * dy ) if ( dist > CELL * 3 ) { } Space Shooter — enemies were spawning too slowly and too late. Fixed spawn timer to start at 999 so enemies appear immediately, and doubled the spawn rate. Waves feel much more intense now. Instructions — Added the instructions page correctly so anyone can click [I] to understand required gestures. Mirror flipping — cursor and menu hover were using inconsistent coordinate systems. Unified everything so palmX is flipped once at the source and all games use the same value. What the Project Is Now A fully browser-based hand gesture arcade with three games: Hand Pong — palm height controls your paddle Space Shooter — palm position aims, pinch fires Snake — point your index finger to steer No downloads. No installs. Just a webcam and a browser. Shipping Pushing to GitHub Pages today. Anyone with a webcam can play instantly at the live URL. Finally ready to ship!"}, {"post_id": 32340, "ts": "2026-07-21T13:26:49Z", "hours": 10.1625, "text": "Devlog 02 - Rebuilding Gesture Arcade for the Web The Big Decision Scrapped the entire Python version and rebuilt from scratch in JavaScript. Python with pygame cannot run in a browser, and without a live demo URL Stardance reviewers can’t try the project. The whole point is gesture control — and that needs a webcam running locally. Only solution was JavaScript. Problem? I had never written it before. Learning JavaScript from Scratch Coming from Python the syntax felt familiar but the logic was completely different. Hardest part was MediaPipe. In Python it’s 2 lines: import mediapipe as mp hands = mp . solutions . hands . Hands () In JavaScript it’s a whole async setup that took me forever to get right: const fs = await FilesetResolver . forVisionTasks ( \" https://cdn.jsdelivr.net/npm/@mediapipe/ [email protected] /wasm \" ) const hl = await HandLandmarker . createFromOptions ( fs , { baseOptions : { modelAssetPath : \" ... \" }, numHands : 1 , runningMode : \" VIDEO \" }) Went through 4 different CDN links before finding one that worked. CORS errors, 404s, wrong module formats — been through everything. Eventually got it working with Skypack. How the Hand Tracking Works Every frame the camera captures an image, MediaPipe finds 21 landmark points on your hand, and I calculate useful values from those points: hand . palmX = ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 hand . palmY = ( lm [ 0 ]. y + lm [ 5 ]. y + lm [ 9 ]. y + lm [ 13 ]. y + lm [ 17 ]. y ) / 5 const dx = lm [ 4 ]. x - lm [ 8 ]. x const dy = lm [ 4 ]. y - lm [ 8 ]. y hand . pinching = Math . sqrt ( dx * dx + dy * dy ) < 0.07 const up = [ lm [ 8 ]. y < lm [ 6 ]. y , lm [ 12 ]. y < lm [ 10 ]. y , lm [ 16 ]. y < lm [ 14 ]. y , lm [ 20 ]. y < lm [ 18 ]. y ] hand . fist = up . every ( f => ! f ) All 3 games share the same hand object that gets updated every single frame. Bugs I Ran Into Mirror flipping — spent ages debugging why the cursor moved the wrong way. Camera captures a mirrored image so moving right makes x go in the -x direction. Fixed by flipping palmX at the source: hand . palmX = 1 - ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 CDN failures — MediaPipe’s official CDN kept returning 404. Tried jsdelivr, unpkg, and two others before Skypack worked. Module type errors — JavaScript modules need type=\"module\" on the script tag otherwise imports don’t work at all. What Needs Fixing Next Space Shooter — not enough enemies spawning, waves feel too sparse. AI enemies too aggressive, players can’t score enough Hand Cursor — white circle cursor looks too similar to the pong ball, confusing during gameplay. Needs a better indicator GitHub Pages — need to push everything live so there’s an actual demo URL"}, {"post_id": 24213, "ts": "2026-07-07T17:05:18Z", "hours": 5.6992, "text": "Devlog 2.01 - Building the Web Version of Gesture Arcade What I worked on today Rebuilt the entire Gesture Arcade frontend from Python and Pygame to a fully web-based version using HTML, CSS, and JavaScript! This was a big decision and here’s why I made it… Why I switched from Python -> Web The Python version runs almost perfectly as a desktop app (that’s a lie, I’ve been struggling a bit with one of the games) but cannot be played in a browser! Gesture control requires webcam access which Python/Pygame cannot expose over the internet. A browser version means -> anyone with a webcam can play instantly! An ‘.exe’ limits who can actually try it. This also counts as an extended Python version. So, consider this an improvement on the last version. Here on, I’m going to refine the UI/UX, basic gameplay, better my logs, and finish this in a better error-less manner. Ignore all logs till now, it’s only about to get better! What I built today Retro monospace homepage in HTML/CSS. (Screenshot attached) Integrated MediaPipe Hand Landmarker via JavaScript for real-time hand tracking. Challenges I ran into MediaPipe CDN kept returning 404 errors (went through about 4 different CDN links before finding one that worked) ‘type=“module”’ was required for the import to work correctly. What’s Next Build Hand Pong in JavaScript using HTML5 Canvas(??) Connect hand tracking to paddle movement. Add all 4 games one by one. Host on GitHub Pages for a live URL. Tech Stack HTML + CSS + JavaScript MediaPipe Tasks Vsion 0.10.3. Skypack CDN for module imports."}, {"post_id": 19407, "ts": "2026-06-30T18:35:44Z", "hours": 7.1633, "text": "Snake game added! Finished making the Snake game for the arcade! It’s working, but I don’t think it’s where I want it to be yet. Right now the controls use fist direction, but I’m thinking of switching to palm direction instead because I feel like it’d be more smooth to play. I also haven’t fully figured out optimizing for different screen sizes yet, and the grid still needs some work so gameplay feels more consistent across displays. Visually, I want to tweak the snake design a bit too and make it feel less placeholder and more polished. Still a bunch of things to improve, but honestly every game has been teaching me something new and I’m slowly figuring things out as I go :)"}, {"post_id": 14288, "ts": "2026-06-23T10:51:09Z", "hours": 3.1236, "text": "Small Update - I’m sort of done making Pong! The paddle on your side is controlled by how far or low you position your palm in front of the camera. It definitely doesn’t work as well as I want it to yet 😭🙏 but getting the basic gameplay running feels like a milestone! Right now I’m trying to improve responsiveness, fix weird behavior, and generally figure out as I go. Still lots to improve, but one game down and have learnt a ton. :D"}, {"post_id": 13831, "ts": "2026-06-22T17:43:08Z", "hours": 3.9269, "text": "OpenCV Hand Gesture Controlled Gaming Arcade 🎮 Hi! I’m currently building a hand gesture controlled gaming arcade using OpenCV! I’m still pretty new to programming, so this project doesn’t involve a lot of fancy or advanced programming, I’m using it as a way to learn and understand Python. I’ve been reading a lot of documentation, experimenting, failing, and debugging, more than I’d like to admit. To help plan everything out, I also made a simple flowchart to map the project structure and workflow. I’ve attached it as an image. The current plan is to include these four games: Hand Pong Fruit Ninja Space Shooter Snake Here’s the homepage I’ve made. Along with a popup instructions panel. If anyone has suggestions on libraries/ references I should use, please let me know."}]...
|
Title: OpenCV Gesture Based Online Arcade by @anus Title: OpenCV Gesture Based Online Arcade by @anushkaa | Stardance
Devlogs:
OpenCV Hand Gesture Controlled Gaming Arcade 🎮 Hi! I’m currently building a hand gesture controlled gaming arcade using OpenCV! I’m still pretty new to programming, so this project doesn’t involve a lot of fancy or advanced programming, I’m using it as a way to learn and understand Python. I’ve been reading a lot of documentation, experimenting, failing, and debugging, more than I’d like to admit. To help plan everything out, I also made a simple flowchart to map the project structure and workflow. I’ve attached it as an image. The current plan is to include these four games: Hand Pong Fruit Ninja Space Shooter Snake Here’s the homepage I’ve made. Along with a popup instructions panel. If anyone has suggestions on libraries/ references I should use, please let me know.
Small Update - I’m sort of done making Pong! The paddle on your side is controlled by how far or low you position your palm in front of the camera. It definitely doesn’t work as well as I want it to yet 😭🙏 but getting the basic gameplay running feels like a milestone! Right now I’m trying to improve responsiveness, fix weird behavior, and generally figure out as I go. Still lots to improve, but one game down and have learnt a ton. :D
Snake game added! Finished making the Snake game for the arcade! It’s working, but I don’t think it’s where I want it to be yet. Right now the controls use fist direction, but I’m thinking of switching to palm direction instead because I feel like it’d be more smooth to play. I also haven’t fully figured out optimizing for different screen sizes yet, and the grid still needs some work so gameplay feels more consistent across displays. Visually, I want to tweak the snake design a bit too and make it feel less placeholder and more polished. Still a bunch of things to improve, but honestly every game has been teaching me something new and I’m slowly figuring things out as I go :)
Devlog 2.01 - Building the Web Version of Gesture Arcade What I worked on today Rebuilt the entire Gesture Arcade frontend from Python and Pygame to a fully web-based version using HTML, CSS, and JavaScript! This was a big decision and here’s why I made it… Why I switched from Python -> Web The Python version runs almost perfectly as a desktop app (that’s a lie, I’ve been struggling a bit with one of the games) but cannot be played in a browser! Gesture control requires webcam access which Python/Pygame cannot expose over the internet. A browser version means -> anyone with a webcam can play instantly! An ‘.exe’ limits who can actually try it. This also counts as an extended Python version. So, consider this an improvement on the last version. Here on, I’m going to refine the UI/UX, basic gameplay, better my logs, and finish this in a better error-less manner. Ignore all logs till now, it’s only about to get better! What I built today Retro monospace homepage in HTML/CSS. (Screenshot attached) Integrated MediaPipe Hand Landmarker via JavaScript for real-time hand tracking. Challenges I ran into MediaPipe CDN kept returning 404 errors (went through about 4 different CDN links before finding one that worked) ‘type=“module”’ was required for the import to work correctly. What’s Next Build Hand Pong in JavaScript using HTML5 Canvas(??) Connect hand tracking to paddle movement. Add all 4 games one by one. Host on GitHub Pages for a live URL. Tech Stack HTML + CSS + JavaScript MediaPipe Tasks Vsion 0.10.3. Skypack CDN for module imports.
Devlog 02 - Rebuilding Gesture Arcade for the Web The Big Decision Scrapped the entire Python version and rebuilt from scratch in JavaScript. Python with pygame cannot run in a browser, and without a live demo URL Stardance reviewers can’t try the project. The whole point is gesture control — and that needs a webcam running locally. Only solution was JavaScript. Problem? I had never written it before. Learning JavaScript from Scratch Coming from Python the syntax felt familiar but the logic was completely different. Hardest part was MediaPipe. In Python it’s 2 lines: import mediapipe as mp hands = mp . solutions . hands . Hands () In JavaScript it’s a whole async setup that took me forever to get right: const fs = await FilesetResolver . forVisionTasks ( " https://cdn.jsdelivr.net/npm/@mediapipe/ [email protected] /wasm " ) const hl = await HandLandmarker . createFromOptions ( fs , { baseOptions : { modelAssetPath : " ... " }, numHands : 1 , runningMode : " VIDEO " }) Went through 4 different CDN links before finding one that worked. CORS errors, 404s, wrong module formats — been through everything. Eventually got it working with Skypack. How the Hand Tracking Works Every frame the camera captures an image, MediaPipe finds 21 landmark points on your hand, and I calculate useful values from those points: hand . palmX = ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 hand . palmY = ( lm [ 0 ]. y + lm [ 5 ]. y + lm [ 9 ]. y + lm [ 13 ]. y + lm [ 17 ]. y ) / 5 const dx = lm [ 4 ]. x - lm [ 8 ]. x const dy = lm [ 4 ]. y - lm [ 8 ]. y hand . pinching = Math . sqrt ( dx * dx + dy * dy ) < 0.07 const up = [ lm [ 8 ]. y < lm [ 6 ]. y , lm [ 12 ]. y < lm [ 10 ]. y , lm [ 16 ]. y < lm [ 14 ]. y , lm [ 20 ]. y < lm [ 18 ]. y ] hand . fist = up . every ( f => ! f ) All 3 games share the same hand object that gets updated every single frame. Bugs I Ran Into Mirror flipping — spent ages debugging why the cursor moved the wrong way. Camera captures a mirrored image so moving right makes x go in the -x direction. Fixed by flipping palmX at the source: hand . palmX = 1 - ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 CDN failures — MediaPipe’s official CDN kept returning 404. Tried jsdelivr, unpkg, and two others before Skypack worked. Module type errors — JavaScript modules need type="module" on the script tag otherwise imports don’t work at all. What Needs Fixing Next Space Shooter — not enough enemies spawning, waves feel too sparse. AI enemies too aggressive, players can’t score enough Hand Cursor — white circle cursor looks too similar to the pong ball, confusing during gameplay. Needs a better indicator GitHub Pages — need to push everything live so there’s an actual demo URL
Devlog 03 — Fixing, Tuning and Ready to Ship What I Fixed This Session Spent this session purely on debugging and tuning. No new features — just making everything feel right. Snake controls — went through three different control schemes. Tried fist tilt, tried swipe gestures, finally landed on index finger pointing. The snake steers toward wherever your finger is pointing relative to the snake’s head. Tiny finger movements don’t accidentally change direction: const dist = Math . sqrt ( dx * dx + dy * dy ) if ( dist > CELL * 3 ) { } Space Shooter — enemies were spawning too slowly and too late. Fixed spawn timer to start at 999 so enemies appear immediately, and doubled the spawn rate. Waves feel much more intense now. Instructions — Added the instructions page correctly so anyone can click [I] to understand required gestures. Mirror flipping — cursor and menu hover were using inconsistent coordinate systems. Unified everything so palmX is flipped once at the source and all games use the same value. What the Project Is Now A fully browser-based hand gesture arcade with three games: Hand Pong — palm height controls your paddle Space Shooter — palm position aims, pinch fires Snake — point your index finger to steer No downloads. No installs. Just a webcam and a browser. Shipping Pushing to GitHub Pages today. Anyone with a webcam can play instantly at the live URL. Finally ready to ship!
Ships:
Built a hand gesture controlled arcade where you play games using just your webcam! Three games: Hand Pong, Space Shooter and Snake, each using a different gesture. Started in Python with OpenCV and MediaPipe, rebuilt in JavaScript so it runs in the browser with no downloads needed. Not the smoothest or best arcade ever but definitely built with a lot of struggle and I’m still working on making it better everyday! Learned both languages from scratch during this project. The hardest part was getting MediaPipe working in the browser, went through four different CDN links before finding one that worked!...
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1793732257.4095125
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1793818657.4095125
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54523
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KINGPEN by @jainil15 | Stardance
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jainil15
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T07:10:07Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "All the features of this bot are listed below its my first bot and first time coding in vs code so pretty hard and took a lot of time but i guess if figuered it out /kingpen-ping Checks bots latency /kingpen-catfact Gives a random catfact /kingpen-joke Get a random joke /kingpen-roll Roll a dice /kingpen-8ball Ask the magic 8 ball question /kingpen-quote Get a random inspirational quote /kingpen-advice Get random advice", "repo": "https://github.com/Jainil57/KINGPEN", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 64613, "ts": "202 [{"post_id": 64613, "ts": "2026-09-09T04:17:36Z", "hours": 7.1617, "text": "KINGPEN IS ONLINE- kingpen can now do multipile commands including jokes, 8ball, roll, ping, etc."}]...
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Title: KINGPEN by @jainil15 | Stardance
Devlogs:
Title: KINGPEN by @jainil15 | Stardance
Devlogs:
KINGPEN IS ONLINE- kingpen can now do multipile commands including jokes, 8ball, roll, ping, etc.
Ships:
All the features of this bot are listed below its my first bot and first time coding in vs code so pretty hard and took a lot of time but i guess if figuered it out /kingpen-ping Checks bots latency /kingpen-catfact Gives a random catfact /kingpen-joke Get a random joke /kingpen-roll Roll a dice /kingpen-8ball Ask the magic 8 ball question /kingpen-quote Get a random inspirational quote /kingpen-advice Get random advice...
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1793732256.2581093
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1793818656.2581093
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22557
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Custom-Rocket-Builder by @Shivansh_Mishra | Starda Custom-Rocket-Builder by @Shivansh_Mishra | Stardance...
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Shivansh_Mishra
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1
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1.76
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T17:33:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a custom rocket builder website , where one can build his/her own rocket , explore pre built rockets , or something like that. The project is incomplete yet , so please don’t judge it’s just 1 day of development. Updating the project soon. For now the user can only select to highlight the rocket model", "repo": "https://github.com/Shivansh-Mishra-12/Custom-Rocket-Builder", "demo": "https://custom-rocket-builder.vercel.app/"}]...
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[{"post_id": 16224, "ts": "202 [{"post_id": 16224, "ts": "2026-06-26T11:06:29Z", "hours": 0.7617, "text": "Devlog #3: Finally found a good 3d model for the rocket. Also replaced the launchpad as I found a better one on https://science.nasa.gov/3d-resources/ . THANKS NASA for this Cleaned up the project files , deleted extra useless models. Also updated the README.md file. Remember the project isn’t even half done yet so don’t judge."}, {"post_id": 15777, "ts": "2026-06-25T17:21:33Z", "hours": 0.3817, "text": "Devlog #2: This time I haven’t done a lot on this project. I changed the previous rocket model with a new one but I regret it now as the model is not built in parts rather it is a single body 3d model which basically means that I can’t select specific parts or components of the model. For example, in the previous model I was able to select and alter properties of different components of the rocket, fairing for Instance. Previously the fairing could be removed, but now it’s not possible. So for now I’m search for a nearly perfect free downloadable 3d model of a rocket as I’m not good at modelling or Blender. That’s all for today, Next Update Soon 🔜."}, {"post_id": 15023, "ts": "2026-06-24T12:27:38Z", "hours": 0.4567, "text": "DevLog #1: Well, today I started working on this project Custom-Rocket-Builder. My hackatime shows I coded this project for only 27 minutes but offcourse that’s not true. The amount of work I have done on this project clearly indicates I have spent hours coding into this project. Lemme introduct myself first, I’m Shivansh Mishra, a 12th grader with Science stream and interests in Computers and other exciting things. I’m developing this Project called “Custom-Rocket-Builder”. Till now I have setup the project, added 2 or more 3D Models. Also I added the functionality to hightlight some specific components of the rocket and that launchpad like 3d model, also I added the Moon and a loader screen (built using ai) as it looks really good. Next I’m planning to add boosters to the rocket and some other functionalities."}]...
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Title: Custom-Rocket-Builder by @Shivansh_Mishra | Title: Custom-Rocket-Builder by @Shivansh_Mishra | Stardance
Devlogs:
DevLog #1: Well, today I started working on this project Custom-Rocket-Builder. My hackatime shows I coded this project for only 27 minutes but offcourse that’s not true. The amount of work I have done on this project clearly indicates I have spent hours coding into this project. Lemme introduct myself first, I’m Shivansh Mishra, a 12th grader with Science stream and interests in Computers and other exciting things. I’m developing this Project called “Custom-Rocket-Builder”. Till now I have setup the project, added 2 or more 3D Models. Also I added the functionality to hightlight some specific components of the rocket and that launchpad like 3d model, also I added the Moon and a loader screen (built using ai) as it looks really good. Next I’m planning to add boosters to the rocket and some other functionalities.
Devlog #2: This time I haven’t done a lot on this project. I changed the previous rocket model with a new one but I regret it now as the model is not built in parts rather it is a single body 3d model which basically means that I can’t select specific parts or components of the model. For example, in the previous model I was able to select and alter properties of different components of the rocket, fairing for Instance. Previously the fairing could be removed, but now it’s not possible. So for now I’m search for a nearly perfect free downloadable 3d model of a rocket as I’m not good at modelling or Blender. That’s all for today, Next Update Soon 🔜.
Devlog #3: Finally found a good 3d model for the rocket. Also replaced the launchpad as I found a better one on https://science.nasa.gov/3d-resources/ . THANKS NASA for this Cleaned up the project files , deleted extra useless models. Also updated the README.md file. Remember the project isn’t even half done yet so don’t judge.
Ships:
It’s a custom rocket builder website , where one can build his/her own rocket , explore pre built rockets , or something like that. The project is incomplete yet , so please don’t judge it’s just 1 day of development. Updating the project soon. For now the user can only select to highlight the rocket model...
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1793732255.1213946
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1793818655.1213946
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67572
|
My awesome macropad! by @tofu | Stardance
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tofu
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0
|
0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @tofu | Stardance
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1793732254.2256405
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1794337054.2256405
|
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67571
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Basketball Career Simulator by @atharva02 | Starda Basketball Career Simulator by @atharva02 | Stardance...
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atharva02
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0
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0.0
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0
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[]
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[]
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Title: Basketball Career Simulator by @atharva02 | Title: Basketball Career Simulator by @atharva02 | Stardance...
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1793732253.3638833
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1794337053.3638833
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56467
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Blender B-17 by @SniperShot8913 | Stardance
|
SniperShot8913
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T20:06:05Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a B-17G model in blender. I spent about 15 hours on the project and think it came together very nice. One of the most challenging parts of the project was learning the bevel tool and all of its weird quirks. This has been a fun project to work on and hope you all enjoy", "repo": "https://github.com/Snipershot8913/B-17-Project-", "demo": "https://cad.onshape.com/documents/214a111fa5cc26a1398031fd/w/1dedf08f4aebf9a4e2b77ad0/e/f278a99304429ae718b3d65b?renderMode=0&rightPanel=appearancePanel&uiState=6ab42c8c8ca94d3e5bc97bc8"}]...
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[{"post_id": 62435, "ts": "202 [{"post_id": 62435, "ts": "2026-09-05T19:38:11Z", "hours": 1.6542, "text": "I Think I am Finished. To use this blend you can go to the GitHub page and download the file and import it into your blender the Thanks Everyone hope you enjoy"}, {"post_id": 61594, "ts": "2026-09-04T16:04:17Z", "hours": 2.6628, "text": "We are getting close. To start I finished all the turrets and then we got it painted and it is looking very nice"}, {"post_id": 60884, "ts": "2026-09-03T15:05:15Z", "hours": 1.3261, "text": "Elevators, Yaw, Gears OW MY!! Today I finished the Elevators and the Yaw flap on the back of the plane well also finishing the back gear"}, {"post_id": 60830, "ts": "2026-09-03T13:39:04Z", "hours": 1.9839, "text": "Started working on tha tail. took some trys to get it right but I think it came out good"}, {"post_id": 59924, "ts": "2026-09-01T23:13:08Z", "hours": 4.1006, "text": "After a lot of work I completed some engine work along with the front gears of the plane"}, {"post_id": 58859, "ts": "2026-08-31T13:13:40Z", "hours": 0.5833, "text": "Added wings We are making progress"}, {"post_id": 58573, "ts": "2026-08-31T01:10:13Z", "hours": 1.75, "text": "Did some more sizing things, then worked on making the glass dome at the front and making space for the interior"}, {"post_id": 58497, "ts": "2026-08-30T22:31:32Z", "hours": 0.3167, "text": "Just started, don’t have much yet but just getting the basic form of the fuselage and the cockpit done"}]...
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Title: Blender B-17 by @SniperShot8913 | Stardance Title: Blender B-17 by @SniperShot8913 | Stardance
Devlogs:
Just started, don’t have much yet but just getting the basic form of the fuselage and the cockpit done
Did some more sizing things, then worked on making the glass dome at the front and making space for the interior
Added wings We are making progress
After a lot of work I completed some engine work along with the front gears of the plane
Started working on tha tail. took some trys to get it right but I think it came out good
Elevators, Yaw, Gears OW MY!! Today I finished the Elevators and the Yaw flap on the back of the plane well also finishing the back gear
We are getting close. To start I finished all the turrets and then we got it painted and it is looking very nice
I Think I am Finished. To use this blend you can go to the GitHub page and download the file and import it into your blender the Thanks Everyone hope you enjoy
Ships:
I made a B-17G model in blender. I spent about 15 hours on the project and think it came together very nice. One of the most challenging parts of the project was learning the bevel tool and all of its weird quirks. This has been a fun project to work on and hope you all enjoy...
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1793732252.1673687
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1793818652.1673687
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10540
|
SolarEcho by @Requiem | Stardance
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Requiem
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T11:10:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SolarEcho, an open-source Python DSP app that turns live NASA space weather data into ambient electronic audio. It polls NASA’s DONKI CME data, extracts values like speed, half-angle, latitude, and longitude, and maps them into synth parameters such as pitch, volume, tremolo, and stereo movement in real time. The hardest part was getting the full real-time pipeline working end to end: NASA API ingestion, async data handling, DSP mapping, and live audio output. I also had to solve practical issues around NASA API rate limits, missing DONKI fields in some CME records, and correctly recording system audio for the live demo on Linux. I’m proud that SolarEcho is not just a concept — it is a working prototype that uses real NASA data and turns it into a live sensory experience. I’m also proud that I debugged the full chain from API polling to audio synthesis and then figured out how to capture the actual output for a demo video instead of just showing code on screen. To test SolarEcho, people need Python, the dependencies in requirements.txt, a free NASA API key from api.nasa.gov, and an audio setup that supports sounddevice. They should add their key as an environment variable, run python main.py, and note that NASA keys are rate-limited, with the default personal limit at 1,000 requests per hour and DEMO_KEY much lower, so slower polling is better for demos", "repo": "https://github.com/Adityachavhan339/SolarEcho", "demo": "https://drive.google.com/file/d/1NAJEPO0QepzsFgoGxCGQ3cXCHccJ_-NB/view?usp=drive_link"}]...
|
[{"post_id": 4802, "ts": "2026 [{"post_id": 4802, "ts": "2026-06-08T09:30:33Z", "hours": 2.3722, "text": "Devlog 01 — SolarEcho foundation built Today I started building SolarEcho, a Python DSP project that turns live NASA space weather data into ambient electronic sound. What I finished: Set up NASA API access with my official api.nasa.gov key Built the async ingestion pipeline for NASA DONKI CME data Parsed CME values like speed, halfAngle, latitude, and longitude Connected the NASA data pipeline to a real-time audio synthesizer Fixed callback and field-name bugs in the Python code Verified the full pipeline through terminal logs: NASA fetch -> queue bridge -> synth update -> audio callback Current stack: aiohttp asyncio numpy sounddevice NASA DONKI API Result: SolarEcho now successfully receives live CME telemetry and maps it into audio parameters in real time. I Am Quite Interested On Improving It More Maybe Even Making It Live On Cloud But API Limits Are Troublesome You Can See Code At GitHub ( Project Bio ) ( The Project Is Not Live Yet But You Can Try Hearing Audio From Mp4 Video Check Google Drive Link )"}]...
|
Title: SolarEcho by @Requiem | Stardance
Devlogs: Title: SolarEcho by @Requiem | Stardance
Devlogs:
Devlog 01 — SolarEcho foundation built Today I started building SolarEcho, a Python DSP project that turns live NASA space weather data into ambient electronic sound. What I finished: Set up NASA API access with my official api.nasa.gov key Built the async ingestion pipeline for NASA DONKI CME data Parsed CME values like speed, halfAngle, latitude, and longitude Connected the NASA data pipeline to a real-time audio synthesizer Fixed callback and field-name bugs in the Python code Verified the full pipeline through terminal logs: NASA fetch -> queue bridge -> synth update -> audio callback Current stack: aiohttp asyncio numpy sounddevice NASA DONKI API Result: SolarEcho now successfully receives live CME telemetry and maps it into audio parameters in real time. I Am Quite Interested On Improving It More Maybe Even Making It Live On Cloud But API Limits Are Troublesome You Can See Code At GitHub ( Project Bio ) ( The Project Is Not Live Yet But You Can Try Hearing Audio From Mp4 Video Check Google Drive Link )
Ships:
I built SolarEcho, an open-source Python DSP app that turns live NASA space weather data into ambient electronic audio. It polls NASA’s DONKI CME data, extracts values like speed, half-angle, latitude, and longitude, and maps them into synth parameters such as pitch, volume, tremolo, and stereo movement in real time. The hardest part was getting the full real-time pipeline working end to end: NASA API ingestion, async data handling, DSP mapping, and live audio output. I also had to solve practical issues around NASA API rate limits, missing DONKI fields in some CME records, and correctly recording system audio for the live demo on Linux. I’m proud that SolarEcho is not just a concept — it is a working prototype that uses real NASA data and turns it into a live sensory experience. I’m also proud that I debugged the full chain from API polling to audio synthesis and then figured out how to capture the actual output for a demo video instead of just showing code on screen. To test SolarEcho, people need Python, the dependencies in requirements.txt, a free NASA API key from api.nasa.gov, and an audio setup that supports sounddevice. They should add their key as an environment variable, run python main.py, and note that NASA keys are rate-limited, with the default personal limit at 1,000 requests per hour and DEMO_KEY much lower, so slower polling is better for demos...
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1793732251.0430484
|
1793818651.0430484
|
|
67569
|
My own site! by @Hope1578 | Stardance
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Hope1578
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Hope1578 | Stardance
|
1793732250.134384
|
1794337050.134384
|
|
45740
|
Statitron by @matest | Stardance
|
matest
|
1
|
18.53
|
197
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T15:15:20Z", "hours": 17.0, "multiplier": 11.58, "payout": 197, "blessing": "neutral", "text": "Statitron is a hardware monitor that tracks: GPU Usage in percent, GPU temp, GPU Vram usage in percent CPU Usage RAM Usage in both percent and GB Net Recv + Net Send All disk partitions usage in GB and percent + Disk write and disk read total from all drives It also has a cool feature which is event tracker. It tracks GPU, CPU and RAM usage and whenever one of them has a spike of 20%, it records it and displays it in the window. Every 5 seconds it will also display updates on how your hardware usage is at that moment. Through this project i learnt 5 new python libraries that i before only had minimal experience with! This is the first ever project i made that id say im proud of, because it taught me so much and i had a lot of fun making it. Also the first time my ui design looks at least semi-decent :)", "repo": "https://github.com/TheMathematico/Statitron1", "demo": "https://github.com/TheMathematico/Statitron1/releases/tag/v1.0.0"}]...
|
[{"post_id": 57442, "ts": "202 [{"post_id": 57442, "ts": "2026-08-29T16:23:25Z", "hours": 1.5261, "text": "accidently posted a devlog"}, {"post_id": 47190, "ts": "2026-08-14T22:28:55Z", "hours": 6.1078, "text": "Final devlog before shipping(#4) It has been 2 days since my last devlog, here’s what happened: I’ve finished the event tracker, it shows cpu, gpu and ram spikes + usage updates every few seconds. You can also snooze updates or snooze both the spikes and the updates(snooze=they dont appear in the event tracker). Before shipping(tommorow) i will probably organize the code a little bit and maybe add a bar that shows the health of all the disks you have on your pc. Im glad that im finally done and i hope it looks good! (in the vid the event tracker is mistakenly named gpu monitor, sry)"}, {"post_id": 45445, "ts": "2026-08-11T21:56:28Z", "hours": 4.2778, "text": "Devlog - 3 Today i’ve added a detailed monitor for disk, gpu and ram. The disk monitor shows write speed and read speed combined from all the drives you have on your pc, and it also shows used and total space from all partitions you have(Don’t ask why my partitions are so full lol). The GPU monitor shows temp, usage and vram utilization. The Ram monitor is pretty basic and just shows how much is being utilized in gb and percent. For the next devlog im planning on importing another library to track your disk health and finally start adding the event tracker(a tracker that shows what app caused what component spike eg. google chrome caused a cpu spike at some point here’s what you can do etc.) This program also made me realize that my drive fills up passively every hour even tho im not installing anything which is so cool :)"}, {"post_id": 44809, "ts": "2026-08-10T20:42:31Z", "hours": 4.6183, "text": "Devlog - 2 I completely reworked the code and added 6 cool looking meters that show cpu/gpu usage, disk space, ram used and net recv + net send(net download/upload). I haven’t added the event tracker yet but im hoping to tomorrow. Im not quite sure what to put in the empty space below the buttons so i’d love to hear some suggestions!"}, {"post_id": 44285, "ts": "2026-08-09T22:51:32Z", "hours": 2.0314, "text": "Devlog - 1: Coded the stats monitor which i spent like 30 mins actually coding and 1h 30 mins cleaning up my messy code. For now, it tracks cpu usage, ram and gpu. Next i’ll be polishing the UI which doesn’t look the best at the moment and adding an event tracker that tracks hardware usage spikes and what process/app caused it."}]...
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Title: Statitron by @matest | Stardance
Devlogs:
Title: Statitron by @matest | Stardance
Devlogs:
Devlog - 1: Coded the stats monitor which i spent like 30 mins actually coding and 1h 30 mins cleaning up my messy code. For now, it tracks cpu usage, ram and gpu. Next i’ll be polishing the UI which doesn’t look the best at the moment and adding an event tracker that tracks hardware usage spikes and what process/app caused it.
Devlog - 2 I completely reworked the code and added 6 cool looking meters that show cpu/gpu usage, disk space, ram used and net recv + net send(net download/upload). I haven’t added the event tracker yet but im hoping to tomorrow. Im not quite sure what to put in the empty space below the buttons so i’d love to hear some suggestions!
Devlog - 3 Today i’ve added a detailed monitor for disk, gpu and ram. The disk monitor shows write speed and read speed combined from all the drives you have on your pc, and it also shows used and total space from all partitions you have(Don’t ask why my partitions are so full lol). The GPU monitor shows temp, usage and vram utilization. The Ram monitor is pretty basic and just shows how much is being utilized in gb and percent. For the next devlog im planning on importing another library to track your disk health and finally start adding the event tracker(a tracker that shows what app caused what component spike eg. google chrome caused a cpu spike at some point here’s what you can do etc.) This program also made me realize that my drive fills up passively every hour even tho im not installing anything which is so cool :)
Final devlog before shipping(#4) It has been 2 days since my last devlog, here’s what happened: I’ve finished the event tracker, it shows cpu, gpu and ram spikes + usage updates every few seconds. You can also snooze updates or snooze both the spikes and the updates(snooze=they dont appear in the event tracker). Before shipping(tommorow) i will probably organize the code a little bit and maybe add a bar that shows the health of all the disks you have on your pc. Im glad that im finally done and i hope it looks good! (in the vid the event tracker is mistakenly named gpu monitor, sry)
accidently posted a devlog
Ships:
Statitron is a hardware monitor that tracks: GPU Usage in percent, GPU temp, GPU Vram usage in percent CPU Usage RAM Usage in both percent and GB Net Recv + Net Send All disk partitions usage in GB and percent + Disk write and disk read total from all drives It also has a cool feature which is event tracker. It tracks GPU, CPU and RAM usage and whenever one of them has a spike of 20%, it records it and displays it in the window. Every 5 seconds it will also display updates on how your hardware usage is at that moment. Through this project i learnt 5 new python libraries that i before only had minimal experience with! This is the first ever project i made that id say im proud of, because it taught me so much and i had a lot of fun making it. Also the first time my ui design looks at least semi-decent :)...
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1793732248.9346838
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1793818648.9346838
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IC For That by @josephredman | Stardance
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josephredman
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2
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5.0
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22
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T14:11:24Z", "hours": 0.0, "multiplier": 8.96, "payout": 3, "blessing": "neutral", "text": "The site is now more user-friendly - If you have any ideas please do tell me, I will implement them! The MCUinator is so good! To use it, type MCU", "repo": "https://gitlab.com/JosephRedman/ic-for-that", "demo": "https://ic-for-that.uk"}, {"ship_num": 2, "ts": "2026-08-18T01:13:40Z", "hours": 5.0, "multiplier": 3.8, "payout": 19, "blessing": "neutral", "text": "Ayyy It works! The CSS is the best that I have ever made!", "repo": "https://gitlab.com/JosephRedman/ic-for-that", "demo": "https://ic-for-that.uk"}]...
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[{"post_id": 62218, "ts": "202 [{"post_id": 62218, "ts": "2026-09-05T14:08:46Z", "hours": 0.3822, "text": "IC For That VERSION 1.5.0! I have added some major QoL Features: Shareable search links - your search now lives in the URL, so you can copy the link and send it straight to someone instead of re-typing the query! Save ICs for later - star any part on a result card to keep it; saved parts show up in a new “Saved ICs” section (saved locally in your browser) Clear button on the search box for a quick reset Try Again button if a search fails, instead of just an error Quick tags under the search box for common queries like “USB to SPI” In Stock Only filter + sorting by price or stock on multi-part results Copy Part Number / Copy BOM Details buttons on every result Loading states and the signal-trace animation got a bit more polish Overall a pretty big update (The time measured was smaller than i actually spent - I did lots of work on notepad)"}, {"post_id": 49226, "ts": "2026-08-17T21:44:39Z", "hours": 5.0989, "text": "IC For That now works!"}]...
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Title: IC For That by @josephredman | Stardance
D Title: IC For That by @josephredman | Stardance
Devlogs:
IC For That now works!
IC For That VERSION 1.5.0! I have added some major QoL Features: Shareable search links - your search now lives in the URL, so you can copy the link and send it straight to someone instead of re-typing the query! Save ICs for later - star any part on a result card to keep it; saved parts show up in a new “Saved ICs” section (saved locally in your browser) Clear button on the search box for a quick reset Try Again button if a search fails, instead of just an error Quick tags under the search box for common queries like “USB to SPI” In Stock Only filter + sorting by price or stock on multi-part results Copy Part Number / Copy BOM Details buttons on every result Loading states and the signal-trace animation got a bit more polish Overall a pretty big update (The time measured was smaller than i actually spent - I did lots of work on notepad)
Ships:
Ayyy It works! The CSS is the best that I have ever made!
The site is now more user-friendly - If you have any ideas please do tell me, I will implement them! The MCUinator is so good! To use it, type MCU...
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1793732247.7315497
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1793818647.7315497
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67568
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My awesome macropad! by @beatrizz | Stardance
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beatrizz
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @beatrizz | Stardan Title: My awesome macropad! by @beatrizz | Stardance...
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1793732243.3712661
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1794337043.3712661
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56455
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Slack Bot by @karoltoo11 | Stardance
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karoltoo11
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T08:56:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Slack bot that shares random, funny facts and jokes! Writing in a new language (JavaScript) was quite an enjoyable experience for me. I hope you like it.", "repo": "https://github.com/karoltoo11/slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 61813, "ts": "202 [{"post_id": 61813, "ts": "2026-09-04T21:57:43Z", "hours": 1.3033, "text": "Hey! I’m currently building a Slackbot, and it seems to be going really well! It has a few nice features. I never realized JavaScript could be such a cool programming language. I think I’ll try writing something else with it."}]...
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Title: Slack Bot by @karoltoo11 | Stardance
Devlo Title: Slack Bot by @karoltoo11 | Stardance
Devlogs:
Hey! I’m currently building a Slackbot, and it seems to be going really well! It has a few nice features. I never realized JavaScript could be such a cool programming language. I think I’ll try writing something else with it.
Ships:
I created a Slack bot that shares random, funny facts and jokes! Writing in a new language (JavaScript) was quite an enjoyable experience for me. I hope you like it....
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1793732242.0648632
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1793818642.0648632
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67567
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My awesome macropad! by @biancagGalaxy98 | Stardan My awesome macropad! by @biancagGalaxy98 | Stardance...
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biancagGalaxy98
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0.0
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Title: My awesome macropad! by @biancagGalaxy98 | Title: My awesome macropad! by @biancagGalaxy98 | Stardance...
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1793732239.506693
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1794337039.506693
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