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34491
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Hoppy Test-Bed by @jamie-sampson | Stardance
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jamie-sampson
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0
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0.0
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0
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[]
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[]
|
Title: Hoppy Test-Bed by @jamie-sampson | Stardanc Title: Hoppy Test-Bed by @jamie-sampson | Stardance...
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1793785816.0291972
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1794390616.0291972
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38825
|
My first slack bot! by @MohanChitkara | Stardance
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MohanChitkara
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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 first slack bot! by @MohanChitkara | Sta Title: My first slack bot! by @MohanChitkara | Stardance...
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1793785815.1385655
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1794390615.1385655
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30649
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my APOD site by @ada_bardiz | Stardance
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ada_bardiz
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1
|
11.55
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T13:32:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a site with NASA’s API that automatically uploads NASA’s astronomy picture of the day along with its title & description. I had never worked with an API before so it was pretty challenging getting used to it but after sorting out the first few steps the CSS parts weren’t so bad! I’m proud that I managed to create the squiggly banners on the sides :) I added everything people should know in my readme.", "repo": "https://github.com/adabardiz/NASA-s-astronomy-picture-of-the-day", "demo": "https://adabardiz.github.io/NASA-s-astronomy-picture-of-the-day/"}]...
|
[{"post_id": 31483, "ts": "202 [{"post_id": 31483, "ts": "2026-07-19T21:54:44Z", "hours": 8.5461, "text": "bug fixes (server wasn’t working for some reason) & i also readded the blue and pink squiggly things i’d removed earlier. + there was a little bit of an error with my hackatime i wasn’t working on this project but it counted towarsd this one :("}, {"post_id": 23460, "ts": "2026-07-06T13:29:44Z", "hours": 3.2561, "text": "Just finished up with the APOD site! Took pretty long but I’m pretty satisfied with the end result :) It was my first time working with an API and hopefully not the last."}]...
|
Title: my APOD site by @ada_bardiz | Stardance
De Title: my APOD site by @ada_bardiz | Stardance
Devlogs:
Just finished up with the APOD site! Took pretty long but I’m pretty satisfied with the end result :) It was my first time working with an API and hopefully not the last.
bug fixes (server wasn’t working for some reason) & i also readded the blue and pink squiggly things i’d removed earlier. + there was a little bit of an error with my hackatime i wasn’t working on this project but it counted towarsd this one :(
Ships:
I made a site with NASA’s API that automatically uploads NASA’s astronomy picture of the day along with its title & description. I had never worked with an API before so it was pretty challenging getting used to it but after sorting out the first few steps the CSS parts weren’t so bad! I’m proud that I managed to create the squiggly banners on the sides :) I added everything people should know in my readme....
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1793785814.0267515
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1793872214.0267515
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48172
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NULL
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NULL
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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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1793785810.825517
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1794649810.825517
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|
29768
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Rocket simulator by @Suraj_Astronaut | Stardance
|
Suraj_Astronaut
|
0
|
0.0
|
0
|
[]
|
[]
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Title: Rocket simulator by @Suraj_Astronaut | Star Title: Rocket simulator by @Suraj_Astronaut | Stardance...
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1793785809.9384274
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1794390609.9384274
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37088
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Space Shooter by @nithinsriv | Stardance
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nithinsriv
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T21:59:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic space shooter that allows you to upgrade your ship while you fight off alien invaders. Hardest part was getting pybag setup but replit took care of that!", "repo": "https://github.com/sonumanu173-debug/Space-shooter", "demo": "https://space-shooter--sonumanu173.replit.app/"}]...
|
[{"post_id": 31485, "ts": "202 [{"post_id": 31485, "ts": "2026-07-19T21:55:53Z", "hours": 0.3406, "text": "Used pybag to get it published onto online through replit"}, {"post_id": 31448, "ts": "2026-07-19T20:21:14Z", "hours": 0.4153, "text": "FINALLY DONE WITH A BASIC SPACE SHOOTER!!"}, {"post_id": 31428, "ts": "2026-07-19T19:51:56Z", "hours": 1.0408, "text": "Rewrote a lot in python i’m almost done!!!!!"}, {"post_id": 31353, "ts": "2026-07-19T17:55:16Z", "hours": 1.1322, "text": "I worked on this till 2:30ish am and then deleted a lot of code because it was too many placeholders for the other files to keep up with without me being overloaded, additionally I’m going to have to delete everything since python would be a better fit for this game, it was getting too late so I headed out to sleep but i’m redoing it after this"}, {"post_id": 31065, "ts": "2026-07-19T04:57:33Z", "hours": 0.3781, "text": "Establishing a blueprint for the spaceshooter game im trying to make, so far I have a decent bit of errors because I’m putting placeholders for the other files and methods i’m going to make"}]...
|
Title: Space Shooter by @nithinsriv | Stardance
D Title: Space Shooter by @nithinsriv | Stardance
Devlogs:
Establishing a blueprint for the spaceshooter game im trying to make, so far I have a decent bit of errors because I’m putting placeholders for the other files and methods i’m going to make
I worked on this till 2:30ish am and then deleted a lot of code because it was too many placeholders for the other files to keep up with without me being overloaded, additionally I’m going to have to delete everything since python would be a better fit for this game, it was getting too late so I headed out to sleep but i’m redoing it after this
Rewrote a lot in python i’m almost done!!!!!
FINALLY DONE WITH A BASIC SPACE SHOOTER!!
Used pybag to get it published onto online through replit
Ships:
I made a basic space shooter that allows you to upgrade your ship while you fight off alien invaders. Hardest part was getting pybag setup but replit took care of that!...
|
1793785808.7661033
|
1793872208.7661033
|
|
43342
|
KINTSUGI-WEB-YSWS by @atharva123aa | Stardance
|
atharva123aa
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0
|
0.0
|
0
|
[]
|
[]
|
Title: KINTSUGI-WEB-YSWS by @atharva123aa | Starda Title: KINTSUGI-WEB-YSWS by @atharva123aa | Stardance...
|
1793785807.9107678
|
1794649807.9107678
|
|
48167
|
NULL
|
NULL
|
0
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0.0
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0
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[]
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[]
|
|
1793785807.0313141
|
1794649807.0313141
|
|
48160
|
NULL
|
NULL
|
0
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0.0
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0
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[]
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[]
|
|
1793785806.1677551
|
1794649806.1677551
|
|
8916
|
3d Holographic Display of Earth by @jesse | Starda 3d Holographic Display of Earth by @jesse | Stardance...
|
jesse
|
0
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6.0
|
0
|
[]
|
[{"post_id": 12121, "ts": "202 [{"post_id": 12121, "ts": "2026-06-19T20:04:46Z", "hours": 1.2528, "text": "I worked on the BOM and some extra stuff. I stuggled with.. everything actually. It’s like, when i think i figured out everything, i didn’t. I was told the best way to get the center axle I need is off the shelf, but i need something more custom, and I don’t have a lathe, and I’m not old enough to use one in a shop (booooo). SO! What to do? Cry. That’s what. I may just raid a scrap yard on my way home from school, but my classmates might find me rummaging around like a raccoon lmfaaoo"}, {"post_id": 6521, "ts": "2026-06-10T23:23:50Z", "hours": 0.7389, "text": "Basically done the frame, will adjust later to center axle I have to redo my github repo because of all the changes i’ve made…. it’s whatever. I did most of this at school, so I had very limited time to do…anything, actually LMAOOO but I figured out how to hollow the cross in the middle out without absolutely destroying the program. Speaking of the cross, my teacher called me blasphemous today because I drew it while making a diagram. who’s gonna tell her the middle schooler aint doing anything vro 😭✌️ at first, I tried to make a smaller copy of the middle rectangle, and ‘remove’ extrude it from the original rectangle. And guess what it did? What? NOTHING itdid absolutely nothing holy so i cried and shelled it. IT WORKED! anyways, i did this after FIVE hours. what a looooserrr.. I also did this while drinking monster..which I now know i’m allergic to???somehow??? but i have redbull and aura so it’s okay LOL"}, {"post_id": 5354, "ts": "2026-06-09T02:51:30Z", "hours": 1.7681, "text": "IM SO MAD WHAT THE HELL IS WRONG WITH ONSHAPE IM GONNA RUN DOOM ON MY AIRFRYER so i realized that maybe, just MAYBE my wires would get tangled going at, say, 1000 REVOLUTIONS PER MINUTE. so i was so intelligent at school and brainstormed what I had already thought of, a slip ring! oh jolly, what a good idea! ‘the slip ring is connected to the center axle’ methinks at school, very wisely. ‘the center axle is inside the frame.’ HUH INSIDE THE FRAME? THE FRAME THAT ISN’T HOLLOWED OUT? YEAH, YEAH THAT’LL WORK! so the obvious answer was to procasinate and since i couldn’t really do anything because i was at an AWARDS CEREMONY i just had to cope. When I got home, I cannot tell you how fast I locked in. It was like, when you go home, shower, then go to Lowe’s with your cousin, then go to eat, then go on a run, then scroll on reels for 2 hours type of fast. Woah. So, Jesse, how did your handsome, pretty, beautiful, muscular, intensely gorgeous self accomplish making a new frame? By not making one at all. GUys, stop booing me. I just suck at Onshape. SO I ORIGINALLY MADE A CIRCLE WITH THE BOTTOM CARVED OUT ROUNDED. buns then I did the SAME THING yeah buns then I made it RECTANGULAR! o dang wait that’s fiyah and then INSTEAD of shelling it to make the frame, ONSHAPE told me: “hard no buddy, the integrity of your rectangle squared to the nanopower is being overrode by the fullstack-devs-in-silicon valley’s WRIST vibrations because of how intensely you suck at coding and CAD that you’ve somehow ruined their top-secret HTML.POOPY. CODE and now they’re all using GPT PRO against you “ to which I said: “Hahah, dude, you’re hilarious! Second date?” AND DID TRIAL AND ERROR FOR AN HOUR STRAIGHT. bars? I’m losing my marbles. How the hell do I merge two sketches without using the “Use” tool. WHY IS IT EVEN CALLED THE “USE” TOOL? THAT’S SO CORNy? *i dropped the second circle around the middle of the sphere because it got too pricey and complicated also, definitely not a dig to onshape. this is 100% a user error and skill issue. I like how they have their resources FREE, lets keep it that way shape of terror below"}, {"post_id": 4666, "ts": "2026-06-08T02:08:46Z", "hours": 0.4714, "text": "I made and improved gears for the drive belt mechanism I’ll be using to spin our frame! Ours? NO ITS MINE YOU CAN’T HAVE IT but I kinda struggled for a little bit with how they’d.. well, fit. So I chose some measurements that sounded like they’d make sense, and did that. Yay! Wanna hear something REALLY funny, though? I was sort of falling asleep… and somehow confused CM for inches, so you may see the model get reaaallllly large."}, {"post_id": 3839, "ts": "2026-06-06T22:02:38Z", "hours": 0.7158, "text": "just made gears for the belt drive in onshape, also made the stand! I’ll probably be focusing on code and improving these models in the next entry, but everything should be dandy.. For now. EDIT: I’ve decided to make a stand out of wood instead of CAD. That would probably be better option because I want to print CHEAP and I won’t have good, sturdy, prints. So I can trust cheaper wood to hold everything down for me. If everything explodes? errrruuuhhh not my fault guys"}, {"post_id": 3743, "ts": "2026-06-06T19:47:34Z", "hours": 0.7047, "text": "Completing the frame of the Display! +Frame Assembly After I realized that I did NOT need to hollow out the frame, I locked in and made.. this. I chose to do a dual circle frame for better visuals… also to balance it out. Looks nice, right? WROOOONNGGG. I messed up the measurements. Whatever, I’ll figure it out at the end. Assembly, too."}, {"post_id": 3274, "ts": "2026-06-06T03:53:03Z", "hours": 0.3519, "text": "literally just trying to make the FIRST frame. There’s 5. Onshape just wanna be different SOOO bad.. but anyways, this is my attempt at making the first circle of the frame the sphere will project on. Yes, I’m very aware of how scuffed it is. I’m disappointed in myself, you don’t have to be. Basically, I just extruded and removed a LOT, but I haven’t gotten to shelling (more like I have, I just haven’t done it correctly. hah)"}]...
|
Title: 3d Holographic Display of Earth by @jesse | Title: 3d Holographic Display of Earth by @jesse | Stardance
Devlogs:
literally just trying to make the FIRST frame. There’s 5. Onshape just wanna be different SOOO bad.. but anyways, this is my attempt at making the first circle of the frame the sphere will project on. Yes, I’m very aware of how scuffed it is. I’m disappointed in myself, you don’t have to be. Basically, I just extruded and removed a LOT, but I haven’t gotten to shelling (more like I have, I just haven’t done it correctly. hah)
Completing the frame of the Display! +Frame Assembly After I realized that I did NOT need to hollow out the frame, I locked in and made.. this. I chose to do a dual circle frame for better visuals… also to balance it out. Looks nice, right? WROOOONNGGG. I messed up the measurements. Whatever, I’ll figure it out at the end. Assembly, too.
just made gears for the belt drive in onshape, also made the stand! I’ll probably be focusing on code and improving these models in the next entry, but everything should be dandy.. For now. EDIT: I’ve decided to make a stand out of wood instead of CAD. That would probably be better option because I want to print CHEAP and I won’t have good, sturdy, prints. So I can trust cheaper wood to hold everything down for me. If everything explodes? errrruuuhhh not my fault guys
I made and improved gears for the drive belt mechanism I’ll be using to spin our frame! Ours? NO ITS MINE YOU CAN’T HAVE IT but I kinda struggled for a little bit with how they’d.. well, fit. So I chose some measurements that sounded like they’d make sense, and did that. Yay! Wanna hear something REALLY funny, though? I was sort of falling asleep… and somehow confused CM for inches, so you may see the model get reaaallllly large.
IM SO MAD WHAT THE HELL IS WRONG WITH ONSHAPE IM GONNA RUN DOOM ON MY AIRFRYER so i realized that maybe, just MAYBE my wires would get tangled going at, say, 1000 REVOLUTIONS PER MINUTE. so i was so intelligent at school and brainstormed what I had already thought of, a slip ring! oh jolly, what a good idea! ‘the slip ring is connected to the center axle’ methinks at school, very wisely. ‘the center axle is inside the frame.’ HUH INSIDE THE FRAME? THE FRAME THAT ISN’T HOLLOWED OUT? YEAH, YEAH THAT’LL WORK! so the obvious answer was to procasinate and since i couldn’t really do anything because i was at an AWARDS CEREMONY i just had to cope. When I got home, I cannot tell you how fast I locked in. It was like, when you go home, shower, then go to Lowe’s with your cousin, then go to eat, then go on a run, then scroll on reels for 2 hours type of fast. Woah. So, Jesse, how did your handsome, pretty, beautiful, muscular, intensely gorgeous self accomplish making a new frame? By not making one at all. GUys, stop booing me. I just suck at Onshape. SO I ORIGINALLY MADE A CIRCLE WITH THE BOTTOM CARVED OUT ROUNDED. buns then I did the SAME THING yeah buns then I made it RECTANGULAR! o dang wait that’s fiyah and then INSTEAD of shelling it to make the frame, ONSHAPE told me: “hard no buddy, the integrity of your rectangle squared to the nanopower is being overrode by the fullstack-devs-in-silicon valley’s WRIST vibrations because of how intensely you suck at coding and CAD that you’ve somehow ruined their top-secret HTML.POOPY. CODE and now they’re all using GPT PRO against you “ to which I said: “Hahah, dude, you’re hilarious! Second date?” AND DID TRIAL AND ERROR FOR AN HOUR STRAIGHT. bars? I’m losing my marbles. How the hell do I merge two sketches without using the “Use” tool. WHY IS IT EVEN CALLED THE “USE” TOOL? THAT’S SO CORNy? *i dropped the second circle around the middle of the sphere because it got too pricey and complicated also, definitely not a dig to onshape. this is 100% a user error and skill issue. I like how they have their resources FREE, lets keep it that way shape of terror below
Basically done the frame, will adjust later to center axle I have to redo my github repo because of all the changes i’ve made…. it’s whatever. I did most of this at school, so I had very limited time to do…anything, actually LMAOOO but I figured out how to hollow the cross in the middle out without absolutely destroying the program. Speaking of the cross, my teacher called me blasphemous today because I drew it while making a diagram. who’s gonna tell her the middle schooler aint doing anything vro 😭✌️ at first, I tried to make a smaller copy of the middle rectangle, and ‘remove’ extrude it from the original rectangle. And guess what it did? What? NOTHING itdid absolutely nothing holy so i cried and shelled it. IT WORKED! anyways, i did this after FIVE hours. what a looooserrr.. I also did this while drinking monster..which I now know i’m allergic to???somehow??? but i have redbull and aura so it’s okay LOL
I worked on the BOM and some extra stuff. I stuggled with.. everything actually. It’s like, when i think i figured out everything, i didn’t. I was told the best way to get the center axle I need is off the shelf, but i need something more custom, and I don’t have a lathe, and I’m not old enough to use one in a shop (booooo). SO! What to do? Cry. That’s what. I may just raid a scrap yard on my way home from school, but my classmates might find me rummaging around like a raccoon lmfaaoo...
|
1793785804.9911523
|
1794390604.9911523
|
|
43301
|
My awesome macropad! by @KoalaKoder | Stardance
|
KoalaKoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @KoalaKoder | Stard Title: My awesome macropad! by @KoalaKoder | Stardance...
|
1793785804.122823
|
1794649804.122823
|
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10554
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MCServerKit by @nathanielramirez | Stardance
|
nathanielramirez
|
0
|
112.0
|
0
|
[]
|
[{"post_id": 25049, "ts": "202 [{"post_id": 25049, "ts": "2026-07-09T00:24:24Z", "hours": 30.0, "text": "Devlog 4 I have finished porting the library to Rust using Rust FFI, so it won’t need to be done manually. I’ve set it up so you can install it through Cargo: cargo add mcserverkit And you can use it like this: main.rs fn main () { let err = mcserverkit :: install ( \"1.21.1\" ); if err != None { println! ( \"Error installing 1.21.1:\" ); } let err = mcserverkit :: create ( \"MyServer\" , true ); if err != None { println! ( \"Error creating MyServer:\" ); } let err = mcserverkit :: start ( \"MyServer\" , \"4G\" ); if err != None { println! ( \"Error starting MyServer:\" ); } } Also, I’ve added ARM architecture support for Linux and I updated the library to Go 1.26.4 so instead of passing 1s and 0s to the eula parameter you can pass true or false for C and C++."}, {"post_id": 17349, "ts": "2026-06-28T03:04:39Z", "hours": 5.0, "text": "devlog 3 When I began binding my Go library to Rust today, I had realized something I’ve been doing wrong not just in my Rust bindings but in my C bindings. They both work by calling go build which is fine but not everyone has Go installed on their computer, so it works on mine but not others. use std :: process :: Command ; fn main () { println! ( \"Hello World!\" ); // https://stackoverflow.com/questions/43292357/how-can-one-detect-the-os-type-using-rust // https://doc.rust-lang.org/std/process/struct.Command.html let _output = if cfg! ( target_os = \"windows\" ) { Command :: new ( \"go\" ) .args ([ \"build\" , \"-buildmode=c-shared\" , \"-o\" , \"mcserverkit.dll\" , \"./bindings/c\" , ]); } else if cfg! ( target_os = \"linux\" ) { Command :: new ( \"go\" ) .args ([ \"build\" , \"-buildmode=c-shared\" , \"-o\" , \"mcserverkit.so\" , \"./bindings/c\" , ]); } else if cfg! ( target_os = \"macos\" ) { Command :: new ( \"go\" ) .args ([ \"build\" , \"-buildmode=c-shared\" , \"-o\" , \"mcserverkit.dylib\" , \"./bindings/c\" , ]); } else { println! ( \"Operating system not supported\" ); return ; }; } the plan Instead of requiring every person to have Go installed, I created a GitHub action that compiles the library for every platform whenever a new release is published. It generates .dll , .so , .dylib and header files and uploads to release assets. but it’s only half the process, I still have to rewrite my Rust and C bindings so they download the precompiled assets from the latest GitHub release instead of compiling them locally. This should actually make the entire logic faster because it won’t need to download the source and run go build every time when it can skip straight to the prebuilt assets, which removes the compiling step entirely!!!"}, {"post_id": 16707, "ts": "2026-06-27T04:37:18Z", "hours": 45.0, "text": "devlog 2 In my last post, i said that i wanted to port my Minecraft server library to C. currently i’ve released v0.1.9 which adds C/C++ support with Go bindings. and i spent a LONG time debugging and creating a CMakeLists.txt allowing developers to easily just… (yes that easy) cmake_minimum_required ( VERSION 3.16 ) project ( example LANGUAGES C ) include ( FetchContent ) FetchContent_Declare ( mcserverkit GIT_REPOSITORY https://github.com/mcserverkit/core GIT_TAG v0.1.9 ) FetchContent_MakeAvailable ( mcserverkit ) add_executable ( example main.c ) target_link_libraries ( example PRIVATE mcserverkit ) which allows you to do this! #include \"mcserverkit.h\" int main () { Install ( \"1.21.1\" ); Create ( \"MyServer\" , 1 ); Start ( \"MyServer\" , \"4G\" ); } and to bundle as an executable run this in your terminal: cmake -S . -B build -DCMAKE_BUILD_TYPE = Release cmake --build build -j sorry this update took so long… app progress Also, I know I’ve just added support for C and C++ but now I NEED to add an adapter for Rust because I switched to Tauri instead of Webview and Tauri uses Rust for the backend instead of C++ and that’s most likely going to be a part of the next log. Here’s a picture of the app so far, i was inspired by Minecraft’s website ui and wanted it to feel more connected to the official game, it already works cross platform but none of the backend is connected yet because i have to make bindings for Rust."}, {"post_id": 7340, "ts": "2026-06-12T07:32:53Z", "hours": 32.0, "text": "running local minecraft servers is annoying! nobody likes paying for cloud hosting, so i spent the past 8 days programming a local cli for creating and managing minecraft servers because using .jar files directly is overcomplicated. i decided to make the core an open source and reusable Go library and i am planning to port it to C in the future. i just finished the first stable version of mcserverkit’s core and cli and wrote a shell script for macos and linux users to easily install the cli. as for windows, i haven’t yet but i have included steps to easily add the executable to PATH. what’s next? i am working on a GUI app using C and webview, i plan on adding port forwarding so you can run it on your computer locally and share them with your friends!"}]...
|
Title: MCServerKit by @nathanielramirez | Stardanc Title: MCServerKit by @nathanielramirez | Stardance
Devlogs:
running local minecraft servers is annoying! nobody likes paying for cloud hosting, so i spent the past 8 days programming a local cli for creating and managing minecraft servers because using .jar files directly is overcomplicated. i decided to make the core an open source and reusable Go library and i am planning to port it to C in the future. i just finished the first stable version of mcserverkit’s core and cli and wrote a shell script for macos and linux users to easily install the cli. as for windows, i haven’t yet but i have included steps to easily add the executable to PATH. what’s next? i am working on a GUI app using C and webview, i plan on adding port forwarding so you can run it on your computer locally and share them with your friends!
devlog 2 In my last post, i said that i wanted to port my Minecraft server library to C. currently i’ve released v0.1.9 which adds C/C++ support with Go bindings. and i spent a LONG time debugging and creating a CMakeLists.txt allowing developers to easily just… (yes that easy) cmake_minimum_required ( VERSION 3.16 ) project ( example LANGUAGES C ) include ( FetchContent ) FetchContent_Declare ( mcserverkit GIT_REPOSITORY https://github.com/mcserverkit/core GIT_TAG v0.1.9 ) FetchContent_MakeAvailable ( mcserverkit ) add_executable ( example main.c ) target_link_libraries ( example PRIVATE mcserverkit ) which allows you to do this! #include "mcserverkit.h" int main () { Install ( "1.21.1" ); Create ( "MyServer" , 1 ); Start ( "MyServer" , "4G" ); } and to bundle as an executable run this in your terminal: cmake -S . -B build -DCMAKE_BUILD_TYPE = Release cmake --build build -j sorry this update took so long… app progress Also, I know I’ve just added support for C and C++ but now I NEED to add an adapter for Rust because I switched to Tauri instead of Webview and Tauri uses Rust for the backend instead of C++ and that’s most likely going to be a part of the next log. Here’s a picture of the app so far, i was inspired by Minecraft’s website ui and wanted it to feel more connected to the official game, it already works cross platform but none of the backend is connected yet because i have to make bindings for Rust.
devlog 3 When I began binding my Go library to Rust today, I had realized something I’ve been doing wrong not just in my Rust bindings but in my C bindings. They both work by calling go build which is fine but not everyone has Go installed on their computer, so it works on mine but not others. use std :: process :: Command ; fn main () { println! ( "Hello World!" ); // https://stackoverflow.com/questions/43292357/how-can-one-detect-the-os-type-using-rust // https://doc.rust-lang.org/std/process/struct.Command.html let _output = if cfg! ( target_os = "windows" ) { Command :: new ( "go" ) .args ([ "build" , "-buildmode=c-shared" , "-o" , "mcserverkit.dll" , "./bindings/c" , ]); } else if cfg! ( target_os = "linux" ) { Command :: new ( "go" ) .args ([ "build" , "-buildmode=c-shared" , "-o" , "mcserverkit.so" , "./bindings/c" , ]); } else if cfg! ( target_os = "macos" ) { Command :: new ( "go" ) .args ([ "build" , "-buildmode=c-shared" , "-o" , "mcserverkit.dylib" , "./bindings/c" , ]); } else { println! ( "Operating system not supported" ); return ; }; } the plan Instead of requiring every person to have Go installed, I created a GitHub action that compiles the library for every platform whenever a new release is published. It generates .dll , .so , .dylib and header files and uploads to release assets. but it’s only half the process, I still have to rewrite my Rust and C bindings so they download the precompiled assets from the latest GitHub release instead of compiling them locally. This should actually make the entire logic faster because it won’t need to download the source and run go build every time when it can skip straight to the prebuilt assets, which removes the compiling step entirely!!!
Devlog 4 I have finished porting the library to Rust using Rust FFI, so it won’t need to be done manually. I’ve set it up so you can install it through Cargo: cargo add mcserverkit And you can use it like this: main.rs fn main () { let err = mcserverkit :: install ( "1.21.1" ); if err != None { println! ( "Error installing 1.21.1:" ); } let err = mcserverkit :: create ( "MyServer" , true ); if err != None { println! ( "Error creating MyServer:" ); } let err = mcserverkit :: start ( "MyServer" , "4G" ); if err != None { println! ( "Error starting MyServer:" ); } } Also, I’ve added ARM architecture support for Linux and I updated the library to Go 1.26.4 so instead of passing 1s and 0s to the eula parameter you can pass true or false for C and C++....
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1793785803.2656918
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1794649803.2656918
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6494
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Irongingot by @TheShovel | Stardance
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TheShovel
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1
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60.63
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1033
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T14:59:09Z", "hours": 57.0, "multiplier": 19.31, "payout": 1033, "blessing": "neutral", "text": "Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)", "repo": "https://github.com/TheShovel/irongingot", "demo": "https://theshovel.rocks/irongingot/"}]...
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[{"post_id": 25982, "ts": "202 [{"post_id": 25982, "ts": "2026-07-10T15:06:16Z", "hours": 3.6297, "text": "Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!"}, {"post_id": 12556, "ts": "2026-06-20T14:43:31Z", "hours": 12.32, "text": "and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D"}, {"post_id": 9203, "ts": "2026-06-15T13:28:42Z", "hours": 6.5772, "text": "heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that"}, {"post_id": 8298, "ts": "2026-06-13T19:55:12Z", "hours": 6.7508, "text": "well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)"}, {"post_id": 6795, "ts": "2026-06-11T11:56:18Z", "hours": 6.7319, "text": "back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes"}, {"post_id": 5567, "ts": "2026-06-09T12:11:38Z", "hours": 4.24, "text": "hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”"}, {"post_id": 4436, "ts": "2026-06-07T19:11:59Z", "hours": 5.5061, "text": "hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D"}, {"post_id": 3651, "ts": "2026-06-06T17:55:43Z", "hours": 1.4258, "text": "THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP"}, {"post_id": 2879, "ts": "2026-06-05T19:28:59Z", "hours": 3.6275, "text": "As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao"}, {"post_id": 2647, "ts": "2026-06-05T09:30:55Z", "hours": 3.2011, "text": "I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-"}, {"post_id": 2357, "ts": "2026-06-04T20:11:28Z", "hours": 1.9572, "text": "You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense"}, {"post_id": 2236, "ts": "2026-06-04T16:57:23Z", "hours": 2.5894, "text": "Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3"}, {"post_id": 1646, "ts": "2026-06-03T19:32:45Z", "hours": 2.3775, "text": "where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER"}]...
|
Title: Irongingot by @TheShovel | Stardance
Devlo Title: Irongingot by @TheShovel | Stardance
Devlogs:
where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER
Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3
You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense
I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-
As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao
THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP
hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D
hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”
back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes
well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)
heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that
and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D
Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!
Ships:
Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)...
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1793785801.9811661
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1793872201.9811661
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7811
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Random unkown blog by @satvikhardat | Stardance
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satvikhardat
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0
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0.3
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0
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[]
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[{"post_id": 2650, "ts": "2026 [{"post_id": 2650, "ts": "2026-06-05T09:45:10Z", "hours": 0.3017, "text": "Default page for my blog done! Jekyll is confusing but not the hardest"}]...
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Title: Random unkown blog by @satvikhardat | Stard Title: Random unkown blog by @satvikhardat | Stardance
Devlogs:
Default page for my blog done! Jekyll is confusing but not the hardest...
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1793785801.0893083
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1794649801.0893083
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25731
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My very own WebOS by @Doraemon | Stardance
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Doraemon
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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 @Doraemon | Stardance
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1793785800.2130964
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1794390600.2130964
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27559
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y-lead-website by @Venkatesh | Stardance
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Venkatesh
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3
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14.0
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120
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:30:26Z", "hours": 4.0, "multiplier": 12.85, "payout": 52, "blessing": "neutral", "text": "LIVE AT: https://y-lead-2026.vercel.app/ I made a website for one of my school’s events called Y.LEAD which is a 4 day leadership camp for my juniors. As part of the organising committee, I took the opportunity to create a nice website for both participants and facilitators to access information like the days schedule, certain activity materials, photos taken during the event, event teasers/storyline videos etc… When designing the website, I aimed it to be user centric by follow conventional navigation and UX. Additionally, I came up with a palette and then started creating the different pages of the website trying to make everything feel fresh and aesthetically pleasing. Some elements following this philosophy: animated timeline graphic instead of a google sheet, todo list or calendar component depth effect with animations in the landing page ability to search cheers for participants during the event animated hero for theme page embeds instead of plain links to the external resources glowing effect behind images some challenges I faced was ensuring the website was responsive on practically any screen size. I specially made a vertical poster for the landing page just for mobile and different layouts for mobile and larger screens. Additionally, another challenge was slow loading speeds for images, that would ruin the landing page especially when I first started out, luckily the fix was quite straightforward. I converted all the images to avif format and set it to a lower quality on low res screen as there wont be a big visible difference, reserving a max res of 2k for larger screens like 1440p. All in all, I would say this is one of the projects in which i had the most fun building, I got to learn even more about responsive web design, UX, performance optimisation and even got to experience how it’s like to program a website with tight deadlines and an actual production target. Even though theres only 14 hours logged on stardance, I have spent around 40-50 hours painstakingly coding most of this website by myself, AI was mostly sparingly only for debugging and refactoring some parts of the code or generating boilerplate. With that I have finally finished this project start to end!", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-06T04:51:10Z", "hours": 8.0, "multiplier": 5.61, "payout": 44, "blessing": "neutral", "text": "Bug fixes, extra features and even more content and redirects for participants to use.", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-29T10:50:12Z", "hours": 2.0, "multiplier": 11.9, "payout": 24, "blessing": "neutral", "text": "I made a website for one of my school’s events called Y.LEAD. The website serves as a common platform for participants and facilitators to access information like timeline, the different events, participant documents (soon to be added), overview, credit for people involved", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}]...
|
[{"post_id": 26458, "ts": "202 [{"post_id": 26458, "ts": "2026-07-11T08:27:33Z", "hours": 4.0617, "text": "final devlog: added a resources page where all the videos, worksheets and documents can be accessed from. items are all embeds instead of plain lists of links to boost interaction. The resources use a bit of a bento grid with the most important one taking a full width size and the rest half width with padding. All content has been added finally, all animations intact, the embeds have a custom bg glow based on the initial embed content. the embed may be slow to load on mobile, which i will fix in a future update if ever needed as i will be moving to focus on other projects."}, {"post_id": 21388, "ts": "2026-07-03T09:30:04Z", "hours": 7.8192, "text": "Bug fixes extra features and even more content and redirects for participants to use: fixed padding inconsistencies on mobile changed content and info about panelists to be more accurate changed formatting of bios added in more info on locations of learning journeys added in a better text hiearchy for the blocks of text added glowing images for most uses"}, {"post_id": 18256, "ts": "2026-06-29T10:36:25Z", "hours": 1.5339, "text": "https://y-lead-2026.vercel.app/ page for organising committee credits and acknowledgements. Can now be accessed via a button that redirected to /about/organising-committee. /about may be used for other stuff like this as well like certain event details and etc… Current at /about/organising-committee there ar pictures of each comm and they’re heads and members, the images are all have been converted into avif for faster loading times"}, {"post_id": 17681, "ts": "2026-06-28T16:08:19Z", "hours": 0.4858, "text": "https://y-lead-2026.vercel.app/ I’ve been working on a website for a local school event. Written in TSX using the Next JS framework. This devlog includes only the bug and UI inconsistency fixes for the theme and about pages."}]...
|
Title: y-lead-website by @Venkatesh | Stardance
D Title: y-lead-website by @Venkatesh | Stardance
Devlogs:
https://y-lead-2026.vercel.app/ I’ve been working on a website for a local school event. Written in TSX using the Next JS framework. This devlog includes only the bug and UI inconsistency fixes for the theme and about pages.
https://y-lead-2026.vercel.app/ page for organising committee credits and acknowledgements. Can now be accessed via a button that redirected to /about/organising-committee. /about may be used for other stuff like this as well like certain event details and etc… Current at /about/organising-committee there ar pictures of each comm and they’re heads and members, the images are all have been converted into avif for faster loading times
Bug fixes extra features and even more content and redirects for participants to use: fixed padding inconsistencies on mobile changed content and info about panelists to be more accurate changed formatting of bios added in more info on locations of learning journeys added in a better text hiearchy for the blocks of text added glowing images for most uses
final devlog: added a resources page where all the videos, worksheets and documents can be accessed from. items are all embeds instead of plain lists of links to boost interaction. The resources use a bit of a bento grid with the most important one taking a full width size and the rest half width with padding. All content has been added finally, all animations intact, the embeds have a custom bg glow based on the initial embed content. the embed may be slow to load on mobile, which i will fix in a future update if ever needed as i will be moving to focus on other projects.
Ships:
I made a website for one of my school’s events called Y.LEAD. The website serves as a common platform for participants and facilitators to access information like timeline, the different events, participant documents (soon to be added), overview, credit for people involved
Bug fixes, extra features and even more content and redirects for participants to use.
LIVE AT: https://y-lead-2026.vercel.app/ I made a website for one of my school’s events called Y.LEAD which is a 4 day leadership camp for my juniors. As part of the organising committee, I took the opportunity to create a nice website for both participants and facilitators to access information like the days schedule, certain activity materials, photos taken during the event, event teasers/storyline videos etc… When designing the website, I aimed it to be user centric by follow conventional navigation and UX. Additionally, I came up with a palette and then started creating the different pages of the website trying to make everything feel fresh and aesthetically pleasing. Some elements following this philosophy: animated timeline graphic instead of a google sheet, todo list or calendar component depth effect with animations in the landing page ability to search cheers for participants during the event animated hero for theme page embeds instead of plain links to the external resources glowing effect behind images some challenges I faced was ensuring the website was responsive on practically any screen size. I specially made a vertical poster for the landing page just for mobile and different layouts for mobile and larger screens. Additionally, another challenge was slow loading speeds for images, that would ruin the landing page especially when I first started out, luckily the fix was quite straightforward. I converted all the images to avif format and set it to a lower quality on low res screen as there wont be a big visible difference, reserving a max res of 2k for larger screens like 1440p. All in all, I would say this is one of the projects in which i had the most fun building, I got to learn even more about responsive web design, UX, performance optimisation and even got to experience how it’s like to program a website with tight deadlines and an actual production target. Even though theres only 14 hours logged on stardance, I have spent around 40-50 hours painstakingly coding most of this website by myself, AI was mostly sparingly only for debugging and refactoring some parts of the code or generating boilerplate. With that I have finally finished this project start to end!...
|
1793785799.0355632
|
1793872199.0355632
|
|
27511
|
sympknown by @mew | Stardance
|
mew
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: sympknown by @mew | Stardance
|
1793785798.19168
|
1794649798.19168
|
|
14934
|
My awesome macropad! by @Lavit | Stardance
|
Lavit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Lavit | Stardance
|
1793785797.2822
|
1794390597.2822
|
|
3488
|
My awesome macropad! by @samzy | Stardance
|
samzy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @samzy | Stardance
|
1793785796.4259756
|
1794649796.4259756
|
|
5651
|
d0dg3! by @JonButNotReally | Stardance
|
JonButNotReally
|
2
|
11.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T03:21:34Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made d0dg3, an HTML space themed Dodge game. This is my first time making games in HTML but after a bunch of YouTube videos and lessons from ChatGPT lol i got it done <3. (ALSO, i didnt mean to click ship the first time i wasnt completely finished with the project but this is the completed project.)", "repo": "https://github.com/jonbutnotreally/d0dg3/", "demo": "https://jonbutnotreally.github.io/d0dg3/"}, {"ship_num": 2, "ts": "2026-06-03T15:48:01Z", "hours": 2.0, "multiplier": 6.86, "payout": 12, "blessing": "neutral", "text": "I made d0dg3, an HTML space themed Dodge game. This is my first time making games in HTML but after a bunch of YouTube videos and lessons from ChatGPT lol i got it done <3.", "repo": "https://github.com/jonbutnotreally/d0dg3/", "demo": "https://jonbutnotreally.github.io/d0dg3/"}]...
|
[{"post_id": 21272, "ts": "202 [{"post_id": 21272, "ts": "2026-07-03T03:19:05Z", "hours": 3.9192, "text": "Im pretty sure im mostly done with this game. I’m a little busy with star CRASH so i havent really done much for this one but i think its ‘perfect’ the way it is (nothings perfect but its close i think)"}, {"post_id": 2169, "ts": "2026-06-04T14:50:04Z", "hours": 1.1403, "text": "Im adding a boss fight at the very end of the game. im also gonna add a main menu for progress mode and infinite mode :)"}, {"post_id": 1734, "ts": "2026-06-03T22:17:16Z", "hours": 0.8561, "text": "I have finished my translation to play this on my calculator hooray. Although it got a whole new design because i didn’t know how to make the images go into my calculator but whatever. I’ll post the files on my Github and I’ll soon ship the final project."}, {"post_id": 1700, "ts": "2026-06-03T21:11:46Z", "hours": 3.0933, "text": "Im making a version that will go on my Ti-84 Plus CE. If you can tell… its not going very smoothly :<."}, {"post_id": 1450, "ts": "2026-06-03T14:26:41Z", "hours": 0.6022, "text": "I made some music last night. i used a harpsichord sound and it gave it a kinda 8 bit aesthetic idk. im going to work on animation and adding levels next."}, {"post_id": 1153, "ts": "2026-06-03T00:16:11Z", "hours": 1.1419, "text": "I made my first ever game using HTML. Although im not really good at said game TvT. I got a hyper fixation on music like the past month so tommorow im gonna make some music 🎶."}]...
|
Title: d0dg3! by @JonButNotReally | Stardance
Dev Title: d0dg3! by @JonButNotReally | Stardance
Devlogs:
I made my first ever game using HTML. Although im not really good at said game TvT. I got a hyper fixation on music like the past month so tommorow im gonna make some music 🎶.
I made some music last night. i used a harpsichord sound and it gave it a kinda 8 bit aesthetic idk. im going to work on animation and adding levels next.
Im making a version that will go on my Ti-84 Plus CE. If you can tell… its not going very smoothly :<.
I have finished my translation to play this on my calculator hooray. Although it got a whole new design because i didn’t know how to make the images go into my calculator but whatever. I’ll post the files on my Github and I’ll soon ship the final project.
Im adding a boss fight at the very end of the game. im also gonna add a main menu for progress mode and infinite mode :)
Im pretty sure im mostly done with this game. I’m a little busy with star CRASH so i havent really done much for this one but i think its ‘perfect’ the way it is (nothings perfect but its close i think)
Ships:
I made d0dg3, an HTML space themed Dodge game. This is my first time making games in HTML but after a bunch of YouTube videos and lessons from ChatGPT lol i got it done <3.
I made d0dg3, an HTML space themed Dodge game. This is my first time making games in HTML but after a bunch of YouTube videos and lessons from ChatGPT lol i got it done <3. (ALSO, i didnt mean to click ship the first time i wasnt completely finished with the project but this is the completed project.)...
|
1793785795.2574298
|
1793872195.2574298
|
|
11953
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793785794.4165785
|
1794649794.4165785
|
|
19820
|
Knomo - know what should you do by @sahilaw | Star Knomo - know what should you do by @sahilaw | Stardance...
|
sahilaw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Knomo - know what should you do by @sahilaw Title: Knomo - know what should you do by @sahilaw | Stardance...
|
1793785793.5602524
|
1794649793.5602524
|
|
6775
|
Manenti Macropad by @Manenti | Stardance
|
|
1
|
3.12
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T20:18:15Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom 3-key macropad for media control. The keyboard has three buttons: previous track, next track, and play/pause. I designed the PCB in KiCad, modeled the case and top plate in Autodesk Fusion 360, and wrote the firmware using KMK with CircuitPython. The most challenging part was designing the 3D case around the PCB, especially aligning the USB-C cutout, adjusting the wall height, and making the top and bottom pieces fit correctly. I also had to learn how to export the PCB as a STEP file and use it as a reference inside Fusion 360. I am proud that I built the whole project from the electronics to the mechanical case and firmware. This was my first time using Fusion 360, so finishing a working enclosure with a top plate, bottom case, USB cutout, and screw mounting points was a big achievement. To test the project, flash CircuitPython onto a compatible board such as the Seeed Studio XIAO RP2040, copy KMK to the CIRCUITPY drive, and place the code.py firmware file on the board. The switches are connected to pins D0, D1, and D2, and the LEDs are connected to D3. Once connected to a computer, the macropad should work as a USB keyboard and send media control commands.", "repo": "https://github.com/noname697/Amazing-Macropad", "demo": ""}]...
|
[{"post_id": 27309, "ts": "202 [{"post_id": 27309, "ts": "2026-07-12T19:32:51Z", "hours": 2.7664, "text": "Atualizações Added pilot holes for heat-set inserts to improve alignment during installation. Added pass-through screw holes to the top case for M3 screws. Added four mounting holes to the PCB aligned with the case pillars. Rewrite the README"}, {"post_id": 2473, "ts": "2026-06-04T23:53:08Z", "hours": 0.3522, "text": "Translating the Readme.md"}, {"post_id": 2353, "ts": "2026-06-04T20:04:13Z", "hours": 0.4636, "text": "Finishing the project"}]...
|
Title: Manenti Macropad by @Manenti | Stardance
D Title: Manenti Macropad by @Manenti | Stardance
Devlogs:
Finishing the project
Translating the Readme.md
Atualizações Added pilot holes for heat-set inserts to improve alignment during installation. Added pass-through screw holes to the top case for M3 screws. Added four mounting holes to the PCB aligned with the case pillars. Rewrite the README
Ships:
I made a custom 3-key macropad for media control. The keyboard has three buttons: previous track, next track, and play/pause. I designed the PCB in KiCad, modeled the case and top plate in Autodesk Fusion 360, and wrote the firmware using KMK with CircuitPython. The most challenging part was designing the 3D case around the PCB, especially aligning the USB-C cutout, adjusting the wall height, and making the top and bottom pieces fit correctly. I also had to learn how to export the PCB as a STEP file and use it as a reference inside Fusion 360. I am proud that I built the whole project from the electronics to the mechanical case and firmware. This was my first time using Fusion 360, so finishing a working enclosure with a top plate, bottom case, USB cutout, and screw mounting points was a big achievement. To test the project, flash CircuitPython onto a compatible board such as the Seeed Studio XIAO RP2040, copy KMK to the CIRCUITPY drive, and place the code.py firmware file on the board. The switches are connected to pins D0, D1, and D2, and the LEDs are connected to D3. Once connected to a computer, the macropad should work as a USB keyboard and send media control commands....
|
1793785792.3653488
|
1793872192.3653488
|
|
17711
|
interesting shelf by @rishan | Stardance
|
rishan
|
0
|
9.1
|
0
|
[]
|
[{"post_id": 43037, "ts": "202 [{"post_id": 43037, "ts": "2026-08-08T02:49:33Z", "hours": 1.6517, "text": "Finished splitting the arms into pieces and made 3 part studios that have all the individual parts inside of them, organized to make the printing process more efficient by reducing overhangs and minimizing space taken up. Now the cads done :)"}, {"post_id": 40301, "ts": "2026-08-03T18:52:20Z", "hours": 0.9361, "text": "Split the main part fully now just need to split the movable arms and I’m done with cad!"}, {"post_id": 39158, "ts": "2026-08-01T21:56:06Z", "hours": 1.2092, "text": "Started splitting the parts. I completed all of the parts on the bottom. Some of them are a little long at 235mm so if I don’t get anyone with a printer bed of that size I might have to modify it."}, {"post_id": 37330, "ts": "2026-07-29T23:32:06Z", "hours": 0.5436, "text": "Made that ledge at the top of the shelf so that it’s hangable and also looked at common plywood sizes and resized the side holes so that the wood can fit. The overall design is done and now all I need to do is make it into pieces so that it can fit on a printer bed"}, {"post_id": 29924, "ts": "2026-07-17T03:03:34Z", "hours": 0.4814, "text": "So I realized that I could use my shelf for more stuff so I made these little rings intended to hold things like keychains"}, {"post_id": 29290, "ts": "2026-07-16T03:18:27Z", "hours": 0.3908, "text": "Did some pretty small things. I made the second screw thing to lock with the one that I made in the previous devlog. Then I also made a mirrored version of the arm so that the holes aligned with both sides."}, {"post_id": 28711, "ts": "2026-07-15T04:11:30Z", "hours": 1.4297, "text": "Ok so I added holes on the arms for the shelf boards to slide into like how there is on the bottom of the main part. I also deepend the holes that were on the main part for the shelf boards because I realized that theres was nothing to hold them in place from behind and it would’ve been really unstable. To add extra stability I also added a “spike” on the arm to keep it steady horizontally and so that it wiggles around less and added another hole on the main part to acccomodate for this. And then finally I made this thing attached in the picture I don’t know what to call it but its purpose is to keep the arms in place so I guess its function is sort of like a screw. This part alone doesn’t do anything by itself, I’m gonna make another part that you put inside of this part and then twist to create that joint which hopefully won’t come apart easily. And yeah thats pretty much it."}, {"post_id": 23821, "ts": "2026-07-06T23:56:27Z", "hours": 1.9878, "text": "So instead of deciding between the boxy shelf and the triangle shelf, I decided on making it convertible. I did this by separating the “arms” from the main shelf as shown below. It took a while to get all the measurements right but I finally perfected the rotating part. Now I need to add holes in the arms for the plates to slide into, I’m gonna try to add something to keep the arm more steady when it’s in the triangle shape, and then split it into pieces so it fits on a printer bed!"}, {"post_id": 8384, "ts": "2026-06-13T22:56:06Z", "hours": 0.4733, "text": "made prototypes for how I want the shelf to look and gonna decide if I want it more like a box or triangular"}]...
|
Title: interesting shelf by @rishan | Stardance
D Title: interesting shelf by @rishan | Stardance
Devlogs:
made prototypes for how I want the shelf to look and gonna decide if I want it more like a box or triangular
So instead of deciding between the boxy shelf and the triangle shelf, I decided on making it convertible. I did this by separating the “arms” from the main shelf as shown below. It took a while to get all the measurements right but I finally perfected the rotating part. Now I need to add holes in the arms for the plates to slide into, I’m gonna try to add something to keep the arm more steady when it’s in the triangle shape, and then split it into pieces so it fits on a printer bed!
Ok so I added holes on the arms for the shelf boards to slide into like how there is on the bottom of the main part. I also deepend the holes that were on the main part for the shelf boards because I realized that theres was nothing to hold them in place from behind and it would’ve been really unstable. To add extra stability I also added a “spike” on the arm to keep it steady horizontally and so that it wiggles around less and added another hole on the main part to acccomodate for this. And then finally I made this thing attached in the picture I don’t know what to call it but its purpose is to keep the arms in place so I guess its function is sort of like a screw. This part alone doesn’t do anything by itself, I’m gonna make another part that you put inside of this part and then twist to create that joint which hopefully won’t come apart easily. And yeah thats pretty much it.
Did some pretty small things. I made the second screw thing to lock with the one that I made in the previous devlog. Then I also made a mirrored version of the arm so that the holes aligned with both sides.
So I realized that I could use my shelf for more stuff so I made these little rings intended to hold things like keychains
Made that ledge at the top of the shelf so that it’s hangable and also looked at common plywood sizes and resized the side holes so that the wood can fit. The overall design is done and now all I need to do is make it into pieces so that it can fit on a printer bed
Started splitting the parts. I completed all of the parts on the bottom. Some of them are a little long at 235mm so if I don’t get anyone with a printer bed of that size I might have to modify it.
Split the main part fully now just need to split the movable arms and I’m done with cad!
Finished splitting the arms into pieces and made 3 part studios that have all the individual parts inside of them, organized to make the printing process more efficient by reducing overhangs and minimizing space taken up. Now the cads done :)...
|
1793785791.16181
|
1794390591.16181
|
|
9248
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793785790.1391904
|
1794649790.1391904
|
|
26055
|
Private Instagram Frontend by @thisisforjunk56 | S Private Instagram Frontend by @thisisforjunk56 | Stardance...
|
thisisforjunk56
|
1
|
7.0
|
40
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T20:03:24Z", "hours": 7.0, "multiplier": 5.78, "payout": 40, "blessing": "neutral", "text": "I made a private frontend for Instagram reels (doesn’t work for posts) so that I could share reels with my friends who don’t have an instagram account and don’t want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why.", "repo": "https://github.com/thisisforjunk56/private-instagram-frontend", "demo": "https://ig.eofr.dev/"}]...
|
[{"post_id": 17979, "ts": "202 [{"post_id": 17979, "ts": "2026-06-28T22:50:43Z", "hours": 6.8886, "text": "I forgot ot log my time noooooo Anyway, this is as much time as I’m willing to put into this. It’s a small app so that you can share Instagram reels with friends that don’t have an instagram account"}]...
|
Title: Private Instagram Frontend by @thisisforjun Title: Private Instagram Frontend by @thisisforjunk56 | Stardance
Devlogs:
I forgot ot log my time noooooo Anyway, this is as much time as I’m willing to put into this. It’s a small app so that you can share Instagram reels with friends that don’t have an instagram account
Ships:
I made a private frontend for Instagram reels (doesn’t work for posts) so that I could share reels with my friends who don’t have an instagram account and don’t want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why....
|
1793785788.9828908
|
1793872188.9828908
|
|
39791
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793785788.103285
|
1794649788.103285
|
|
25788
|
kBOT by @kaansen9611 | Stardance
|
kaansen9611
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T21:19:46Z", "hours": 1.0, "multiplier": 1.82, "payout": 2, "blessing": "neutral", "text": "I built kBOT, a Slack bot that responds to custom slash commands and runs 24/7.The biggest challenge was deployment and debugging. I had to solve issues with Slack configuration, GitHub updates, and making sure the bot was running the latest version of the code.I’m proud that I kept working through those problems and successfully got every command working reliably.To test kBOT, join the provided Slack workspace and use the commands in the #kaans-workshop channel.", "repo": "https://github.com/KaanSen9611/kBOT", "demo": "https://hackclub.enterprise.slack.com/archives/C0BE3EYJWTS"}]...
|
[{"post_id": 15907, "ts": "202 [{"post_id": 15907, "ts": "2026-06-25T21:06:18Z", "hours": 0.3339, "text": "I deployed kBOT to a Nest container and it’s now running 24/7 After setting up the server and configuring the environment, I successfully got the bot running continuously without needing my computer to stay online.This is a big milestone for the project because kBOT is now available at all times"}, {"post_id": 15747, "ts": "2026-06-25T16:56:12Z", "hours": 0.5622, "text": "Today I created kBOT and completed the first successful tests. I set up the bot, connected it to Slack, and verified that it could properly receive and respond to commands. After some debugging and testing, everything started working as expected. This marks the first working version of kBOT. More features, commands, and improvements are planned for future updates."}]...
|
Title: kBOT by @kaansen9611 | Stardance
Devlogs:
Title: kBOT by @kaansen9611 | Stardance
Devlogs:
Today I created kBOT and completed the first successful tests. I set up the bot, connected it to Slack, and verified that it could properly receive and respond to commands. After some debugging and testing, everything started working as expected. This marks the first working version of kBOT. More features, commands, and improvements are planned for future updates.
I deployed kBOT to a Nest container and it’s now running 24/7 After setting up the server and configuring the environment, I successfully got the bot running continuously without needing my computer to stay online.This is a big milestone for the project because kBOT is now available at all times
Ships:
I built kBOT, a Slack bot that responds to custom slash commands and runs 24/7.The biggest challenge was deployment and debugging. I had to solve issues with Slack configuration, GitHub updates, and making sure the bot was running the latest version of the code.I’m proud that I kept working through those problems and successfully got every command working reliably.To test kBOT, join the provided Slack workspace and use the commands in the #kaans-workshop channel....
|
1793785785.313525
|
1793872185.313525
|
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12301
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NULL
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0.0
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1793785784.4548995
|
1794649784.4548995
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32550
|
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NULL
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0.0
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|
1793785783.616748
|
1794649783.616748
|
|
27955
|
go(al!) study by @shuaiyf | Stardance
|
shuaiyf
|
1
|
17.0
|
101
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T20:37:05Z", "hours": 17.0, "multiplier": 5.0, "payout": 101, "blessing": "neutral", "text": "Do you want to keep up with a soccer / football match, but can’t because you don’t have TSN or cable TV? Can’t because you have work, or you have to study? Want to larp being a football fan? These were exact dilemmas that I faced this summer during the FIFA World Cup. That is why I built “go(al!) study”, a real ball that I gutted, then mounted an OLED display and my RaspberryPi into. It is a small, very customized scoreboard for both FIFA and any other soccer / football match I want to larp - er, I mean keep up with. This is my first hardware project that I built by myself. I’ve worked very little with RaspberryPi’s and no experience with OLED displays at all, but I found it was a very rewarding experience to learn (shout-out to my dad! he’s a hardware engineer and this project would not be possible without the technology that he donated to me!) Happy with how it turned out in the end :)", "repo": "https://github.com/selinayunfei/software-goalstudy", "demo": ""}]...
|
[{"post_id": 30871, "ts": "202 [{"post_id": 30871, "ts": "2026-07-18T20:27:59Z", "hours": 1.8078, "text": "⋆˚꩜。 Devlog Six : Hooray!! Last devlog (for now…) Finished up some finishing edits to the code, including comments, etc. and finished up my README file! This is definitely one of the higher effort Readme’s I’ve made, and includes a haste guide on how to set it up yourself (Python library installations, RaspberryPi terminal commands). I also recorded a demo - don’t know if I did it right, bear with me! Overall, really happy with how everything turned out. This is one of my first hardware projects - and the first I’ve tried on my own - and I’m really glad I’ve been pushing myself to try to learn new skills, even if it’s just a basic hardware project. Excited to see what I can build next."}, {"post_id": 29895, "ts": "2026-07-17T01:55:46Z", "hours": 0.5003, "text": "⋆˚꩜。 Devlog Six : Wanted to decorate it a little so I sketched some patterns :) Really wanted to shout out to Capo Verde - drew England because their flag was easy and Canada bc that’s my country !! rah!!"}, {"post_id": 29876, "ts": "2026-07-17T01:18:13Z", "hours": 1.4028, "text": "⋆˚꩜。 Devlog Five : A couple of things for today! Bugs are fixed! The program worked perfectly during the Spain-France game! :) For the final piece of software, I set a piece of code in my Pi which runs the program automatically when it boots. While I was originally going to CAD and 3D print a ball, I realised that I did not have enough resources to complete the job and I also didn’t want to drag the project out longer by learning how to do CAD and finding a 3D printing place in my city. Thus, I did the obvious: I gutted a real rubber soccer ball and put my Pi into it! I secured the display using paper clips and filled the ball back with stuffing. The whole process took a lot shorter than I though; however, I had a mishap with Lapse (used it on my iPad for the first tiome) and completely did not realise that it was not recording for a good chunk of it….. Overall, the ball feels… very homey and very “DIY”, but for my first hardware project I kind of like it! I didn’t expect myself to have an 100% polished project and am happy with what I have for now. Certainly there are improvements I’m going to make for the F1 and figure skater versions of this project! SPAIN LOCK IN FOR FINALS SPAIN PLEASE"}, {"post_id": 28040, "ts": "2026-07-14T01:56:15Z", "hours": 1.1414, "text": "⋆˚꩜。 Devlog Four : Ran into some bugs while live testing Argentina vs. Switzerland match. Realised that the program was getting stuck in the gaps between half-time and second half as well as second half and extra time. Did some debugging! Tried to live test with this Atlanta vs. Colegiales match but was unable to reproduce the error since the game ended at FT. We’ll see how well my program does during the France-Spain game tomorrow! :,)"}, {"post_id": 26959, "ts": "2026-07-12T01:45:44Z", "hours": 3.9281, "text": "⋆˚꩜。 Devlog Three : Started the hardware aspect of this project! Connected to my RaspberryPi via SSH and realised that it was a lot easier to just translate all of the code into Python to run it on my Pi. Learned how to draw on the OLED display, and it ended up being a lot smoother and straightforward of a process than I expected! Was able to transfer the features I had written for my website really easily onto the display. I was able to test the scoreboard in real time! Next steps: Minor adjustments to display. CAD and 3D print a football to enclose all components! :) PS: NORWAY </3 AFKAJ live testing this was one of the most stressful things i ever did and it was NOT because of the code. extra time was an experience. norway + haaland my goat you will always be famous."}, {"post_id": 21045, "ts": "2026-07-02T20:22:50Z", "hours": 2.4742, "text": "⋆˚꩜。 Devlog Two : Now has a functioning timer and score count for live data from the API! The program differentiates between half-time, penalty shootouts, and the actual game. Decided to focus on football exclusively for now, abandoning my idea of also including F1 and Figure Skating for later versions of this project. Also considering that this will later be a hardware project and not a website, I plan on moving this exclusively to a JS project, with scores printed in the terminal!"}, {"post_id": 18063, "ts": "2026-06-29T01:35:46Z", "hours": 5.5678, "text": "⋆˚꩜。 Devlog One : This is the software version of a hardware project I’ve been wanting to make! Basic UI done and added API for live FIFA data! Unfortunately forgot to take a screenshot during the FIFA game, will attach when they play tomorrow :) Designed the rough UI for the F1 race today, did not attach to API yet."}]...
|
Title: go(al!) study by @shuaiyf | Stardance
Devl Title: go(al!) study by @shuaiyf | Stardance
Devlogs:
⋆˚꩜。 Devlog One : This is the software version of a hardware project I’ve been wanting to make! Basic UI done and added API for live FIFA data! Unfortunately forgot to take a screenshot during the FIFA game, will attach when they play tomorrow :) Designed the rough UI for the F1 race today, did not attach to API yet.
⋆˚꩜。 Devlog Two : Now has a functioning timer and score count for live data from the API! The program differentiates between half-time, penalty shootouts, and the actual game. Decided to focus on football exclusively for now, abandoning my idea of also including F1 and Figure Skating for later versions of this project. Also considering that this will later be a hardware project and not a website, I plan on moving this exclusively to a JS project, with scores printed in the terminal!
⋆˚꩜。 Devlog Three : Started the hardware aspect of this project! Connected to my RaspberryPi via SSH and realised that it was a lot easier to just translate all of the code into Python to run it on my Pi. Learned how to draw on the OLED display, and it ended up being a lot smoother and straightforward of a process than I expected! Was able to transfer the features I had written for my website really easily onto the display. I was able to test the scoreboard in real time! Next steps: Minor adjustments to display. CAD and 3D print a football to enclose all components! :) PS: NORWAY </3 AFKAJ live testing this was one of the most stressful things i ever did and it was NOT because of the code. extra time was an experience. norway + haaland my goat you will always be famous.
⋆˚꩜。 Devlog Four : Ran into some bugs while live testing Argentina vs. Switzerland match. Realised that the program was getting stuck in the gaps between half-time and second half as well as second half and extra time. Did some debugging! Tried to live test with this Atlanta vs. Colegiales match but was unable to reproduce the error since the game ended at FT. We’ll see how well my program does during the France-Spain game tomorrow! :,)
⋆˚꩜。 Devlog Five : A couple of things for today! Bugs are fixed! The program worked perfectly during the Spain-France game! :) For the final piece of software, I set a piece of code in my Pi which runs the program automatically when it boots. While I was originally going to CAD and 3D print a ball, I realised that I did not have enough resources to complete the job and I also didn’t want to drag the project out longer by learning how to do CAD and finding a 3D printing place in my city. Thus, I did the obvious: I gutted a real rubber soccer ball and put my Pi into it! I secured the display using paper clips and filled the ball back with stuffing. The whole process took a lot shorter than I though; however, I had a mishap with Lapse (used it on my iPad for the first tiome) and completely did not realise that it was not recording for a good chunk of it….. Overall, the ball feels… very homey and very “DIY”, but for my first hardware project I kind of like it! I didn’t expect myself to have an 100% polished project and am happy with what I have for now. Certainly there are improvements I’m going to make for the F1 and figure skater versions of this project! SPAIN LOCK IN FOR FINALS SPAIN PLEASE
⋆˚꩜。 Devlog Six : Wanted to decorate it a little so I sketched some patterns :) Really wanted to shout out to Capo Verde - drew England because their flag was easy and Canada bc that’s my country !! rah!!
⋆˚꩜。 Devlog Six : Hooray!! Last devlog (for now…) Finished up some finishing edits to the code, including comments, etc. and finished up my README file! This is definitely one of the higher effort Readme’s I’ve made, and includes a haste guide on how to set it up yourself (Python library installations, RaspberryPi terminal commands). I also recorded a demo - don’t know if I did it right, bear with me! Overall, really happy with how everything turned out. This is one of my first hardware projects - and the first I’ve tried on my own - and I’m really glad I’ve been pushing myself to try to learn new skills, even if it’s just a basic hardware project. Excited to see what I can build next.
Ships:
Do you want to keep up with a soccer / football match, but can’t because you don’t have TSN or cable TV? Can’t because you have work, or you have to study? Want to larp being a football fan? These were exact dilemmas that I faced this summer during the FIFA World Cup. That is why I built “go(al!) study”, a real ball that I gutted, then mounted an OLED display and my RaspberryPi into. It is a small, very customized scoreboard for both FIFA and any other soccer / football match I want to larp - er, I mean keep up with. This is my first hardware project that I built by myself. I’ve worked very little with RaspberryPi’s and no experience with OLED displays at all, but I found it was a very rewarding experience to learn (shout-out to my dad! he’s a hardware engineer and this project would not be possible without the technology that he donated to me!) Happy with how it turned out in the end :)...
|
1793785782.2734337
|
1793872182.2734337
|
|
2388
|
My awesome macropad! by @ianparedes | Stardance
|
ianparedes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ianparedes | Stard Title: My awesome macropad! by @ianparedes | Stardance...
|
1793785780.4754713
|
1794390580.4754713
|
|
4544
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793785775.2593052
|
1794649775.2593052
|
|
10110
|
Vencord Autoinstall by @snows_alt | Stardance
|
snows_alt
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:23:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!", "repo": "https://github.com/snqwq/Vencord-Autoinstall", "demo": "https://github.com/snqwq/Vencord-Autoinstall/releases/latest"}]...
|
[{"post_id": 7279, "ts": "2026 [{"post_id": 7279, "ts": "2026-06-12T04:13:05Z", "hours": 0.3656, "text": "Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think."}, {"post_id": 7188, "ts": "2026-06-12T00:17:23Z", "hours": 3.0678, "text": "Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)"}]...
|
Title: Vencord Autoinstall by @snows_alt | Stardan Title: Vencord Autoinstall by @snows_alt | Stardance
Devlogs:
Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)
Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think.
Ships:
I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!...
|
1793785774.115431
|
1793872174.115431
|
|
13482
|
milesOS by @miles_s_aguilar | Stardance
|
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T07:40:59Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First ship of my OS! Try it out! I ported my pokemon walking simulator into it, just to really test the capabilities of the browser. There is a notes app which also saves your notes to your browser, and an about me section as well. I plan to add more to this in the future", "repo": "https://github.com/stackofdoggos/DoggoOS", "demo": "https://milesaguilar.com/OS/"}]...
|
[{"post_id": 11751, "ts": "202 [{"post_id": 11751, "ts": "2026-06-19T04:14:10Z", "hours": 1.3164, "text": "Working on hosting – just waiting for SSL Certificate to be issued :) Also went ahead and implemented my pokemon project in here"}, {"post_id": 6321, "ts": "2026-06-10T17:13:26Z", "hours": 0.8036, "text": "Finished the fourth part of the webOS Jam! I’m thinking that maybe I want to pivot to a pokemon-themed browser? I’m really not sure, but I want a unifying theme that I like… but is still representative of me. At least the apps will be pokemon-themed. Anyways, I added a Kartana-themed notes app. I thought Kartana would be appropriate since it’s a pokemon modelled after origami!"}, {"post_id": 5740, "ts": "2026-06-09T17:15:37Z", "hours": 0.8353, "text": "Just finished the 3rd part of the webOS Jam. Along with achieving the required tasks, I included a macOS-inspired traffic light button menu in the header. This is the 2nd (in addition to the dog gif) improvement I have made over the guide. Something that was challenging to perfect was the little icons (specifically the chevrons) within each of the buttons. I’m not sure if I want to continue with a strictly macOS design philosophy, though. I anticipate I’ll add a finder and other advanced functionality. If I abide by a macOS design philosophy, that might make the UI unecessarily bloated so I might do some paper sketches of something that looks like macOS but is more simplistic. We’ll see, though!"}, {"post_id": 5244, "ts": "2026-06-08T23:07:49Z", "hours": 1.5997, "text": "First 2 Parts of webOS Jam! Added middle div, background image, and top bar. A challenge that I undertook for the top bar was adding the gif of the dog in the center."}]...
|
Title: milesOS by @miles_s_aguilar | Stardance
De Title: milesOS by @miles_s_aguilar | Stardance
Devlogs:
First 2 Parts of webOS Jam! Added middle div, background image, and top bar. A challenge that I undertook for the top bar was adding the gif of the dog in the center.
Just finished the 3rd part of the webOS Jam. Along with achieving the required tasks, I included a macOS-inspired traffic light button menu in the header. This is the 2nd (in addition to the dog gif) improvement I have made over the guide. Something that was challenging to perfect was the little icons (specifically the chevrons) within each of the buttons. I’m not sure if I want to continue with a strictly macOS design philosophy, though. I anticipate I’ll add a finder and other advanced functionality. If I abide by a macOS design philosophy, that might make the UI unecessarily bloated so I might do some paper sketches of something that looks like macOS but is more simplistic. We’ll see, though!
Finished the fourth part of the webOS Jam! I’m thinking that maybe I want to pivot to a pokemon-themed browser? I’m really not sure, but I want a unifying theme that I like… but is still representative of me. At least the apps will be pokemon-themed. Anyways, I added a Kartana-themed notes app. I thought Kartana would be appropriate since it’s a pokemon modelled after origami!
Working on hosting – just waiting for SSL Certificate to be issued :) Also went ahead and implemented my pokemon project in here
Ships:
First ship of my OS! Try it out! I ported my pokemon walking simulator into it, just to really test the capabilities of the browser. There is a notes app which also saves your notes to your browser, and an about me section as well. I plan to add more to this in the future...
|
1793785772.92226
|
1793872172.92226
|
|
38098
|
My own site! by @alexandr | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @alexandr | Stardance
|
1793785772.0323884
|
1794390572.0323884
|
|
30155
|
Untitled by @nadellasripad | Stardance
|
nadellasripad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @nadellasripad | Stardance
|
1793785771.158795
|
1794649771.158795
|
|
5573
|
My first slack bot! by @y4r4 | Stardance
|
y4r4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @y4r4 | Stardance
|
1793785770.2959328
|
1794649770.2959328
|
|
8111
|
Poorup.io by @jeremy | Stardance
|
jeremy
|
5
|
213.0
|
2686
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T11:33:44Z", "hours": 16.0, "multiplier": 10.77, "payout": 124, "blessing": "neutral", "text": "Ship NR.4 FIrst off all Thank you stardance, So what did I do in this ship Bots I decided to give the bots reall profiles and permanant names that mean people can see the achivements bots gained, their game history and all kinds of stuff essentially everything you can see from a publiv player profile you just cant add them or befriend them Onboarding one of the reasons my devlog was 15h long is because i was just writing deleting, writing, and deleting code to try to create a good onboarding flow I then just decided to scrape the onboarding flow and added New buttons across the game one on the homescreen and one in the lobby screen What now? well this is essentially my last ever devlog but I really want to thank stardance and appreciate the work they put in into this event. When i just started stardance i couldnt even coed a single line of javascript, html or css and now I have coded around 80k lines of code by myself over the course of 4 months. It really goes to show how one singular event can impct you. THough after this I will never touch web development I hate it genunily. BYE AND PLS CHECKOUT https://poorup.tech/", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.tech/"}, {"ship_num": 2, "ts": "2026-10-29T21:07:47Z", "hours": 38.0, "multiplier": 14.32, "payout": 425, "blessing": "neutral", "text": "Ship NR.3 https://poorup.tech/ What did i change? Neary everything, I changed nearly everything to really give my users the best possible User experience and went over alot of the UI to make it less clutered nicer to use and etc. Some example are: Homescreen New Market Desk UI(formerly trading desk) custom Engine for graphs which fits the themes New admin panel with new features and better UI Full new rearangment of the Ingame lobby with a more RIchup.io inspired layout New About page so i can seo max the website New gamehistory layout DId I add any features? I now added the newly added items and wallet feautres. What are they? You are now able to upgrade your card and each card comes with special feature and effects and what are items. Well prety simple items are just stuff you can get at a really low percentage which you can then sell for some quick money. That system will probally be expanded later on. What did I remove? Alot of stuff and tbh not everything I removed comes to mind but just stuff to make the game easier and better to use, as I realised I overloaded the game with features before hand The grand REveal? I FINALLY MANAGED TO FIX PALOR PATROL, which has been buggin me since the first devlog of the poorup redesign, you are now able to play palor patrol and acctually enjoy it. Next Steps? well stardance is ending soon but Iam going to try advertising this on Reddit and get a real player base for this game because I dont want it to just sit around. so pls checkout https://poorup.tech/ lowkey forgot to mention i got a custom domain, also if sth isnt working press ctrl + shift + r, i just had hella bugs but it was a issue on my side", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.tech/"}, {"ship_num": 3, "ts": "2026-10-06T17:48:41Z", "hours": 135.0, "multiplier": 18.44, "payout": 1778, "blessing": "neutral", "text": "Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.tech/"}, {"ship_num": 4, "ts": "2026-08-11T21:30:56Z", "hours": 7.0, "multiplier": 15.34, "payout": 115, "blessing": "neutral", "text": "Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.tech/"}, {"ship_num": 5, "ts": "2026-06-17T14:42:48Z", "hours": 17.0, "multiplier": 14.39, "payout": 244, "blessing": "neutral", "text": "Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.tech/"}]...
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[{"post_id": 85660, "ts": "202 [{"post_id": 85660, "ts": "2026-10-31T16:18:49Z", "hours": 0.7597, "text": "NOOOOOOO Hey, just woke up, So i continue with cleaning the code and also noticing something essential, I cant ship aslong as I dont have a PAYOUT. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO SO BYE"}, {"post_id": 85496, "ts": "2026-10-31T12:48:26Z", "hours": 0.7522, "text": "for the idiots So i lowk didnt sleep cause i want to finish this and reship NEW BUTTON SO i just decied to add a new button to the home screen which says, “PLAY WITH COMPUTER” it cant get anymore obvious now NEw icon Also added a new icon to the sidebar, to make it even more obvious Next steps Imma sleep now, but hopefully this is enough to actually get a good rating"}, {"post_id": 85445, "ts": "2026-10-31T10:52:53Z", "hours": 14.9728, "text": "Lock in for the payout So I have already been working on this devlog for a while and been activly grinding to get as many hours as possible cause I knew that i would a few more stardust for the item I need. What did I do? Rules So i rewrote alot of the ai passaged in my website including the rules page and a few other because from feedback I got they were just hard to understand so i logged in there and though you wouldnt expect this it takes quite a fucking while to rewrite around 20k words. Feedback So after getting the feedback of my ships it seems like a lot of the feedback was 2 things. Its hard to understand, whihc I really dont understand tbh because its well tbh just monopoly atleast the base game and you dont have to turn on the extas. And another feedback I got is, well they all wish for a Bot to play against for when they dont have friends, and IAM GOING TO KEEP IT SIMPLE. THERE HAS BEEN A BOT IN THIS GAME FOR ATLEAST 1 MONTH. I swear people a blind a core part of this game are bots which are controlled by ai’s like haiku 5.5 or if they dont wanna play against AI they can play against normal bots, which are decision based, but either way there have been bots for ages What am i going to do? So after getting this feedback iam in the early phases of trying to implement a onboarding of some kind and also make it more apparent that bots exist. WHICH IS PRETTY OBVIOUS IF THEY PLAYED THE GAME. So i have just been workig through the night tbh, because i need this, I need this. Next Steps SLEEP, I swear i need to sleep, but afterwards I will try implementing the onboarding and then hopefullly i get enough stardust for what I need. Also i dont think i have ever shown you this guys but here is the new admin console and from this i can also see that only half of the 12 votes even bothered to try playing the game. Stardance needs to fix their system i swear. Like tbh i got a hella lot of features you guys dont know about tbh"}, {"post_id": 83197, "ts": "2026-10-27T09:13:02Z", "hours": 18.0025, "text": "Emergency devlog So i got no clue what happened to hackatime or stuff, but I had my hackatime fully turned of for a while because I had been vibecoding on some projects of mine and hadnt really touched, Poorup because i already reached like 9h 3 days ago. But for some weird reason Hackatime is still somehow tracking, and lowkey it seems like my time has been inflated because I havent even worked on poorup in 3 days. So just for transperency these are not valid hours and I will find the cause for this and try to reach out to the suppor team What did i do? I finished up the Item and Wallet system, which took quite a while because I needed to create some simple pixl art for it and they were not hard in itself, but pretty hard to integrate into the game at this stage, as I needed to change a lot of rules and stuff. IT was quite difficult tbh, and I realized i really need to write more comments because I nearly died reading this Overhaul of the UI So even though i said i overhauled all UI i realized probally only touched like half which I realized when I did a test game THE GREATEST PR So, i got just one problem rn, When i first did the devlog after my ship i had 17k loc cause i couldnt be bothered to push them but after thinking about I realized how sus it is if I push a pr with 17k loc, of code so i had 2 options push a sus PR or etentially create a huge PR with all changes i have done since the last ship, thats the reason my github hasnt been updated in like 2 weeks, so Iam soon going to push the greatest pr of all time which rn includes about 50k loc, Ik crazy right??? Next Steps which the last bugs,, find out what is going on with hackatime and ship, hopefully i dont get banned for fraud cause of this bs Ok Bye!"}, {"post_id": 81740, "ts": "2026-10-22T09:55:56Z", "hours": 9.6928, "text": "Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit"}, {"post_id": 79607, "ts": "2026-10-14T18:07:25Z", "hours": 10.3072, "text": "Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after"}, {"post_id": 75006, "ts": "2026-09-28T20:36:43Z", "hours": 10.8294, "text": "Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything"}, {"post_id": 73301, "ts": "2026-09-24T20:06:52Z", "hours": 28.7353, "text": "Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use."}, {"post_id": 70576, "ts": "2026-09-19T11:55:06Z", "hours": 11.6328, "text": "Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else."}, {"post_id": 68664, "ts": "2026-09-15T14:29:22Z", "hours": 15.3047, "text": "Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully."}, {"post_id": 66650, "ts": "2026-09-12T14:36:54Z", "hours": 16.8883, "text": "Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit."}, {"post_id": 63820, "ts": "2026-09-07T19:51:24Z", "hours": 5.0128, "text": "Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost"}, {"post_id": 63109, "ts": "2026-09-06T18:42:52Z", "hours": 11.5353, "text": "Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last"}, {"post_id": 62110, "ts": "2026-09-05T11:15:14Z", "hours": 13.0397, "text": "Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots."}, {"post_id": 60301, "ts": "2026-09-02T16:03:55Z", "hours": 10.9608, "text": "Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out"}, {"post_id": 58798, "ts": "2026-08-31T11:42:39Z", "hours": 9.8108, "text": "Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?"}, {"post_id": 57234, "ts": "2026-08-29T10:31:03Z", "hours": 1.5744, "text": "Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good"}, {"post_id": 14594, "ts": "2026-06-23T19:20:12Z", "hours": 5.6261, "text": "Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people"}, {"post_id": 11340, "ts": "2026-06-18T15:32:39Z", "hours": 1.8406, "text": "Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system"}, {"post_id": 10630, "ts": "2026-06-17T14:13:23Z", "hours": 2.5769, "text": "Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it"}, {"post_id": 8803, "ts": "2026-06-14T16:57:35Z", "hours": 0.465, "text": "Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended."}, {"post_id": 8249, "ts": "2026-06-13T18:30:59Z", "hours": 2.8419, "text": "Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai"}, {"post_id": 6430, "ts": "2026-06-10T20:16:01Z", "hours": 0.6117, "text": "#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days."}, {"post_id": 5789, "ts": "2026-06-09T18:22:00Z", "hours": 0.7531, "text": "Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this."}, {"post_id": 5743, "ts": "2026-06-09T17:20:02Z", "hours": 1.3414, "text": "Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too"}, {"post_id": 5131, "ts": "2026-06-08T20:23:58Z", "hours": 1.7286, "text": "Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id=\"landing screen\" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id=\"landing-screen\" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit(\"update-players\") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :)."}, {"post_id": 4397, "ts": "2026-06-07T18:32:25Z", "hours": 3.6853, "text": "Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener(\"submit\") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons"}, {"post_id": 3686, "ts": "2026-06-06T18:51:12Z", "hours": 2.2747, "text": "Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling."}, {"post_id": 2926, "ts": "2026-06-05T20:35:05Z", "hours": 0.7811, "text": "I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides"}]...
|
Title: Poorup.io by @jeremy | Stardance
Devlogs:
Title: Poorup.io by @jeremy | Stardance
Devlogs:
I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides
Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling.
Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener("submit") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons
Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id="landing screen" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id="landing-screen" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit("update-players") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :).
Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too
Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this.
#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days.
Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai
Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended.
Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it
Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system
Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people
Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good
Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?
Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out
Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots.
Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last
Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost
Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit.
Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully.
Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else.
Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use.
Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything
Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after
Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit
Emergency devlog So i got no clue what happened to hackatime or stuff, but I had my hackatime fully turned of for a while because I had been vibecoding on some projects of mine and hadnt really touched, Poorup because i already reached like 9h 3 days ago. But for some weird reason Hackatime is still somehow tracking, and lowkey it seems like my time has been inflated because I havent even worked on poorup in 3 days. So just for transperency these are not valid hours and I will find the cause for this and try to reach out to the suppor team What did i do? I finished up the Item and Wallet system, which took quite a while because I needed to create some simple pixl art for it and they were not hard in itself, but pretty hard to integrate into the game at this stage, as I needed to change a lot of rules and stuff. IT was quite difficult tbh, and I realized i really need to write more comments because I nearly died reading this Overhaul of the UI So even though i said i overhauled all UI i realized probally only touched like half which I realized when I did a test game THE GREATEST PR So, i got just one problem rn, When i first did the devlog after my ship i had 17k loc cause i couldnt be bothered to push them but after thinking about I realized how sus it is if I push a pr with 17k loc, of code so i had 2 options push a sus PR or etentially create a huge PR with all changes i have done since the last ship, thats the reason my github hasnt been updated in like 2 weeks, so Iam soon going to push the greatest pr of all time which rn includes about 50k loc, Ik crazy right??? Next Steps which the last bugs,, find out what is going on with hackatime and ship, hopefully i dont get banned for fraud cause of this bs Ok Bye!
Lock in for the payout So I have already been working on this devlog for a while and been activly grinding to get as many hours as possible cause I knew that i would a few more stardust for the item I need. What did I do? Rules So i rewrote alot of the ai passaged in my website including the rules page and a few other because from feedback I got they were just hard to understand so i logged in there and though you wouldnt expect this it takes quite a fucking while to rewrite around 20k words. Feedback So after getting the feedback of my ships it seems like a lot of the feedback was 2 things. Its hard to understand, whihc I really dont understand tbh because its well tbh just monopoly atleast the base game and you dont have to turn on the extas. And another feedback I got is, well they all wish for a Bot to play against for when they dont have friends, and IAM GOING TO KEEP IT SIMPLE. THERE HAS BEEN A BOT IN THIS GAME FOR ATLEAST 1 MONTH. I swear people a blind a core part of this game are bots which are controlled by ai’s like haiku 5.5 or if they dont wanna play against AI they can play against normal bots, which are decision based, but either way there have been bots for ages What am i going to do? So after getting this feedback iam in the early phases of trying to implement a onboarding of some kind and also make it more apparent that bots exist. WHICH IS PRETTY OBVIOUS IF THEY PLAYED THE GAME. So i have just been workig through the night tbh, because i need this, I need this. Next Steps SLEEP, I swear i need to sleep, but afterwards I will try implementing the onboarding and then hopefullly i get enough stardust for what I need. Also i dont think i have ever shown you this guys but here is the new admin console and from this i can also see that only half of the 12 votes even bothered to try playing the game. Stardance needs to fix their system i swear. Like tbh i got a hella lot of features you guys dont know about tbh
for the idiots So i lowk didnt sleep cause i want to finish this and reship NEW BUTTON SO i just decied to add a new button to the home screen which says, “PLAY WITH COMPUTER” it cant get anymore obvious now NEw icon Also added a new icon to the sidebar, to make it even more obvious Next steps Imma sleep now, but hopefully this is enough to actually get a good rating
NOOOOOOO Hey, just woke up, So i continue with cleaning the code and also noticing something essential, I cant ship aslong as I dont have a PAYOUT. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO SO BYE
Ships:
Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.
Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/
Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist
Ship NR.3 https://poorup.tech/ What did i change? Neary everything, I changed nearly everything to really give my users the best possible User experience and went over alot of the UI to make it less clutered nicer to use and etc. Some example are: Homescreen New Market Desk UI(formerly trading desk) custom Engine for graphs which fits the themes New admin panel with new features and better UI Full new rearangment of the Ingame lobby with a more RIchup.io inspired layout New About page so i can seo max the website New gamehistory layout DId I add any features? I now added the newly added items and wallet feautres. What are they? You are now able to upgrade your card and each card comes with special feature and effects and what are items. Well prety simple items are just stuff you can get at a really low percentage which you can then sell for some quick money. That system will probally be expanded later on. What did I remove? Alot of stuff and tbh not everything I removed comes to mind but just stuff to make the game easier and better to use, as I realised I overloaded the game with features before hand The grand REveal? I FINALLY MANAGED TO FIX PALOR PATROL, which has been buggin me since the first devlog of the poorup redesign, you are now able to play palor patrol and acctually enjoy it. Next Steps? well stardance is ending soon but Iam going to try advertising this on Reddit and get a real player base for this game because I dont want it to just sit around. so pls checkout https://poorup.tech/ lowkey forgot to mention i got a custom domain, also if sth isnt working press ctrl + shift + r, i just had hella bugs but it was a issue on my side
Ship NR.4 FIrst off all Thank you stardance, So what did I do in this ship Bots I decided to give the bots reall profiles and permanant names that mean people can see the achivements bots gained, their game history and all kinds of stuff essentially everything you can see from a publiv player profile you just cant add them or befriend them Onboarding one of the reasons my devlog was 15h long is because i was just writing deleting, writing, and deleting code to try to create a good onboarding flow I then just decided to scrape the onboarding flow and added New buttons across the game one on the homescreen and one in the lobby screen What now? well this is essentially my last ever devlog but I really want to thank stardance and appreciate the work they put in into this event. When i just started stardance i couldnt even coed a single line of javascript, html or css and now I have coded around 80k lines of code by myself over the course of 4 months. It really goes to show how one singular event can impct you. THough after this I will never touch web development I hate it genunily. BYE AND PLS CHECKOUT https://poorup.tech/...
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1793785767.160225
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1793872167.160225
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1793785766.3017633
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29697
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Autonomous RC Car by @Siete | Stardance
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Siete
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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: Autonomous RC Car by @Siete | Stardance
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1793785765.4294136
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1794390565.4294136
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37299
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rock_paper_scissors_OS by @flloatwer | Stardance
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flloatwer
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T21:29:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "rpsOS is made completely in Assembly. Writing the code only took 20 minutes, debugging it took 2 hours. It didn’t take long to make, but its only supposed to be a quick first project.", "repo": "https://github.com/Flloatwer/rpsos", "demo": "https://flloatwer.github.io/rpsos/"}]...
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[{"post_id": 31467, "ts": "202 [{"post_id": 31467, "ts": "2026-07-19T20:53:39Z", "hours": 1.5447, "text": "Finally got it working. Debugging assembly is a nightmare but somehow managed to get it working"}, {"post_id": 31307, "ts": "2026-07-19T16:31:57Z", "hours": 0.4806, "text": "Got it booting and printing working"}]...
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Title: rock_paper_scissors_OS by @flloatwer | Star Title: rock_paper_scissors_OS by @flloatwer | Stardance
Devlogs:
Got it booting and printing working
Finally got it working. Debugging assembly is a nightmare but somehow managed to get it working
Ships:
rpsOS is made completely in Assembly. Writing the code only took 20 minutes, debugging it took 2 hours. It didn’t take long to make, but its only supposed to be a quick first project....
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1793785762.0392992
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1794649762.0392992
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51525
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SpeedOS by @ravioli | Stardance
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ravioli
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T12:25:10Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is SpeedOS, a webOS that i am developing for racing fans, it features movable and closable windows, an embedded music player and a welcome screen The project is built on HTML, CSS and JavaScript.", "repo": "https://github.com/ravioliiii665/SpeedOS", "demo": "https://ravioliiii665.github.io/SpeedOS/"}]...
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[{"post_id": 60184, "ts": "202 [{"post_id": 60184, "ts": "2026-09-02T12:21:02Z", "hours": 0.2942, "text": "Changed the music playlist, made all windows dismissible and cleaned up my code (moved embedded css to style.css)"}, {"post_id": 56601, "ts": "2026-08-28T12:47:00Z", "hours": 1.6706, "text": "Made windows movable, made the welcome window dismissible and changed some pictures."}, {"post_id": 52218, "ts": "2026-08-22T09:58:01Z", "hours": 4.9353, "text": "This is step one of building my own, racing inspired OS!"}]...
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Title: SpeedOS by @ravioli | Stardance
Devlogs:
T Title: SpeedOS by @ravioli | Stardance
Devlogs:
This is step one of building my own, racing inspired OS!
Made windows movable, made the welcome window dismissible and changed some pictures.
Changed the music playlist, made all windows dismissible and cleaned up my code (moved embedded css to style.css)
Ships:
This is SpeedOS, a webOS that i am developing for racing fans, it features movable and closable windows, an embedded music player and a welcome screen The project is built on HTML, CSS and JavaScript....
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1793785760.7729373
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1793872160.7729373
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22946
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My very own WebOS by @Mehran | Stardance
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Mehran
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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 @Mehran | Stardance
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1793785759.8920777
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1794390559.8920777
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22359
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Untitled by @airinazaria_h_putri | Stardance
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airinazaria_h_putri
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0
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0.0
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0
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Title: Untitled by @airinazaria_h_putri | Stardanc Title: Untitled by @airinazaria_h_putri | Stardance...
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Game Contained Entirely Within a Minecraft Shader Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance...
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_Pm7
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1
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48.0
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941
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T23:53:19Z", "hours": 48.0, "multiplier": 19.46, "payout": 941, "blessing": "neutral", "text": "I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system.", "repo": "https://github.com/Pm7-dev/posteffect-game", "demo": "https://github.com/Pm7-dev/posteffect-game/releases/latest"}]...
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[{"post_id": 59271, "ts": "202 [{"post_id": 59271, "ts": "2026-08-31T23:38:05Z", "hours": 2.5286, "text": "It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!"}, {"post_id": 58473, "ts": "2026-08-30T21:49:59Z", "hours": 7.7214, "text": "Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project."}, {"post_id": 52456, "ts": "2026-08-22T16:05:18Z", "hours": 7.8172, "text": "I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render."}, {"post_id": 49341, "ts": "2026-08-18T03:29:17Z", "hours": 6.1069, "text": "Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make."}, {"post_id": 47224, "ts": "2026-08-15T00:20:59Z", "hours": 3.9419, "text": "Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once."}, {"post_id": 44039, "ts": "2026-08-09T15:30:26Z", "hours": 1.9911, "text": "Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system."}, {"post_id": 42366, "ts": "2026-08-07T01:37:06Z", "hours": 1.3319, "text": "Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall."}, {"post_id": 39874, "ts": "2026-08-03T04:25:21Z", "hours": 7.4583, "text": "Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next."}, {"post_id": 38857, "ts": "2026-08-01T12:49:37Z", "hours": 3.535, "text": "4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better."}, {"post_id": 37362, "ts": "2026-07-30T00:50:21Z", "hours": 1.4472, "text": "Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control."}, {"post_id": 36763, "ts": "2026-07-29T01:02:02Z", "hours": 3.0931, "text": "I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional"}, {"post_id": 36141, "ts": "2026-07-28T01:24:17Z", "hours": 1.3989, "text": "Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…"}]...
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Title: Game Contained Entirely Within a Minecraft Title: Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance
Devlogs:
Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…
I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional
Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control.
4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better.
Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next.
Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall.
Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system.
Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once.
Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make.
I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render.
Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project.
It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!
Ships:
I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system....
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1793785757.868929
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1793872157.868929
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10150
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Simple Powder Sim by @thefjonkan | Stardance
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thefjonkan
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0
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0.0
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0
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Title: Simple Powder Sim by @thefjonkan | Stardanc Title: Simple Powder Sim by @thefjonkan | Stardance...
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1793785756.9775174
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1794390556.9775174
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5711
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gdot 2d game by @jonathanwillner | Stardance
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jonathanwillner
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0
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23.0
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0
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[{"post_id": 8993, "ts": "2026 [{"post_id": 8993, "ts": "2026-06-15T00:02:13Z", "hours": 15.0, "text": "i dont rember proboly make a careter and trying to get godot 2d to work and failing cus it dislikes me"}, {"post_id": 31360, "ts": "2026-07-19T18:03:06Z", "hours": 1.0, "text": "Goal: Create the foundation for the electricity puzzle game.✅ what i did today Chose Godot 2D as the engine. Decided on a grid-based puzzle system. Planned a simple flat + pixel art style. Created the basic project structure. Designed the gameplay concept: designed Placeing the electrical components. with the current Design The player will: Receive limited components. Place them on a grid. Connect electricity. Solve puzzles."}, {"post_id": 32528, "ts": "2026-07-21T19:20:30Z", "hours": 4.0, "text": "i made the assets for the different components ik thay suck im not good at pixilart art or art"}, {"post_id": 33009, "ts": "2026-07-22T15:37:57Z", "hours": 3.0, "text": "What I got done today Made the assets for the different orientations of the wire Component Placement System Finished the basic component placement system. Components now spawn on the grid where the player clicks. Added support for: 🔋 Battery ➖ Wire 💡 Light 🔘 Switch Component Selection Added toolbar buttons for selecting components. Fixed GameManager communication between: Toolbar Board Components Players can now choose what they want to build before placing it. Placement Preview System Added a ghost preview system. Now when selecting a component: A transparent preview appears. The preview follows the mouse. The preview snaps to the grid. Changing the selected component updates the preview."}]...
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Title: gdot 2d game by @jonathanwillner | Stardanc Title: gdot 2d game by @jonathanwillner | Stardance
Devlogs:
What I got done today Made the assets for the different orientations of the wire Component Placement System Finished the basic component placement system. Components now spawn on the grid where the player clicks. Added support for: 🔋 Battery ➖ Wire 💡 Light 🔘 Switch Component Selection Added toolbar buttons for selecting components. Fixed GameManager communication between: Toolbar Board Components Players can now choose what they want to build before placing it. Placement Preview System Added a ghost preview system. Now when selecting a component: A transparent preview appears. The preview follows the mouse. The preview snaps to the grid. Changing the selected component updates the preview.
i made the assets for the different components ik thay suck im not good at pixilart art or art
Goal: Create the foundation for the electricity puzzle game.✅ what i did today Chose Godot 2D as the engine. Decided on a grid-based puzzle system. Planned a simple flat + pixel art style. Created the basic project structure. Designed the gameplay concept: designed Placeing the electrical components. with the current Design The player will: Receive limited components. Place them on a grid. Connect electricity. Solve puzzles.
i dont rember proboly make a careter and trying to get godot 2d to work and failing cus it dislikes me...
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1793785755.8292048
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1794649755.8292048
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