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38017
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Frictionless by @joelj | Stardance
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joelj
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2
|
3.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T15:48:25Z", "hours": 0.0, "multiplier": 6.97, "payout": 3, "blessing": "neutral", "text": "I made a Pygame code checker . š it helps out the hardworking coders to find out hidden bugs that can be annoying to deal with. My project brilliantly use pythonās built in AST to check code line by line , it detects unmonitored loops that might fry your pc , Hardcoded window sizes so that you u can easily change it and many more! I faced many challenges , the prominent one was outside the computerā¦Finding time to code , i was struggling to balance school and coding , but at last i did it . š„³ Thank you all for looking at my project and hope you all liked it š", "repo": "https://github.com/Johan-jim123/pygame-code-inspector", "demo": "https://pygame-code-inspector.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-30T16:05:44Z", "hours": 3.0, "multiplier": 9.85, "payout": 30, "blessing": "neutral", "text": "I built a web tool designed to make life easier for Pygame developers: the Pygame Code Inspector. Instead of running a game script, waiting for it to crash, or spending hours searching for sneaky performance bugs, you can just paste your Python code directly into the app. It uses Pythonās built-in ast (Abstract Syntax Tree) module to parse your code safely without executing it. In seconds, it checks for missing initialization/quit calls, unmonitored infinite loops, hardcoded window sizes, uncapped frame rates, and memory leaks from unused assets. Then, it gives your project a clean Code Health Score (0ā100) and a letter grade (A through F) so you immediately know what to fix. š ļø What Was Challenging Safe Code Parsing: Getting the ast visitor logic working to reliably detect anti-patternsālike unmonitored while loops or dangling pygame.mixer assetsāwithout actually running user-submitted code required careful structural logic. Deployment Realities: Uploading the project to GitHub threw a few curveballs! I accidentally dragged an entire virtual environment folder with thousands of extra files at first, and later hit a tricky ModuleNotFoundError on Streamlit Cloud caused by a subtle uppercase/lowercase mismatch in my filenames (Code_Checker.py vs. code_checker.py). Diagnosing and fixing environment issues in Linux deployment environments was a huge learning moment. ⨠What Iām Proud Of Zero-Setup Web Access: Turning a local Python script into a fully hosted, interactive web application on Streamlit Cloud that anyone can access in their browser with zero local setup. Actionable Developer Feedback: Creating a tool that isnāt just a basic syntax checker, but an actual quality-of-life upgrade for game devs that translates technical code analysis into an easy-to-understand score and grade. Full Open-Source Setup: Shipping the full package from scratchāclean repo structure, proper requirements.txt, clear README documentation, and an MIT License. -summary created by gemini because im too lazy to write", "repo": "https://github.com/Johan-jim123/pygame-code-inspector", "demo": "https://pygame-code-inspector.vercel.app/"}]...
|
[{"post_id": 45679, "ts": "202 [{"post_id": 45679, "ts": "2026-08-12T10:14:52Z", "hours": 0.4161, "text": "Finally finished , worked on the issues and changed the colour scheme . thanks for the support guys"}, {"post_id": 35290, "ts": "2026-07-26T16:31:02Z", "hours": 2.2919, "text": "Over the past few days, I built and launched Pygame Code Inspector, an automated static analysis web app that checks Pygame scripts for common bugs, bad practices, and performance bottlenecksāall without needing to run the code. Using Pythonās built-in ast (Abstract Syntax Tree) module, the backend parses source code in real time to catch missing setup/teardown calls (pygame.init() / pygame.quit()), unmonitored game loops, uncapped frame rates, hardcoded resolutions, unused memory assets, and missing error handling. It aggregates these checks into a clean 0ā100 health score and assigns an overall letter grade (A through F).Once the core inspector logic was solid, I built an interactive frontend using Streamlit so users can paste their code directly into the browser for instant feedback. After setting up open-source documentation under an MIT License, I pushed the repository to GitHub and deployed it live via Streamlit Cloud. Navigating server-side requirements and case-sensitive imports on Linux was a great learning experience, but seeing the app live on the web and giving instant feedback on real Pygame code made it completely worth it!"}, {"post_id": 32434, "ts": "2026-07-21T16:42:30Z", "hours": 0.7286, "text": "Hey everyone! Iām a 9th-grade developer logging my first 40-minute Hackatime session for Stardance on my journey to earn 90 Stardust points for a Google Play Developer License. Iām building an Automated Code Health Checker in Pythonāa pre-flight tool that scans project files line-by-line to catch missing frame-rate caps (.tick()), unmonitored infinite loops, and missing error handlers (try/except) before you even run your code. The core terminal inspector is live and running in PyCharm, and my next step is building out a full visual diagnostic UI!"}]...
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Title: Frictionless by @joelj | Stardance
Devlogs Title: Frictionless by @joelj | Stardance
Devlogs:
Hey everyone! Iām a 9th-grade developer logging my first 40-minute Hackatime session for Stardance on my journey to earn 90 Stardust points for a Google Play Developer License. Iām building an Automated Code Health Checker in Pythonāa pre-flight tool that scans project files line-by-line to catch missing frame-rate caps (.tick()), unmonitored infinite loops, and missing error handlers (try/except) before you even run your code. The core terminal inspector is live and running in PyCharm, and my next step is building out a full visual diagnostic UI!
Over the past few days, I built and launched Pygame Code Inspector, an automated static analysis web app that checks Pygame scripts for common bugs, bad practices, and performance bottlenecksāall without needing to run the code. Using Pythonās built-in ast (Abstract Syntax Tree) module, the backend parses source code in real time to catch missing setup/teardown calls (pygame.init() / pygame.quit()), unmonitored game loops, uncapped frame rates, hardcoded resolutions, unused memory assets, and missing error handling. It aggregates these checks into a clean 0ā100 health score and assigns an overall letter grade (A through F).Once the core inspector logic was solid, I built an interactive frontend using Streamlit so users can paste their code directly into the browser for instant feedback. After setting up open-source documentation under an MIT License, I pushed the repository to GitHub and deployed it live via Streamlit Cloud. Navigating server-side requirements and case-sensitive imports on Linux was a great learning experience, but seeing the app live on the web and giving instant feedback on real Pygame code made it completely worth it!
Finally finished , worked on the issues and changed the colour scheme . thanks for the support guys
Ships:
I built a web tool designed to make life easier for Pygame developers: the Pygame Code Inspector. Instead of running a game script, waiting for it to crash, or spending hours searching for sneaky performance bugs, you can just paste your Python code directly into the app. It uses Pythonās built-in ast (Abstract Syntax Tree) module to parse your code safely without executing it. In seconds, it checks for missing initialization/quit calls, unmonitored infinite loops, hardcoded window sizes, uncapped frame rates, and memory leaks from unused assets. Then, it gives your project a clean Code Health Score (0ā100) and a letter grade (A through F) so you immediately know what to fix. š ļø What Was Challenging Safe Code Parsing: Getting the ast visitor logic working to reliably detect anti-patternsālike unmonitored while loops or dangling pygame.mixer assetsāwithout actually running user-submitted code required careful structural logic. Deployment Realities: Uploading the project to GitHub threw a few curveballs! I accidentally dragged an entire virtual environment folder with thousands of extra files at first, and later hit a tricky ModuleNotFoundError on Streamlit Cloud caused by a subtle uppercase/lowercase mismatch in my filenames (Code_Checker.py vs. code_checker.py). Diagnosing and fixing environment issues in Linux deployment environments was a huge learning moment. ⨠What Iām Proud Of Zero-Setup Web Access: Turning a local Python script into a fully hosted, interactive web application on Streamlit Cloud that anyone can access in their browser with zero local setup. Actionable Developer Feedback: Creating a tool that isnāt just a basic syntax checker, but an actual quality-of-life upgrade for game devs that translates technical code analysis into an easy-to-understand score and grade. Full Open-Source Setup: Shipping the full package from scratchāclean repo structure, proper requirements.txt, clear README documentation, and an MIT License. -summary created by gemini because im too lazy to write
I made a Pygame code checker . š it helps out the hardworking coders to find out hidden bugs that can be annoying to deal with. My project brilliantly use pythonās built in AST to check code line by line , it detects unmonitored loops that might fry your pc , Hardcoded window sizes so that you u can easily change it and many more! I faced many challenges , the prominent one was outside the computerā¦Finding time to code , i was struggling to balance school and coding , but at last i did it . š„³ Thank you all for looking at my project and hope you all liked it š...
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1792832151.1043406
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1792918551.1043406
|
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38025
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Project : Eternity by @Nozomi | Stardance
|
Nozomi
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2
|
12.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T01:06:32Z", "hours": 3.0, "multiplier": 3.23, "payout": 9, "blessing": "neutral", "text": "personal website 2md shipping , after some editing", "repo": "https://github.com/Yoruu-E/project-Eternity", "demo": "https://yoruu-e.github.io/project-Eternity/"}, {"ship_num": 2, "ts": "2026-08-05T12:06:41Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my first attempt at a personal website, its still in prototype and will change a lot as a go by , please if you spare some time to check it tell me what are your ideas (DISCLAIMER : TURN OFF DARK READER IF YOU HAVE IT IT MESSES THE COLORS UP)", "repo": "https://github.com/Yoruu-E/project-Eternity", "demo": "https://yoruu-e.github.io/project-Eternity/"}]...
|
[{"post_id": 48577, "ts": "202 [{"post_id": 48577, "ts": "2026-08-17T01:04:22Z", "hours": 2.3633, "text": "website changes : about page reworked and moved to the right , extra was replaced with support , projects page now has penumbra icon when clicked , project echo still has no icon though ,,,,, oh yeah all projects were renamed :Eternal midnight=Eternity,,catalyst=penumbra ,,,wayfinder=echo"}, {"post_id": 42261, "ts": "2026-08-06T21:47:44Z", "hours": 0.3983, "text": "i know iām shipped the project already but i just noticed that i forgot to add the announcement page , sorry stardance team"}, {"post_id": 41275, "ts": "2026-08-05T12:01:44Z", "hours": 2.3164, "text": "i uploaded the project to github to check for issues , where i noticed that the About page background goes dark , i spent a lot of time trying to find the issue , and wondered why it only happened after upload since it was fine with local host , after i decided to go with f12 , i found the problem ! (this is the last time iām using dark reader , donāt even need it ā¦)"}, {"post_id": 41031, "ts": "2026-08-04T23:13:13Z", "hours": 3.08, "text": "after some pain (more then 14 hours) with html and css tutorials , i discovered that 1: iām not the type that understands that i watch using tutorials , 2:that i wasted about 14 hours of my life for nothing n about 2 hours i READ and edited the website, hopefully with the next edit i will ship it (the only thing left is to edit āABOUT ,PRODUCTS , EXTRA ā sections)"}, {"post_id": 39354, "ts": "2026-08-02T08:46:01Z", "hours": 1.2086, "text": "i finished the icon , i think , the colors were mostly what made this take long , i just keep changing the colors of items for no literal reason! , i would like any suggestion and if you got an advice feel free to leave it here, i will be thankful"}, {"post_id": 39079, "ts": "2026-08-01T19:29:39Z", "hours": 1.0908, "text": "trying to draw an icon for my website , i think i might rework it or change colors a bit , what colors do you think is good ? (blue x purple palate)"}, {"post_id": 38047, "ts": "2026-07-31T07:18:21Z", "hours": 1.2844, "text": "hello iām kind of shy to post a first devlog , umm , i want to create a personal website , where i will share all about me and stuff like that , still learning , this was my first attempt at creating somehing (THIS IS NOT HOW IT WILL LOOK LIKE)"}]...
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Title: Project : Eternity by @Nozomi | Stardance
Title: Project : Eternity by @Nozomi | Stardance
Devlogs:
hello iām kind of shy to post a first devlog , umm , i want to create a personal website , where i will share all about me and stuff like that , still learning , this was my first attempt at creating somehing (THIS IS NOT HOW IT WILL LOOK LIKE)
trying to draw an icon for my website , i think i might rework it or change colors a bit , what colors do you think is good ? (blue x purple palate)
i finished the icon , i think , the colors were mostly what made this take long , i just keep changing the colors of items for no literal reason! , i would like any suggestion and if you got an advice feel free to leave it here, i will be thankful
after some pain (more then 14 hours) with html and css tutorials , i discovered that 1: iām not the type that understands that i watch using tutorials , 2:that i wasted about 14 hours of my life for nothing n about 2 hours i READ and edited the website, hopefully with the next edit i will ship it (the only thing left is to edit āABOUT ,PRODUCTS , EXTRA ā sections)
i uploaded the project to github to check for issues , where i noticed that the About page background goes dark , i spent a lot of time trying to find the issue , and wondered why it only happened after upload since it was fine with local host , after i decided to go with f12 , i found the problem ! (this is the last time iām using dark reader , donāt even need it ā¦)
i know iām shipped the project already but i just noticed that i forgot to add the announcement page , sorry stardance team
website changes : about page reworked and moved to the right , extra was replaced with support , projects page now has penumbra icon when clicked , project echo still has no icon though ,,,,, oh yeah all projects were renamed :Eternal midnight=Eternity,,catalyst=penumbra ,,,wayfinder=echo
Ships:
this is my first attempt at a personal website, its still in prototype and will change a lot as a go by , please if you spare some time to check it tell me what are your ideas (DISCLAIMER : TURN OFF DARK READER IF YOU HAVE IT IT MESSES THE COLORS UP)
personal website 2md shipping , after some editing...
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1792820973.2730002
|
1792907373.2730002
|
|
38061
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Dearpisey website by @Jamie555 | Stardance
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Jamie555
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2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T01:50:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added more info on readme, updated name to preferred name, added contact page, fixed loading of images, and fixed font not loading as well", "repo": "https://github.com/capyba66/Dearpisey-site", "demo": "https://dearpisey.com/"}, {"ship_num": 2, "ts": "2026-08-02T23:12:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I transferred all the files and deployed my website to github after previously using nekoweb to host the website. I am still having trouble getting the images in the css stylesheet to show up but thatās another struggle for another day", "repo": "https://github.com/capyba66/Dearpisey-site", "demo": "https://dearpisey.com/"}]...
|
[{"post_id": 43634, "ts": "202 [{"post_id": 43634, "ts": "2026-08-09T00:30:11Z", "hours": 1.2242, "text": "I added a contact page, updated the readme to include more info, updated the name to my preferred name, AND finally fixed the images and got them to load! Thanks to the kind stranger at html day for helping me figure out the images"}, {"post_id": 39765, "ts": "2026-08-02T23:02:21Z", "hours": 1.04, "text": "Transferred my personal website from nekoweb to github"}]...
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Title: Dearpisey website by @Jamie555 | Stardance
Title: Dearpisey website by @Jamie555 | Stardance
Devlogs:
Transferred my personal website from nekoweb to github
I added a contact page, updated the readme to include more info, updated the name to my preferred name, AND finally fixed the images and got them to load! Thanks to the kind stranger at html day for helping me figure out the images
Ships:
I transferred all the files and deployed my website to github after previously using nekoweb to host the website. I am still having trouble getting the images in the css stylesheet to show up but thatās another struggle for another day
Added more info on readme, updated name to preferred name, added contact page, fixed loading of images, and fixed font not loading as well...
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1792821356.5226562
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1792907756.5226562
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38139
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Prism - Infinite Workspace Tool by @kakak_ | Stard Prism - Infinite Workspace Tool by @kakak_ | Stardance...
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kakak_
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2
|
25.0
|
463
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:58:44Z", "hours": 11.0, "multiplier": 18.94, "payout": 260, "blessing": "neutral", "text": "Hi!! By the way, if the project doesnāt work on your end, please just donāt rate it⦠Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. Iāve added a lot since the last ship, like accounts, a tutorial, and Iām working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which arenāt. The link is https://prism-beta-beige.vercel.app/ and please enjoy!", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-29T14:58:47Z", "hours": 14.0, "multiplier": 14.8, "payout": 203, "blessing": "neutral", "text": "Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (āB, āI,āU). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browserās localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}]...
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[{"post_id": 47587, "ts": "202 [{"post_id": 47587, "ts": "2026-08-15T15:51:45Z", "hours": 3.3319, "text": "Devlog #8 Sorry for the massive gap in devlogs recently! Iāve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But⦠I really didnāt do much in these 3hrs thatās worth talking about⦠Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called āPrismā , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. Iāve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). Iām really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog youāve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!"}, {"post_id": 40383, "ts": "2026-08-03T21:05:21Z", "hours": 8.1108, "text": "Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this"}, {"post_id": 36997, "ts": "2026-07-29T13:29:11Z", "hours": 3.9544, "text": "Devlog #6 Hi! I havenāt made a devlog in a while, but iāve been up to a lot! Letās get started! I completely redesigned the parent card from the ground up, because I wasnāt happy with the way it looked. I added: Cool stats! and hierarchy⦠(by the way I made it so you can style the note card now in any way you like using āB, āI and āU) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent āfolderā card exist if there is no hierarchy? Introducing⦠the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! Thereās also an image card now! Youāll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. Iāve been thinking hard about whatās next for this project, and I think Iām very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone elseās laptop, or on your phone, and localStorage simply canāt do that. Which is why Iām going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspaceās backend, especially since I have never used Supabase before (Iām more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). Iāll try to show the code Iām working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)"}, {"post_id": 34836, "ts": "2026-07-25T21:06:06Z", "hours": 3.0689, "text": "Devlog #5 I found out today that you can style your yap sessions devlogs, so iām going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to includeā¦"}, {"post_id": 34102, "ts": "2026-07-24T16:05:42Z", "hours": 2.9383, "text": "Devlog #4 Iāve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like iām not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.Iām gonna put my project goals on there so you can see how it looks!"}, {"post_id": 33139, "ts": "2026-07-22T19:39:39Z", "hours": 2.0122, "text": "Devlog #3: I added a new task card! This took a while⦠Itās not finished, but itās close! Iāve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note"}, {"post_id": 33006, "ts": "2026-07-22T15:28:40Z", "hours": 1.1022, "text": "Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: Iāve gotten the canvas working + the note nodes, and I think iām ready to start making more node types (e.g tasks, links, imgs, etc)."}, {"post_id": 32723, "ts": "2026-07-22T01:44:23Z", "hours": 0.735, "text": "Just made a drawing of my plan. I think itās gonna look great."}]...
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Title: Prism - Infinite Workspace Tool by @kakak_ Title: Prism - Infinite Workspace Tool by @kakak_ | Stardance
Devlogs:
Just made a drawing of my plan. I think itās gonna look great.
Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: Iāve gotten the canvas working + the note nodes, and I think iām ready to start making more node types (e.g tasks, links, imgs, etc).
Devlog #3: I added a new task card! This took a while⦠Itās not finished, but itās close! Iāve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note
Devlog #4 Iāve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like iām not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.Iām gonna put my project goals on there so you can see how it looks!
Devlog #5 I found out today that you can style your yap sessions devlogs, so iām going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to includeā¦
Devlog #6 Hi! I havenāt made a devlog in a while, but iāve been up to a lot! Letās get started! I completely redesigned the parent card from the ground up, because I wasnāt happy with the way it looked. I added: Cool stats! and hierarchy⦠(by the way I made it so you can style the note card now in any way you like using āB, āI and āU) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent āfolderā card exist if there is no hierarchy? Introducing⦠the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! Thereās also an image card now! Youāll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. Iāve been thinking hard about whatās next for this project, and I think Iām very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone elseās laptop, or on your phone, and localStorage simply canāt do that. Which is why Iām going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspaceās backend, especially since I have never used Supabase before (Iām more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). Iāll try to show the code Iām working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)
Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this
Devlog #8 Sorry for the massive gap in devlogs recently! Iāve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But⦠I really didnāt do much in these 3hrs thatās worth talking about⦠Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called āPrismā , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. Iāve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). Iām really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog youāve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!
Ships:
Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (āB, āI,āU). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browserās localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify
Hi!! By the way, if the project doesnāt work on your end, please just donāt rate it⦠Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. Iāve added a lot since the last ship, like accounts, a tutorial, and Iām working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which arenāt. The link is https://prism-beta-beige.vercel.app/ and please enjoy!...
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1792824669.070875
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1792911069.070875
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38277
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personal website v4 by @lilyy | Stardance
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lilyy
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2
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22.0
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252
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T08:36:00Z", "hours": 6.0, "multiplier": 7.57, "payout": 47, "blessing": "neutral", "text": "i made my website! it looks soo cute aaa,, in this ship i did the following: added captcha to messaging added ratelimiting to messaging put the cute custom cursors :3 commented the code a bit added dark mode", "repo": "https://github.com/itzmetanjim/itzmetanjim.github.io", "demo": "https://pages.tanjim.org/"}, {"ship_num": 2, "ts": "2026-08-04T16:57:22Z", "hours": 16.0, "multiplier": 12.47, "payout": 205, "blessing": "neutral", "text": "i made my website yay!", "repo": "https://github.com/itzmetanjim/itzmetanjim.github.io", "demo": "https://pages.tanjim.org/"}]...
|
[{"post_id": 60711, "ts": "202 [{"post_id": 60711, "ts": "2026-09-03T08:33:23Z", "hours": 0.6447, "text": "minor fixes and comments make the code easier to read! and also fix a slight bug in the captcha where it didnt reset when i sent a message so i needed to reload to send 2 messages commits since the last devlog 631e93b comment backend.py 01a280d comment notifier-macos.sh 5016741 comment lilyterm.sh ec83a24 make captcha reset on msg send"}, {"post_id": 60699, "ts": "2026-09-03T07:47:47Z", "hours": 0.8411, "text": "add captcha now bots canāt spam my messages commits since the last devlog 0c9c468 make it a little taller d6a262a fix transition colors da01c9a fix height of hrrect d2685a4 document captcha and make api key bypass ratelimit 9ebb297 add captcha"}, {"post_id": 60676, "ts": "2026-09-03T06:08:51Z", "hours": 0.6397, "text": "add ratelimits this prevents spamming messages, its a server side limit of 6 messages per 2 minutes. and you also canāt send an empty message anymore (both client-side and server-side restriction). commits since last devlog 5a74570 make it reject empty messages 207b3a6 add ratelimiting"}, {"post_id": 59607, "ts": "2026-09-01T14:55:52Z", "hours": 0.7311, "text": "add dark mode! you can click this button in the corner for dark mode now! yayayay commits since last devlog 3044340 uhh weird css specificity fix ee4291e finish dark mode! 3a2ea3d add dark mode colors"}, {"post_id": 59389, "ts": "2026-09-01T05:26:29Z", "hours": 0.7094, "text": "made the custom cursor logic better it used to sometimes show the text cursor when it was not supposed to and it did not show the hand cursor on the projects link buttons commits since last devlog 13c5a44 make custom cursors work better 29cd012 make readme use the jpg; jpg is faster than png b329790 new preview 2d56412 add backend shebang a985bc5 fix readme bb65dca fix custom cursor a bit 39561cb document licensing stuf"}, {"post_id": 52977, "ts": "2026-08-23T11:00:19Z", "hours": 2.2378, "text": "add a custom pink scrollbar and cursor!! they look so cuteeeee commits since last devlog ffea3e3 inline custom cursor SVGs 4549d01 add pink custom cursors!! 0bc7f83 add cute pink scrollbars :3 1d03792 Revert ācomment notifier-macos.sh, sob its trash codeā 3abd8da comment notifier-macos.sh, sob its trash code e9ab376 aa 756f09e seo 321727f WHO IS SPAMMING MY API"}, {"post_id": 41731, "ts": "2026-08-06T04:00:41Z", "hours": 0.4597, "text": "add a readme and fix it in india i added the README and then a friend from india told me that apparently the website doesnt work in india so i actually travelled all the way to the border and managed to connect to an indian cell tower and verified that it did not work then i fixed it, i proxied the messages API through nest and added pages.tanjim.org which doesnt go through VPS now its all good."}, {"post_id": 40681, "ts": "2026-08-04T11:28:12Z", "hours": 0.6206, "text": "completed the message feature by implementing email now its done! i used agentmail for this (ācooltonā is what i named the agentmail inbox, i reused an inbox i used for an older project), it works now! now when someone sends a message, all of these happen: i recieve an email (immediately) i recieve a notification on my macbook with a sound(if its locked/sleeping then i recieve the notification when i come back and unlock), i recieve an alert on my terminal when i open it commits since the last devlog c536541 fix mobile responsiveness issue 16ecb20 make it email me when a message is sent"}, {"post_id": 40608, "ts": "2026-08-04T08:20:43Z", "hours": 0.7086, "text": "made the notifier now it will also notify me with a sound when any message comes! if my mac is locked/i am away then it will wait until it unlocks then notify me for my messages automatically, it will also show the priority. one limitation, it uses a flag on the server to store if it has already notified for a given message so it will not notify me twice, but because nothing is stored in the client (my macbook) it will cause problems if i make it notify on multiple devices. if i do that i have to either make the notified flag be an array for each client or i can make each client store its own flag but regardless it works now, all thatās left is email commits since the last devlog d16aca6 make the notifier script b4b7089 Make it only alert on interactive shells"}, {"post_id": 40536, "ts": "2026-08-04T05:04:30Z", "hours": 1.8658, "text": "made the terminal integration! it notifies me on my terminal when i have messages and implements a lily cli command that i can use to manage the messages. it supports these commands lily messages [filter] : [filter] is optional, it can be one of read unread notified unnotified or something like .id==5 or .id>=2 . shows the messages matching the filter. lily mark <type> <value> <start> [end] : <type> is read or notified , <value> is a boolean, it changes the read or notified value of a message. when [end] isnāt given it defaults to <start> . lily read <start> [end] : aliases to lily mark read true <start> [end] lily readall : marks everything as read lily delete <start> [end] deletes messages based on IDs. commits since the last devlog ed99296 add lilyterm.sh terminal integration edcb0f8 timestamp! a696a4a forwarding stuff 99cecd5 increase hrrect blur radius"}, {"post_id": 39268, "ts": "2026-08-02T04:10:28Z", "hours": 0.5681, "text": "integrated the website to the API! now it works! go to tanjim.org and send me a message! i still need to set up the notifier and terminal stuff and email etc etc but it now works and is deployed! commits since the last devlog i made these commits in the last 3 devlogs but i wasnt able to put it then because it hadnāt been pushed (if i pushed then the site would be in a nonfunctional intermediary state) ac5925b gitignore memory json 07657ec add the X-Forwarded-For header on the IP field 6872d5a integrate it 98b4cd8 cors stuff"}, {"post_id": 38896, "ts": "2026-08-01T14:02:46Z", "hours": 3.0544, "text": "made the rest API for this and a web UI for me to manage the messages this API will be called when someone sends a message. remaining: use js magic to integrate this into the website so message sending works the rest of the stuff, mail,terminal integration,and notifier"}, {"post_id": 38249, "ts": "2026-07-31T15:29:43Z", "hours": 2.2378, "text": "made the ui for the new message button i made a message button and added some smoooooooth transitions for it like the email button and made the ui stuff for it, next things left to do in this api: make a rest API for this that will be called and will store all the messages mail: use the gmail/agentmail/smth else api to email the msg to me terminal integration: something to source in my bashrc that alerts me when i open the terminal notif service: notifies me in my macbook when a message comes maybe a captcha?"}, {"post_id": 32918, "ts": "2026-07-22T11:48:33Z", "hours": 7.3533, "text": "Made the basic parts of the site i made the frontend part of the site, here is what i did first i made the template indext.html (see 2nd screenshot) , the template has blocks like this <!--!BEGIN AWARD--> <div class= \"award\" > <h3> [[result]] </h3> <p> [[event]] </p> <p class= \"faded\" > [[details]] </p> </div> <!--!END AWARD--> ... ... <!--!BEGIN PROJECT--> <div class= \"project\" > <h3> [[title]] </h3> <p> [[description]] </h3> <div class= \"links\" > <!--!BEGIN LINKS--> <a href= \"[[url]]\" target= \"_blank\" > [[label]] </a> <!--!END LINKS--> </div> </div> <!--!END PROJECT--> then i made a script run.py that takes in indext.html awards.json projects.json then repeats and substitutes the AWARD , PROJECT , LINKS blocks and removes the content of the TEMPLATE NOTICE block to generate index.html (its a custom handrolled script no frameworks) then i made a fastapi script serve.py to preview any template changes live, it hosts a webserver on port 8000 and generates index.html on the fly using run.py whenever i request it so i donāt have to type the command 1000 times. i added some logic to run.py that inlines all CSS, JS and fonts to reduce everything to one request, then minifies it into an optimized bundle, so itās now larping vite/webpack i made a GH action that automatically deploys the GitHub Pages site by running run.py on GitHub servers FINALLY now its deployed yippee!!!!"}]...
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Title: personal website v4 by @lilyy | Stardance
Title: personal website v4 by @lilyy | Stardance
Devlogs:
Made the basic parts of the site i made the frontend part of the site, here is what i did first i made the template indext.html (see 2nd screenshot) , the template has blocks like this <!--!BEGIN AWARD--> <div class= "award" > <h3> [[result]] </h3> <p> [[event]] </p> <p class= "faded" > [[details]] </p> </div> <!--!END AWARD--> ... ... <!--!BEGIN PROJECT--> <div class= "project" > <h3> [[title]] </h3> <p> [[description]] </h3> <div class= "links" > <!--!BEGIN LINKS--> <a href= "[[url]]" target= "_blank" > [[label]] </a> <!--!END LINKS--> </div> </div> <!--!END PROJECT--> then i made a script run.py that takes in indext.html awards.json projects.json then repeats and substitutes the AWARD , PROJECT , LINKS blocks and removes the content of the TEMPLATE NOTICE block to generate index.html (its a custom handrolled script no frameworks) then i made a fastapi script serve.py to preview any template changes live, it hosts a webserver on port 8000 and generates index.html on the fly using run.py whenever i request it so i donāt have to type the command 1000 times. i added some logic to run.py that inlines all CSS, JS and fonts to reduce everything to one request, then minifies it into an optimized bundle, so itās now larping vite/webpack i made a GH action that automatically deploys the GitHub Pages site by running run.py on GitHub servers FINALLY now its deployed yippee!!!!
made the ui for the new message button i made a message button and added some smoooooooth transitions for it like the email button and made the ui stuff for it, next things left to do in this api: make a rest API for this that will be called and will store all the messages mail: use the gmail/agentmail/smth else api to email the msg to me terminal integration: something to source in my bashrc that alerts me when i open the terminal notif service: notifies me in my macbook when a message comes maybe a captcha?
made the rest API for this and a web UI for me to manage the messages this API will be called when someone sends a message. remaining: use js magic to integrate this into the website so message sending works the rest of the stuff, mail,terminal integration,and notifier
integrated the website to the API! now it works! go to tanjim.org and send me a message! i still need to set up the notifier and terminal stuff and email etc etc but it now works and is deployed! commits since the last devlog i made these commits in the last 3 devlogs but i wasnt able to put it then because it hadnāt been pushed (if i pushed then the site would be in a nonfunctional intermediary state) ac5925b gitignore memory json 07657ec add the X-Forwarded-For header on the IP field 6872d5a integrate it 98b4cd8 cors stuff
made the terminal integration! it notifies me on my terminal when i have messages and implements a lily cli command that i can use to manage the messages. it supports these commands lily messages [filter] : [filter] is optional, it can be one of read unread notified unnotified or something like .id==5 or .id>=2 . shows the messages matching the filter. lily mark <type> <value> <start> [end] : <type> is read or notified , <value> is a boolean, it changes the read or notified value of a message. when [end] isnāt given it defaults to <start> . lily read <start> [end] : aliases to lily mark read true <start> [end] lily readall : marks everything as read lily delete <start> [end] deletes messages based on IDs. commits since the last devlog ed99296 add lilyterm.sh terminal integration edcb0f8 timestamp! a696a4a forwarding stuff 99cecd5 increase hrrect blur radius
made the notifier now it will also notify me with a sound when any message comes! if my mac is locked/i am away then it will wait until it unlocks then notify me for my messages automatically, it will also show the priority. one limitation, it uses a flag on the server to store if it has already notified for a given message so it will not notify me twice, but because nothing is stored in the client (my macbook) it will cause problems if i make it notify on multiple devices. if i do that i have to either make the notified flag be an array for each client or i can make each client store its own flag but regardless it works now, all thatās left is email commits since the last devlog d16aca6 make the notifier script b4b7089 Make it only alert on interactive shells
completed the message feature by implementing email now its done! i used agentmail for this (ācooltonā is what i named the agentmail inbox, i reused an inbox i used for an older project), it works now! now when someone sends a message, all of these happen: i recieve an email (immediately) i recieve a notification on my macbook with a sound(if its locked/sleeping then i recieve the notification when i come back and unlock), i recieve an alert on my terminal when i open it commits since the last devlog c536541 fix mobile responsiveness issue 16ecb20 make it email me when a message is sent
add a readme and fix it in india i added the README and then a friend from india told me that apparently the website doesnt work in india so i actually travelled all the way to the border and managed to connect to an indian cell tower and verified that it did not work then i fixed it, i proxied the messages API through nest and added pages.tanjim.org which doesnt go through VPS now its all good.
add a custom pink scrollbar and cursor!! they look so cuteeeee commits since last devlog ffea3e3 inline custom cursor SVGs 4549d01 add pink custom cursors!! 0bc7f83 add cute pink scrollbars :3 1d03792 Revert ācomment notifier-macos.sh, sob its trash codeā 3abd8da comment notifier-macos.sh, sob its trash code e9ab376 aa 756f09e seo 321727f WHO IS SPAMMING MY API
made the custom cursor logic better it used to sometimes show the text cursor when it was not supposed to and it did not show the hand cursor on the projects link buttons commits since last devlog 13c5a44 make custom cursors work better 29cd012 make readme use the jpg; jpg is faster than png b329790 new preview 2d56412 add backend shebang a985bc5 fix readme bb65dca fix custom cursor a bit 39561cb document licensing stuf
add dark mode! you can click this button in the corner for dark mode now! yayayay commits since last devlog 3044340 uhh weird css specificity fix ee4291e finish dark mode! 3a2ea3d add dark mode colors
add ratelimits this prevents spamming messages, its a server side limit of 6 messages per 2 minutes. and you also canāt send an empty message anymore (both client-side and server-side restriction). commits since last devlog 5a74570 make it reject empty messages 207b3a6 add ratelimiting
add captcha now bots canāt spam my messages commits since the last devlog 0c9c468 make it a little taller d6a262a fix transition colors da01c9a fix height of hrrect d2685a4 document captcha and make api key bypass ratelimit 9ebb297 add captcha
minor fixes and comments make the code easier to read! and also fix a slight bug in the captcha where it didnt reset when i sent a message so i needed to reload to send 2 messages commits since the last devlog 631e93b comment backend.py 01a280d comment notifier-macos.sh 5016741 comment lilyterm.sh ec83a24 make captcha reset on msg send
Ships:
i made my website yay!
i made my website! it looks soo cute aaa,, in this ship i did the following: added captcha to messaging added ratelimiting to messaging put the cute custom cursors :3 commented the code a bit added dark mode...
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1792835266.1742902
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1792921666.1742902
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38477
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Mentalist OS by @iamsrijitbanerjee | Stardance
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iamsrijitbanerjee
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2
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8.0
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92
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T20:37:43Z", "hours": 6.0, "multiplier": 16.42, "payout": 92, "blessing": "neutral", "text": "I present before you the MENTALIST OS. Hope you like and support this project, took a lot of resources and time. Most of the time when you open a browser it looks very modern and sleek with colors.. I wanted to create something that feels warm and personal. The Mentalist is one of my TV shows. So I designed this OS to look like a desk at the CBI detective station. Everything in this system is designed to look like case files and notes. Of regular windows I made everything look like manila folders and corkboards where you can pin up notes and pictures. This new version of Mentalist OS has a lot of changes to the core window widgets. It has things like taskbar docking and active resizing. You can also split the screen into two parts with a 50% edge snap. Making the Mentalist OS work, with web pages and run things like the interactive red string evidence board and audio tools at the same time was really hard.. I did it and now the it is a really cool and simple way to have a desktop experience. It feels like you are part of an investigation team. You can go into the terminal. Look around. The Mentalist OS is a way to feel like you are solving a mystery. Try to catch Red John.", "repo": "https://github.com/iamsrijitbanerjee/Mentalist-OS.git/", "demo": "https://mentalistos.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-27T08:55:55Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project started as a simple idea to build a browser-based operating system, but instead of going with the usual sleek dark-mode setup, I wanted to create something with real personality. Iām a huge fan of The Mentalist, so I decided to transform the desktop into a tactile, manila-folder-style detective station straight out of Sacramento CBI headquarters. Building a Web OS in pure Vanilla JavaScript comes with its own set of puzzles. Balancing smooth window dragging, dynamic z-index stacking, and state management without using heavy frameworks forced me to get creative with DOM handling and local storage. Adding customized widgetsālike a tea focus timer, an interactive evidence board, auto-saving field notes, and a Web Audio synth for ambient soundscapesākept the challenge super fun throughout development. Drag some case files around, steep a cup of tea in Patrick Janeās lounge, or generate your own downloadable CBI ID badge. If you feel like exploring, try searching the 50+ character database or look for a few hidden easter eggs tucked away on the desktop.", "repo": "https://github.com/iamsrijitbanerjee/Mentalist-OS.git/", "demo": "https://mentalistos.netlify.app/"}]...
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[{"post_id": 40367, "ts": "202 [{"post_id": 40367, "ts": "2026-08-03T20:34:31Z", "hours": 1.0825, "text": "To finish off on an interesting note, I focused on easter eggs, adding more details to the story and fixing the user interface problems. I made the main database bigger to include over 80 characters from all the seasons of The Mentalist. I also improved the Evidence Pinboard to show eight suspects, including the list of people who could be Red John. The technical problem I had during this time was getting the HTML5 Canvas layers to work right for the red strings. At first the canvas was getting in the way. People could not click on the red pins underneath it. To fix this I had to set up the z-index stacking right and use a special code on the canvas layer to ignore the mouse clicks while also making sure the pins themselves would work with mouse clicks. I also fixed the problem of pictures being cut off on the roster by using some properties in the CSS code. To finish everything up I added a drive, for the Blake Association that people can access from the Terminal and I made the digital FBI Badge generator work perfectly so it can make real pictures."}, {"post_id": 40181, "ts": "2026-08-03T16:12:50Z", "hours": 1.02, "text": "Guys, hope you go through the video walkthrough. The audio player now has four tracks (Choices: Sacramento Rain, Late Night Office Hum, Lo-Fi Vinyl Crackle, and Teletype).I also updated the FBI/CBI Badge Creator, it uses HTML5 Canvas. People can type in their name and field of work, then they can get a special consultant badge. The old Evidence Pinboard was not very exciting. Now, the user can drag strings between the red pins on the suspect cards. This makes it look like the suspects are all connected and people can see how they are related to each other. The CBI ID credential and the Evidence Pinboard are great tools that make the experience feel more real."}, {"post_id": 40109, "ts": "2026-08-03T14:32:50Z", "hours": 1.2231, "text": "The search bar on website is really good now. It can find over 80 people like characters, suspects and agents from The Mentalist. You can use it like you use the search on your computer. If you want to find someone like Virgil Minelli or Lorelei Martins you can just type their name. It will show you what they are doing and what group they are part of, with clearance level. I also made the Devlog tool better. Now you can write a lot of information about what youāre working on. You can use the editor to write many paragraphs about your investigation or what you are developing."}, {"post_id": 39995, "ts": "2026-08-03T10:51:11Z", "hours": 2.3, "text": "The core was rewritten to support window management. This means users can now manage their windows in a way. I added a taskbar at the bottom of the screen. This taskbar is like a dock where users can minimize their windows into icons that glow. When they want to use the window they can restore it and it will go back to how it was before. I also made a system that lets users change the size of their windows. They can do this by dragging the edges of the window. There are handles on the right, bottom and bottom right of the window that they can grab onto to make the window bigger or smaller. If they drag a window to the right side of the screen it will automatically move to fill half of the screen. This makes it easy for users to have two windows at the same time one on each side of the screen, with each window taking up exactly half of the space. The core and the window management system are designed to work seamlessly with the core supporting the professional window management features."}, {"post_id": 35682, "ts": "2026-07-27T08:52:09Z", "hours": 0.3194, "text": "The final phase was dedicated to deep show immersion, worldbuilding, and UI polish. I integrated a search bar into the top system bar that lets users look up characters, suspects, and team members from The Mentalist. I also built a CBI Consultant ID Generator that uses HTML5 Canvas to let users create and download their own custom digital badge. To ensure the UI looked polished, I tuned the CSS framing to prevent head cropping on character photos. Finally, to wrap it up, I hid a subtle Red John smiley face on the desktopāclicking it triggers eerie synthesized horror audio, falling blood animations, and flips the entire OS into a high-contrast dark mystery mode. With all submission requirements checked, Mentalist OS 1 is officially complete and ready for testing!"}, {"post_id": 35662, "ts": "2026-07-27T08:03:02Z", "hours": 0.3425, "text": "With the basic window manager up and running, Phase 2 was all about bringing functional detective utilities to the desktop. I created Patrickās Tea Lounge, a built-in focus timer widget with steep presets (Earl Grey, Green Tea, Chamomile) and Web Audio API chimes to fulfill the unlisted extra feature requirement. Next, I designed the Evidence Pinboard app using corkboard textures, polaroid cards, and status tags. To make the system feel truly functional, I built the Encrypted Field Notes application. I wired it directly up to local storage so draft notes automatically save and persist even if you refresh the browser, and added a timestamped archive system so notes can be saved and reloaded later."}, {"post_id": 33739, "ts": "2026-07-23T21:53:26Z", "hours": 1.1883, "text": "Devlog 1: Laying the Foundation & The Manila VisionWhen I started working on Web OS 1 for the Stardance project, I knew right away that I didnāt want to build just another generic dark-mode desktop. Iām a huge fan of The Mentalist, so I decided to base the entire aesthetic on a warm, tactile CBI detective station. For the first phase, my main focus was setting up the baseline window architecture. I built a custom drag-and-drop window engine from scratch using vanilla JavaScript mouse events (mousedown, mousemove, and mouseup). The trickiest part was getting the dynamic $z$-index focal stacking to work smoothly so that whichever window you click automatically pops to the front. Once the core mechanics were solid, I applied the Manila folder styling, tab stamps, clean window bars, and basic close controls."}]...
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Title: Mentalist OS by @iamsrijitbanerjee | Starda Title: Mentalist OS by @iamsrijitbanerjee | Stardance
Devlogs:
Devlog 1: Laying the Foundation & The Manila VisionWhen I started working on Web OS 1 for the Stardance project, I knew right away that I didnāt want to build just another generic dark-mode desktop. Iām a huge fan of The Mentalist, so I decided to base the entire aesthetic on a warm, tactile CBI detective station. For the first phase, my main focus was setting up the baseline window architecture. I built a custom drag-and-drop window engine from scratch using vanilla JavaScript mouse events (mousedown, mousemove, and mouseup). The trickiest part was getting the dynamic $z$-index focal stacking to work smoothly so that whichever window you click automatically pops to the front. Once the core mechanics were solid, I applied the Manila folder styling, tab stamps, clean window bars, and basic close controls.
With the basic window manager up and running, Phase 2 was all about bringing functional detective utilities to the desktop. I created Patrickās Tea Lounge, a built-in focus timer widget with steep presets (Earl Grey, Green Tea, Chamomile) and Web Audio API chimes to fulfill the unlisted extra feature requirement. Next, I designed the Evidence Pinboard app using corkboard textures, polaroid cards, and status tags. To make the system feel truly functional, I built the Encrypted Field Notes application. I wired it directly up to local storage so draft notes automatically save and persist even if you refresh the browser, and added a timestamped archive system so notes can be saved and reloaded later.
The final phase was dedicated to deep show immersion, worldbuilding, and UI polish. I integrated a search bar into the top system bar that lets users look up characters, suspects, and team members from The Mentalist. I also built a CBI Consultant ID Generator that uses HTML5 Canvas to let users create and download their own custom digital badge. To ensure the UI looked polished, I tuned the CSS framing to prevent head cropping on character photos. Finally, to wrap it up, I hid a subtle Red John smiley face on the desktopāclicking it triggers eerie synthesized horror audio, falling blood animations, and flips the entire OS into a high-contrast dark mystery mode. With all submission requirements checked, Mentalist OS 1 is officially complete and ready for testing!
The core was rewritten to support window management. This means users can now manage their windows in a way. I added a taskbar at the bottom of the screen. This taskbar is like a dock where users can minimize their windows into icons that glow. When they want to use the window they can restore it and it will go back to how it was before. I also made a system that lets users change the size of their windows. They can do this by dragging the edges of the window. There are handles on the right, bottom and bottom right of the window that they can grab onto to make the window bigger or smaller. If they drag a window to the right side of the screen it will automatically move to fill half of the screen. This makes it easy for users to have two windows at the same time one on each side of the screen, with each window taking up exactly half of the space. The core and the window management system are designed to work seamlessly with the core supporting the professional window management features.
The search bar on website is really good now. It can find over 80 people like characters, suspects and agents from The Mentalist. You can use it like you use the search on your computer. If you want to find someone like Virgil Minelli or Lorelei Martins you can just type their name. It will show you what they are doing and what group they are part of, with clearance level. I also made the Devlog tool better. Now you can write a lot of information about what youāre working on. You can use the editor to write many paragraphs about your investigation or what you are developing.
Guys, hope you go through the video walkthrough. The audio player now has four tracks (Choices: Sacramento Rain, Late Night Office Hum, Lo-Fi Vinyl Crackle, and Teletype).I also updated the FBI/CBI Badge Creator, it uses HTML5 Canvas. People can type in their name and field of work, then they can get a special consultant badge. The old Evidence Pinboard was not very exciting. Now, the user can drag strings between the red pins on the suspect cards. This makes it look like the suspects are all connected and people can see how they are related to each other. The CBI ID credential and the Evidence Pinboard are great tools that make the experience feel more real.
To finish off on an interesting note, I focused on easter eggs, adding more details to the story and fixing the user interface problems. I made the main database bigger to include over 80 characters from all the seasons of The Mentalist. I also improved the Evidence Pinboard to show eight suspects, including the list of people who could be Red John. The technical problem I had during this time was getting the HTML5 Canvas layers to work right for the red strings. At first the canvas was getting in the way. People could not click on the red pins underneath it. To fix this I had to set up the z-index stacking right and use a special code on the canvas layer to ignore the mouse clicks while also making sure the pins themselves would work with mouse clicks. I also fixed the problem of pictures being cut off on the roster by using some properties in the CSS code. To finish everything up I added a drive, for the Blake Association that people can access from the Terminal and I made the digital FBI Badge generator work perfectly so it can make real pictures.
Ships:
This project started as a simple idea to build a browser-based operating system, but instead of going with the usual sleek dark-mode setup, I wanted to create something with real personality. Iām a huge fan of The Mentalist, so I decided to transform the desktop into a tactile, manila-folder-style detective station straight out of Sacramento CBI headquarters. Building a Web OS in pure Vanilla JavaScript comes with its own set of puzzles. Balancing smooth window dragging, dynamic z-index stacking, and state management without using heavy frameworks forced me to get creative with DOM handling and local storage. Adding customized widgetsālike a tea focus timer, an interactive evidence board, auto-saving field notes, and a Web Audio synth for ambient soundscapesākept the challenge super fun throughout development. Drag some case files around, steep a cup of tea in Patrick Janeās lounge, or generate your own downloadable CBI ID badge. If you feel like exploring, try searching the 50+ character database or look for a few hidden easter eggs tucked away on the desktop.
I present before you the MENTALIST OS. Hope you like and support this project, took a lot of resources and time. Most of the time when you open a browser it looks very modern and sleek with colors.. I wanted to create something that feels warm and personal. The Mentalist is one of my TV shows. So I designed this OS to look like a desk at the CBI detective station. Everything in this system is designed to look like case files and notes. Of regular windows I made everything look like manila folders and corkboards where you can pin up notes and pictures. This new version of Mentalist OS has a lot of changes to the core window widgets. It has things like taskbar docking and active resizing. You can also split the screen into two parts with a 50% edge snap. Making the Mentalist OS work, with web pages and run things like the interactive red string evidence board and audio tools at the same time was really hard.. I did it and now the it is a really cool and simple way to have a desktop experience. It feels like you are part of an investigation team. You can go into the terminal. Look around. The Mentalist OS is a way to feel like you are solving a mystery. Try to catch Red John....
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1792832158.4875154
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1792918558.4875154
|
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38482
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SlackTCG Bot by @rachat | Stardance
|
rachat
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T21:37:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SlackTCG bot 2.0 is out now! I originally made a fantasy trading card game built with a Slack bot, but after my robotics team tested and played it, I made major changes based on their feedback. Each card is not a fantasy character anymore, but a member of the slack channel! You can go around to different slack channels and collect different members, so it can also be used as a way of seeing peoples profiles and potentially meeting someone interesting. There are also events now that can occur hourly along with merging, viewing odds, and auctions. Each card now has its own rarity and can appear with special modifiers like Gold, Shiny, or Rainbow. You can open daily packs, collect over 200 cards, view your inventory, trade with other players, and even have a small chance of opening a God Pack. I also reworked the commands, balancing, card system, and overall experience to make the game easier to understand. This project taught me a lot about building a larger Node.js application, storing user data, working with the Slack API, and improving it based on real feedback.", "repo": "https://github.com/jrrachat/SlackTCG", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BKTT4D40J?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-25T21:36:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot called SlackTCG. This bot runs a card game inside of Slack. There are five commands: /slacktcg-ping, /slacktcg-pack, /slacktcg-help, /slacktcg-inventory, and /slacktcg-trade. Users can open 1 pack a day with the /slacktcg-pack command. There are 28 cards, and five rarities: common, rare, epic, legendary, and mythical. These are the card rarities: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 1%. Cards can also have modifiers that make them even rarer! Here are the modifier rarities: Normal 96%, Gold 3%, Shiny 0.9%, Rainbow 0.1%. This means that a rainbow mythical is almost 1/100,000 and youāre only expected to get one every 20,000 packs! Using the inventory and trade commands, you can trade with others and manage your collection, allowing progression to make the trading card game more fun. The hardest part of this project was making it look aesthetically pleasing by only using slack text. I learned a lot about how to use virtual private servers to host it, using JSON to manage cards and users, and it enhanced my knowledge of Javascript to better prepare me for the robotics season. Overall, this was a really fun project and I hope to make more slack bots in the future.", "repo": "https://github.com/jrrachat/SlackTCG", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BKTT4D40J?skip_today=1"}]...
|
[{"post_id": 39151, "ts": "202 [{"post_id": 39151, "ts": "2026-08-01T21:29:31Z", "hours": 4.2844, "text": "Devlog #5 Many, many, MANY features have been added. I spent a while talking with my robotics teammates about this and the different cards are now members of that Slack channel, so you can ācollectā your friends and itās pretty funny. There are now 10 commands too! You can auction cards, trade with anyone, view others inventories, and even merge cards, see leaderboards, see the odds, and see who has the rarest version of you. There are also events that have a chance to occur hourly that increase odds, and I went through many debugging sessions fixing everything. Iām pretty happy with where it stands now."}, {"post_id": 34841, "ts": "2026-07-25T21:24:20Z", "hours": 0.5131, "text": "I set up trading and added a 24 hour timer between packs (except admins like me lol). You trade with others by using the command /slacktcg-trade @ . If the card has a modifier, the name would look like āghoul-shiny.ā I have finished everything I need to and the TCG is set up, so Iām going to ship very soon!"}, {"post_id": 34813, "ts": "2026-07-25T20:25:23Z", "hours": 0.5417, "text": "Devlog #2 I spent some time adding a way to view you inventory. Right now user info and cards are stored in a JSON file, and I think Iāll stick with it as itāll be managable for a few hundred users and SQL is overkill. I have a half-built trading system set up that Iām trying to polish and make more intuitive. I also made a logo in Canva for SlackTCG and made a slogan too: āThe TCG That Lives in Slack.ā The next devlog will focus on finishing the trading system. I will then add a 24 hour timer between opening packs and test it with others. I would also like to add some more cards."}, {"post_id": 34303, "ts": "2026-07-24T21:50:30Z", "hours": 0.6897, "text": "Devlog #1! I set up the basic of a Slack bot and got all the boiler plate set up. I spent a while coming up with all the different cards and made a JSON file with them, then wrote a command to open a pack. There are 5 different rarities of cards: common, rare, epic, legendary, and mythical. Each one gets progressively rarer and you get 5 cards in each pack. The cards can also have rare modifiers. Right now nothing is stored in an inventory, but you can open packs and see what you get. I tried my best to make it look appealing to the eye as well."}]...
|
Title: SlackTCG Bot by @rachat | Stardance
Devlog Title: SlackTCG Bot by @rachat | Stardance
Devlogs:
Devlog #1! I set up the basic of a Slack bot and got all the boiler plate set up. I spent a while coming up with all the different cards and made a JSON file with them, then wrote a command to open a pack. There are 5 different rarities of cards: common, rare, epic, legendary, and mythical. Each one gets progressively rarer and you get 5 cards in each pack. The cards can also have rare modifiers. Right now nothing is stored in an inventory, but you can open packs and see what you get. I tried my best to make it look appealing to the eye as well.
Devlog #2 I spent some time adding a way to view you inventory. Right now user info and cards are stored in a JSON file, and I think Iāll stick with it as itāll be managable for a few hundred users and SQL is overkill. I have a half-built trading system set up that Iām trying to polish and make more intuitive. I also made a logo in Canva for SlackTCG and made a slogan too: āThe TCG That Lives in Slack.ā The next devlog will focus on finishing the trading system. I will then add a 24 hour timer between opening packs and test it with others. I would also like to add some more cards.
I set up trading and added a 24 hour timer between packs (except admins like me lol). You trade with others by using the command /slacktcg-trade @ . If the card has a modifier, the name would look like āghoul-shiny.ā I have finished everything I need to and the TCG is set up, so Iām going to ship very soon!
Devlog #5 Many, many, MANY features have been added. I spent a while talking with my robotics teammates about this and the different cards are now members of that Slack channel, so you can ācollectā your friends and itās pretty funny. There are now 10 commands too! You can auction cards, trade with anyone, view others inventories, and even merge cards, see leaderboards, see the odds, and see who has the rarest version of you. There are also events that have a chance to occur hourly that increase odds, and I went through many debugging sessions fixing everything. Iām pretty happy with where it stands now.
Ships:
I made a Slack bot called SlackTCG. This bot runs a card game inside of Slack. There are five commands: /slacktcg-ping, /slacktcg-pack, /slacktcg-help, /slacktcg-inventory, and /slacktcg-trade. Users can open 1 pack a day with the /slacktcg-pack command. There are 28 cards, and five rarities: common, rare, epic, legendary, and mythical. These are the card rarities: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 1%. Cards can also have modifiers that make them even rarer! Here are the modifier rarities: Normal 96%, Gold 3%, Shiny 0.9%, Rainbow 0.1%. This means that a rainbow mythical is almost 1/100,000 and youāre only expected to get one every 20,000 packs! Using the inventory and trade commands, you can trade with others and manage your collection, allowing progression to make the trading card game more fun. The hardest part of this project was making it look aesthetically pleasing by only using slack text. I learned a lot about how to use virtual private servers to host it, using JSON to manage cards and users, and it enhanced my knowledge of Javascript to better prepare me for the robotics season. Overall, this was a really fun project and I hope to make more slack bots in the future.
SlackTCG bot 2.0 is out now! I originally made a fantasy trading card game built with a Slack bot, but after my robotics team tested and played it, I made major changes based on their feedback. Each card is not a fantasy character anymore, but a member of the slack channel! You can go around to different slack channels and collect different members, so it can also be used as a way of seeing peoples profiles and potentially meeting someone interesting. There are also events now that can occur hourly along with merging, viewing odds, and auctions. Each card now has its own rarity and can appear with special modifiers like Gold, Shiny, or Rainbow. You can open daily packs, collect over 200 cards, view your inventory, trade with other players, and even have a small chance of opening a God Pack. I also reworked the commands, balancing, card system, and overall experience to make the game easier to understand. This project taught me a lot about building a larger Node.js application, storing user data, working with the Slack API, and improving it based on real feedback....
|
1792824448.27246
|
1792910848.27246
|
|
38581
|
My own site! by @Blxm | Stardance
|
Blxm
|
2
|
4.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T10:33:30Z", "hours": 1.0, "multiplier": 1.35, "payout": 1, "blessing": "neutral", "text": "I made my website. Itās a nice little one-page website, really. It has a nice colour palette, decent JavaScript, and cool things in general. Since this is my second ship on this site, Iāve added a few things. First of all, Iāve added a new section to my website, a plan of what my future should be. Second of all, I changed image animation to be inside of a function in case I add images later. And thatās it actually!", "repo": "https://github.com/BlxCode/otherWebsiteLol", "demo": "https://blxcode.github.io/otherWebsiteLol/"}, {"ship_num": 2, "ts": "2026-07-23T23:34:20Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Website! This is my website. It uses PURE HTML, CSS, and JavaScript. No libraries (except for Font Awesome for some lovely icons) and most importantly, no Bootstrap. Something Iām very proud of is the buttons. The buttons have a cool box-shadow, and when pressed, the button element moves down to where the box-shadow is, and the box-shadow disappears. I love this so much because Iāve always wanted to make one of these, and when I was younger, I was really amazed at cool CSS, especially this kind of box-shadow effect. Something Iām not quite as proud of is the tech stack image rotating based on your mouseās position while it hovers over the image. Iām not proud of it because I used AI to calculate the rotation. However, I did create the mouse unhover animation where it goes back into its original position and the box-shadow effect on it. And if anyone wants to know how to make those cool effects, you can freely view my repo.", "repo": "https://github.com/BlxCode/otherWebsiteLol", "demo": "https://blxcode.github.io/otherWebsiteLol/"}]...
|
[{"post_id": 43205, "ts": "202 [{"post_id": 43205, "ts": "2026-08-08T10:29:38Z", "hours": 0.6125, "text": "Plans Iāve added a section on my website speaking of what I would do in the near future."}, {"post_id": 33776, "ts": "2026-07-23T23:16:28Z", "hours": 0.8211, "text": "Current Projects Update In this update, I added a new section, which is current projects. I currently have 2 projects. One is FlatCraft, the other is Totally Secure Airport. I also changed the font to Quicksand, as it looked better on my website."}, {"post_id": 33409, "ts": "2026-07-23T10:15:39Z", "hours": 0.6503, "text": "Tech Stack Update I added my tech stack in the form of an image, and made the image move (on hover) based on your mouseās position. I also made the buttons rounded"}, {"post_id": 33393, "ts": "2026-07-23T09:33:31Z", "hours": 1.0842, "text": "Creation! As you can hopefully see, I created my website! Iām going for this modernish look, and I chose a font! a font that sadly, canāt be unboldened. I also created a cool animated button!"}]...
|
Title: My own site! by @Blxm | Stardance
Devlogs: Title: My own site! by @Blxm | Stardance
Devlogs:
Creation! As you can hopefully see, I created my website! Iām going for this modernish look, and I chose a font! a font that sadly, canāt be unboldened. I also created a cool animated button!
Tech Stack Update I added my tech stack in the form of an image, and made the image move (on hover) based on your mouseās position. I also made the buttons rounded
Current Projects Update In this update, I added a new section, which is current projects. I currently have 2 projects. One is FlatCraft, the other is Totally Secure Airport. I also changed the font to Quicksand, as it looked better on my website.
Plans Iāve added a section on my website speaking of what I would do in the near future.
Ships:
My Website! This is my website. It uses PURE HTML, CSS, and JavaScript. No libraries (except for Font Awesome for some lovely icons) and most importantly, no Bootstrap. Something Iām very proud of is the buttons. The buttons have a cool box-shadow, and when pressed, the button element moves down to where the box-shadow is, and the box-shadow disappears. I love this so much because Iāve always wanted to make one of these, and when I was younger, I was really amazed at cool CSS, especially this kind of box-shadow effect. Something Iām not quite as proud of is the tech stack image rotating based on your mouseās position while it hovers over the image. Iām not proud of it because I used AI to calculate the rotation. However, I did create the mouse unhover animation where it goes back into its original position and the box-shadow effect on it. And if anyone wants to know how to make those cool effects, you can freely view my repo.
I made my website. Itās a nice little one-page website, really. It has a nice colour palette, decent JavaScript, and cool things in general. Since this is my second ship on this site, Iāve added a few things. First of all, Iāve added a new section to my website, a plan of what my future should be. Second of all, I changed image animation to be inside of a function in case I add images later. And thatās it actually!...
|
1792831727.2315106
|
1792918127.2315106
|
|
38620
|
My portfolio by @kevinamir | Stardance
|
kevinamir
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T15:38:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-07-25T21:04:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so basically that is an age calculator, you just type it your birth year and it calculates your age, itās just something simple to start with since itās my first project , and I hope you like it (:", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}]...
|
[{"post_id": 37073, "ts": "202 [{"post_id": 37073, "ts": "2026-07-29T15:37:11Z", "hours": 0.5422, "text": "my personal site"}, {"post_id": 34809, "ts": "2026-07-25T20:15:21Z", "hours": 0.7194, "text": "idk"}]...
|
Title: My portfolio by @kevinamir | Stardance
Dev Title: My portfolio by @kevinamir | Stardance
Devlogs:
idk
my personal site
Ships:
so basically that is an age calculator, you just type it your birth year and it calculates your age, itās just something simple to start with since itās my first project , and I hope you like it (:
this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out...
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1792821206.6733987
|
1792907606.6733987
|
|
38636
|
ISStrack by @akisarke | Stardance
|
akisarke
|
2
|
10.15
|
90
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T14:17:03Z", "hours": 4.0, "multiplier": 14.56, "payout": 63, "blessing": "neutral", "text": "ISS tracker updates! The space station is still available on a 3D globe but more effects (day/night effects, clouds, atmosphere, moon, and starfield) along with the 2D map with camera modes and day/night switch. I added: a loading screen, live orbital telemetry, ISS crew members, docked spacecraft, space weather by NOAA, caching and auto-reconnect for surviving bad connections and a completely new UI from the last ship. Vanilla JS, no frameworks, no backend. Try it out: https://iss.akisarke.xyz or hit the āTry projectā button below. Also received a lot of feedback which I am grateful for. Some of them are implemented in the tracker itself. Feel free to give any other feedback. See ya later! š", "repo": "https://github.com/akisarke/isstrack", "demo": "https://iss.akisarke.xyz"}, {"ship_num": 2, "ts": "2026-07-27T20:50:19Z", "hours": 5.0, "multiplier": 6.25, "payout": 27, "blessing": "neutral", "text": "I made a live ISS tracker web app. Itās using HTML, CSS and JavaScript. The UI is kind of space themed. It is using APIs to get the coordinates and other cool stuff. The ISS can be on a 2D map or (if you like it) a 3D map. Check it out at https://iss.akisarke.xyz or click the āTry projectā button below. Bye for now! š", "repo": "https://github.com/akisarke/isstrack", "demo": "https://iss.akisarke.xyz"}]...
|
[{"post_id": 45626, "ts": "202 [{"post_id": 45626, "ts": "2026-08-12T07:30:00Z", "hours": 1.1508, "text": "Devlog 5 Hey guys! After ship 2 I can see that you really like the project. In this devlog I fixed the path of the ISS and thats pretty much it. I donāt know what to add at this point, im running out of ideas tbh. Probably wonāt be to active since im going on vacation soon. Bye for now š!"}, {"post_id": 41324, "ts": "2026-08-05T13:56:08Z", "hours": 1.7125, "text": "Devlog 4 Hi guys after I shipped the project you gave me some feedback such as adding an estimated path for the ISS and adding the NASA page and the ISS wikipedia, the estimated path might be buggy but I canāt fix it rn. Thank you for giving me such positive feedback and reviews!"}, {"post_id": 37638, "ts": "2026-07-30T14:55:39Z", "hours": 1.4258, "text": "Devlog 3 Added a loading screen and some more information about the ISS"}, {"post_id": 37020, "ts": "2026-07-29T14:20:57Z", "hours": 1.2008, "text": "Devlog 2 š°ļøNothing much added, i just changed up the ui colors and the overall ui to make it more NASA themed (i used the NASA color pallete). Overall i think itās a nice project of mine."}, {"post_id": 36014, "ts": "2026-07-27T20:41:01Z", "hours": 4.8406, "text": "Devlog 1 š ISStrack is a lightweight web application that tracks the International Space Station in real time on an interactive world map and 3D globe using live ISS location data. Built with HTML , CSS , and JavaScript , it features a responsive, space-themed interface with continuously updated coordinates and tracking information.JishAtlas Devlog More at my site or at the repo Waited a long time to make a devlog since i thought nest was down, ends up I think I screwed up the ssh connection and then got angry and hosted it at github pages Also in future i will add a night/day mode and some other features if you suggest some. Let me know! Bye! š"}]...
|
Title: ISStrack by @akisarke | Stardance
Devlogs: Title: ISStrack by @akisarke | Stardance
Devlogs:
Devlog 1 š ISStrack is a lightweight web application that tracks the International Space Station in real time on an interactive world map and 3D globe using live ISS location data. Built with HTML , CSS , and JavaScript , it features a responsive, space-themed interface with continuously updated coordinates and tracking information.JishAtlas Devlog More at my site or at the repo Waited a long time to make a devlog since i thought nest was down, ends up I think I screwed up the ssh connection and then got angry and hosted it at github pages Also in future i will add a night/day mode and some other features if you suggest some. Let me know! Bye! š
Devlog 2 š°ļøNothing much added, i just changed up the ui colors and the overall ui to make it more NASA themed (i used the NASA color pallete). Overall i think itās a nice project of mine.
Devlog 3 Added a loading screen and some more information about the ISS
Devlog 4 Hi guys after I shipped the project you gave me some feedback such as adding an estimated path for the ISS and adding the NASA page and the ISS wikipedia, the estimated path might be buggy but I canāt fix it rn. Thank you for giving me such positive feedback and reviews!
Devlog 5 Hey guys! After ship 2 I can see that you really like the project. In this devlog I fixed the path of the ISS and thats pretty much it. I donāt know what to add at this point, im running out of ideas tbh. Probably wonāt be to active since im going on vacation soon. Bye for now š!
Ships:
I made a live ISS tracker web app. Itās using HTML, CSS and JavaScript. The UI is kind of space themed. It is using APIs to get the coordinates and other cool stuff. The ISS can be on a 2D map or (if you like it) a 3D map. Check it out at https://iss.akisarke.xyz or click the āTry projectā button below. Bye for now! š
ISS tracker updates! The space station is still available on a 3D globe but more effects (day/night effects, clouds, atmosphere, moon, and starfield) along with the 2D map with camera modes and day/night switch. I added: a loading screen, live orbital telemetry, ISS crew members, docked spacecraft, space weather by NOAA, caching and auto-reconnect for surviving bad connections and a completely new UI from the last ship. Vanilla JS, no frameworks, no backend. Try it out: https://iss.akisarke.xyz or hit the āTry projectā button below. Also received a lot of feedback which I am grateful for. Some of them are implemented in the tracker itself. Feel free to give any other feedback. See ya later! š...
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1792850116.8143125
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1792936516.8143125
|
|
38723
|
Minimalisticastrobot by @Phonemi | Stardance
|
Phonemi
|
2
|
33.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T13:34:45Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Minimalisticastrobot [+_+] so this is my slack bot it is a nerdy bot that gives you a lot of information you can look it up using /minimalastro-help or look in the Readme but here are all the comands for you lazy people /minimalastro-ping - Check bot latency /minimalastro-help - Show this list /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod [date] - NASA Astronomy Picture of the Day (optional YYYY-MM-DD) /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats and image for a planet /minimalastro-element [symbol] - Periodic table info with a Bohr diagram /minimalastro-iss - Where the ISS is right now /minimalastro-people - Who is currently in space /minimalastro-place [location] - Weather, time, map and facts for any place /minimalastro-moon - Current moon phase and illumination /minimalastro-neo - Near-Earth asteroids passing today /minimalastro-convert [value] [unit] - Convert astronomical distances (km, au, ly, pc, ld, ls) /minimalastro-launches - Upcoming rocket launches /minimalastro-spacex - Upcoming SpaceX launches /minimalastro-rovers [name] - Rovers currently off Earth, plus live Mars photos /minimalastro-arti [question] - Ask Arti (Gemini), the nerdy science AI /minimalastro-astra [question] - Ask ASTRA, the backup science AI /minimalastro-ai [question] - Ask the AI (uses Arti, falls back to ASTRA) info often it needs a bit time and you will get a notification from the slack bot htat it didnt work most times thats wrong it just needs some time and the /minimalastro-arti is not working very often because gemini has issues its not my error they sent me a 503 error", "repo": "https://github.com/Phonokles/astroslackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BRV31L5DH"}, {"ship_num": 2, "ts": "2026-07-24T15:51:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MinimalisticAstroBot[+_+] i made a astro bot that gives ou mostl facts about the univers and physics it works 24/7 all commands: /minimalastro-ping - Check bot latency /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod - NASA Astronomy Picture of the Day /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats for a planet /minimalastro-element [symbol] - Periodic table info /minimalastro-help - ouputs all comands hope you like it", "repo": "https://github.com/Phonokles/astroslackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BRV31L5DH"}]...
|
[{"post_id": 48758, "ts": "202 [{"post_id": 48758, "ts": "2026-08-17T09:08:40Z", "hours": 6.5908, "text": "3 new ai commands [+_+] so now you can ask ai through my slack bot and for that there are 3 commands /minimalastro-arti so you can chat with my gemini but it doas not always work because of 503 errors also limited request for 2 a day per user /minimalastro-ai chooses automaticly between astra and arti if arti cant answer< /minimalastro-astra you can chat with hacklcubs ai astra Info the gemini model is gemini-2.5-flash-lite hope you like it[-_-]"}, {"post_id": 47978, "ts": "2026-08-16T08:01:13Z", "hours": 10.8361, "text": "4 new astro comands[+_+] first there is /minimalastro-rovers (you get a list with all tovers which are not in earth +info) /minimalastro-launches (you get the 5 next launches + info) /minimalastro-spacex (samr as launches but filtered space x) and /minimalastro-convert you take a messurement and it converts it you can take m km ly lunar distances etc sry that i took so long had some blackouts idk hope you like it[-_-]"}, {"post_id": 46210, "ts": "2026-08-13T08:50:12Z", "hours": 5.6192, "text": "design changes + 2 new commands [+_+] so i added images to every element and to the planets that will show up on the comands and there are 2 more comands if you tipe /minimalastro-moon it will show up info to the moon and the current moon phase /minimalastro-neo shows all astoroids next to earth today and how dangures they are and i started stying the radio button hope you like it[-_-]"}, {"post_id": 45292, "ts": "2026-08-11T17:34:19Z", "hours": 6.7936, "text": "new cool comands[+_+] so i added new comands to my slack bot: /minimalastro-iss(position of the iss) /minimalastro-people(shows all people who are curently in space) /minimalastro-place [city country or the postal code] (you get a lot of infos about the place weather, temparature, wind,Precipitation,local-time,Humidity,Coordinates,Antipode,Elevation, a picture of the map of the place and the radio that is played ther curently) hope you like it[-_-]"}, {"post_id": 33981, "ts": "2026-07-24T11:12:10Z", "hours": 1.6686, "text": "i added 3 new commands[+_+] there is /minimalastro-pi(then how many didgets you want) /minimalastro-element (Element) gives you all information about the element and /minimalastro-planet(planet only in solar system) you get all information about the planet hope you like it[-_-]"}, {"post_id": 33639, "ts": "2026-07-23T18:31:14Z", "hours": 1.0281, "text": "first devblog on slackbot[+_+] so i am making a astro bot that give you sientific info etc there are 4 comands righ now ping, apod, fact and help i think all are realy selph explaining if not loog at the piture hope you like it[-_-]"}]...
|
Title: Minimalisticastrobot by @Phonemi | Stardanc Title: Minimalisticastrobot by @Phonemi | Stardance
Devlogs:
first devblog on slackbot[+_+] so i am making a astro bot that give you sientific info etc there are 4 comands righ now ping, apod, fact and help i think all are realy selph explaining if not loog at the piture hope you like it[-_-]
i added 3 new commands[+_+] there is /minimalastro-pi(then how many didgets you want) /minimalastro-element (Element) gives you all information about the element and /minimalastro-planet(planet only in solar system) you get all information about the planet hope you like it[-_-]
new cool comands[+_+] so i added new comands to my slack bot: /minimalastro-iss(position of the iss) /minimalastro-people(shows all people who are curently in space) /minimalastro-place [city country or the postal code] (you get a lot of infos about the place weather, temparature, wind,Precipitation,local-time,Humidity,Coordinates,Antipode,Elevation, a picture of the map of the place and the radio that is played ther curently) hope you like it[-_-]
design changes + 2 new commands [+_+] so i added images to every element and to the planets that will show up on the comands and there are 2 more comands if you tipe /minimalastro-moon it will show up info to the moon and the current moon phase /minimalastro-neo shows all astoroids next to earth today and how dangures they are and i started stying the radio button hope you like it[-_-]
4 new astro comands[+_+] first there is /minimalastro-rovers (you get a list with all tovers which are not in earth +info) /minimalastro-launches (you get the 5 next launches + info) /minimalastro-spacex (samr as launches but filtered space x) and /minimalastro-convert you take a messurement and it converts it you can take m km ly lunar distances etc sry that i took so long had some blackouts idk hope you like it[-_-]
3 new ai commands [+_+] so now you can ask ai through my slack bot and for that there are 3 commands /minimalastro-arti so you can chat with my gemini but it doas not always work because of 503 errors also limited request for 2 a day per user /minimalastro-ai chooses automaticly between astra and arti if arti cant answer< /minimalastro-astra you can chat with hacklcubs ai astra Info the gemini model is gemini-2.5-flash-lite hope you like it[-_-]
Ships:
MinimalisticAstroBot[+_+] i made a astro bot that gives ou mostl facts about the univers and physics it works 24/7 all commands: /minimalastro-ping - Check bot latency /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod - NASA Astronomy Picture of the Day /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats for a planet /minimalastro-element [symbol] - Periodic table info /minimalastro-help - ouputs all comands hope you like it
Minimalisticastrobot [+_+] so this is my slack bot it is a nerdy bot that gives you a lot of information you can look it up using /minimalastro-help or look in the Readme but here are all the comands for you lazy people /minimalastro-ping - Check bot latency /minimalastro-help - Show this list /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod [date] - NASA Astronomy Picture of the Day (optional YYYY-MM-DD) /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats and image for a planet /minimalastro-element [symbol] - Periodic table info with a Bohr diagram /minimalastro-iss - Where the ISS is right now /minimalastro-people - Who is currently in space /minimalastro-place [location] - Weather, time, map and facts for any place /minimalastro-moon - Current moon phase and illumination /minimalastro-neo - Near-Earth asteroids passing today /minimalastro-convert [value] [unit] - Convert astronomical distances (km, au, ly, pc, ld, ls) /minimalastro-launches - Upcoming rocket launches /minimalastro-spacex - Upcoming SpaceX launches /minimalastro-rovers [name] - Rovers currently off Earth, plus live Mars photos /minimalastro-arti [question] - Ask Arti (Gemini), the nerdy science AI /minimalastro-astra [question] - Ask ASTRA, the backup science AI /minimalastro-ai [question] - Ask the AI (uses Arti, falls back to ASTRA) info often it needs a bit time and you will get a notification from the slack bot htat it didnt work most times thats wrong it just needs some time and the /minimalastro-arti is not working very often because gemini has issues its not my error they sent me a 503 error...
|
1792878773.9890313
|
1793742773.9890313
|
|
38792
|
No-inference by @TheShovel | Stardance
|
TheShovel
|
2
|
83.0
|
758
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T21:19:17Z", "hours": 12.0, "multiplier": 18.1, "payout": 224, "blessing": "neutral", "text": "Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong⦠found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}, {"ship_num": 2, "ts": "2026-08-02T22:15:54Z", "hours": 71.0, "multiplier": 17.78, "payout": 534, "blessing": "neutral", "text": "This is a research project that i did out of curiosity. My question was ādo we even need LLMs for agentic chatbots?ā. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}]...
|
[{"post_id": 48493, "ts": "202 [{"post_id": 48493, "ts": "2026-08-16T21:17:03Z", "hours": 2.385, "text": "ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities⦠a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project."}, {"post_id": 42425, "ts": "2026-08-07T03:43:01Z", "hours": 10.0039, "text": "i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go"}, {"post_id": 39745, "ts": "2026-08-02T22:11:45Z", "hours": 14.5353, "text": "ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going āyep that looks good enoughā. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website"}, {"post_id": 36947, "ts": "2026-07-29T11:08:57Z", "hours": 33.0328, "text": "First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go āok yeah this is all i feel like doingā, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a āproductionā environment if you know what i mean. Ok yeah anyway see yah mwah"}, {"post_id": 34566, "ts": "2026-07-25T12:04:49Z", "hours": 23.0139, "text": "Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational āengineā, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3"}]...
|
Title: No-inference by @TheShovel | Stardance
Dev Title: No-inference by @TheShovel | Stardance
Devlogs:
Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational āengineā, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3
First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go āok yeah this is all i feel like doingā, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a āproductionā environment if you know what i mean. Ok yeah anyway see yah mwah
ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going āyep that looks good enoughā. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website
i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go
ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities⦠a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project.
Ships:
This is a research project that i did out of curiosity. My question was ādo we even need LLMs for agentic chatbots?ā. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!
Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong⦠found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D...
|
1792850145.4898562
|
1792936545.4898562
|
|
38804
|
doddle cat ware by @Slear69_githud | Stardance
|
Slear69_githud
|
2
|
13.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:46:37Z", "hours": 6.0, "multiplier": 7.32, "payout": 47, "blessing": "neutral", "text": "in this ship there are 5 game in total andd yess like this is :)", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}, {"ship_num": 2, "ts": "2026-07-29T17:56:56Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "okkkk this is the project the last game is not that good but i will try to add animations", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}]...
|
[{"post_id": 65570, "ts": "202 [{"post_id": 65570, "ts": "2026-09-10T19:54:07Z", "hours": 2.8553, "text": "in the 5ft game you have to PET THE CAT :3 12 time with a and d"}, {"post_id": 64682, "ts": "2026-09-09T08:45:30Z", "hours": 1.8453, "text": "4th minigame :) in here you have to dodge the incoming water"}, {"post_id": 63845, "ts": "2026-09-07T20:32:07Z", "hours": 1.7367, "text": "New stuff : 1. new font , 2. new animation , and better 3rd game"}, {"post_id": 37171, "ts": "2026-07-29T17:55:26Z", "hours": 1.3411, "text": "FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \\ folder this was the problem for me i hope it helps"}, {"post_id": 36701, "ts": "2026-07-28T22:31:10Z", "hours": 5.3025, "text": "i have most of the game done only the player left"}]...
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Title: doddle cat ware by @Slear69_githud | Starda Title: doddle cat ware by @Slear69_githud | Stardance
Devlogs:
i have most of the game done only the player left
FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \ folder this was the problem for me i hope it helps
New stuff : 1. new font , 2. new animation , and better 3rd game
4th minigame :) in here you have to dodge the incoming water
in the 5ft game you have to PET THE CAT :3 12 time with a and d
Ships:
okkkk this is the project the last game is not that good but i will try to add animations
in this ship there are 5 game in total andd yess like this is :)...
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1792810482.90413
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1792896882.90413
|
|
38813
|
Minigame game by @Casanova | Stardance
|
Casanova
|
2
|
24.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T22:12:20Z", "hours": 10.0, "multiplier": 11.27, "payout": 113, "blessing": "neutral", "text": "This is my game for the GMTK gamejam, with the theme ācountdownā. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as itās easy to learn and quite fun to play.", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}, {"ship_num": 2, "ts": "2026-07-23T19:00:04Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}]...
|
[{"post_id": 35462, "ts": "202 [{"post_id": 35462, "ts": "2026-07-26T22:09:32Z", "hours": 10.2708, "text": "Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as itās easy to learn and quite fun to play."}, {"post_id": 33622, "ts": "2026-07-23T18:03:43Z", "hours": 14.3894, "text": "I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few"}]...
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Title: Minigame game by @Casanova | Stardance
Dev Title: Minigame game by @Casanova | Stardance
Devlogs:
I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few
Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as itās easy to learn and quite fun to play.
Ships:
I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture
This is my game for the GMTK gamejam, with the theme ācountdownā. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as itās easy to learn and quite fun to play....
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1792821193.9763904
|
1792907593.9763904
|
|
38941
|
Alien Arena (3d FPS) by @ar-bh | Stardance
|
ar-bh
|
2
|
52.0
|
679
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T21:08:23Z", "hours": 3.0, "multiplier": 11.59, "payout": 30, "blessing": "neutral", "text": "Alien FPS! š½š« ā Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and iām proud of it ā after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies donāt spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter ā axe + pistol, enemies spawn across different biomes. scoring eye monster šļø ā 200 (400 with axe) snowman (creeper-like) ā 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ā ļø NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}, {"ship_num": 2, "ts": "2026-08-14T17:51:43Z", "hours": 49.0, "multiplier": 13.27, "payout": 649, "blessing": "neutral", "text": "Alien FPS! š½ š« an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and Iām very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster šļø : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ā ļø NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}]...
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[{"post_id": 53074, "ts": "202 [{"post_id": 53074, "ts": "2026-08-23T14:10:30Z", "hours": 0.5214, "text": "I reviewed everyoneās previous ship feedback and made a few changes! ready to re-ship, wish me luck!"}, {"post_id": 50960, "ts": "2026-08-20T13:01:39Z", "hours": 2.0472, "text": "hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient š look at the devlogs while you wait! iām on mac so I havenāt tested the windows download, try to play in-browser iām pretty sure itās fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!"}, {"post_id": 47047, "ts": "2026-08-14T17:24:42Z", "hours": 1.4333, "text": "pre-devlog ship! please give me a good review guys š get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!"}, {"post_id": 46648, "ts": "2026-08-14T01:48:58Z", "hours": 0.8333, "text": "demo finally out! press to play give me feedback!!! iāve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon"}, {"post_id": 46543, "ts": "2026-08-13T20:56:12Z", "hours": 1.9333, "text": "added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why"}, {"post_id": 46028, "ts": "2026-08-12T22:54:36Z", "hours": 7.8339, "text": "if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! š (added guns š«š«) actual devlog below TONS OF NEW CHANGES! š« Changelog (thereās so many, I couldnāt do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol š«š«š«š«š« took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone elseās models (thank you new person who I dont want to delete their models š). and this new personās models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godotās slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess itās a success š and another plus is that this person does have more models that are similar, and Iāve figured out how to use them so it wonāt be that big of a struggle next time anyway back to changelog sucessfully got the pistolās animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the playerās arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess thatās about it (probably a bit more that Iām forgetting but itās fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope š add more enemies fix some gun bugs because I donāt think itās working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but Iāve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! š he inspired this project a lot, so Iām really happy for him, his project, and grateful for the support he gave me thatās all, thanks! reposting liking and comment help a lot!"}, {"post_id": 45314, "ts": "2026-08-11T18:02:27Z", "hours": 1.2333, "text": "added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesnāt work that well yet, iāll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing"}, {"post_id": 44876, "ts": "2026-08-10T22:22:10Z", "hours": 1.7669, "text": "blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although Iāll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! š"}, {"post_id": 44749, "ts": "2026-08-10T18:34:12Z", "hours": 0.6003, "text": "lazy devlog: changed my file directory idk why it took so long but I canāt track it all"}, {"post_id": 44657, "ts": "2026-08-10T15:57:21Z", "hours": 2.065, "text": "improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so Iāll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards"}, {"post_id": 44076, "ts": "2026-08-09T16:26:55Z", "hours": 1.1667, "text": "lots of environment changes! (clean switching + new desert biome! šļø) ā Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think itās really coming together now, and this project now has the highest amount of hours so I guess thatās nice i like the minion thing"}, {"post_id": 43691, "ts": "2026-08-09T03:08:11Z", "hours": 1.6886, "text": "if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated š created biome_data.gd and made it extend resources made wasteland_biome.tres and āglacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now theyāre my favorite thing, theyāre really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon"}, {"post_id": 43599, "ts": "2026-08-08T23:11:36Z", "hours": 1.85, "text": "tell me what you think about the new cel shading! š FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got āalien planetā textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?"}, {"post_id": 43016, "ts": "2026-08-08T01:36:25Z", "hours": 0.7339, "text": "upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you donāt understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale"}, {"post_id": 42883, "ts": "2026-08-07T20:44:39Z", "hours": 1.9947, "text": "Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! š super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage donāt know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I donāt really know what the next steps are but my progress skyrocketed in the past few days so I think Iām gonna take a break. thanks for the support!"}, {"post_id": 42649, "ts": "2026-08-07T14:19:51Z", "hours": 1.2575, "text": "if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI ā Notes: Again, still pretty proud of my progress, lots of people showed interest so thatās nice."}, {"post_id": 42397, "ts": "2026-08-07T02:46:26Z", "hours": 1.9917, "text": "Added eye monster enemies (pre-alpha still donāt know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that Iām not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far"}, {"post_id": 42272, "ts": "2026-08-06T22:04:24Z", "hours": 1.7728, "text": "First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the ātestā files like before got blender axe model with imported animations from sketchfab (levraicoincoin) iām going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csgās Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)ās Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. thereās not really as much notes as last time except Iām really proud of how the game turned out right now."}, {"post_id": 41647, "ts": "2026-08-06T00:26:17Z", "hours": 2.8422, "text": "FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so Iām going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which Iām gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think Iām going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so Iām gonna need to draw gun assets that are gonna be 2d (shouldnāt be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but Iāll think about that in future devlogs Notes so this section has a lot. Iām gonna change the way I write devlogs because itās cooler this way and also more professoinal so Iāll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldnāt work much then and I also watched bnd which was nice. so yeah I think Iām a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button"}, {"post_id": 37972, "ts": "2026-07-31T01:30:45Z", "hours": 0.6308, "text": "bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps"}, {"post_id": 37757, "ts": "2026-07-30T17:48:45Z", "hours": 3.7817, "text": "Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blenderās unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 𤦠But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while youāre here thanks"}, {"post_id": 37389, "ts": "2026-07-30T02:19:23Z", "hours": 1.3969, "text": "Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig"}, {"post_id": 37278, "ts": "2026-07-29T21:25:13Z", "hours": 1.5611, "text": "Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I havenāt imported my models to blender yet. Donāt forget to smash that like button and subscribe"}, {"post_id": 37169, "ts": "2026-07-29T17:53:06Z", "hours": 0.3017, "text": "Day 9 (part 2): made my platform, thatās all character next!"}, {"post_id": 37013, "ts": "2026-07-29T14:07:08Z", "hours": 0.2611, "text": "Day 9! just got more practice as usual"}, {"post_id": 36703, "ts": "2026-07-28T22:37:26Z", "hours": 0.7933, "text": "Day 8 (i missed yesterday because I went somewhere)"}, {"post_id": 35437, "ts": "2026-07-26T20:55:26Z", "hours": 1.3453, "text": "Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. Iām not gonna attach a video though because itās going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also donāt have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer"}, {"post_id": 35294, "ts": "2026-07-26T16:36:09Z", "hours": 1.3189, "text": "Day 7! One week of development! š I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 𤷠To be honest I still havenāt decided what kind of 3D game I want to make but I know Iām putting a lot of hours into it (because I want an xbox ) Iām thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which Iāve already been implementing in my game right now. Thatās it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best"}, {"post_id": 34949, "ts": "2026-07-26T02:10:51Z", "hours": 0.2869, "text": "Day 6 (part 2) Just doing a little more because I am testing stardanceās time tracker and itās behaving very weirdly when I add new projects. also for some reason they arenāt counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs"}, {"post_id": 34934, "ts": "2026-07-26T01:34:22Z", "hours": 0.2594, "text": "Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. Iām really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? itās really weird so I had to switch browsers for this"}, {"post_id": 34379, "ts": "2026-07-25T01:28:25Z", "hours": 0.3656, "text": "Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I canāt even make a new line"}, {"post_id": 34352, "ts": "2026-07-24T23:35:54Z", "hours": 0.4039, "text": "Day 5! I wasnāt able to get a lot of progress in today because I had other work to do. Iām kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because Iām a big fan of the outlines in the art style so when the game is being created, you will definitely see them"}, {"post_id": 33806, "ts": "2026-07-24T01:25:37Z", "hours": 3.2047, "text": "Hello! š This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. Iām using Godot! I donāt even know the version I think itās like 4.6 or something So youāre wondering why I have 3+ hours logged already Well I donāt have the actual game built yet but Iāve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that Iām reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I donāt know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise Iām excited to build controller support- especially in 3D I feel like thatās what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money š°š°š° Iām bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (iām writing super long devlogs so I can get a good storytelling score because I really want an xbox)"}]...
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Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Devlogs:
Hello! š This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. Iām using Godot! I donāt even know the version I think itās like 4.6 or something So youāre wondering why I have 3+ hours logged already Well I donāt have the actual game built yet but Iāve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that Iām reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I donāt know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise Iām excited to build controller support- especially in 3D I feel like thatās what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money š°š°š° Iām bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (iām writing super long devlogs so I can get a good storytelling score because I really want an xbox)
Day 5! I wasnāt able to get a lot of progress in today because I had other work to do. Iām kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because Iām a big fan of the outlines in the art style so when the game is being created, you will definitely see them
Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I canāt even make a new line
Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. Iām really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? itās really weird so I had to switch browsers for this
Day 6 (part 2) Just doing a little more because I am testing stardanceās time tracker and itās behaving very weirdly when I add new projects. also for some reason they arenāt counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs
Day 7! One week of development! š I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 𤷠To be honest I still havenāt decided what kind of 3D game I want to make but I know Iām putting a lot of hours into it (because I want an xbox ) Iām thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which Iāve already been implementing in my game right now. Thatās it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best
Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. Iām not gonna attach a video though because itās going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also donāt have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer
Day 8 (i missed yesterday because I went somewhere)
Day 9! just got more practice as usual
Day 9 (part 2): made my platform, thatās all character next!
Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I havenāt imported my models to blender yet. Donāt forget to smash that like button and subscribe
Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig
Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blenderās unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 𤦠But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while youāre here thanks
bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps
FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so Iām going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which Iām gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think Iām going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so Iām gonna need to draw gun assets that are gonna be 2d (shouldnāt be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but Iāll think about that in future devlogs Notes so this section has a lot. Iām gonna change the way I write devlogs because itās cooler this way and also more professoinal so Iāll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldnāt work much then and I also watched bnd which was nice. so yeah I think Iām a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button
First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the ātestā files like before got blender axe model with imported animations from sketchfab (levraicoincoin) iām going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csgās Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)ās Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. thereās not really as much notes as last time except Iām really proud of how the game turned out right now.
Added eye monster enemies (pre-alpha still donāt know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that Iām not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far
if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI ā Notes: Again, still pretty proud of my progress, lots of people showed interest so thatās nice.
Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! š super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage donāt know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I donāt really know what the next steps are but my progress skyrocketed in the past few days so I think Iām gonna take a break. thanks for the support!
upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you donāt understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale
tell me what you think about the new cel shading! š FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got āalien planetā textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?
if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated š created biome_data.gd and made it extend resources made wasteland_biome.tres and āglacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now theyāre my favorite thing, theyāre really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon
lots of environment changes! (clean switching + new desert biome! šļø) ā Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think itās really coming together now, and this project now has the highest amount of hours so I guess thatās nice i like the minion thing
improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so Iāll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards
lazy devlog: changed my file directory idk why it took so long but I canāt track it all
blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although Iāll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! š
added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesnāt work that well yet, iāll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing
if youāre reading this, reposting liking and comment help a lot and I really want this project to get out there, bc Iām working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! š (added guns š«š«) actual devlog below TONS OF NEW CHANGES! š« Changelog (thereās so many, I couldnāt do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol š«š«š«š«š« took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone elseās models (thank you new person who I dont want to delete their models š). and this new personās models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godotās slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess itās a success š and another plus is that this person does have more models that are similar, and Iāve figured out how to use them so it wonāt be that big of a struggle next time anyway back to changelog sucessfully got the pistolās animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the playerās arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess thatās about it (probably a bit more that Iām forgetting but itās fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope š add more enemies fix some gun bugs because I donāt think itās working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but Iāve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! š he inspired this project a lot, so Iām really happy for him, his project, and grateful for the support he gave me thatās all, thanks! reposting liking and comment help a lot!
added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why
demo finally out! press to play give me feedback!!! iāve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon
pre-devlog ship! please give me a good review guys š get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!
hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient š look at the devlogs while you wait! iām on mac so I havenāt tested the windows download, try to play in-browser iām pretty sure itās fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!
I reviewed everyoneās previous ship feedback and made a few changes! ready to re-ship, wish me luck!
Ships:
Alien FPS! š½ š« an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and Iām very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster šļø : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ā ļø NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY
Alien FPS! š½š« ā Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and iām proud of it ā after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies donāt spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter ā axe + pistol, enemies spawn across different biomes. scoring eye monster šļø ā 200 (400 with axe) snowman (creeper-like) ā 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ā ļø NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY...
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1792842479.483975
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1792928879.483975
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My Portfolio by @Wontonify | Stardance
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Wontonify
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2
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17.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T12:36:08Z", "hours": 9.0, "multiplier": 4.17, "payout": 39, "blessing": "neutral", "text": "At Last! Over this project I have done countless drafts and put in so many hours to get this done! Iām so happy with how it turned out, Iāve really come so far from my first few attempts. The final design was inspired by the terminal itself, and the loading screen was taken as inspiration from Blooket. I had to learn a lot of JavaScript for this project to get the loading screen to work which actually wasnāt too much of a hassle as compared to starting HTML and CSS. This is only because I have an advanced understanding of Lua/Luau which is very similar to JavaScriptās. Things such as math minimum functions remained largely similar such as Math.Min, Math.random and Math.floor, while function definitions also remained relatively similar. I had a lot more difficulty with HTML though, but Iām so glad I figured it out in the end!", "repo": "https://github.com/Wontonify/My-Portfolio-", "demo": "https://wontonify.github.io/My-Portfolio-/"}, {"ship_num": 2, "ts": "2026-07-26T07:01:14Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! This was my first attempt at making a complete site all by myself. I already had a little bit of html experience but I basically had to relearn everything. I am going to use this as my portfolio for future Roblox commissions since that is what I am best at. This design was already half-way made by myself in framer beforehand. Claude was used only for teaching me as I slowly learnt HTML, CSS and JavaScript, as well as finding fonts and stuff like that.", "repo": "https://github.com/Wontonify/My-Portfolio-", "demo": "https://wontonify.github.io/My-Portfolio-/"}]...
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[{"post_id": 36976, "ts": "202 [{"post_id": 36976, "ts": "2026-07-29T12:29:04Z", "hours": 9.3747, "text": "Devlog #006 Massive Design Rework & Loading Screen Completely reworked the design choices of my portfolio to mimic code (luau) Added terminal inspired loading screen Fixed mobile and other device scaling This new design took soo long but Iām super happy with how it turned out. I also had to learn a lot more JavaScript than my first ship. Huge clutch to Claude for teaching me, definitely wouldāve taken so much longer without it! This is going to be my last devlog before I reship for the community to rate!"}, {"post_id": 35016, "ts": "2026-07-26T05:19:45Z", "hours": 0.4606, "text": "Final devlog before I ship! Added some minor things like hover animations, scrolling animations and loading animations. All the buttons now work and they take you to the respective game or to my contact information!"}, {"post_id": 34605, "ts": "2026-07-25T13:56:23Z", "hours": 2.2808, "text": "Locked in and finally finished it šŖšŖ Hopefully I can ship this project soon, just some small tweaks left!"}, {"post_id": 34498, "ts": "2026-07-25T08:22:47Z", "hours": 2.9208, "text": "Completely reworked and created a rough layout with the new color scheme. I really love how minimalistic it looks right now, but it still has much more polishing to do before its finalized. I plan on having this as my portfolio mainly for my Roblox projects as I donāt really have many elsewhere though I am trying to learn :) I used AI for the information for now as I am focusing on the design first"}, {"post_id": 34371, "ts": "2026-07-25T00:59:58Z", "hours": 1.2022, "text": "Working navigation bar buttons šš"}, {"post_id": 33960, "ts": "2026-07-24T09:59:45Z", "hours": 0.725, "text": "Finally got the navigation bar figured out! Not very pretty yet but Iām working on it"}]...
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Title: My Portfolio by @Wontonify | Stardance
Dev Title: My Portfolio by @Wontonify | Stardance
Devlogs:
Finally got the navigation bar figured out! Not very pretty yet but Iām working on it
Working navigation bar buttons šš
Completely reworked and created a rough layout with the new color scheme. I really love how minimalistic it looks right now, but it still has much more polishing to do before its finalized. I plan on having this as my portfolio mainly for my Roblox projects as I donāt really have many elsewhere though I am trying to learn :) I used AI for the information for now as I am focusing on the design first
Locked in and finally finished it šŖšŖ Hopefully I can ship this project soon, just some small tweaks left!
Final devlog before I ship! Added some minor things like hover animations, scrolling animations and loading animations. All the buttons now work and they take you to the respective game or to my contact information!
Devlog #006 Massive Design Rework & Loading Screen Completely reworked the design choices of my portfolio to mimic code (luau) Added terminal inspired loading screen Fixed mobile and other device scaling This new design took soo long but Iām super happy with how it turned out. I also had to learn a lot more JavaScript than my first ship. Huge clutch to Claude for teaching me, definitely wouldāve taken so much longer without it! This is going to be my last devlog before I reship for the community to rate!
Ships:
Hello! This was my first attempt at making a complete site all by myself. I already had a little bit of html experience but I basically had to relearn everything. I am going to use this as my portfolio for future Roblox commissions since that is what I am best at. This design was already half-way made by myself in framer beforehand. Claude was used only for teaching me as I slowly learnt HTML, CSS and JavaScript, as well as finding fonts and stuff like that.
At Last! Over this project I have done countless drafts and put in so many hours to get this done! Iām so happy with how it turned out, Iāve really come so far from my first few attempts. The final design was inspired by the terminal itself, and the loading screen was taken as inspiration from Blooket. I had to learn a lot of JavaScript for this project to get the loading screen to work which actually wasnāt too much of a hassle as compared to starting HTML and CSS. This is only because I have an advanced understanding of Lua/Luau which is very similar to JavaScriptās. Things such as math minimum functions remained largely similar such as Math.Min, Math.random and Math.floor, while function definitions also remained relatively similar. I had a lot more difficulty with HTML though, but Iām so glad I figured it out in the end!...
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1792878502.769834
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1793742502.769834
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39376
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personal site + pi games by @NotSuspiciousProgramm personal site + pi games by @NotSuspiciousProgrammer | Stardance...
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NotSuspiciousProgrammer
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2
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4.0
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21
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T19:01:05Z", "hours": 2.0, "multiplier": 12.69, "payout": 21, "blessing": "neutral", "text": "finished personal webpage this is a personal webpage with fun games to preview! read a few paragraphs about me, then read a few paragraphs about things you can explore on my webpage. this project features a cool starry header, multiple paragraphs with fun facts and hobbies, and three previews for games i made a little while ago. for this second ship, i added fun CSS animations to every section of content on my webpage. i also made the games easier to preview, with each game opening an individual HTML dialog along with an option for fullscreen. i hope this webpage is enjoyable for everyone who visits it :)", "repo": "https://github.com/kpoovakan/about", "demo": "https://kpoovakan.github.io/about/"}, {"ship_num": 2, "ts": "2026-07-31T17:42:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished is a lilā webpage with some random facts about me! The three sections are a heading, three paragraphs about me and my hobbies (with a fourth bonus paragraph with fun instructions for the interactive webpage), and a section filled with previews for some of my games! There are three different games: a silly pie game, tycoon game, and logic game. This webpage, and all three games featured in the previews, is 100% created by me.", "repo": "https://github.com/kpoovakan/about", "demo": "https://kpoovakan.github.io/about/"}]...
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[{"post_id": 39043, "ts": "202 [{"post_id": 39043, "ts": "2026-08-01T18:36:22Z", "hours": 1.6197, "text": "Added CSS animations to every section of content on my webpage. I also improved the game previews, with a popup dialog that can be opened for each game. Finally, I updated and improved the README, adding a cool animated GIF and a better description."}, {"post_id": 38328, "ts": "2026-07-31T17:32:16Z", "hours": 0.2628, "text": "Originally, this webpage only had one game to preview and try. I decided to add two of my other games as a preview, for any visitors who want to try some of my games, with a variety of game types. Thereās a silly pie game, a fun tycoon game, and a logic game to enjoy :)"}, {"post_id": 34356, "ts": "2026-07-25T00:01:50Z", "hours": 1.7578, "text": "My webpage now has a heading, three paragraphs, and an embed showcasing a game I made a little while ago."}]...
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Title: personal site + pi games by @NotSuspiciousP Title: personal site + pi games by @NotSuspiciousProgrammer | Stardance
Devlogs:
My webpage now has a heading, three paragraphs, and an embed showcasing a game I made a little while ago.
Originally, this webpage only had one game to preview and try. I decided to add two of my other games as a preview, for any visitors who want to try some of my games, with a variety of game types. Thereās a silly pie game, a fun tycoon game, and a logic game to enjoy :)
Added CSS animations to every section of content on my webpage. I also improved the game previews, with a popup dialog that can be opened for each game. Finally, I updated and improved the README, adding a cool animated GIF and a better description.
Ships:
Finished is a lilā webpage with some random facts about me! The three sections are a heading, three paragraphs about me and my hobbies (with a fourth bonus paragraph with fun instructions for the interactive webpage), and a section filled with previews for some of my games! There are three different games: a silly pie game, tycoon game, and logic game. This webpage, and all three games featured in the previews, is 100% created by me.
finished personal webpage this is a personal webpage with fun games to preview! read a few paragraphs about me, then read a few paragraphs about things you can explore on my webpage. this project features a cool starry header, multiple paragraphs with fun facts and hobbies, and three previews for games i made a little while ago. for this second ship, i added fun CSS animations to every section of content on my webpage. i also made the games easier to preview, with each game opening an individual HTML dialog along with an option for fullscreen. i hope this webpage is enjoyable for everyone who visits it :)...
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1792835657.7783678
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1792922057.7783678
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39412
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Cultivation Incremental by @RanDK | Stardance
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RanDK
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2
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93.0
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1329
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T14:06:11Z", "hours": 20.0, "multiplier": 17.26, "payout": 338, "blessing": "neutral", "text": "VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i donāt really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities .", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}, {"ship_num": 2, "ts": "2026-08-17T03:44:11Z", "hours": 73.0, "multiplier": 13.89, "payout": 991, "blessing": "neutral", "text": "VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and youāll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and youāll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and āunprofessionalā. Lame excuse but its really because this is my first time making game and im still learning the basics. Iāll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}]...
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[{"post_id": 74457, "ts": "202 [{"post_id": 74457, "ts": "2026-09-27T12:35:39Z", "hours": 6.9819, "text": "[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when youāre done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from āprofessionalā, atleast its a fully working game! and Im happy with it."}, {"post_id": 68131, "ts": "2026-09-14T15:48:31Z", "hours": 1.1519, "text": "[Devlog #28] New Content Added āAuraā like particle effect when cultivating, its more like you āsuckā the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail."}, {"post_id": 66709, "ts": "2026-09-12T16:27:10Z", "hours": 2.3578, "text": "[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press āCā to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press āCā to start cultivating and gathering qi. Update Player now canāt walk/jump when cultivating May need to revise the button for mobile since its very basic right now"}, {"post_id": 66071, "ts": "2026-09-11T17:16:34Z", "hours": 1.8178, "text": "[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press āCā to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when theyāre able to press C to cultivate and when they canāt (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel."}, {"post_id": 61661, "ts": "2026-09-04T18:08:47Z", "hours": 0.5442, "text": "[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone."}, {"post_id": 60953, "ts": "2026-09-03T17:11:44Z", "hours": 3.1036, "text": "[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didnāt expect making the trail line to be so easy (using beam instance from roblox themself). And maybe iāll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think)."}, {"post_id": 60245, "ts": "2026-09-02T14:23:32Z", "hours": 2.5775, "text": "[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))"}, {"post_id": 59659, "ts": "2026-09-01T16:01:39Z", "hours": 1.0572, "text": "[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. Iāll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)"}, {"post_id": 46405, "ts": "2026-08-13T16:13:06Z", "hours": 0.8792, "text": "[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills."}, {"post_id": 45814, "ts": "2026-08-12T15:17:53Z", "hours": 0.6147, "text": "[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but iāll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldnāt find when playing alone. I really donāt want to publish a boring game, but the time is ticking and im getting more and more busy this month."}, {"post_id": 45161, "ts": "2026-08-11T14:03:07Z", "hours": 0.3044, "text": "[Devlog #19] Update New UI for Leaderboard! Iāll be polishing the game (for real) and release the first version tommorow (hopefully)⦠Im getting really busy"}, {"post_id": 44685, "ts": "2026-08-10T16:42:21Z", "hours": 3.5644, "text": "[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard"}, {"post_id": 44139, "ts": "2026-08-09T18:19:01Z", "hours": 0.3978, "text": "[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif."}, {"post_id": 43367, "ts": "2026-08-08T15:57:22Z", "hours": 4.3803, "text": "[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)"}, {"post_id": 42792, "ts": "2026-08-07T18:02:10Z", "hours": 1.4983, "text": "[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI⦠i still dont like the yellow box, but itāll do for now. Next iāll be making it dynamic and functionable."}, {"post_id": 41964, "ts": "2026-08-06T14:25:20Z", "hours": 2.245, "text": "[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat."}, {"post_id": 41418, "ts": "2026-08-05T16:45:14Z", "hours": 4.5714, "text": "[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, itāll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of āenemyā killed."}, {"post_id": 40786, "ts": "2026-08-04T15:21:08Z", "hours": 2.5389, "text": "[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. Iāll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next iāll polish the npc interaction more by adding a āāā for npc with quest, and āāā for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy."}, {"post_id": 40130, "ts": "2026-08-03T15:06:52Z", "hours": 5.1494, "text": "[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but thereās a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future."}, {"post_id": 39516, "ts": "2026-08-02T14:54:08Z", "hours": 3.6114, "text": "[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider⦠Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again⦠Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest⦠My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI."}, {"post_id": 38931, "ts": "2026-08-01T15:15:53Z", "hours": 5.4314, "text": "[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White ā> Blue ā> Purple ā> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for canāt equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still havenāt refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon)."}, {"post_id": 38278, "ts": "2026-07-31T16:19:33Z", "hours": 4.4764, "text": "[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. Iāll refactor that first before im adding new content, otherwise iāll lose my mind editing that spaggeti code later down the line⦠Anyway, as you can see in the screenshot. I donāt have the asset for items yet. Maybe iāll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button."}, {"post_id": 37660, "ts": "2026-07-30T15:33:17Z", "hours": 4.3217, "text": "[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty⦠Its hard designing and actually implementing the UI⦠Also i have too much idea and at the end only think about it and dont know how to implement it"}, {"post_id": 37040, "ts": "2026-07-29T14:43:03Z", "hours": 3.4936, "text": "[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, iāll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings."}, {"post_id": 36378, "ts": "2026-07-28T13:36:41Z", "hours": 4.3125, "text": "[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ās. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets"}, {"post_id": 35806, "ts": "2026-07-27T14:04:34Z", "hours": 0.8486, "text": "[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you donāt get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate."}, {"post_id": 35190, "ts": "2026-07-26T13:39:43Z", "hours": 5.6908, "text": "[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player wonāt have the Overhead UI for now. Iāll work for new feature first before fixing that."}, {"post_id": 34693, "ts": "2026-07-25T16:50:59Z", "hours": 2.9936, "text": "[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered."}, {"post_id": 34378, "ts": "2026-07-25T01:26:07Z", "hours": 12.1419, "text": "[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so donāt expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop)."}]...
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Title: Cultivation Incremental by @RanDK | Stardan Title: Cultivation Incremental by @RanDK | Stardance
Devlogs:
[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so donāt expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).
[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered.
[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player wonāt have the Overhead UI for now. Iāll work for new feature first before fixing that.
[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you donāt get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.
[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ās. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets
[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, iāll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.
[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty⦠Its hard designing and actually implementing the UI⦠Also i have too much idea and at the end only think about it and dont know how to implement it
[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. Iāll refactor that first before im adding new content, otherwise iāll lose my mind editing that spaggeti code later down the line⦠Anyway, as you can see in the screenshot. I donāt have the asset for items yet. Maybe iāll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.
[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White ā> Blue ā> Purple ā> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for canāt equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still havenāt refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).
[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider⦠Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again⦠Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest⦠My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI.
[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but thereās a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.
[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. Iāll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next iāll polish the npc interaction more by adding a āāā for npc with quest, and āāā for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.
[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, itāll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of āenemyā killed.
[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.
[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI⦠i still dont like the yellow box, but itāll do for now. Next iāll be making it dynamic and functionable.
[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)
[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.
[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard
[Devlog #19] Update New UI for Leaderboard! Iāll be polishing the game (for real) and release the first version tommorow (hopefully)⦠Im getting really busy
[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but iāll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldnāt find when playing alone. I really donāt want to publish a boring game, but the time is ticking and im getting more and more busy this month.
[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.
[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. Iāll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)
[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))
[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didnāt expect making the trail line to be so easy (using beam instance from roblox themself). And maybe iāll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).
[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.
[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press āCā to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when theyāre able to press C to cultivate and when they canāt (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel.
[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press āCā to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press āCā to start cultivating and gathering qi. Update Player now canāt walk/jump when cultivating May need to revise the button for mobile since its very basic right now
[Devlog #28] New Content Added āAuraā like particle effect when cultivating, its more like you āsuckā the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail.
[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when youāre done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from āprofessionalā, atleast its a fully working game! and Im happy with it.
Ships:
VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and youāll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and youāll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and āunprofessionalā. Lame excuse but its really because this is my first time making game and im still learning the basics. Iāll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)
VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i donāt really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities ....
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Olympus Mons: The Voyage by @AfdalFavas | Stardanc Olympus Mons: The Voyage by @AfdalFavas | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T20:40:11Z", "hours": 3.0, "multiplier": 16.95, "payout": 55, "blessing": "neutral", "text": "This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isnāt a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Donāt try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click āTry Projectā below, which will redirect you to tich.io, from there you can play it. It might load for some time.", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}, {"ship_num": 2, "ts": "2026-08-23T10:45:50Z", "hours": 60.0, "multiplier": 15.88, "payout": 920, "blessing": "neutral", "text": "So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar Systemās largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned everyā¦. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Marsās gravity. Left Shift - Brake", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}]...
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[{"post_id": 56799, "ts": "202 [{"post_id": 56799, "ts": "2026-08-28T18:32:00Z", "hours": 3.2736, "text": "Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things Iām probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You canāt make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didnāt realize how much people rated projects, and I was losing hope Iād get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons."}, {"post_id": 52960, "ts": "2026-08-23T10:39:36Z", "hours": 6.2783, "text": "Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is"}, {"post_id": 51828, "ts": "2026-08-21T18:01:20Z", "hours": 11.9369, "text": "DUST STORMMSSSS Devlog 08 v.0.3.0 Iām gonna make this short⦠I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:"}, {"post_id": 50197, "ts": "2026-08-19T10:23:55Z", "hours": 3.9958, "text": "Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE Iāll be way too busy with school stuff. At least it was nice while it lasted. Iām gonna have to pull all-nighters smhw ⦠But honestly, Iām happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds"}, {"post_id": 48845, "ts": "2026-08-17T12:07:48Z", "hours": 10.4806, "text": "Devlog 06 So basically, this is probably going to be the alpha version of my project⦠It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently itās just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain āopeningā called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game⦠even if it is classified as ābarebonesā"}, {"post_id": 41939, "ts": "2026-08-06T13:57:47Z", "hours": 8.3486, "text": "Devlog 05 (I think⦠I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases⦠I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isnāt very polished. I added way better suspension, but it still rolls over pretty fast⦠any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels⦠(ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3⦠Yeah, nothing else lol⦠Thatās that⦠now letās get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better⦠Iām thinking of slowly spawning a huge area when the game is loading⦠I just have to figure out how⦠I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently theyāll just get pissed at it for the annoying rocksā¦) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored⦠driving around a crater is not gonna cut it⦠And yeah⦠That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project⦠I only knew C++ and Unreal Engine would bake my pc alive⦠So I had to learn Unity from scratch (help)"}, {"post_id": 40863, "ts": "2026-08-04T17:38:44Z", "hours": 4.5983, "text": "Devlog 04: So this devlog has added VERY unstable features⦠You usually see devlogs where the features are perfect and polished, but I really need to sleep, so Iāll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness⦠You couldnāt really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all⦠The rocks removed that; our brain needs something passing by to judge the speed⦠Secondly, I made this thing where the FOV increases based on the speed⦠It was a good addition except it was concerningly shaky⦠I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location⦠It worked but only when you are at the edge of the already spawned chunk of land⦠I tried to make it spawn a bit earlier⦠(That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesnāt irritate you."}, {"post_id": 40126, "ts": "2026-08-03T14:58:04Z", "hours": 1.1603, "text": "slightlyyyyyy crashed unity hehe"}, {"post_id": 39940, "ts": "2026-08-03T08:29:02Z", "hours": 4.7933, "text": "Devlog 03 So this was a headache⦠until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders⦠(I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other thingsā¦) I made an e-brake option and a reset option in case you get stuck⦠But now I am stuck with this weird bug⦠does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels⦠Well, after this (after fixing this bug, I hopeā¦) Iām going to be adding a soul to the mountain because currently itās just a plane modified using a heightmap⦠I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later⦠I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends⦠(Iām fried) NOTE: I just realized how bad the video recording is, sorry guys"}, {"post_id": 37431, "ts": "2026-07-30T05:00:59Z", "hours": 1.1381, "text": "Devlog 02 So basically⦠Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping⦠I have an emergency plan but that involves a very boring looking wheel⦠Anyway if you want you can analyze the bug below⦠I call it āThe dance of wheelsā (ill try smth more creative next time)"}, {"post_id": 37047, "ts": "2026-07-29T14:49:08Z", "hours": 7.6333, "text": "Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself⦠I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system⦠Wish me luck! (im so friedā¦)"}]...
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Title: Olympus Mons: The Voyage by @AfdalFavas | S Title: Olympus Mons: The Voyage by @AfdalFavas | Stardance
Devlogs:
Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself⦠I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system⦠Wish me luck! (im so friedā¦)
Devlog 02 So basically⦠Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping⦠I have an emergency plan but that involves a very boring looking wheel⦠Anyway if you want you can analyze the bug below⦠I call it āThe dance of wheelsā (ill try smth more creative next time)
Devlog 03 So this was a headache⦠until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders⦠(I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other thingsā¦) I made an e-brake option and a reset option in case you get stuck⦠But now I am stuck with this weird bug⦠does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels⦠Well, after this (after fixing this bug, I hopeā¦) Iām going to be adding a soul to the mountain because currently itās just a plane modified using a heightmap⦠I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later⦠I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends⦠(Iām fried) NOTE: I just realized how bad the video recording is, sorry guys
slightlyyyyyy crashed unity hehe
Devlog 04: So this devlog has added VERY unstable features⦠You usually see devlogs where the features are perfect and polished, but I really need to sleep, so Iāll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness⦠You couldnāt really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all⦠The rocks removed that; our brain needs something passing by to judge the speed⦠Secondly, I made this thing where the FOV increases based on the speed⦠It was a good addition except it was concerningly shaky⦠I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location⦠It worked but only when you are at the edge of the already spawned chunk of land⦠I tried to make it spawn a bit earlier⦠(That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesnāt irritate you.
Devlog 05 (I think⦠I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases⦠I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isnāt very polished. I added way better suspension, but it still rolls over pretty fast⦠any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels⦠(ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3⦠Yeah, nothing else lol⦠Thatās that⦠now letās get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better⦠Iām thinking of slowly spawning a huge area when the game is loading⦠I just have to figure out how⦠I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently theyāll just get pissed at it for the annoying rocksā¦) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored⦠driving around a crater is not gonna cut it⦠And yeah⦠That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project⦠I only knew C++ and Unreal Engine would bake my pc alive⦠So I had to learn Unity from scratch (help)
Devlog 06 So basically, this is probably going to be the alpha version of my project⦠It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently itās just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain āopeningā called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game⦠even if it is classified as ābarebonesā
Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE Iāll be way too busy with school stuff. At least it was nice while it lasted. Iām gonna have to pull all-nighters smhw ⦠But honestly, Iām happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds
DUST STORMMSSSS Devlog 08 v.0.3.0 Iām gonna make this short⦠I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:
Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is
Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things Iām probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You canāt make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didnāt realize how much people rated projects, and I was losing hope Iād get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons.
Ships:
So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar Systemās largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned everyā¦. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Marsās gravity. Left Shift - Brake
This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isnāt a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Donāt try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click āTry Projectā below, which will redirect you to tich.io, from there you can play it. It might load for some time....
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1792839213.3634503
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1792925613.3634503
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39674
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LOCK IN by @Emanuela | Stardance
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Emanuela
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2
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32.0
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451
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T12:22:46Z", "hours": 13.0, "multiplier": 16.8, "payout": 225, "blessing": "neutral", "text": "Since I finished āThe basicā of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text āLOCK INā -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}, {"ship_num": 2, "ts": "2026-08-23T20:53:38Z", "hours": 19.0, "multiplier": 11.63, "payout": 226, "blessing": "neutral", "text": "This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldnāt be on while working. If you still decide to go on the blacklisted sites or apps, the āLOCK INā text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now youāll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue ā that thing gave me the biggest headache of the entire project, hands down.", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}]...
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[{"post_id": 64919, "ts": "202 [{"post_id": 64919, "ts": "2026-09-09T17:15:41Z", "hours": 1.6589, "text": "FINAL DEVLOG Iām sorry that I couldnāt devlog like I shouldāve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything Iāve done in the last 7 hours. First add: I added random images to the āintroā screen, youāll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesnāt include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think Iām going to write those in the shiplog instead. Thatās it. Bye"}, {"post_id": 64301, "ts": "2026-09-08T16:19:37Z", "hours": 4.3261, "text": "Iāve done something and I am in hurry today"}, {"post_id": 62989, "ts": "2026-09-06T15:40:41Z", "hours": 1.975, "text": "I made progress -made some tooltip -and tried adding sound"}, {"post_id": 57360, "ts": "2026-08-29T14:20:31Z", "hours": 0.4761, "text": "MADE SPECIAL VERSION FOR REVIEWER."}, {"post_id": 56211, "ts": "2026-08-27T21:20:41Z", "hours": 4.9447, "text": "PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648"}, {"post_id": 53099, "ts": "2026-08-23T15:12:25Z", "hours": 2.03, "text": "FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition"}, {"post_id": 52581, "ts": "2026-08-22T19:19:33Z", "hours": 9.1644, "text": "I NEED HELP I āve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback Iāll perhaps decide to add that feature if possible."}, {"post_id": 47008, "ts": "2026-08-14T16:15:27Z", "hours": 6.9775, "text": "PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so Iāāll work twoards the start button but since this is my first time using java script I feel proud of my work"}, {"post_id": 37301, "ts": "2026-07-29T22:18:19Z", "hours": 1.2411, "text": "STARTING OUT Iāve created the base of the project with Electron. Iāve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for āLock Inā would work, so I worked that on myself. So now I have the word āLOCK INā covering the screen when I launch the App. WHAT IāVE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications"}]...
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Title: LOCK IN by @Emanuela | Stardance
Devlogs:
Title: LOCK IN by @Emanuela | Stardance
Devlogs:
STARTING OUT Iāve created the base of the project with Electron. Iāve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for āLock Inā would work, so I worked that on myself. So now I have the word āLOCK INā covering the screen when I launch the App. WHAT IāVE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications
PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so Iāāll work twoards the start button but since this is my first time using java script I feel proud of my work
I NEED HELP I āve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback Iāll perhaps decide to add that feature if possible.
FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition
PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648
MADE SPECIAL VERSION FOR REVIEWER.
I made progress -made some tooltip -and tried adding sound
Iāve done something and I am in hurry today
FINAL DEVLOG Iām sorry that I couldnāt devlog like I shouldāve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything Iāve done in the last 7 hours. First add: I added random images to the āintroā screen, youāll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesnāt include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think Iām going to write those in the shiplog instead. Thatās it. Bye
Ships:
This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldnāt be on while working. If you still decide to go on the blacklisted sites or apps, the āLOCK INā text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now youāll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue ā that thing gave me the biggest headache of the entire project, hands down.
Since I finished āThe basicā of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text āLOCK INā -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)...
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1792835732.5870087
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1792922132.5870087
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39908
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FFvert by @Nahida4479 | Stardance
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Nahida4479
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2
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28.0
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400
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T02:46:36Z", "hours": 17.0, "multiplier": 15.92, "payout": 279, "blessing": "neutral", "text": "Hello everyone, I have finished my FFvert project. In this project I built a system based on ffmpeg , @imgly/background-removal-node , and youtube-dl-exec , which enables converting images and videos, removing image backgrounds, and downloading YouTube videos. Conversion video system For this system I use the ffmpeg package. This system supports 6 video and 1 audio formats: gif mov mp3 mp4 avi mkv wmv The supported resolutions: 4K, 1440p, 1080p, 720p, 480p Iām proud that the GIF format additionally generates a color palette for better color accuracy. Conversion image system This system is based on the ffmpeg package. Supports 7 image formats: png jpg webp bmp tiff ico qoi Remove background system This is a special option in the FFvert panel when you upload an image. The background removal system is based on the @imgly/background-removal-node package. The AI model isnet_fp16 is downloaded from IMG.LY servers and runs locally. YouTube Downloader system The YouTube Downloader is based on the youtube-dl-exec package. The file is downloaded and converted using FFmpeg for the user-selected format and resolution. Supported 12 formats: MP4 MP3 MOV GIF MKV WEBM AAC M4A FLAC WAV OPUS VORBIS The supported resolutions: 1440p, 1080p, 720p, 480p, 360p, 240p, 144p How to use You can try my project at: convert.nahida4479.org If you prefer to run it locally, I have 2 options for you :) You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert Summary I spent a lot of time on this project and thoroughly enjoyed studying CSS and improving my JavaScript skills. I hope you like this project. Good luck with your own projects :)", "repo": "https://github.com/Nahida4479/FFvert/tree/app", "demo": "https://convert.nahida4479.org/"}, {"ship_num": 2, "ts": "2026-08-01T21:15:51Z", "hours": 11.0, "multiplier": 11.3, "payout": 121, "blessing": "neutral", "text": "FFvert is a web app that lets you convert an uploaded file into a different format. I spent a lot of time on the design that was actually where I struggled the most. Iām proud that the conversion system works perfectly, and of the quality of the converted GIFs. My app is live at convert.nahida4479.org, so anyone can try it out.", "repo": "https://github.com/Nahida4479/FFvert/tree/app", "demo": "https://convert.nahida4479.org/"}]...
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[{"post_id": 55297, "ts": "202 [{"post_id": 55297, "ts": "2026-08-27T01:21:28Z", "hours": 3.6989, "text": "Devlog 12 New Built and published a Docker container on GitHub Added a progress bar for YouTube Downloader Disabled the OK button until the file is ready Adjusted YouTube Downloader GUI for mobile devices Added a 2GB file upload limit to FFvert Updated README.md Docker You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert"}, {"post_id": 54150, "ts": "2026-08-24T23:50:59Z", "hours": 2.6828, "text": "Devlog 11 New Section How to use Change name yt-dlp ā> YouTube Downloader Full YouTube video download system YouTube download video system: I use the node package youtube-dl-exec for this system. The file is downloaded by the backend and converted using FFmpeg for the user-selected format. For GIF files FFmpeg generates a special palette for better color accuracy."}, {"post_id": 53452, "ts": "2026-08-24T00:37:39Z", "hours": 2.7008, "text": "Devlog 10 New GUI Text Input (for YouTube video link) Format List Resolution List OK Button Text input: Input where you will paste a YouTube video link. Format list: Supported formats: MP4 , MP3 , MOV , GIF , MKV , WEBM , AAC , M4A , FLAC , WAV , OPUS , VORBIS . Resolution list: Supported resolutions: 1440p , 1080p , 720p , 480p , 360p , 240p , 144p Plans I plan to implement a full video download system based on yt-dlp , with support for both 16:9 and 9:16 video formats."}, {"post_id": 52705, "ts": "2026-08-23T00:12:51Z", "hours": 1.4672, "text": "Devlog 9 New Added background removal system based on @imgly/background-removal-node Added typing animation for text Click or drag video or image file here Changed example files animation to a new color animation"}, {"post_id": 51999, "ts": "2026-08-22T00:38:23Z", "hours": 3.5158, "text": "Devlog 8 New FFvert GUI Added mobile devices support"}, {"post_id": 51361, "ts": "2026-08-20T23:51:37Z", "hours": 1.8914, "text": "Devlog 7 New New supported image files (TIFF, ICO, QOI) Added a CSS animation to the format examples Full image conversion system Automatically detects if you uploaded an image or a video and shows the right options Updated README.md (supported image files) Publishes new Github releases"}, {"post_id": 50654, "ts": "2026-08-19T22:31:54Z", "hours": 1.5422, "text": "Devlog 6 New Added support for uploading images, with format options adapting automatically Unique output file name Default file resolution option Default file resolution system The output file has the same resolution as the input file (for example, a 1920x1080 input produces a 1920x1080 output)"}, {"post_id": 39129, "ts": "2026-08-01T20:52:01Z", "hours": 0.7492, "text": "Final version"}, {"post_id": 39082, "ts": "2026-08-01T19:32:28Z", "hours": 2.7336, "text": "New design"}, {"post_id": 38590, "ts": "2026-08-01T02:14:00Z", "hours": 1.5681, "text": "Add fun fact and high quality GIF system"}, {"post_id": 37856, "ts": "2026-07-30T20:34:54Z", "hours": 4.0483, "text": "New resolution and download systems :)"}, {"post_id": 35323, "ts": "2026-07-26T17:19:03Z", "hours": 1.6556, "text": "Basic convert system"}]...
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Title: FFvert by @Nahida4479 | Stardance
Devlogs: Title: FFvert by @Nahida4479 | Stardance
Devlogs:
Basic convert system
New resolution and download systems :)
Add fun fact and high quality GIF system
New design
Final version
Devlog 6 New Added support for uploading images, with format options adapting automatically Unique output file name Default file resolution option Default file resolution system The output file has the same resolution as the input file (for example, a 1920x1080 input produces a 1920x1080 output)
Devlog 7 New New supported image files (TIFF, ICO, QOI) Added a CSS animation to the format examples Full image conversion system Automatically detects if you uploaded an image or a video and shows the right options Updated README.md (supported image files) Publishes new Github releases
Devlog 8 New FFvert GUI Added mobile devices support
Devlog 9 New Added background removal system based on @imgly/background-removal-node Added typing animation for text Click or drag video or image file here Changed example files animation to a new color animation
Devlog 10 New GUI Text Input (for YouTube video link) Format List Resolution List OK Button Text input: Input where you will paste a YouTube video link. Format list: Supported formats: MP4 , MP3 , MOV , GIF , MKV , WEBM , AAC , M4A , FLAC , WAV , OPUS , VORBIS . Resolution list: Supported resolutions: 1440p , 1080p , 720p , 480p , 360p , 240p , 144p Plans I plan to implement a full video download system based on yt-dlp , with support for both 16:9 and 9:16 video formats.
Devlog 11 New Section How to use Change name yt-dlp ā> YouTube Downloader Full YouTube video download system YouTube download video system: I use the node package youtube-dl-exec for this system. The file is downloaded by the backend and converted using FFmpeg for the user-selected format. For GIF files FFmpeg generates a special palette for better color accuracy.
Devlog 12 New Built and published a Docker container on GitHub Added a progress bar for YouTube Downloader Disabled the OK button until the file is ready Adjusted YouTube Downloader GUI for mobile devices Added a 2GB file upload limit to FFvert Updated README.md Docker You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert
Ships:
FFvert is a web app that lets you convert an uploaded file into a different format. I spent a lot of time on the design that was actually where I struggled the most. Iām proud that the conversion system works perfectly, and of the quality of the converted GIFs. My app is live at convert.nahida4479.org, so anyone can try it out.
Hello everyone, I have finished my FFvert project. In this project I built a system based on ffmpeg , @imgly/background-removal-node , and youtube-dl-exec , which enables converting images and videos, removing image backgrounds, and downloading YouTube videos. Conversion video system For this system I use the ffmpeg package. This system supports 6 video and 1 audio formats: gif mov mp3 mp4 avi mkv wmv The supported resolutions: 4K, 1440p, 1080p, 720p, 480p Iām proud that the GIF format additionally generates a color palette for better color accuracy. Conversion image system This system is based on the ffmpeg package. Supports 7 image formats: png jpg webp bmp tiff ico qoi Remove background system This is a special option in the FFvert panel when you upload an image. The background removal system is based on the @imgly/background-removal-node package. The AI model isnet_fp16 is downloaded from IMG.LY servers and runs locally. YouTube Downloader system The YouTube Downloader is based on the youtube-dl-exec package. The file is downloaded and converted using FFmpeg for the user-selected format and resolution. Supported 12 formats: MP4 MP3 MOV GIF MKV WEBM AAC M4A FLAC WAV OPUS VORBIS The supported resolutions: 1440p, 1080p, 720p, 480p, 360p, 240p, 144p How to use You can try my project at: convert.nahida4479.org If you prefer to run it locally, I have 2 options for you :) You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert Summary I spent a lot of time on this project and thoroughly enjoyed studying CSS and improving my JavaScript skills. I hope you like this project. Good luck with your own projects :)...
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1792849653.7413085
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1792936053.7413085
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39937
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My very own WebOS by @tr_Blu | Stardance
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tr_Blu
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2
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17.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:50:37Z", "hours": 8.0, "multiplier": 1.38, "payout": 11, "blessing": "neutral", "text": "I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}, {"ship_num": 2, "ts": "2026-08-29T15:22:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this OS with feature that seem interesting and new to do I really like what the project turned out to be", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}]...
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[{"post_id": 63585, "ts": "202 [{"post_id": 63585, "ts": "2026-09-07T14:44:19Z", "hours": 0.9361, "text": "I though the other one was different but i was so sleep deprived that I didnāt realize I didnāt post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why"}, {"post_id": 63347, "ts": "2026-09-07T03:45:56Z", "hours": 1.4272, "text": "this is an extra devlog because I didnāt reload before I posted the other devlog and I didnāt want to lose 1 and a half hours, so I didnāt realize that these hours werenāt apart of it so hereās the first screenshot of my OS"}, {"post_id": 62370, "ts": "2026-09-05T18:16:32Z", "hours": 2.1483, "text": "I did after 2 hours I finally did it⦠the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesnāt break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in⦠also donāt mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesnāt want to so I gave up"}, {"post_id": 62267, "ts": "2026-09-05T15:41:51Z", "hours": 1.9203, "text": "holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since itās free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used⦠I mean other than the ai Iām getting"}, {"post_id": 61261, "ts": "2026-09-04T03:20:09Z", "hours": 1.5217, "text": "im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing"}, {"post_id": 56350, "ts": "2026-08-28T02:57:53Z", "hours": 0.6364, "text": "ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and Iām going to leave it since I like leaving my āmarkā I leave on thing alone and have it stay there"}, {"post_id": 54883, "ts": "2026-08-26T02:57:32Z", "hours": 0.4544, "text": "Iāve added the blog app into my autoload thingy and Iām starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work"}, {"post_id": 54203, "ts": "2026-08-25T02:49:21Z", "hours": 0.3828, "text": "I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button"}, {"post_id": 51411, "ts": "2026-08-21T02:57:40Z", "hours": 0.3778, "text": "Iāve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font itās called bebas neue"}, {"post_id": 50747, "ts": "2026-08-20T03:05:30Z", "hours": 0.3556, "text": "my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I donāt want a bulky looking app unless I should but right now, I donāt want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but canāt get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship."}, {"post_id": 50059, "ts": "2026-08-19T03:02:15Z", "hours": 0.3997, "text": "i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app"}, {"post_id": 49328, "ts": "2026-08-18T02:44:34Z", "hours": 1.4747, "text": "so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they wonāt show to begin with they wonāt affect how it looks"}, {"post_id": 47264, "ts": "2026-08-15T02:30:32Z", "hours": 0.8161, "text": "I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didnāt talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now itās the default html formatting⦠also give me any ideas on the button since i donāt know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier."}, {"post_id": 46661, "ts": "2026-08-14T02:52:38Z", "hours": 0.63, "text": "I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window."}, {"post_id": 36461, "ts": "2026-07-28T16:17:14Z", "hours": 0.5494, "text": "I added closing and opening the uhm⦠right, the window. I am able to open and close the window also aapps"}, {"post_id": 36173, "ts": "2026-07-28T02:55:55Z", "hours": 1.1103, "text": "I make the window movable, but some bugs are there. Iām tired so good night this will be the last devlog for today."}, {"post_id": 36150, "ts": "2026-07-28T01:41:21Z", "hours": 1.2158, "text": "i have a bottom bar thing that can track time"}, {"post_id": 34987, "ts": "2026-07-26T04:11:43Z", "hours": 0.4339, "text": "got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build"}]...
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Title: My very own WebOS by @tr_Blu | Stardance
D Title: My very own WebOS by @tr_Blu | Stardance
Devlogs:
got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build
i have a bottom bar thing that can track time
I make the window movable, but some bugs are there. Iām tired so good night this will be the last devlog for today.
I added closing and opening the uhm⦠right, the window. I am able to open and close the window also aapps
I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window.
I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didnāt talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now itās the default html formatting⦠also give me any ideas on the button since i donāt know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier.
so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they wonāt show to begin with they wonāt affect how it looks
i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app
my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I donāt want a bulky looking app unless I should but right now, I donāt want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but canāt get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship.
Iāve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font itās called bebas neue
I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button
Iāve added the blog app into my autoload thingy and Iām starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work
ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and Iām going to leave it since I like leaving my āmarkā I leave on thing alone and have it stay there
im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing
holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since itās free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used⦠I mean other than the ai Iām getting
I did after 2 hours I finally did it⦠the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesnāt break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in⦠also donāt mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesnāt want to so I gave up
this is an extra devlog because I didnāt reload before I posted the other devlog and I didnāt want to lose 1 and a half hours, so I didnāt realize that these hours werenāt apart of it so hereās the first screenshot of my OS
I though the other one was different but i was so sleep deprived that I didnāt realize I didnāt post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why
Ships:
i made this OS with feature that seem interesting and new to do I really like what the project turned out to be
I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load...
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1792831964.8776438
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1792918364.8776438
|
|
39982
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My own site! by @vojtahojda1 | Stardance
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vojtahojda1
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2
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2.0
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2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T20:22:17Z", "hours": 2.0, "multiplier": 1.25, "payout": 2, "blessing": "neutral", "text": "this is my personal site it contains: -index.html(main) -contact.html(contacts) -projects.html(my projects) -about-me.html(about me) -style.css its online at https://vojtechhojda-create.github.io/personal-web/index.html with github pages why i build it : i want experience in coding websites and this is best idea readme : https://github.com/vojtechhojda-create/personal-web/blob/main/README.md", "repo": "https://github.com/vojtechhojda-create/personal-web", "demo": "https://vojtechhojda-create.github.io/personal-web/index.html"}, {"ship_num": 2, "ts": "2026-07-27T07:14:04Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello šš» I maked my personal site (itās avaitible at https://vojtechhojda.netlify.app/ ) It have 3sites (sections) : main, projects and contact. And guys sorry the time I am working on its bigger 5 times because I donāt link the project to hacktime and itās goes to another project. And sorry for my english", "repo": "https://github.com/vojtechhojda-create/personal-web", "demo": "https://vojtechhojda-create.github.io/personal-web/index.html"}]...
|
[{"post_id": 37222, "ts": "202 [{"post_id": 37222, "ts": "2026-07-29T19:29:19Z", "hours": 0.4253, "text": "i make better buttons with rotate animation and change font of title now is demo on ā https://vojtechhojda-create.github.io/personal-web/ ā and make some other things so you can try it. and i work on github and not codespace so i have more time than you see this day i have 2 hours"}, {"post_id": 36022, "ts": "2026-07-27T20:51:51Z", "hours": 1.085, "text": "I make about me And remake README.md aÅ„ github"}, {"post_id": 35644, "ts": "2026-07-27T06:54:50Z", "hours": 0.2969, "text": "Hello guysšš», i am working on my personal site. I make contact site project site and main site and sorry the time you see on this is 5x smaller because I didnāt link the time to project so it goes to another random project. https://vojtechhojda.netlify.app/"}]...
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Title: My own site! by @vojtahojda1 | Stardance
D Title: My own site! by @vojtahojda1 | Stardance
Devlogs:
Hello guysšš», i am working on my personal site. I make contact site project site and main site and sorry the time you see on this is 5x smaller because I didnāt link the time to project so it goes to another random project. https://vojtechhojda.netlify.app/
I make about me And remake README.md ań github
i make better buttons with rotate animation and change font of title now is demo on ā https://vojtechhojda-create.github.io/personal-web/ ā and make some other things so you can try it. and i work on github and not codespace so i have more time than you see this day i have 2 hours
Ships:
Hello šš» I maked my personal site (itās avaitible at https://vojtechhojda.netlify.app/ ) It have 3sites (sections) : main, projects and contact. And guys sorry the time I am working on its bigger 5 times because I donāt link the project to hacktime and itās goes to another project. And sorry for my english
this is my personal site it contains: -index.html(main) -contact.html(contacts) -projects.html(my projects) -about-me.html(about me) -style.css its online at https://vojtechhojda-create.github.io/personal-web/index.html with github pages why i build it : i want experience in coding websites and this is best idea readme : https://github.com/vojtechhojda-create/personal-web/blob/main/README.md...
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1792821413.4842107
|
1792907813.4842107
|
|
40064
|
My own site! by @rizz | Stardance
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rizz
|
2
|
7.0
|
53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T12:57:17Z", "hours": 6.0, "multiplier": 9.06, "payout": 53, "blessing": "neutral", "text": "Soooooooooooo i made my personal portfolio so it shows my projects and other things like github and it took me some time to make but it turned out to be good and the hardest part to make it feel 3d and to fix the mouse inaccuracy all tho the website turned out to be pretty good as per my perspective and yea i tried like making different file for HTML CSS AND JSX but it wasnāt working so had to make everything in one file and that took a long timeā¦.pleawseeeeeeeee give me a good rating i tried my bestttttt :(", "repo": "https://github.com/STEVEALEX-source/my-website", "demo": "https://myportfoliogng.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-27T16:55:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i made this project cuz i feel like people need something that gives them hope. Hope to not quit. Overall the project was fun but i was really struggling with the UI cuz i needed something minimal and soothing so i used AI for some inspirationā¦", "repo": "https://github.com/STEVEALEX-source/my-website", "demo": "https://myportfoliogng.netlify.app/"}]...
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[{"post_id": 55516, "ts": "202 [{"post_id": 55516, "ts": "2026-08-27T12:52:26Z", "hours": 0.7756, "text": "so yea another devlog yea and i am facing errors in mouse itās kinda inaccurate and i got to fix and i make some changes in the website like the color and design and made it pixelated cuz who doesnāt like pixels on screen and yea a cookie for you guys to eatā¦.."}, {"post_id": 55468, "ts": "2026-08-27T10:25:01Z", "hours": 5.0389, "text": "ummm so yea i am working on my personal website and yea i am trying to make it interactive and graphical intenseā¦i havenāt done that much rn but i am facing some vite errors if anyone can help please comment⦠and i am adding a terminal feature to it and some easter eggsā¦yea i am just out of words atp :) i still have to work on many things ohh man i feel so stupid yea and i have to make the animations and UI feel smoothā¦.yea i am out of words so yea thatās it"}, {"post_id": 35889, "ts": "2026-07-27T16:46:52Z", "hours": 0.7247, "text": "devloggggā¦ā¦..so i have fixed the website UI and added new colorās.."}, {"post_id": 35152, "ts": "2026-07-26T12:06:48Z", "hours": 0.2717, "text": "i am working on my personal website that helps people to not lose hope cuz i have seen that some times life gets hard and you have to fight the war alone and i am just tryiing to help by making them to feel that it aināt the end"}]...
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Title: My own site! by @rizz | Stardance
Devlogs: Title: My own site! by @rizz | Stardance
Devlogs:
i am working on my personal website that helps people to not lose hope cuz i have seen that some times life gets hard and you have to fight the war alone and i am just tryiing to help by making them to feel that it aināt the end
devloggggā¦ā¦..so i have fixed the website UI and added new colorās..
ummm so yea i am working on my personal website and yea i am trying to make it interactive and graphical intenseā¦i havenāt done that much rn but i am facing some vite errors if anyone can help please comment⦠and i am adding a terminal feature to it and some easter eggsā¦yea i am just out of words atp :) i still have to work on many things ohh man i feel so stupid yea and i have to make the animations and UI feel smoothā¦.yea i am out of words so yea thatās it
so yea another devlog yea and i am facing errors in mouse itās kinda inaccurate and i got to fix and i make some changes in the website like the color and design and made it pixelated cuz who doesnāt like pixels on screen and yea a cookie for you guys to eatā¦..
Ships:
so i made this project cuz i feel like people need something that gives them hope. Hope to not quit. Overall the project was fun but i was really struggling with the UI cuz i needed something minimal and soothing so i used AI for some inspirationā¦
Soooooooooooo i made my personal portfolio so it shows my projects and other things like github and it took me some time to make but it turned out to be good and the hardest part to make it feel 3d and to fix the mouse inaccuracy all tho the website turned out to be pretty good as per my perspective and yea i tried like making different file for HTML CSS AND JSX but it wasnāt working so had to make everything in one file and that took a long timeā¦.pleawseeeeeeeee give me a good rating i tried my bestttttt :(...
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1792824815.1875339
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1792911215.1875339
|
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40114
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WARIO EMPIRE by @lordvader25 | Stardance
|
lordvader25
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2
|
37.0
|
109
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T12:39:38Z", "hours": 21.0, "multiplier": 5.29, "payout": 109, "blessing": "neutral", "text": "Folks, The empire creation of Warioware, is overā¦.its completed, we have done it..AS A COMMUNITY OF AT LEAST 50, WE HAVE DONE IT BOYS. The journey, was amazing..seeing new people, figuring out game developing, it was beautifulā¦hope you all like it..hope we can meet again and form a community..i donāt mind if i even get 125 stardust, i js need a plushie for my sister, if you guys are generous and rate me a bit high, i will be obliged, anywaysā¦its done, go enjoy it folks..LESSSS GOOOOOO", "repo": "https://github.com/lordvader-25/mynewwariogame", "demo": "https://lordvader-25.itch.io/wario-ware-minigame-collections"}, {"ship_num": 2, "ts": "2026-08-26T19:09:39Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Warioware, well wouldnāt even call it that because I made it completely different, as a beginner to Game Development and this type of serious coding, I feel like āHOLYYY COW, I MADE A GAME MOM, I DID IT, IāM ONE STEP CLOSER TO BECOMING SPIDER MAN.ā - but in all seriousness, the game was amazing to build, and I am, js Happyā¦", "repo": "https://github.com/lordvader-25/mynewwariogame", "demo": "https://lordvader-25.itch.io/wario-ware-minigame-collections"}]...
|
[{"post_id": 70592, "ts": "202 [{"post_id": 70592, "ts": "2026-09-19T12:34:39Z", "hours": 0.3139, "text": "devlog 24: guys, we have officially exported the game to ITCHI.IO..CAN U BELIEVE IT, 2ND SHIP HERE I COME"}, {"post_id": 70223, "ts": "2026-09-18T18:56:08Z", "hours": 1.3756, "text": "Devlog 23 - LADIES AND GENTLEMEN, I HAVE THE GREATEST ANNOUNCEMENT IN MY HISTORY OF THIS EMPIRE, WE HAVEā¦(drumrolls please)ā¦.HAVE OFFICIALLY COMPLETED OUR GAME, ITS TIME TO SHIP IT NOW BOYZZZZZZ"}, {"post_id": 69256, "ts": "2026-09-16T18:04:55Z", "hours": 1.4186, "text": "devlog 22 - The level is looking pretty good as far now folks, LETS SEE WHERE WE WILL HEAD TO DUDES, HOPE WE CAN FINISH IT IN A FEW DAYS..i will also add stars and a time limit of around 15 to 20 seconds..we will see how it turns out..till then, Peace Gentlemen and Ladiesā¦"}, {"post_id": 67537, "ts": "2026-09-13T17:39:53Z", "hours": 6.1883, "text": "devlog 21 - WE R BACK DUDES, AFTER A LONG TIME, WITH SOME WORK DONE IN OUR BACKā¦. WE HAVE STARTED ON THE CREATION OF OUR MINIGAME FLIPPIN 4ā¦LESSS GOOO dudesā¦WE WILL BE CREATING A PLATFORM MOVING GAME, THEN SHIPPING TIME LESS GO"}, {"post_id": 63085, "ts": "2026-09-06T17:55:56Z", "hours": 2.0464, "text": "devlog 20: BOYS AND GIRLS, WE HAVE DONE IT..WE HAVE OFFICIALLY DONE IT, OUR MINIGAME 3 IS FINALLY COMPLETE WOOOOOOOOOOOšššššššššš"}, {"post_id": 62406, "ts": "2026-09-05T19:02:00Z", "hours": 1.9803, "text": "Devlog 18: WE HAVE FINALLY DONE THE CODING PART, WE JUST NOW NEED TO ADD A TIMER..AND OUR MINIGAME 3 IS OVER DUDE..LESSS GOOOOOOOOO, btw, for minigame 4..u guys need to give me some ideas, im confused what to do on it."}, {"post_id": 61687, "ts": "2026-09-04T18:34:56Z", "hours": 1.0317, "text": "Devlog 18: Finally the animations r getting together boysā¦OUR EMPIRE IS SLOWLY BEING BUILT ONCE AGAIN, LETSSS GOOOOOOO"}, {"post_id": 61025, "ts": "2026-09-03T18:41:33Z", "hours": 3.1169, "text": "Devlog 17: yea..so, I BASICALLY SOMEHOW LOST HALF OF MY PROJECT, I HAD TO CREATE HALF OF IT BACK..IT TOOK ME 6 HOURS DUDE, 6 AND I FLIPPIN HAVE MY EXAMS IN 18 DAYSā¦oh god, yea im cooked guys..btw, wish me luck for both (this and my exams)"}, {"post_id": 59796, "ts": "2026-09-01T18:46:06Z", "hours": 0.6278, "text": "DEVLOG 16: The code is starting to take its shape finally, i had to debug it a lot..I MEAN A LOT GENTLEMENā¦so, i js hope by tmrw this minigame is complete so that maybe..we can focus onā¦āSTORY MODEā"}, {"post_id": 59066, "ts": "2026-08-31T17:49:02Z", "hours": 1.3569, "text": "Devlog 15: YOOO GENTLEMEN, WASS GOOD?, so update, we have officially started creating minigame 3ā¦the game is bout to be real fun, well i suppose it is..created the base outline first, writing the code right now..hopefully it turns out great..and usable lol..well CYA LATER HONEYPIES"}, {"post_id": 57489, "ts": "2026-08-29T17:27:53Z", "hours": 1.12, "text": "Devlog 14 - boys, after shipping our project, WE HAVE MADE OUR FINISHING TOUCHES, ADDED THE BORDERS, AN EXIT SCREEN AN ENDING SCENE AS WELL AS UPDATED OUR EXITS IN BOTH LEVEL 1 AND LEVEL 2 OF minigame 1..i mean, hope my project finally gets accepted..PEACE"}, {"post_id": 55188, "ts": "2026-08-26T18:10:21Z", "hours": 2.6533, "text": "Devlog 13 - IM BACK, THE GOATS BACK BOYSSS, and i have..COMPLETED MY FLIPPIN GAME DUDE, ITS DONE..READY TO SHIP, EVERYTHING CREATED NOWā¦my journeyās over nowā¦its over, BUT WE DID IT GUYS, WE DID IT TOGETHER..THANK YOU FOR ALL THE LOVE AND SUPPORTšššš, until then..gentleman-signing off"}, {"post_id": 51842, "ts": "2026-08-21T18:24:11Z", "hours": 1.0528, "text": "devlog 12 - BOYS, Announcement time people, WE HAVE OFFICIALLY MADE OUR MINIGAME 2 LAYOUT AND THIS GAME BOUT TO BE REAL HARD (atleast for me that isšššššš), i have barely made 2 entities and im losing lol šššš, btw..i wont be able to upload devlogs for a few days cuz of burnout..so, STAY TUNED FOR ME NEXT DEVLOG (probably like next week or smthn idk, wellā¦oh yea btw, shout out to username - rajveer0123n and tanixsh, real good coders out there)"}, {"post_id": 50962, "ts": "2026-08-20T13:04:30Z", "hours": 2.2092, "text": "devlog 11 - BOYS I AM BACKKKK, AND I HAVE A WHOLE LOT OF AN UPDATE, FIRST OF ALL..WE FLIPPIN CREATED LEVEL 4 WITH A FLIPPIN ENTITY (the dragon)..AND ALSO, WE FLIPPIN CREATED OUR FIRST PIXEL ART AND IMPLEMENTED IT IN OUR LEVEL 2 TO MAKE IT HARDER LESSSSSS GOOOOOOO DUDEEESSSSā¦WE EVEN CREATED A NEW WINNING SCREEN FOR LEVEL 4..Minigame 2 only left AND THEN SHIPPING TIMEEEEE..LESSSSS GOOOOOOOšššššššš"}, {"post_id": 48304, "ts": "2026-08-16T16:41:35Z", "hours": 1.7792, "text": "devlog 10 - I HAVE FINALLLYYY COMPLETED LEVEL FLIPPINN 3ā¦..IT TOOK ME LIKE 3 HOURS TO GET THE CODING TO FINALLY WORKā¦.btw, ive implemented some ideas you guys told me toā¦so did that..btw, next level..we will have some like NPC characters we gotta avoid..then minigame 2ā¦I MEAN IM STILL SO HAPPY AND STOKED THAT I COMPLETED LEVEL 3šššššššš"}, {"post_id": 47665, "ts": "2026-08-15T18:29:31Z", "hours": 0.8408, "text": "Devlog 9 - We HAVE FINALLYYYY STARTEDDD ON LEVEL 3ā¦PEOPLE LETSSSS GOOOOOOOOOOO, btw..i need some ideas tbh. Should i add a bit of enemies in level 4 that u have to avoid, if u touch them..u lose or smthn?ā¦(btw, dont judge be, this is my first time developing a game let alone a pixelated oneā¦), so..HOPE I GET TO SEE SOME IDEASSSSS"}, {"post_id": 47082, "ts": "2026-08-14T18:32:14Z", "hours": 1.9978, "text": "Devlog 8 - PEOPLEEE, I AMM BACKKKKK..IVE FINALLY CREATED THE LOSING SCREEN AND IVE MADE IT CONNECT TO THE MINIGAME 2, SO IF UR UNABLE TO COMPLETE IT UNDER 10 SECONDS, U LOSE..LETTSSSS GOOOOO BOYSSSSSSS, WOOOOOOOOOOOOOOOOOOOOšššššš"}, {"post_id": 44729, "ts": "2026-08-10T17:44:30Z", "hours": 0.4031, "text": "Devlog 7 - YOU PEOPLE CANNOT FEEL THE AMOUNT OF EXCITEMENT AND HAPPINESS IM GETTING..I FINALLY MADE MY LEVEL 2 CONNECT TO THE WINNING SCREEN.. btw, wanted to ask for an idea. should i create a timer on level 2 so that i could also use a losing screen..like if u arenāt able to collect the stars under 10 seconds, u lose. howās the idea people?"}, {"post_id": 44698, "ts": "2026-08-10T17:15:21Z", "hours": 0.3469, "text": "devlog 6 - Guys im js sleepy tbh, its like 11 pm in my area..im sleep deprivedā¦and my PROJECT ISNT WORKING..ehh, who cares tho, ill complete level 2 for u peopleā¦LOCK IN PEEPS"}, {"post_id": 44118, "ts": "2026-08-09T17:53:43Z", "hours": 0.7311, "text": "log - 5, finally started creating LEVEL 2 of my minigame 1, lets see how it turns out, keep u peeps updated..(btw, any ideas on how to improve it, if yup, tell me cuz i need helpšš)"}, {"post_id": 43377, "ts": "2026-08-08T16:04:46Z", "hours": 0.5, "text": "devlog 4 - MY MINIGAME_1 FINALLY WORKS AFTER 2 HOURS OF ASKING, (ps - minigame_2 waiting for me like a boss), added a bit of texture, thinking of extending minigame_1 level 1 to a level 2 aswell, gimme some ideas guys"}, {"post_id": 43317, "ts": "2026-08-08T14:48:21Z", "hours": 1.4572, "text": "devlog 3 - FINALLY working on the code to actually collect the stars in our minigame 1, ehh pretty boring till now..hope it turns out a bit bettahā¦"}, {"post_id": 42796, "ts": "2026-08-07T18:10:25Z", "hours": 1.0092, "text": "Finally this piece is coming together FOR GODSAKE, been working at it for around 2 hours and 30 mins (or 1 hour and 40 mins officially), tell me hows it gng"}, {"post_id": 42561, "ts": "2026-08-07T11:44:26Z", "hours": 0.6669, "text": "Yo people, #log 1, js started on this, hows it?"}]...
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Title: WARIO EMPIRE by @lordvader25 | Stardance
D Title: WARIO EMPIRE by @lordvader25 | Stardance
Devlogs:
Yo people, #log 1, js started on this, hows it?
Finally this piece is coming together FOR GODSAKE, been working at it for around 2 hours and 30 mins (or 1 hour and 40 mins officially), tell me hows it gng
devlog 3 - FINALLY working on the code to actually collect the stars in our minigame 1, ehh pretty boring till now..hope it turns out a bit bettahā¦
devlog 4 - MY MINIGAME_1 FINALLY WORKS AFTER 2 HOURS OF ASKING, (ps - minigame_2 waiting for me like a boss), added a bit of texture, thinking of extending minigame_1 level 1 to a level 2 aswell, gimme some ideas guys
log - 5, finally started creating LEVEL 2 of my minigame 1, lets see how it turns out, keep u peeps updated..(btw, any ideas on how to improve it, if yup, tell me cuz i need helpšš)
devlog 6 - Guys im js sleepy tbh, its like 11 pm in my area..im sleep deprivedā¦and my PROJECT ISNT WORKING..ehh, who cares tho, ill complete level 2 for u peopleā¦LOCK IN PEEPS
Devlog 7 - YOU PEOPLE CANNOT FEEL THE AMOUNT OF EXCITEMENT AND HAPPINESS IM GETTING..I FINALLY MADE MY LEVEL 2 CONNECT TO THE WINNING SCREEN.. btw, wanted to ask for an idea. should i create a timer on level 2 so that i could also use a losing screen..like if u arenāt able to collect the stars under 10 seconds, u lose. howās the idea people?
Devlog 8 - PEOPLEEE, I AMM BACKKKKK..IVE FINALLY CREATED THE LOSING SCREEN AND IVE MADE IT CONNECT TO THE MINIGAME 2, SO IF UR UNABLE TO COMPLETE IT UNDER 10 SECONDS, U LOSE..LETTSSSS GOOOOO BOYSSSSSSS, WOOOOOOOOOOOOOOOOOOOOšššššš
Devlog 9 - We HAVE FINALLYYYY STARTEDDD ON LEVEL 3ā¦PEOPLE LETSSSS GOOOOOOOOOOO, btw..i need some ideas tbh. Should i add a bit of enemies in level 4 that u have to avoid, if u touch them..u lose or smthn?ā¦(btw, dont judge be, this is my first time developing a game let alone a pixelated oneā¦), so..HOPE I GET TO SEE SOME IDEASSSSS
devlog 10 - I HAVE FINALLLYYY COMPLETED LEVEL FLIPPINN 3ā¦..IT TOOK ME LIKE 3 HOURS TO GET THE CODING TO FINALLY WORKā¦.btw, ive implemented some ideas you guys told me toā¦so did that..btw, next level..we will have some like NPC characters we gotta avoid..then minigame 2ā¦I MEAN IM STILL SO HAPPY AND STOKED THAT I COMPLETED LEVEL 3šššššššš
devlog 11 - BOYS I AM BACKKKK, AND I HAVE A WHOLE LOT OF AN UPDATE, FIRST OF ALL..WE FLIPPIN CREATED LEVEL 4 WITH A FLIPPIN ENTITY (the dragon)..AND ALSO, WE FLIPPIN CREATED OUR FIRST PIXEL ART AND IMPLEMENTED IT IN OUR LEVEL 2 TO MAKE IT HARDER LESSSSSS GOOOOOOO DUDEEESSSSā¦WE EVEN CREATED A NEW WINNING SCREEN FOR LEVEL 4..Minigame 2 only left AND THEN SHIPPING TIMEEEEE..LESSSSS GOOOOOOOšššššššš
devlog 12 - BOYS, Announcement time people, WE HAVE OFFICIALLY MADE OUR MINIGAME 2 LAYOUT AND THIS GAME BOUT TO BE REAL HARD (atleast for me that isšššššš), i have barely made 2 entities and im losing lol šššš, btw..i wont be able to upload devlogs for a few days cuz of burnout..so, STAY TUNED FOR ME NEXT DEVLOG (probably like next week or smthn idk, wellā¦oh yea btw, shout out to username - rajveer0123n and tanixsh, real good coders out there)
Devlog 13 - IM BACK, THE GOATS BACK BOYSSS, and i have..COMPLETED MY FLIPPIN GAME DUDE, ITS DONE..READY TO SHIP, EVERYTHING CREATED NOWā¦my journeyās over nowā¦its over, BUT WE DID IT GUYS, WE DID IT TOGETHER..THANK YOU FOR ALL THE LOVE AND SUPPORTšššš, until then..gentleman-signing off
Devlog 14 - boys, after shipping our project, WE HAVE MADE OUR FINISHING TOUCHES, ADDED THE BORDERS, AN EXIT SCREEN AN ENDING SCENE AS WELL AS UPDATED OUR EXITS IN BOTH LEVEL 1 AND LEVEL 2 OF minigame 1..i mean, hope my project finally gets accepted..PEACE
Devlog 15: YOOO GENTLEMEN, WASS GOOD?, so update, we have officially started creating minigame 3ā¦the game is bout to be real fun, well i suppose it is..created the base outline first, writing the code right now..hopefully it turns out great..and usable lol..well CYA LATER HONEYPIES
DEVLOG 16: The code is starting to take its shape finally, i had to debug it a lot..I MEAN A LOT GENTLEMENā¦so, i js hope by tmrw this minigame is complete so that maybe..we can focus onā¦āSTORY MODEā
Devlog 17: yea..so, I BASICALLY SOMEHOW LOST HALF OF MY PROJECT, I HAD TO CREATE HALF OF IT BACK..IT TOOK ME 6 HOURS DUDE, 6 AND I FLIPPIN HAVE MY EXAMS IN 18 DAYSā¦oh god, yea im cooked guys..btw, wish me luck for both (this and my exams)
Devlog 18: Finally the animations r getting together boysā¦OUR EMPIRE IS SLOWLY BEING BUILT ONCE AGAIN, LETSSS GOOOOOOO
Devlog 18: WE HAVE FINALLY DONE THE CODING PART, WE JUST NOW NEED TO ADD A TIMER..AND OUR MINIGAME 3 IS OVER DUDE..LESSS GOOOOOOOOO, btw, for minigame 4..u guys need to give me some ideas, im confused what to do on it.
devlog 20: BOYS AND GIRLS, WE HAVE DONE IT..WE HAVE OFFICIALLY DONE IT, OUR MINIGAME 3 IS FINALLY COMPLETE WOOOOOOOOOOOšššššššššš
devlog 21 - WE R BACK DUDES, AFTER A LONG TIME, WITH SOME WORK DONE IN OUR BACKā¦. WE HAVE STARTED ON THE CREATION OF OUR MINIGAME FLIPPIN 4ā¦LESSS GOOO dudesā¦WE WILL BE CREATING A PLATFORM MOVING GAME, THEN SHIPPING TIME LESS GO
devlog 22 - The level is looking pretty good as far now folks, LETS SEE WHERE WE WILL HEAD TO DUDES, HOPE WE CAN FINISH IT IN A FEW DAYS..i will also add stars and a time limit of around 15 to 20 seconds..we will see how it turns out..till then, Peace Gentlemen and Ladiesā¦
Devlog 23 - LADIES AND GENTLEMEN, I HAVE THE GREATEST ANNOUNCEMENT IN MY HISTORY OF THIS EMPIRE, WE HAVEā¦(drumrolls please)ā¦.HAVE OFFICIALLY COMPLETED OUR GAME, ITS TIME TO SHIP IT NOW BOYZZZZZZ
devlog 24: guys, we have officially exported the game to ITCHI.IO..CAN U BELIEVE IT, 2ND SHIP HERE I COME
Ships:
I made a Warioware, well wouldnāt even call it that because I made it completely different, as a beginner to Game Development and this type of serious coding, I feel like āHOLYYY COW, I MADE A GAME MOM, I DID IT, IāM ONE STEP CLOSER TO BECOMING SPIDER MAN.ā - but in all seriousness, the game was amazing to build, and I am, js Happyā¦
Folks, The empire creation of Warioware, is overā¦.its completed, we have done it..AS A COMMUNITY OF AT LEAST 50, WE HAVE DONE IT BOYS. The journey, was amazing..seeing new people, figuring out game developing, it was beautifulā¦hope you all like it..hope we can meet again and form a community..i donāt mind if i even get 125 stardust, i js need a plushie for my sister, if you guys are generous and rate me a bit high, i will be obliged, anywaysā¦its done, go enjoy it folks..LESSSS GOOOOOO...
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1792831958.1130528
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1792918358.1130528
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40132
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My very own WebOS by @rizz | Stardance
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rizz
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2
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T07:52:35Z", "hours": 1.0, "multiplier": 8.57, "payout": 5, "blessing": "neutral", "text": "I basically built a little computer that lives in one browser tab. It is called breadboardOS. The whole desktop looks like a real solderless breadboard: cream board, red and blue power rails, black chip icons, that warm amber glow. No frameworks, no server. Just HTML, CSS, and a pile of JavaScript. I open the file and it boots. Inside it there is a proper window manager, a start menu, a taskbar, files that actually save, a notepad, a terminal with history, a calculator, paint, snake, a scope, a tiny synth, a clock, sticky notes, a calendar with day notes, unit conversion and a password generator, settings, the works. There is even a browser that does not pretend iframes work everywhere. It has a reader mode so pages can actually show up. And there is a bug that lives on the desktop, follows the cursor, gets hungry, and I can feed it. What was hard was mostly the boring but real stuff. Getting a browser to work when half the internet refuses to load inside an iframe. Editing a giant single file without breaking the whole thing. I did break it once with a syntax error in the middle of a string. Keeping the look exactly the same while bolting on a ton of new behavior. Making data stick around after a refresh without any backend. What was fun was the theme actually landing. It does not feel like a generic web demo with a skin on it. The power rail as a taskbar, the chips as icons, the square wave beeps: it holds together. The bug is ridiculous and kind of perfect. Opening the scope next to the synth feels right for something that pretends it is electronics. And the fact that the entire OS is one file I can just open is still a good joke. So yeah: a small self contained desktop with a strong personality, built the hard way, and somehow still charming.", "repo": "https://github.com/STEVEALEX-source/breadboardOS", "demo": "https://stevealex-source.github.io/breadboardOS/"}, {"ship_num": 2, "ts": "2026-07-28T04:42:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Took me so time ahhhh⦠so i changed the UI again as usual and ig the fun part was getting frustrated every single time and yaa idk how to add regional clock so if anyone can help meā¦ā¦Pleawse", "repo": "https://github.com/STEVEALEX-source/breadboardOS", "demo": "https://stevealex-source.github.io/breadboardOS/"}]...
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[{"post_id": 38038, "ts": "202 [{"post_id": 38038, "ts": "2026-07-31T06:19:40Z", "hours": 0.5364, "text": "so i am now working on a webOS that looks like a breadboard and i added some new apps and some new functions now i just have to write the logic"}, {"post_id": 36212, "ts": "2026-07-28T04:34:51Z", "hours": 0.4725, "text": "devlogggggggā¦ā¦ so finally i rewrote the code and changed the UI and added some features like new wallpapers and a simple terminal and sound effects"}, {"post_id": 35697, "ts": "2026-07-27T09:36:33Z", "hours": 0.2694, "text": "devlogā¦.. so finally the minimize and full screen buttons are working"}, {"post_id": 35677, "ts": "2026-07-27T08:41:13Z", "hours": 0.3203, "text": "a simple and light easy to use webOS"}]...
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Title: My very own WebOS by @rizz | Stardance
Dev Title: My very own WebOS by @rizz | Stardance
Devlogs:
a simple and light easy to use webOS
devlogā¦.. so finally the minimize and full screen buttons are working
devlogggggggā¦ā¦ so finally i rewrote the code and changed the UI and added some features like new wallpapers and a simple terminal and sound effects
so i am now working on a webOS that looks like a breadboard and i added some new apps and some new functions now i just have to write the logic
Ships:
Took me so time ahhhh⦠so i changed the UI again as usual and ig the fun part was getting frustrated every single time and yaa idk how to add regional clock so if anyone can help meā¦ā¦Pleawse
I basically built a little computer that lives in one browser tab. It is called breadboardOS. The whole desktop looks like a real solderless breadboard: cream board, red and blue power rails, black chip icons, that warm amber glow. No frameworks, no server. Just HTML, CSS, and a pile of JavaScript. I open the file and it boots. Inside it there is a proper window manager, a start menu, a taskbar, files that actually save, a notepad, a terminal with history, a calculator, paint, snake, a scope, a tiny synth, a clock, sticky notes, a calendar with day notes, unit conversion and a password generator, settings, the works. There is even a browser that does not pretend iframes work everywhere. It has a reader mode so pages can actually show up. And there is a bug that lives on the desktop, follows the cursor, gets hungry, and I can feed it. What was hard was mostly the boring but real stuff. Getting a browser to work when half the internet refuses to load inside an iframe. Editing a giant single file without breaking the whole thing. I did break it once with a syntax error in the middle of a string. Keeping the look exactly the same while bolting on a ton of new behavior. Making data stick around after a refresh without any backend. What was fun was the theme actually landing. It does not feel like a generic web demo with a skin on it. The power rail as a taskbar, the chips as icons, the square wave beeps: it holds together. The bug is ridiculous and kind of perfect. Opening the scope next to the synth feels right for something that pretends it is electronics. And the fact that the entire OS is one file I can just open is still a good joke. So yeah: a small self contained desktop with a strong personality, built the hard way, and somehow still charming....
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1792842677.829958
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1792929077.829958
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40151
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The Going Merry by @shivam9661446 | Stardance
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shivam9661446
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2
|
6.0
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30
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T23:16:20Z", "hours": 2.0, "multiplier": 17.31, "payout": 30, "blessing": "neutral", "text": "Improved WebOS 1.0, Added 3 new features Advanced Terminal / Gorosei Access terminal: [help] to show a list of available commands, open [logpose | files | music] to open common system apps Added a file manager Added a music player with option for the users to load their own music files, and a silhoutte of brooke in the background which imo looks cool. Fixes from 1.0 new windows and popups open over the current window and parent window cannot be closed before the child window right clicking acts as right-click for the web os and displays options like āopen finderā, āgrand line mapā, āTGM Terminalā, etc", "repo": "https://github.com/shivamsinghydv/web-os", "demo": "https://shivamsinghydv.github.io/web-os/"}, {"ship_num": 2, "ts": "2026-08-01T11:18:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A web os inspired by popular anime series One Piece. -The challenging part: implementing time in settings window, for multiple time zones, creating activity monitor, an web browser, most of the external sites were not working, so i reused the site I created in APOD project and anything you search or enter is opened in a new window. note: this is only a temporary fix until i find a way around. I really like the UI, snappy animations and the one-click to change wallpaper feature, also new ones can be added by just inserting a file inside the /src/assets/wallpapers folder it improves the user experience in certain ways. Just click the demo link to check it out.", "repo": "https://github.com/shivamsinghydv/web-os", "demo": "https://shivamsinghydv.github.io/web-os/"}]...
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[{"post_id": 44895, "ts": "202 [{"post_id": 44895, "ts": "2026-08-10T23:07:31Z", "hours": 0.9064, "text": "Added a terminal window and a file manager I. Gorosei Access Terminal use help for a list of commands. open [music | files | logpose], etc to quickly launch any system apps. theme the toggle the system theme. II. Files Added a file manager The Going Merry OS 2.0."}, {"post_id": 44867, "ts": "2026-08-10T22:05:13Z", "hours": 0.84, "text": "Created the soul king music player Added visualizer Quick track selector Added pause/play button with next previous track button Users can upload their own music Visual: rotating disc and silhoutte of brooke in the background"}, {"post_id": 38786, "ts": "2026-08-01T11:03:20Z", "hours": 0.7439, "text": "Final touches: removed unnecessary animations for better performance Improved UI contrasts for better text readability Deployed the site on github pages Created README"}, {"post_id": 38763, "ts": "2026-08-01T10:09:39Z", "hours": 0.5258, "text": "The following changes were made since the last devlog: Added hero-images for the crew members Activity monitor is working improved text contrast/visibility on light and dark themes"}, {"post_id": 38734, "ts": "2026-08-01T09:04:24Z", "hours": 3.2, "text": "A One piece inspired OS with UI design of MacOS: Features: Straw hat finder (contains info about the straw hat crew) *in the second iteration this will be the file manager and i am looking to assign new app for characters info. Translucent resizable windows with functional minimize/ maximize and close buttons. Menu bar that displays live date and time Log Pose setting: To set the date/time, also one click to change wallpaper/theme. Working on: Adding images for each character Activity monitor"}]...
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Title: The Going Merry by @shivam9661446 | Stardan Title: The Going Merry by @shivam9661446 | Stardance
Devlogs:
A One piece inspired OS with UI design of MacOS: Features: Straw hat finder (contains info about the straw hat crew) *in the second iteration this will be the file manager and i am looking to assign new app for characters info. Translucent resizable windows with functional minimize/ maximize and close buttons. Menu bar that displays live date and time Log Pose setting: To set the date/time, also one click to change wallpaper/theme. Working on: Adding images for each character Activity monitor
The following changes were made since the last devlog: Added hero-images for the crew members Activity monitor is working improved text contrast/visibility on light and dark themes
Final touches: removed unnecessary animations for better performance Improved UI contrasts for better text readability Deployed the site on github pages Created README
Created the soul king music player Added visualizer Quick track selector Added pause/play button with next previous track button Users can upload their own music Visual: rotating disc and silhoutte of brooke in the background
Added a terminal window and a file manager I. Gorosei Access Terminal use help for a list of commands. open [music | files | logpose], etc to quickly launch any system apps. theme the toggle the system theme. II. Files Added a file manager The Going Merry OS 2.0.
Ships:
A web os inspired by popular anime series One Piece. -The challenging part: implementing time in settings window, for multiple time zones, creating activity monitor, an web browser, most of the external sites were not working, so i reused the site I created in APOD project and anything you search or enter is opened in a new window. note: this is only a temporary fix until i find a way around. I really like the UI, snappy animations and the one-click to change wallpaper feature, also new ones can be added by just inserting a file inside the /src/assets/wallpapers folder it improves the user experience in certain ways. Just click the demo link to check it out.
Improved WebOS 1.0, Added 3 new features Advanced Terminal / Gorosei Access terminal: [help] to show a list of available commands, open [logpose | files | music] to open common system apps Added a file manager Added a music player with option for the users to load their own music files, and a silhoutte of brooke in the background which imo looks cool. Fixes from 1.0 new windows and popups open over the current window and parent window cannot be closed before the child window right clicking acts as right-click for the web os and displays options like āopen finderā, āgrand line mapā, āTGM Terminalā, etc...
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1792828547.501621
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1792914947.501621
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40216
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Piko OS by @Element | Stardance
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Element
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2
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40.0
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436
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T15:52:47Z", "hours": 30.0, "multiplier": 14.71, "payout": 436, "blessing": "neutral", "text": "WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project Iāve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review.", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}, {"ship_num": 2, "ts": "2026-07-28T15:05:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}]...
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[{"post_id": 68988, "ts": "202 [{"post_id": 68988, "ts": "2026-09-16T05:07:01Z", "hours": 3.5581, "text": "DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it"}, {"post_id": 68291, "ts": "2026-09-14T21:17:55Z", "hours": 3.8861, "text": "DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr⦠only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add"}, {"post_id": 64947, "ts": "2026-09-09T17:59:02Z", "hours": 4.4775, "text": "#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it"}, {"post_id": 44652, "ts": "2026-08-10T15:44:51Z", "hours": 3.4189, "text": "DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app"}, {"post_id": 44305, "ts": "2026-08-09T23:35:12Z", "hours": 4.3011, "text": "Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI"}, {"post_id": 43451, "ts": "2026-08-08T18:23:17Z", "hours": 10.1969, "text": "DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser"}, {"post_id": 36398, "ts": "2026-07-28T14:07:25Z", "hours": 2.7003, "text": "#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations"}, {"post_id": 36007, "ts": "2026-07-27T20:28:35Z", "hours": 3.5347, "text": "Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique"}, {"post_id": 35714, "ts": "2026-07-27T09:56:42Z", "hours": 3.6931, "text": "Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, Iām planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!"}]...
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Title: Piko OS by @Element | Stardance
Devlogs:
D Title: Piko OS by @Element | Stardance
Devlogs:
Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, Iām planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!
Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique
#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations
DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser
Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI
DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app
#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it
DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr⦠only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add
DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it
Ships:
I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that
WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project Iāve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review....
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1792831768.392712
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1792918168.392712
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40318
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Scalify by @manayp | Stardance
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manayp
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2
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10.0
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162
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T13:46:58Z", "hours": 1.0, "multiplier": 13.75, "payout": 11, "blessing": "neutral", "text": "Scalify is an app that uses real signal processing to detect musical scale by analyzing either your voice or audio from an uploaded file. It creates a chromagram, matches it to Krumhansl-Schmuckler profiles, detects the tonic and finds the most fitting scale; then it locks the result and allows you to hear the tonic drone, play the scale and see its sargam notation in the Hindustani style, along with a built-in tuner, tap-tempo and local storage. The most difficult part was achieving stable detection, i.e., filtering real peaks not the raw bins, creating a lock mechanism, and fixing dozens of small yet destructive bugs like a misnamed function or a typo in HTML IDs and other return statements. Iām really happy about finishing the entire audio pipeline as real, full and complete, as now there are ~900 lines of pure JS that work from start to finish, and any song may be uploaded for analysis. For trying the application you will need a server, as Google Chrome blocks microphone access on file:// protocol, however all buttons and audio upload features work perfectly fine; for live detection any 2-3 second clean melodic sample is suitable. Moreover, Iāve completely redesigned the entire ui and I hope you guys enjoy it. and this was all based on recent suggestions", "repo": "https://github.com/manayparikh1/scalify", "demo": "https://heroic-empanada-9d4b31.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-31T18:55:31Z", "hours": 9.0, "multiplier": 17.24, "payout": 151, "blessing": "neutral", "text": "What did you make? Scalify is a web app that analyses your voice or uploads audio to determine the musical scale. This app uses actual signal processing in pure JavaScript. It makes a chromagram, matches it to KrumhanslāSchmuckler scales, finds the tonic, and detects what scale sounds better. After it locks on something, you can listen to the tonic drone, play the scale, and see its sargam in Hindustani notation. There is also a built-in tuner, tap-tempo function, and local storage of previously detected scales. What was difficult? Making detection work steadily was the most difficult thing ā to filter real peaks, not bins, and create a lock mechanism so it wouldnāt change constantly. The second thing was debugging many small, yet deadly bugs ā from renaming functions without updating them at call sites to accidentally breaking the code with a return statement, and incorrectly specifying an HTML element ID so that no button listeners worked. Fixing all those bugs took way more time than implementing new features. What are you proud of? The entire audio pipeline is real and complete ā Web Audio API and ~900 lines of JS. It progressed from a completely broken state to being fully operational end-to-end, and an additional functionality that allows uploading any song for analysis instead of a fixed result. What do people need to know in order to try it? It requires a server because Chrome restricts microphone access when loaded from file://. In case you donāt want access to a microphone, there are demo buttons and you can upload your own audio. For live detection, provide clear 2-3 seconds sample of a melody ā chords or noisy background tracks might fool pitch detection. The demo audio files are pinned to their respective correct answer, while the uploaded ones will return an unpinned answer. Overall this is actually useful to me personally because I am professional flutist and that when I am performing with my bansuri (flute) in a orchestral layout to figure out the scale this will work very well offline too. Overall I hope yall like it thank you.", "repo": "https://github.com/manayparikh1/scalify", "demo": "https://heroic-empanada-9d4b31.netlify.app/"}]...
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[{"post_id": 39593, "ts": "202 [{"post_id": 39593, "ts": "2026-08-02T17:57:51Z", "hours": 0.7878, "text": "It loooked ai meaning that I used a lot so in these past 40 min I redid the css and added something unique which is the confetti button in the top with the emoji of a confetti which actually works and looks pretty good and honestly I like this version wayy better than the old one because its a bit more unique. I also added a small css script that when you hover on something it moves bit which gives a interactive buttony type of representation. I also switched up the metronome a bit and made it look better BUT there was an issue with the the button as you can see in the picture (bottom left) so after like 10 ish minutes I figured out how to fix it and that the .metro-beats isnāt actually flexing, so I fixed it and now its a bunch of shapes which looks greeatttt."}, {"post_id": 38388, "ts": "2026-07-31T18:49:47Z", "hours": 0.4419, "text": "Though I have said in my last devlog that it would be my last one, my friend gave me an awesome suggestion that I could not overlook. He mentioned that there may be cases where someone does not have a mic or even they might like to upload their audio in MP3 format rather than recording the live sound. Therefore, I have added another feature for the project, which allows me to add MP3 files. The new system allows the user to upload their own music/audio files and works well with the existing features of the application. I have tested the system with any random song just to check the functionality of the system, and as you can observe in the screenshot below, the system is working perfectly fine. The addition of this feature will allow those users to use this system in case they do not have a microphone or prefer to use their pre-recorded audio file."}, {"post_id": 38354, "ts": "2026-07-31T18:12:21Z", "hours": 3.2772, "text": "This is my official last devlog on this project, and I want to go over all the details behind finishing this project. Within the past few days, I have been working on cleaning up the layout as much as possible so that it would look better. The most important thing is that the JavaScript coding for this entire project has been completed ā through lots and lots of debugging and tweaking. Some nice tips came in from Claude, and VS Codeās auto-suggestions sped things up nicely. At first, there was a problem with the script. It did not function correctly and some functions were causing problems to the flow. However, after a series of off-line testing, identifying and solving of problems everything began to work perfectly fine. In addition, I made some changes in HTML. Some new lines were introduced to support the new functions in JS while some other lines were deleted to clean the code. So, overall, this revision finalized everything ā from layout to logic and from structure to build. I also removed dark mode because it was not needed. And then I pushed it to github later one and hosted it on netlify. Overall everything works well lemme know if yall like it."}, {"post_id": 37334, "ts": "2026-07-29T23:58:22Z", "hours": 0.885, "text": "BELOW I ATTACHED MY VID WHICH IS A SAMPLE ITS GONNA BE TURNED INTO AN MP3 BTW. So currently I am pretty much working on this project nonstop. Iāve completed about 490 lines of JavaScript code, but considering the spacing and formatting of the code, itās closer to 350 lines. Itās still a lot, still burned some of my brain cells, but I am doing fine. I also attached a video ā not sure if you can even see it ā but itās my first sample song for the website. Once the website starts detecting, the detection process should go smoothly and display āDetected in CāSharp.ā At least thatās the goal. Currently I am working on the JavaScript logic of this function and would say that I have completed 67% of this function. So in other words Iām already halfway there and on my way to the finishing line. Itās been a lot of trial and error, bug fixations, adjustments of the detection accuracy and not breaking the interface, but let me tell you ā itās going quite smoothly. Once I complete the rest of the logic, I will be able to show you the full demo version of the site and you will be able to try out the song detection yourselves. Good luck to me lol im almost there anyway see u in the next log adios."}, {"post_id": 37186, "ts": "2026-07-29T18:21:52Z", "hours": 1.3864, "text": "First of all these are the scales I picked based on my JS: const SCALES = [ { name: āMajorā, set: [0, 2, 4, 5, 7, 9, 11] }, { name: āNatural Minorā, set: [0, 2, 3, 5, 7, 8, 10] }, { name: āHarmonic Minorā, set: [0, 2, 3, 5, 7, 8, 11] }, { name: āDorianā, set: [0, 2, 3, 5, 7, 9, 10] }, { name: āMixolydianā, set: [0, 2, 4, 5, 7, 9, 10] }, { name: āPhrygianā, set: [0, 1, 3, 5, 7, 8, 10] },]; And so, I officially started working with the JavaScript, and it feels very real. By now, I have about 270 lines of code, which is quite an achievement, considering how much I have already done. With this part of the project, I am relying on my logic, a bit of help from AI, and a great deal of researching musical scales. I am not a great musical individual, so I needed to get into this subject, and while doing this, I discovered that there are monophonic scales. They sounded cool, and thus, I am going to implement them in the program as well. because why not lol? While the JS gets more and more complicated by including pitch-detection logic and scale mapping into it, it is really exciting to see how this whole system gradually starts coming together. As soon as the detection algorithm is finished, the next step for me will be the implementation of the local history system, which will allow the users to keep track of the past detected scales on their computers. So, there is still a lot to do, but the progress is going good ig so far. atleast its funn."}, {"post_id": 36220, "ts": "2026-07-28T04:59:50Z", "hours": 0.2925, "text": "I have just finished the color update, and the entire interface now feels much more alive than it did before. The new color palette has made Scale Spot have some personality, unlike its previously dull default one. Moreover, I have added demo music, which includes the recordings that I have created MYSELF using my flutes, and it feels so cool that now they have been incorporated into the project. You will listen to them later, and I hope that you will enjoy them since I have put in a lot of effort while recording them. As for the programming part, I have started coding the JavaScript but now I am only a bit into it. However, I already feel that this step is going to be tough, as the logic of pitch detection, audio processing, and scale identification is crazy. I might need some help when I get to the point where things become really difficult, but I know that it is normal at this stage. For now, everything has been set up, the visuals have been improved, and the audio demo has been added ā now I need to deal with JS logic. Also dark mode looked trash so I changed some colours in it which I will show you guys later so stay tuned and adios."}, {"post_id": 36210, "ts": "2026-07-28T04:33:06Z", "hours": 0.6361, "text": "Finally, I finished all the CSS, and to be honest, although the functionality is good, I do not think that the visual side of this project is quite satisfactory yet. In its current form, it looks quite simple and not particularly appealing, definitely not as stylish as I thought. It works well enough, but at the same time, it does not have that specific personality, that style that it should have. Thus, I can safely say that creating visually appealing CSS style from what I have now is going to be my next task. I really want to make the interface vibrant and stylish. Although it may seem like an aesthetic problem, the layout itself is perfect ā it is structured, organized and placed in a way that I wanted. So overall ima change it to a blue and green theme because their is a god in my culture called Krishna and He plays the flute and his favourite animal is a peacock soo ima change it to a blue and greenish layout with better fontss and stuff."}, {"post_id": 35565, "ts": "2026-07-27T02:58:15Z", "hours": 1.1744, "text": "SO heres how its goingg: At the current moment I am deep in the process of CSS development and, needless to say, it has not been an easy thing. To be precise, I would say that about 70-85% of the work is done, which means that most of the basic aspects of design have already been made including layout, color schemes, spacing, etc. However, as always happens when working on the detailed aspects of the design, some errors emerge. So far I have faced a number of problems that are quite persistent. Elements do not align properly, there are some problems with animation and, besides, certain styles do not match each other although everything should go smoothly. Needless to say, at the moment things are not going great, but that is quite normal. These errors are quite persistent, but I will manage to solve them eventually. Despite the difficulties mentioned above, the CSS is being developed quite well. It seems that my application starts to acquire an interface, and, after sorting out the existing errors, I can proceed to such aspects as audio processing and scale detection. So overall ig its going well but it can gooo betterrr"}, {"post_id": 35473, "ts": "2026-07-26T22:41:00Z", "hours": 0.4756, "text": "And so, Iāve written around 90 lines of HTML code in around 45 ish minutes with some prior planning and stuff, and surprisingly enough, the basic structure of the interface is starting to look very good. In general, Iāve managed to outline all major parts of the interface, organize the containers, and even prepare a base layout that shows how Scale Spot should look upon its loading. It might be a bit early to say something about this, but the foundation seems solid enough, and now I can imagine how the interface will end up looking. In the process, there was one pretty annoying problem with the implementation of the light/dark theme switching functionality. In particular, the styles of certain elements were not changing at all and kept remaining within the incorrect theme. By investigating the CSS and how classes were applied, I managed to discover the cause of the problem and fix it. Now the theme switcher works perfectly fine and it is nice to see how all the interface switches between themes correctly. Now that everything is done, the HTML layout is ready, the theme system works, and it is time to implement the input audio and the logic of the pitch detection itself."}, {"post_id": 35444, "ts": "2026-07-26T21:13:55Z", "hours": 0.2908, "text": "First of all the name of the website is scalify. To sum up, my project is the development of an innovative software called Scale Spot which is aimed at automatic detection of the musical scale being played by the user on his or her bansuri. Namely, while playing the melody, the Scale Spot will recognize its pitch and determine the scale being performed on the bansuri in real time. This is a solution to one of the main problems of bansuri players and now I can adjust Sa, keep the pitch and be perfectly in line with the key I should play in. The most important thing about my project is that Scale Spot will be able to work not only with bansuri but with any other musical instruments (harmonium, violin, guitar, keyboard) and even with vocals. This way the whole band, ensemble or classical orchestra will have the opportunity to be in the same key and not to be confused by it. I have already started developing my project from HTML construction for the web interface of the program. Now I am around twenty lines into the process of developing the user interface. I also pasted a pic of a bansuri for those wondering what it is"}]...
|
Title: Scalify by @manayp | Stardance
Devlogs:
Fi Title: Scalify by @manayp | Stardance
Devlogs:
First of all the name of the website is scalify. To sum up, my project is the development of an innovative software called Scale Spot which is aimed at automatic detection of the musical scale being played by the user on his or her bansuri. Namely, while playing the melody, the Scale Spot will recognize its pitch and determine the scale being performed on the bansuri in real time. This is a solution to one of the main problems of bansuri players and now I can adjust Sa, keep the pitch and be perfectly in line with the key I should play in. The most important thing about my project is that Scale Spot will be able to work not only with bansuri but with any other musical instruments (harmonium, violin, guitar, keyboard) and even with vocals. This way the whole band, ensemble or classical orchestra will have the opportunity to be in the same key and not to be confused by it. I have already started developing my project from HTML construction for the web interface of the program. Now I am around twenty lines into the process of developing the user interface. I also pasted a pic of a bansuri for those wondering what it is
And so, Iāve written around 90 lines of HTML code in around 45 ish minutes with some prior planning and stuff, and surprisingly enough, the basic structure of the interface is starting to look very good. In general, Iāve managed to outline all major parts of the interface, organize the containers, and even prepare a base layout that shows how Scale Spot should look upon its loading. It might be a bit early to say something about this, but the foundation seems solid enough, and now I can imagine how the interface will end up looking. In the process, there was one pretty annoying problem with the implementation of the light/dark theme switching functionality. In particular, the styles of certain elements were not changing at all and kept remaining within the incorrect theme. By investigating the CSS and how classes were applied, I managed to discover the cause of the problem and fix it. Now the theme switcher works perfectly fine and it is nice to see how all the interface switches between themes correctly. Now that everything is done, the HTML layout is ready, the theme system works, and it is time to implement the input audio and the logic of the pitch detection itself.
SO heres how its goingg: At the current moment I am deep in the process of CSS development and, needless to say, it has not been an easy thing. To be precise, I would say that about 70-85% of the work is done, which means that most of the basic aspects of design have already been made including layout, color schemes, spacing, etc. However, as always happens when working on the detailed aspects of the design, some errors emerge. So far I have faced a number of problems that are quite persistent. Elements do not align properly, there are some problems with animation and, besides, certain styles do not match each other although everything should go smoothly. Needless to say, at the moment things are not going great, but that is quite normal. These errors are quite persistent, but I will manage to solve them eventually. Despite the difficulties mentioned above, the CSS is being developed quite well. It seems that my application starts to acquire an interface, and, after sorting out the existing errors, I can proceed to such aspects as audio processing and scale detection. So overall ig its going well but it can gooo betterrr
Finally, I finished all the CSS, and to be honest, although the functionality is good, I do not think that the visual side of this project is quite satisfactory yet. In its current form, it looks quite simple and not particularly appealing, definitely not as stylish as I thought. It works well enough, but at the same time, it does not have that specific personality, that style that it should have. Thus, I can safely say that creating visually appealing CSS style from what I have now is going to be my next task. I really want to make the interface vibrant and stylish. Although it may seem like an aesthetic problem, the layout itself is perfect ā it is structured, organized and placed in a way that I wanted. So overall ima change it to a blue and green theme because their is a god in my culture called Krishna and He plays the flute and his favourite animal is a peacock soo ima change it to a blue and greenish layout with better fontss and stuff.
I have just finished the color update, and the entire interface now feels much more alive than it did before. The new color palette has made Scale Spot have some personality, unlike its previously dull default one. Moreover, I have added demo music, which includes the recordings that I have created MYSELF using my flutes, and it feels so cool that now they have been incorporated into the project. You will listen to them later, and I hope that you will enjoy them since I have put in a lot of effort while recording them. As for the programming part, I have started coding the JavaScript but now I am only a bit into it. However, I already feel that this step is going to be tough, as the logic of pitch detection, audio processing, and scale identification is crazy. I might need some help when I get to the point where things become really difficult, but I know that it is normal at this stage. For now, everything has been set up, the visuals have been improved, and the audio demo has been added ā now I need to deal with JS logic. Also dark mode looked trash so I changed some colours in it which I will show you guys later so stay tuned and adios.
First of all these are the scales I picked based on my JS: const SCALES = [ { name: āMajorā, set: [0, 2, 4, 5, 7, 9, 11] }, { name: āNatural Minorā, set: [0, 2, 3, 5, 7, 8, 10] }, { name: āHarmonic Minorā, set: [0, 2, 3, 5, 7, 8, 11] }, { name: āDorianā, set: [0, 2, 3, 5, 7, 9, 10] }, { name: āMixolydianā, set: [0, 2, 4, 5, 7, 9, 10] }, { name: āPhrygianā, set: [0, 1, 3, 5, 7, 8, 10] },]; And so, I officially started working with the JavaScript, and it feels very real. By now, I have about 270 lines of code, which is quite an achievement, considering how much I have already done. With this part of the project, I am relying on my logic, a bit of help from AI, and a great deal of researching musical scales. I am not a great musical individual, so I needed to get into this subject, and while doing this, I discovered that there are monophonic scales. They sounded cool, and thus, I am going to implement them in the program as well. because why not lol? While the JS gets more and more complicated by including pitch-detection logic and scale mapping into it, it is really exciting to see how this whole system gradually starts coming together. As soon as the detection algorithm is finished, the next step for me will be the implementation of the local history system, which will allow the users to keep track of the past detected scales on their computers. So, there is still a lot to do, but the progress is going good ig so far. atleast its funn.
BELOW I ATTACHED MY VID WHICH IS A SAMPLE ITS GONNA BE TURNED INTO AN MP3 BTW. So currently I am pretty much working on this project nonstop. Iāve completed about 490 lines of JavaScript code, but considering the spacing and formatting of the code, itās closer to 350 lines. Itās still a lot, still burned some of my brain cells, but I am doing fine. I also attached a video ā not sure if you can even see it ā but itās my first sample song for the website. Once the website starts detecting, the detection process should go smoothly and display āDetected in CāSharp.ā At least thatās the goal. Currently I am working on the JavaScript logic of this function and would say that I have completed 67% of this function. So in other words Iām already halfway there and on my way to the finishing line. Itās been a lot of trial and error, bug fixations, adjustments of the detection accuracy and not breaking the interface, but let me tell you ā itās going quite smoothly. Once I complete the rest of the logic, I will be able to show you the full demo version of the site and you will be able to try out the song detection yourselves. Good luck to me lol im almost there anyway see u in the next log adios.
This is my official last devlog on this project, and I want to go over all the details behind finishing this project. Within the past few days, I have been working on cleaning up the layout as much as possible so that it would look better. The most important thing is that the JavaScript coding for this entire project has been completed ā through lots and lots of debugging and tweaking. Some nice tips came in from Claude, and VS Codeās auto-suggestions sped things up nicely. At first, there was a problem with the script. It did not function correctly and some functions were causing problems to the flow. However, after a series of off-line testing, identifying and solving of problems everything began to work perfectly fine. In addition, I made some changes in HTML. Some new lines were introduced to support the new functions in JS while some other lines were deleted to clean the code. So, overall, this revision finalized everything ā from layout to logic and from structure to build. I also removed dark mode because it was not needed. And then I pushed it to github later one and hosted it on netlify. Overall everything works well lemme know if yall like it.
Though I have said in my last devlog that it would be my last one, my friend gave me an awesome suggestion that I could not overlook. He mentioned that there may be cases where someone does not have a mic or even they might like to upload their audio in MP3 format rather than recording the live sound. Therefore, I have added another feature for the project, which allows me to add MP3 files. The new system allows the user to upload their own music/audio files and works well with the existing features of the application. I have tested the system with any random song just to check the functionality of the system, and as you can observe in the screenshot below, the system is working perfectly fine. The addition of this feature will allow those users to use this system in case they do not have a microphone or prefer to use their pre-recorded audio file.
It loooked ai meaning that I used a lot so in these past 40 min I redid the css and added something unique which is the confetti button in the top with the emoji of a confetti which actually works and looks pretty good and honestly I like this version wayy better than the old one because its a bit more unique. I also added a small css script that when you hover on something it moves bit which gives a interactive buttony type of representation. I also switched up the metronome a bit and made it look better BUT there was an issue with the the button as you can see in the picture (bottom left) so after like 10 ish minutes I figured out how to fix it and that the .metro-beats isnāt actually flexing, so I fixed it and now its a bunch of shapes which looks greeatttt.
Ships:
What did you make? Scalify is a web app that analyses your voice or uploads audio to determine the musical scale. This app uses actual signal processing in pure JavaScript. It makes a chromagram, matches it to KrumhanslāSchmuckler scales, finds the tonic, and detects what scale sounds better. After it locks on something, you can listen to the tonic drone, play the scale, and see its sargam in Hindustani notation. There is also a built-in tuner, tap-tempo function, and local storage of previously detected scales. What was difficult? Making detection work steadily was the most difficult thing ā to filter real peaks, not bins, and create a lock mechanism so it wouldnāt change constantly. The second thing was debugging many small, yet deadly bugs ā from renaming functions without updating them at call sites to accidentally breaking the code with a return statement, and incorrectly specifying an HTML element ID so that no button listeners worked. Fixing all those bugs took way more time than implementing new features. What are you proud of? The entire audio pipeline is real and complete ā Web Audio API and ~900 lines of JS. It progressed from a completely broken state to being fully operational end-to-end, and an additional functionality that allows uploading any song for analysis instead of a fixed result. What do people need to know in order to try it? It requires a server because Chrome restricts microphone access when loaded from file://. In case you donāt want access to a microphone, there are demo buttons and you can upload your own audio. For live detection, provide clear 2-3 seconds sample of a melody ā chords or noisy background tracks might fool pitch detection. The demo audio files are pinned to their respective correct answer, while the uploaded ones will return an unpinned answer. Overall this is actually useful to me personally because I am professional flutist and that when I am performing with my bansuri (flute) in a orchestral layout to figure out the scale this will work very well offline too. Overall I hope yall like it thank you.
Scalify is an app that uses real signal processing to detect musical scale by analyzing either your voice or audio from an uploaded file. It creates a chromagram, matches it to Krumhansl-Schmuckler profiles, detects the tonic and finds the most fitting scale; then it locks the result and allows you to hear the tonic drone, play the scale and see its sargam notation in the Hindustani style, along with a built-in tuner, tap-tempo and local storage. The most difficult part was achieving stable detection, i.e., filtering real peaks not the raw bins, creating a lock mechanism, and fixing dozens of small yet destructive bugs like a misnamed function or a typo in HTML IDs and other return statements. Iām really happy about finishing the entire audio pipeline as real, full and complete, as now there are ~900 lines of pure JS that work from start to finish, and any song may be uploaded for analysis. For trying the application you will need a server, as Google Chrome blocks microphone access on file:// protocol, however all buttons and audio upload features work perfectly fine; for live detection any 2-3 second clean melodic sample is suitable. Moreover, Iāve completely redesigned the entire ui and I hope you guys enjoy it. and this was all based on recent suggestions...
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1792824918.4497466
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1792911318.4497466
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40343
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Personal Website by @kripusek | Stardance
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kripusek
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2
|
1.33
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T13:44:17Z", "hours": 0.0, "multiplier": 1.12, "payout": 0, "blessing": "neutral", "text": "edited the readme so it actually matters now, it seems I have shipped it a second time before but it must have glitched and not shipped", "repo": "https://github.com/kripusek/stardance-personal-site", "demo": "https://kripusek.github.io/stardance-personal-site/"}, {"ship_num": 2, "ts": "2026-07-27T18:03:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. It was Very Very fun but also pretty challenging. It definitly was a learning experience for me.", "repo": "https://github.com/kripusek/stardance-personal-site", "demo": "https://kripusek.github.io/stardance-personal-site/"}]...
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[{"post_id": 38926, "ts": "202 [{"post_id": 38926, "ts": "2026-08-01T15:00:40Z", "hours": 0.3333, "text": "I have added more ways to contact me on my website (:"}, {"post_id": 36311, "ts": "2026-07-28T10:54:14Z", "hours": 0.2678, "text": "Quick fix for the website, I have expanded my README and I have added a footer on the bottom of the website"}, {"post_id": 35920, "ts": "2026-07-27T17:51:39Z", "hours": 1.2881, "text": "I think I might have finished the website :D"}]...
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Title: Personal Website by @kripusek | Stardance
Title: Personal Website by @kripusek | Stardance
Devlogs:
I think I might have finished the website :D
Quick fix for the website, I have expanded my README and I have added a footer on the bottom of the website
I have added more ways to contact me on my website (:
Ships:
I made a personal website. It was Very Very fun but also pretty challenging. It definitly was a learning experience for me.
edited the readme so it actually matters now, it seems I have shipped it a second time before but it must have glitched and not shipped...
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1792846595.8445325
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1792932995.8445325
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40446
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My beautiful web! by @AyushKushwaha | Stardance
|
AyushKushwaha
|
2
|
13.0
|
101
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T10:32:37Z", "hours": 11.0, "multiplier": 8.87, "payout": 101, "blessing": "neutral", "text": "I have created my new portfolio using react , I have added some component form reactbits.dev to make it outstanding . the challenging part was to add components and use it correctly but with the help of ai and http://reactbits.dev/get-started/installation it become easy . i am proud because i have created one of the best portfolio from my pov. this all about my portfolio hope you gyus will enjoy it while using . take care , thanks", "repo": "https://github.com/ayush-bug/my-website", "demo": "https://ayush-bug.github.io/my-website/"}, {"ship_num": 2, "ts": "2026-07-27T17:54:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a beginner-level personal portfolio website using HTML and CSS. The website introduces me, my interests, skills, and social links. I chose a retro-inspired design because I enjoy the look of old computer interfaces, so I wanted my portfolio to have a unique style instead of a modern template. The main goal of this project was to practice the fundamentals of web development while building something that represents me. The most challenging part was creating the layout and making all the sections look consistent. Understanding how Flexbox works and arranging elements properly took time, and I had to experiment with different CSS properties before I was satisfied with the final design. I am proud that I built the website myself using the HTML and CSS knowledge I have learned. Whenever I got stuck on a concept, I used AI only as a learning tool to understand it better, but I wrote and designed the project on my own. Completing and publishing my first portfolio has given me confidence to continue learning web development.", "repo": "https://github.com/ayush-bug/my-website", "demo": "https://ayush-bug.github.io/my-website/"}]...
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[{"post_id": 64710, "ts": "202 [{"post_id": 64710, "ts": "2026-09-09T10:23:51Z", "hours": 0.7317, "text": "devlog-11 finally deployed it on gh-pages live preview visit and check it out . till then byy . take care :D"}, {"post_id": 64686, "ts": "2026-09-09T08:49:21Z", "hours": 0.7436, "text": "devlog - 10 created a responsive design for small screen with that my new react portfolio is ready to ship i am thinking to use my domin grant , and deploy it on my domin name ."}, {"post_id": 64347, "ts": "2026-09-08T17:26:36Z", "hours": 1.0117, "text": "devlog-9 complete the footer section with this my new react portfolio is almost completed one thing left is to make is responsive for small screen , i know it is bit complicated work , but will work on it and ship is soon. till then stay safe , keep smiling bye : )"}, {"post_id": 64136, "ts": "2026-09-08T10:29:46Z", "hours": 1.1789, "text": "devlog-8 add the contact me section and also fixed some grid issue . the portfolio is almost completed only footer part and resposive across small screen is left ."}, {"post_id": 64036, "ts": "2026-09-08T05:08:37Z", "hours": 1.83, "text": "devlog-7 completed the project section with a good ui . i always get stuck in grids , and flex it was always challanging for me but any way did , but thinking to revise the css grid and flex one more time ."}, {"post_id": 63743, "ts": "2026-09-07T18:10:06Z", "hours": 0.9836, "text": "devlog-6 added loop logo in the skill section , now moving towards project section ."}, {"post_id": 63445, "ts": "2026-09-07T09:27:04Z", "hours": 2.6931, "text": "devlog-5 add new section About me and skills , also add a new component in about me section to make it interactive ."}, {"post_id": 63053, "ts": "2026-09-06T17:06:59Z", "hours": 1.4806, "text": "dev-log 4 added some react components form reactbits.dev to make it look outstanding and futurastic design . it was quiet hard but did it . i am using react for the first time after learing so it is bit hard but any way i enjoy it ."}, {"post_id": 62810, "ts": "2026-09-06T10:25:43Z", "hours": 0.7442, "text": "devlog-3 creating new portfolio , i will use react and some library to make it more interactive , till then take care bye"}, {"post_id": 35705, "ts": "2026-07-27T09:46:36Z", "hours": 1.3036, "text": "finally completed my retro style website , i did not used any javascript , just pure html and css art ."}, {"post_id": 35649, "ts": "2026-07-27T07:05:17Z", "hours": 0.8064, "text": "currently , completed with nav bar and header section , working to make it good looking website . I was stuck in the nav bar part so I use chat gpt for help ."}]...
|
Title: My beautiful web! by @AyushKushwaha | Stard Title: My beautiful web! by @AyushKushwaha | Stardance
Devlogs:
currently , completed with nav bar and header section , working to make it good looking website . I was stuck in the nav bar part so I use chat gpt for help .
finally completed my retro style website , i did not used any javascript , just pure html and css art .
devlog-3 creating new portfolio , i will use react and some library to make it more interactive , till then take care bye
dev-log 4 added some react components form reactbits.dev to make it look outstanding and futurastic design . it was quiet hard but did it . i am using react for the first time after learing so it is bit hard but any way i enjoy it .
devlog-5 add new section About me and skills , also add a new component in about me section to make it interactive .
devlog-6 added loop logo in the skill section , now moving towards project section .
devlog-7 completed the project section with a good ui . i always get stuck in grids , and flex it was always challanging for me but any way did , but thinking to revise the css grid and flex one more time .
devlog-8 add the contact me section and also fixed some grid issue . the portfolio is almost completed only footer part and resposive across small screen is left .
devlog-9 complete the footer section with this my new react portfolio is almost completed one thing left is to make is responsive for small screen , i know it is bit complicated work , but will work on it and ship is soon. till then stay safe , keep smiling bye : )
devlog - 10 created a responsive design for small screen with that my new react portfolio is ready to ship i am thinking to use my domin grant , and deploy it on my domin name .
devlog-11 finally deployed it on gh-pages live preview visit and check it out . till then byy . take care :D
Ships:
I created a beginner-level personal portfolio website using HTML and CSS. The website introduces me, my interests, skills, and social links. I chose a retro-inspired design because I enjoy the look of old computer interfaces, so I wanted my portfolio to have a unique style instead of a modern template. The main goal of this project was to practice the fundamentals of web development while building something that represents me. The most challenging part was creating the layout and making all the sections look consistent. Understanding how Flexbox works and arranging elements properly took time, and I had to experiment with different CSS properties before I was satisfied with the final design. I am proud that I built the website myself using the HTML and CSS knowledge I have learned. Whenever I got stuck on a concept, I used AI only as a learning tool to understand it better, but I wrote and designed the project on my own. Completing and publishing my first portfolio has given me confidence to continue learning web development.
I have created my new portfolio using react , I have added some component form reactbits.dev to make it outstanding . the challenging part was to add components and use it correctly but with the help of ai and http://reactbits.dev/get-started/installation it become easy . i am proud because i have created one of the best portfolio from my pov. this all about my portfolio hope you gyus will enjoy it while using . take care , thanks...
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1792817727.6672087
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1792904127.6672087
|
|
40484
|
RaidenScript by @RaidenTechnology | Stardance
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RaidenTechnology
|
2
|
58.97
|
231
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T11:46:51Z", "hours": 31.0, "multiplier": 10.41, "payout": 104, "blessing": "neutral", "text": "RaidenScript v0.2 Update I wrote RaidenScript (RS) from scratch in C++20 as a small embeddable scripting language. In Ship #1 I had it running in three hosts. Since then I gave it a browser you can try it in, and I turned the Minecraft host into a real game running on a live server. I put the language in a browser. I compiled the C API to WebAssembly, served it from GitHub Pages, and wrote an editor with a Run button and four example programs: raidentechnology.github.io/raidenscript. I send nothing to a server; the page is the interpreter. I stopped treating the Minecraft host as a demo. I wrote 144 commits on it since the last devlog, and I keep the rules out of Java entirely: they sit in one .rai file the server loads at boot and reloads while players are online. I wrote a whole farming layer as script rules. Every crop got its own tool with its own level and rarity ladder, and I added tool enchants, XP bottles, an upgrade bench, and a 20 minute contest with medals and a shop of its own. I added pests. Twelve species, a spawn engine I tied to whatever crop is planted, a five-tier vacuum to kill them with, and a loot table I hooked into the same farming-luck stat every other system reads. I built a garden around it: 8 plots, a regeneration engine that rebuilds 13 farm patterns, 76 visitor NPCs I gave 53 signed skins, and a copper economy I priced off the live Bazaar API instead of numbers I made up. I added one host primitive, taslakModel, and let the script choose the model an item wears. Adding an item is now a script edit and nothing else. I fixed three bugs the live server found and no test of mine would have. An item-identity gate was cancelling every right click unconditionally, so the grappling hook silently never fired. The area hoe was catching its own synthetic event and moving the stack twice. And one wrong price in a shop table was failing the entire script at boot. Why did I do it like this? Because I think a language is judged by what runs on it, not by its grammar. The strongest thing I can say about my embedding API is that a 10,000 line ruleset runs on it every night, on a real server, with real players. Because I lose reviewers at the install wall. For Ship #1 I asked people to clone a repo and build it with MinGW. Now I ask for one click, and I am handing them the same interpreter, not a simplified twin. Because every rule I move out of Java is a rule I can change without a restart. I left no compile step in the script layer, so /rai reload changes the balance of a live game between two swings of a sword. Because item models were the last thing still forcing me into Java. I closed that hole, and I now keep the Java side as infrastructure only: it knows how to talk to the server and nothing about what the game is. Because I wanted the contest, the pests and the visitor queue to stress the C boundary. I pass numbers in the array and let strings travel beside it, and not one of these systems made me widen that contract. Because a bug a player hits at 2 AM is worth more to me than a bug I find in my own suite. All three above came from the server. Source (MIT): github.com/RaidenTechnology/raidenscript", "repo": "https://github.com/RaidenTechnology/raidenscript", "demo": "https://raidentechnology.github.io/raidenscript/"}, {"ship_num": 2, "ts": "2026-07-28T10:10:56Z", "hours": 7.0, "multiplier": 17.73, "payout": 127, "blessing": "neutral", "text": "RaidenScript v0.1 ā an embeddable scripting language written from scratch in C++20. WHAT IT IS A small language (29 keywords) with Pythonās readability and JavaScriptās runtime model, built to go inside another program and make it scriptable. The same interpreter runs in three hosts, and each one has a working demo in the repo: Terminal ā native binary, ārai program.raiā, plus a REPL Browser ā C API compiled to WebAssembly, running an animated store page JVM ā C API through JNI, running a Paper Minecraft plugin The demo link is my shipped game STAR BREAKER: one of its weapons is not defined in the game at all, it is a RaidenScript file the game loads and runs through the WebAssembly build. WHAT IS IN IT Lexer, parser, resolver, tree-walking interpreter and REPL, all hand-written; no parser generator, no dependencies. 16 example programs that double as the regression suite, 20 C API checks, 7 WebAssembly checks, zero compiler warnings. A recursion-depth guard so a runaway script raises a catchable error instead of killing the host process ā verified separately on native, wasm and the JVM. The cover image was computed pixel by pixel by a RaidenScript program (demo/kapak/kapak-ascii.rai) ā no graphics library, in the program or in the language. HOW TO TRY IT git clone, then āmakeā (w64devkit/MinGW on Windows, gcc elsewhere), then ārai examples/01-temeller.raiā, or just āraiā for the REPL. The README is a full manual: language guide, standard library, embedding walkthrough. Known limits are written down there rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. AI SPLIT The design of the language and its core ā lexer, parser, resolver, interpreter, REPL, C API, string channel ā is mine and was written by me. The host bindings, the demo apps, and this weekās seven interpreter bug fixes are AI-written from my designs and my audit. Logged hours are my editor time only. Source (MIT): github.com/RaidenTechnology/raidenscript", "repo": "https://github.com/RaidenTechnology/raidenscript", "demo": "https://raidentechnology.github.io/raidenscript/"}]...
|
[{"post_id": 53014, "ts": "202 [{"post_id": 53014, "ts": "2026-08-23T12:15:50Z", "hours": 20.9703, "text": "RaidenScript: the cover is a program, not a picture I gave the project a red and black cover, and I did it without opening an image editor. The cover generator is a RaidenScript program that prints a plain PPM to stdout, so I changed the palette in the script and ran it again: three radial glows, a faint grid, a vertical gradient on the bolt, and a 5x7 bitmap font that is data inside the file, not a system font. It computes 315,000 pixels in 43 seconds. That is my tree-walking interpreter doing arithmetic in a while loop, with no graphics library in the program and none in the language. My first render was wrong and I had to say so. The old cover put a turquoise bolt on a violet field, so the contrast came from hue. In red on red there is no hue left to lean on, and the bolt sank into the background. I cut the background glow to a third and pushed the bolt to a near-white core, so the contrast now comes from brightness. I cleaned the repository behind it. My README still linked to SPEC.md and WORKLOG.md after I deleted them, so anyone cloning it hit two dead links on the front page. I removed those links and rewrote the root README and two demo READMEs without tables. Why did I do it like this? Because a cover drawn in an image editor says nothing about my language, and a cover computed by it is the smallest honest benchmark I own. If the language cannot fill 315,000 pixels, I want to know that before someone else finds out. Because 43 seconds is a real number and I am not hiding it. It is fine for a cover I render once, and it is exactly why a bytecode VM sits on my roadmap instead of being marked done. Because a README that points at files I deleted is a promise I broke to whoever clones the repo, and that is the first thing a reviewer sees."}, {"post_id": 46568, "ts": "2026-08-13T21:53:11Z", "hours": 30.61, "text": "The loop that fixes the language is written in the language Since the last devlog the work split in two: a development loop that RaidenScript now drives itself, and a repository that finally stopped mixing the language with a game server. selfdev - the decision logic is a .rai file tools/selfdev.rai holds the loopās rules: pick an area nobody touched last round, run the build, read the log, call the pass green or red, append its own entry to a round journal. Under it sits tools/rsdev.cpp, a sys.* host built on the same C API the browser game and the Minecraft plugin already use. The language had three hosts. The fourth one is its own toolchain. Pass 2 taught it what not to trust. tools/selfdev-build.cmd reported EXIT=0 for a run that failed to link. The cause is not in the language at all: exit /b inside a ( ⦠) Ā» log 2>&1 block does not end a .cmd script, so control falls through to the final exit /b 0. A loop whose whole contract is āexit 0 means greenā can commit on red - and it did once, on stale .o files. The rule now is read the log, not the exit code, and it is written in capitals at the top of SELFDEV-NOTES.md because I expect to forget it. What the passes actually fixed String building was quadratic. At 60,000 pieces: s += x took 1879 ms, s = s + x took 2382 ms, against a list.push + join baseline of 54 ms - 35x and 44x. Strings stay immutable (SPEC section 2), the fix is ownership: when the slot is the only owner, append in place. Both forms now run in about 25 ms. The indexed form d[k] += x was a separate code path and stayed quadratic after the first fix, so it took a second pass to catch. The measurement size was part of the test. At 24,000 pieces the s = s + x check passed green: 288 KB fits in L2 and quadratic copying looks cheap in cache. At 60,000 (720 KB) both went red. f-strings could not hold a quoted string inside an interpolation, although SPEC 9/3 said they could. fā{sys.read(āa.txtā)}ā was a syntax error. The spec was right and the parser was wrong. A blank line in a CRLF file closed a block early. The lone \\r counted as content - the kind of bug that only shows up on someone elseās machine. Two C API bugs: rs_call could return an empty error message, and a nested rs_call corrupted the string channel of the outer primitive. The JVM bridge silently collapsed an int-returning host primitive to 0. Silent zeros are the worst class: the plugin keeps running and the numbers are simply wrong. 68 C API checks green, zero compiler warnings, sanitizer run clean. 29 keywords, still capped at 30. No C API signature changed. The branch split 227 commits had piled up unpushed and 216 of them were the Minecraft plugin demo. I reset main to origin, cherry-picked only the 13 language and tooling commits, and left the rest on its own branch. main is the language. Nothing else goes there. Most of the time logged on this project since the last devlog went into that plugin demo - the JVM binding exercised against a real server - and that branch is not on GitHub yet. The language fixes above came out of the unattended loop.I read every pass and hand-picked what entered main. The design, the spec and the original src/ are mine. Logged hours are my editor time only."}, {"post_id": 36295, "ts": "2026-07-28T09:44:35Z", "hours": 0.5578, "text": "Seven bugs, and the ones that were never reachable Last devlog promised a depth counter for the crash that hit all three hosts. I built it, then kept reading instead of building, and the audit found six more. THE COUNTER A script that recurses too deep does not raise an error. It kills the process. On a Minecraft server that means every player drops and the log has not one line about it - no Java exception, no hs_err file, exit code 127. The tempting fix is a bigger stack, but that only moves the wall: with -Xss16m the JVM dies at ~5000 frames instead of ~500, the same way. So the interpreter counts instead. Every script call goes through one function, and past the limit it raises an ordinary Error - catchable with try/catch, readable through rs_last_error. Picking the number mattered more than writing it. My notes said ā4000ā, my measurements said that was useless: native and wasm hit the wall near 1000 frames, a default JVM thread at ~500, because each script frame costs about 1.7 KB of native stack. A limit above the wall protects nobody. So: 800, and the JNI bridge drops it to 400 because it knows what stack it stands on. The counter also has to be restored no matter HOW a call exits - return, return signal, or exception. My restore lines covered two of those three paths; a destructor covers all three and cannot be forgotten. A CRASH ANY SCRIPT COULD TRIGGER \"a,b\".split(5) That was enough to kill the host. split assumed its argument was a string, dereferenced a checked cast without checking it, and got a null pointer. Eight builtins had the same line copied into them. In a standalone language that is a segfault. In an embedded one, any script author can take down the server with a typo. It is now a type error naming the method. OPERATORS THAT WERE NEVER REACHABLE The lexer produced tokens for & | ^ Ā« Ā». The interpreter had the arithmetic for all five. Every test passed. But no rule in the parser ever read those tokens, so āflags & 4ā got āexpression expected, found ā&āā, and the code in the other two layers had never once run. Three layers agreeing on a feature is not the same as three layers connected by it. The fix was four precedence levels, ordered like Python and C - no new keywords, so the language stays at 29 of 30. THE SMALL ONES throw Error(āamount missingā) reached the host as āā: the CLI path pulled out the message field, the embedding path did not. 2 ** 64 wrapped silently to 0. 1 Ā« 64 was undefined behaviour - on x86 the CPU takes the shift count modulo 64, so it quietly evaluates to 1. And an exception thrown from a single-expression lambda left the interpreter in the lambdaās scope, so the catch block ran against the wrong variables. WHERE IT STANDS The C API suite is 20 checks now, five written for these bugs; the wasm suite 7; 11 examples still run; zero warnings. The guard is verified on native, wasm and JNI separately, and in each one the process was still alive after the limit was hit. Three problems stay open, in the README rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. ON THE AI SPLIT This changes what I said last time, so I am saying it plainly. Until now AI had not touched src/. This round it did: I asked it to audit the interpreter and fix what it found, and the C++ in these seven fixes is AI-written from that audit. The language itself - lexer, parser, resolver, interpreter, REPL, C API, string channel - is still my design and was written by me. Host bindings and demo apps were already AI-written from my designs, as I said last devlog. Logged hours are my editor time only."}, {"post_id": 36104, "ts": "2026-07-27T23:51:06Z", "hours": 3.3964, "text": "One interpreter, three hosts Last devlog my language could define a weapon in my shipped game. Since then it left the browser too, and the way out taught me more than the way in. STRINGS WITHOUT LYING ABOUT NUMBERS The C boundary only carried doubles. That was a deliberate choice: a number is copied, so nobody has to ask who owns it. Then I tried to write a bank UI and stopped in the first ten minutes. An IBAN is text. An error message is text. The tempting fix is to pass a handle: āthis double is really an index into a string tableā. I did not do it. A contract like that is invisible, and the first time somebody misreads it the program moves the wrong money without a warning. So strings travel BESIDE the numbers instead of inside them. args[] did not change by a single byte, rs_host_fn kept its signature, and my already-shipped gameās bridge kept working untouched. Text is pulled by the script, not pushed by the host: script: iban = ui.input(\"iban\") host : reads the field name, returns the value THE 64 KILOBYTE FLOOR Then I asked whether the language could drive an animated web page, and measured instead of guessing. 490,000 host calls per second. 200 elements updated twice each = 1.45 ms, nine percent of a frame. Fine. What was not fine: recursion died at depth 130. Not with an error - with memory corruption. After it, the whole WebAssembly module was dead; I could not even open a fresh VM on it. Emscriptenās default stack is 64 KB, and a tree-walking interpreter spends several C++ frames per script frame. Adding -sSTACK_SIZE=8MB moved the safe depth past 1000 and turned overflow into a catchable error. Cost: the .wasm grew by three bytes. Then a worse one. If a host function throws, the exception unwinds through the interpreterās frames without restoring the stack pointer, and that space never comes back. I measured the drift: 5,000 escaping exceptions took the safe depth from 1000 to 937. At 50,000 the module died. Fix: never let an exception cross the boundary - catch it in the bridge. THE THIRD HOST Then JNI, and the language went into a Minecraft server. Same C header, a different bridge, and the design copied deliberately: numbers in the array, strings in the channel beside it. The plugin is a custom enchanting table. Sixteen enchants, seven rarity tiers, slot limits per rarity, conflicts, an XP cost curve, and the block of text drawn on the item - all of it in one .rai file. The Java side is two classes that do not contain a single enchant name. Stats are written into the schema my existing combat plugin already reads, so enchants change real damage without one line changing in the plugins that were already there. Because there is no compile step, /rai reload changes the rules while players are online. A live server found a bug I had not: NamespacedKey only accepts [a-z0-9/._-] and my enchant ids are camelCase. The bridgeās catch turned what would have been a crash into a log line, and the log line named the key. THE SAME BUG THREE TIMES Native: depth 1000, then a silent death, exit code 127. WebAssembly: 130, then corruption. JVM: 500, then the whole server dies with no Java exception and no crash log. One cause - I recurse on the native stack and never count the depth. Three hosts made it obvious in a way one host never would have. That counter is next. ON THE AI SPLIT The core is mine: lexer, parser, resolver, interpreter, REPL, C API, the string channel. AI has not touched src/ and I checked the history before writing this. The host bindings and the demos are AI-written from my designs - the browser binding, the JNI bridge, and three demo apps. Logged hours are my editor time only."}, {"post_id": 35952, "ts": "2026-07-27T18:45:08Z", "hours": 2.4036, "text": "My language now defines a weapon in my shipped game Phase 1 gave RaidenScript a lexer, parser, resolver, interpreter and REPL. Today it got a design change of its own, and a way out of the terminal. TWO KEYWORDS, AND WHY THE FIRST VERSION WAS WEAK I had one keyword for pulling code in: use. I wanted hardware code to look different from application code, so I proposed include for boards and import for everything else. That rule was weak and I want to be honest about why. If include serial and import math do exactly the same thing, nothing stops anyone writing include math. A guide the compiler cannot check is not a guide, it is a convention with a syntax bill. So the difference moved onto something the compiler can enforce: import resolved at runtime: std library, a git repo, a pinned version include resolved when the host builds you in include now refuses quoted paths and @ āv0.3.1ā version tags outright. On an ESP32 there is no filesystem and nothing to fetch, so a dependency needing the network at load time simply cannot be an include. Hardware and software separate as a side effect of a rule about resolution time ā that is what earns two keywords instead of one. A file may use both, and that is the point: that is what a bridge looks like. 29 keywords now, hard-capped at 30 until v1.0. One slot left, and I would rather leave it empty than spend it on a synonym. A BUG ONLY TURKISH COULD PRODUCE Renaming use to import across 20 files, a bulk find-and-replace uppercased an i into U+0130 ā the Turkish dotted capital, because in Turkish that is what the uppercase of i is. My editor did the case change in my own locale and handed C++ a character it cannot compile. The irony is sharp. RaidenScript deliberately accepts UTF-8 identifiers, so a Turkish variable name is legal in the language I am building. The language I am building it in has no such patience. OUT OF THE TERMINAL Then the embedding work: a C API, a WASM build, and one weapon. The C API was not the hard part. Lifetime was. Function values hold RAW pointers into the AST, and a host calls a script function long after loading it ā so the VM has to own the source, the tree and the interpreter, and destroy them in the right order. One VM, one script; numbers across the boundary, not JSON. Then WASM aborted on the first return statement. Emscripten disables C++ exceptions by default, and this interpreter carries return, break and thrown errors on C++ exceptions. -fwasm-exceptions fixes it. The JS-based alternative would mean a trip to JavaScript on every single function return ā unusable for a tree-walker. And the payoff: STAR BREAKER, the game I shipped last week, now has a weapon whose definition is not in the game. scripts/plazma.rai holds its damage, fire rate, spread and the shape of its shot. The engine calls fire(angle), the script calls back with game.spawnBullet, and the engine makes the bullets. The script only says where. Rarity, levels, reforges, evolution ā all of it still works, untouched. The weapon is an ordinary table entry that happens to be filled from a language I wrote. I added a weapon rather than moving one: the game is shipped and its balance measured, so adding risks nothing. If the WASM fails to load, the weapon simply is not there. ON THE AI SPLIT The design is mine ā the two keywords, the bridge pattern, the decision to add rather than move. I wrote the first pass of the rename; AI reviewed it, found what was missing, and wrote most of the embedding layer with me directing. That is more AI than my last devlog claimed, and I would rather correct it than let it stand. Repo (MIT): github.com/RaidenTechnology/raidenscript"}, {"post_id": 35673, "ts": "2026-07-27T08:35:48Z", "hours": 0.8014, "text": "I wrote a programming language. It runs. RaidenScript is an embeddable scripting language ā the kind that goes inside another program and makes it programmable. It borrows readability from Python, the runtime model from JavaScript, optional types from C++, and declarative UI from HTML. Phase 1 is done: lexer, AST, parser, resolver, tree-walking interpreter, REPL. ~5,150 lines of C++20, zero warnings under -Wall -Wextra -Wpedantic -Wshadow -Wconversion. WHAT I DID FIRST WAS NOT WRITE CODE Phase 0 was pure design: a spec, a grammar, and 15 example programs ā and no compiler at all. Writing those examples found 16 defects in the spec before a single line of the implementation existed. Two of them would have forced a rewrite later: Conditional expressions (a if cond else b) were missing from the grammar entirely ā I typed one by reflex in example 4 and it couldnāt parse. => followed by { was genuinely ambiguous: block, or map literal? I took JavaScriptās answer ā after =>, { is always a block, and returning a map needs ({ā¦}). Finding this while writing the parser would have cost days. Then the parser found a third: my rule that brace-blocks suppress indentation was just wrong. It makes this impossible to write: register(\"hit\", (e) => { if e.critical: damage = damage * 2 }) Parentheses hold one expression; brace blocks hold statements, and statements need block structure. DECISIONS IāM HAPPY WITH Only nil and false are falsy. 0 and āā are truthy, which kills the classic if-count bug at the root. / always returns a float; // is integer division. Cās silent truncation is a bug factory. No package registry, ever. Modules resolve straight from a git repo, Go-style. I built the diagnostics engine before the lexer, because error messages bolted on afterwards always stay bolted on. Columns count UTF-8 characters, not bytes ā so the caret lands correctly when a variable is named sayaƧ. Real output, Turkish for now (English messages are on the list): hata: beklenmeyen ā!ā ā> test.rai:3:7 | 3 | c = 5 ! 3 | ^ | = ipucu: olumsuzlama iƧin ānotā kullan THE PART THAT MADE ME GRIN Example 15 is a calculator ā a lexer, a Pratt parser and an evaluator, written in RaidenScript. I wrote it in Phase 0 as a rehearsal for the C++ I hadnāt written yet. Now it runs on the interpreter it was a rehearsal for: 2 ^ 3 ^ 2 gives 512, right-associative, not 64. The REPL I wrote by hand, and it immediately earned its keep by finding a bug nothing else could: Source::fromFile stripped the UTF-8 BOM, but the constructor didnāt. The REPL was the first code path to build a Source from an in-memory string instead of a file, so piped input carried a BOM into the lexer, which glued it onto the first identifier. A new entry point finds bugs no amount of staring finds. ON THE AI SPLIT The design is mine ā spec, grammar, naming, and every decision above. Phases 0-6 of the implementation were written with AI assistance (Claude); the REPL, step 7, I wrote myself, and that is the mode from here on: I write the code, AI reviews it. WHATāS NEXT Not phase 2. Iām skipping types and the bytecode VM and going straight to embedding ā because a tree-walking interpreter is plenty fast for mod scripts, which run on events, not in the render loop. The goal: compile to WASM, bind a game.* API, and define one weapon in my published game STAR BREAKER using a language I wrote. A language nobody uses is a toy. A language shipping in a real product is not. Repo (MIT): github.com/RaidenTechnology/raidenscript"}]...
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Title: RaidenScript by @RaidenTechnology | Stardan Title: RaidenScript by @RaidenTechnology | Stardance
Devlogs:
I wrote a programming language. It runs. RaidenScript is an embeddable scripting language ā the kind that goes inside another program and makes it programmable. It borrows readability from Python, the runtime model from JavaScript, optional types from C++, and declarative UI from HTML. Phase 1 is done: lexer, AST, parser, resolver, tree-walking interpreter, REPL. ~5,150 lines of C++20, zero warnings under -Wall -Wextra -Wpedantic -Wshadow -Wconversion. WHAT I DID FIRST WAS NOT WRITE CODE Phase 0 was pure design: a spec, a grammar, and 15 example programs ā and no compiler at all. Writing those examples found 16 defects in the spec before a single line of the implementation existed. Two of them would have forced a rewrite later: Conditional expressions (a if cond else b) were missing from the grammar entirely ā I typed one by reflex in example 4 and it couldnāt parse. => followed by { was genuinely ambiguous: block, or map literal? I took JavaScriptās answer ā after =>, { is always a block, and returning a map needs ({ā¦}). Finding this while writing the parser would have cost days. Then the parser found a third: my rule that brace-blocks suppress indentation was just wrong. It makes this impossible to write: register("hit", (e) => { if e.critical: damage = damage * 2 }) Parentheses hold one expression; brace blocks hold statements, and statements need block structure. DECISIONS IāM HAPPY WITH Only nil and false are falsy. 0 and āā are truthy, which kills the classic if-count bug at the root. / always returns a float; // is integer division. Cās silent truncation is a bug factory. No package registry, ever. Modules resolve straight from a git repo, Go-style. I built the diagnostics engine before the lexer, because error messages bolted on afterwards always stay bolted on. Columns count UTF-8 characters, not bytes ā so the caret lands correctly when a variable is named sayaƧ. Real output, Turkish for now (English messages are on the list): hata: beklenmeyen ā!ā ā> test.rai:3:7 | 3 | c = 5 ! 3 | ^ | = ipucu: olumsuzlama iƧin ānotā kullan THE PART THAT MADE ME GRIN Example 15 is a calculator ā a lexer, a Pratt parser and an evaluator, written in RaidenScript. I wrote it in Phase 0 as a rehearsal for the C++ I hadnāt written yet. Now it runs on the interpreter it was a rehearsal for: 2 ^ 3 ^ 2 gives 512, right-associative, not 64. The REPL I wrote by hand, and it immediately earned its keep by finding a bug nothing else could: Source::fromFile stripped the UTF-8 BOM, but the constructor didnāt. The REPL was the first code path to build a Source from an in-memory string instead of a file, so piped input carried a BOM into the lexer, which glued it onto the first identifier. A new entry point finds bugs no amount of staring finds. ON THE AI SPLIT The design is mine ā spec, grammar, naming, and every decision above. Phases 0-6 of the implementation were written with AI assistance (Claude); the REPL, step 7, I wrote myself, and that is the mode from here on: I write the code, AI reviews it. WHATāS NEXT Not phase 2. Iām skipping types and the bytecode VM and going straight to embedding ā because a tree-walking interpreter is plenty fast for mod scripts, which run on events, not in the render loop. The goal: compile to WASM, bind a game.* API, and define one weapon in my published game STAR BREAKER using a language I wrote. A language nobody uses is a toy. A language shipping in a real product is not. Repo (MIT): github.com/RaidenTechnology/raidenscript
My language now defines a weapon in my shipped game Phase 1 gave RaidenScript a lexer, parser, resolver, interpreter and REPL. Today it got a design change of its own, and a way out of the terminal. TWO KEYWORDS, AND WHY THE FIRST VERSION WAS WEAK I had one keyword for pulling code in: use. I wanted hardware code to look different from application code, so I proposed include for boards and import for everything else. That rule was weak and I want to be honest about why. If include serial and import math do exactly the same thing, nothing stops anyone writing include math. A guide the compiler cannot check is not a guide, it is a convention with a syntax bill. So the difference moved onto something the compiler can enforce: import resolved at runtime: std library, a git repo, a pinned version include resolved when the host builds you in include now refuses quoted paths and @ āv0.3.1ā version tags outright. On an ESP32 there is no filesystem and nothing to fetch, so a dependency needing the network at load time simply cannot be an include. Hardware and software separate as a side effect of a rule about resolution time ā that is what earns two keywords instead of one. A file may use both, and that is the point: that is what a bridge looks like. 29 keywords now, hard-capped at 30 until v1.0. One slot left, and I would rather leave it empty than spend it on a synonym. A BUG ONLY TURKISH COULD PRODUCE Renaming use to import across 20 files, a bulk find-and-replace uppercased an i into U+0130 ā the Turkish dotted capital, because in Turkish that is what the uppercase of i is. My editor did the case change in my own locale and handed C++ a character it cannot compile. The irony is sharp. RaidenScript deliberately accepts UTF-8 identifiers, so a Turkish variable name is legal in the language I am building. The language I am building it in has no such patience. OUT OF THE TERMINAL Then the embedding work: a C API, a WASM build, and one weapon. The C API was not the hard part. Lifetime was. Function values hold RAW pointers into the AST, and a host calls a script function long after loading it ā so the VM has to own the source, the tree and the interpreter, and destroy them in the right order. One VM, one script; numbers across the boundary, not JSON. Then WASM aborted on the first return statement. Emscripten disables C++ exceptions by default, and this interpreter carries return, break and thrown errors on C++ exceptions. -fwasm-exceptions fixes it. The JS-based alternative would mean a trip to JavaScript on every single function return ā unusable for a tree-walker. And the payoff: STAR BREAKER, the game I shipped last week, now has a weapon whose definition is not in the game. scripts/plazma.rai holds its damage, fire rate, spread and the shape of its shot. The engine calls fire(angle), the script calls back with game.spawnBullet, and the engine makes the bullets. The script only says where. Rarity, levels, reforges, evolution ā all of it still works, untouched. The weapon is an ordinary table entry that happens to be filled from a language I wrote. I added a weapon rather than moving one: the game is shipped and its balance measured, so adding risks nothing. If the WASM fails to load, the weapon simply is not there. ON THE AI SPLIT The design is mine ā the two keywords, the bridge pattern, the decision to add rather than move. I wrote the first pass of the rename; AI reviewed it, found what was missing, and wrote most of the embedding layer with me directing. That is more AI than my last devlog claimed, and I would rather correct it than let it stand. Repo (MIT): github.com/RaidenTechnology/raidenscript
One interpreter, three hosts Last devlog my language could define a weapon in my shipped game. Since then it left the browser too, and the way out taught me more than the way in. STRINGS WITHOUT LYING ABOUT NUMBERS The C boundary only carried doubles. That was a deliberate choice: a number is copied, so nobody has to ask who owns it. Then I tried to write a bank UI and stopped in the first ten minutes. An IBAN is text. An error message is text. The tempting fix is to pass a handle: āthis double is really an index into a string tableā. I did not do it. A contract like that is invisible, and the first time somebody misreads it the program moves the wrong money without a warning. So strings travel BESIDE the numbers instead of inside them. args[] did not change by a single byte, rs_host_fn kept its signature, and my already-shipped gameās bridge kept working untouched. Text is pulled by the script, not pushed by the host: script: iban = ui.input("iban") host : reads the field name, returns the value THE 64 KILOBYTE FLOOR Then I asked whether the language could drive an animated web page, and measured instead of guessing. 490,000 host calls per second. 200 elements updated twice each = 1.45 ms, nine percent of a frame. Fine. What was not fine: recursion died at depth 130. Not with an error - with memory corruption. After it, the whole WebAssembly module was dead; I could not even open a fresh VM on it. Emscriptenās default stack is 64 KB, and a tree-walking interpreter spends several C++ frames per script frame. Adding -sSTACK_SIZE=8MB moved the safe depth past 1000 and turned overflow into a catchable error. Cost: the .wasm grew by three bytes. Then a worse one. If a host function throws, the exception unwinds through the interpreterās frames without restoring the stack pointer, and that space never comes back. I measured the drift: 5,000 escaping exceptions took the safe depth from 1000 to 937. At 50,000 the module died. Fix: never let an exception cross the boundary - catch it in the bridge. THE THIRD HOST Then JNI, and the language went into a Minecraft server. Same C header, a different bridge, and the design copied deliberately: numbers in the array, strings in the channel beside it. The plugin is a custom enchanting table. Sixteen enchants, seven rarity tiers, slot limits per rarity, conflicts, an XP cost curve, and the block of text drawn on the item - all of it in one .rai file. The Java side is two classes that do not contain a single enchant name. Stats are written into the schema my existing combat plugin already reads, so enchants change real damage without one line changing in the plugins that were already there. Because there is no compile step, /rai reload changes the rules while players are online. A live server found a bug I had not: NamespacedKey only accepts [a-z0-9/._-] and my enchant ids are camelCase. The bridgeās catch turned what would have been a crash into a log line, and the log line named the key. THE SAME BUG THREE TIMES Native: depth 1000, then a silent death, exit code 127. WebAssembly: 130, then corruption. JVM: 500, then the whole server dies with no Java exception and no crash log. One cause - I recurse on the native stack and never count the depth. Three hosts made it obvious in a way one host never would have. That counter is next. ON THE AI SPLIT The core is mine: lexer, parser, resolver, interpreter, REPL, C API, the string channel. AI has not touched src/ and I checked the history before writing this. The host bindings and the demos are AI-written from my designs - the browser binding, the JNI bridge, and three demo apps. Logged hours are my editor time only.
Seven bugs, and the ones that were never reachable Last devlog promised a depth counter for the crash that hit all three hosts. I built it, then kept reading instead of building, and the audit found six more. THE COUNTER A script that recurses too deep does not raise an error. It kills the process. On a Minecraft server that means every player drops and the log has not one line about it - no Java exception, no hs_err file, exit code 127. The tempting fix is a bigger stack, but that only moves the wall: with -Xss16m the JVM dies at ~5000 frames instead of ~500, the same way. So the interpreter counts instead. Every script call goes through one function, and past the limit it raises an ordinary Error - catchable with try/catch, readable through rs_last_error. Picking the number mattered more than writing it. My notes said ā4000ā, my measurements said that was useless: native and wasm hit the wall near 1000 frames, a default JVM thread at ~500, because each script frame costs about 1.7 KB of native stack. A limit above the wall protects nobody. So: 800, and the JNI bridge drops it to 400 because it knows what stack it stands on. The counter also has to be restored no matter HOW a call exits - return, return signal, or exception. My restore lines covered two of those three paths; a destructor covers all three and cannot be forgotten. A CRASH ANY SCRIPT COULD TRIGGER "a,b".split(5) That was enough to kill the host. split assumed its argument was a string, dereferenced a checked cast without checking it, and got a null pointer. Eight builtins had the same line copied into them. In a standalone language that is a segfault. In an embedded one, any script author can take down the server with a typo. It is now a type error naming the method. OPERATORS THAT WERE NEVER REACHABLE The lexer produced tokens for & | ^ Ā« Ā». The interpreter had the arithmetic for all five. Every test passed. But no rule in the parser ever read those tokens, so āflags & 4ā got āexpression expected, found ā&āā, and the code in the other two layers had never once run. Three layers agreeing on a feature is not the same as three layers connected by it. The fix was four precedence levels, ordered like Python and C - no new keywords, so the language stays at 29 of 30. THE SMALL ONES throw Error(āamount missingā) reached the host as āā: the CLI path pulled out the message field, the embedding path did not. 2 ** 64 wrapped silently to 0. 1 Ā« 64 was undefined behaviour - on x86 the CPU takes the shift count modulo 64, so it quietly evaluates to 1. And an exception thrown from a single-expression lambda left the interpreter in the lambdaās scope, so the catch block ran against the wrong variables. WHERE IT STANDS The C API suite is 20 checks now, five written for these bugs; the wasm suite 7; 11 examples still run; zero warnings. The guard is verified on native, wasm and JNI separately, and in each one the process was still alive after the limit was hit. Three problems stay open, in the README rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. ON THE AI SPLIT This changes what I said last time, so I am saying it plainly. Until now AI had not touched src/. This round it did: I asked it to audit the interpreter and fix what it found, and the C++ in these seven fixes is AI-written from that audit. The language itself - lexer, parser, resolver, interpreter, REPL, C API, string channel - is still my design and was written by me. Host bindings and demo apps were already AI-written from my designs, as I said last devlog. Logged hours are my editor time only.
The loop that fixes the language is written in the language Since the last devlog the work split in two: a development loop that RaidenScript now drives itself, and a repository that finally stopped mixing the language with a game server. selfdev - the decision logic is a .rai file tools/selfdev.rai holds the loopās rules: pick an area nobody touched last round, run the build, read the log, call the pass green or red, append its own entry to a round journal. Under it sits tools/rsdev.cpp, a sys.* host built on the same C API the browser game and the Minecraft plugin already use. The language had three hosts. The fourth one is its own toolchain. Pass 2 taught it what not to trust. tools/selfdev-build.cmd reported EXIT=0 for a run that failed to link. The cause is not in the language at all: exit /b inside a ( ⦠) Ā» log 2>&1 block does not end a .cmd script, so control falls through to the final exit /b 0. A loop whose whole contract is āexit 0 means greenā can commit on red - and it did once, on stale .o files. The rule now is read the log, not the exit code, and it is written in capitals at the top of SELFDEV-NOTES.md because I expect to forget it. What the passes actually fixed String building was quadratic. At 60,000 pieces: s += x took 1879 ms, s = s + x took 2382 ms, against a list.push + join baseline of 54 ms - 35x and 44x. Strings stay immutable (SPEC section 2), the fix is ownership: when the slot is the only owner, append in place. Both forms now run in about 25 ms. The indexed form d[k] += x was a separate code path and stayed quadratic after the first fix, so it took a second pass to catch. The measurement size was part of the test. At 24,000 pieces the s = s + x check passed green: 288 KB fits in L2 and quadratic copying looks cheap in cache. At 60,000 (720 KB) both went red. f-strings could not hold a quoted string inside an interpolation, although SPEC 9/3 said they could. fā{sys.read(āa.txtā)}ā was a syntax error. The spec was right and the parser was wrong. A blank line in a CRLF file closed a block early. The lone \r counted as content - the kind of bug that only shows up on someone elseās machine. Two C API bugs: rs_call could return an empty error message, and a nested rs_call corrupted the string channel of the outer primitive. The JVM bridge silently collapsed an int-returning host primitive to 0. Silent zeros are the worst class: the plugin keeps running and the numbers are simply wrong. 68 C API checks green, zero compiler warnings, sanitizer run clean. 29 keywords, still capped at 30. No C API signature changed. The branch split 227 commits had piled up unpushed and 216 of them were the Minecraft plugin demo. I reset main to origin, cherry-picked only the 13 language and tooling commits, and left the rest on its own branch. main is the language. Nothing else goes there. Most of the time logged on this project since the last devlog went into that plugin demo - the JVM binding exercised against a real server - and that branch is not on GitHub yet. The language fixes above came out of the unattended loop.I read every pass and hand-picked what entered main. The design, the spec and the original src/ are mine. Logged hours are my editor time only.
RaidenScript: the cover is a program, not a picture I gave the project a red and black cover, and I did it without opening an image editor. The cover generator is a RaidenScript program that prints a plain PPM to stdout, so I changed the palette in the script and ran it again: three radial glows, a faint grid, a vertical gradient on the bolt, and a 5x7 bitmap font that is data inside the file, not a system font. It computes 315,000 pixels in 43 seconds. That is my tree-walking interpreter doing arithmetic in a while loop, with no graphics library in the program and none in the language. My first render was wrong and I had to say so. The old cover put a turquoise bolt on a violet field, so the contrast came from hue. In red on red there is no hue left to lean on, and the bolt sank into the background. I cut the background glow to a third and pushed the bolt to a near-white core, so the contrast now comes from brightness. I cleaned the repository behind it. My README still linked to SPEC.md and WORKLOG.md after I deleted them, so anyone cloning it hit two dead links on the front page. I removed those links and rewrote the root README and two demo READMEs without tables. Why did I do it like this? Because a cover drawn in an image editor says nothing about my language, and a cover computed by it is the smallest honest benchmark I own. If the language cannot fill 315,000 pixels, I want to know that before someone else finds out. Because 43 seconds is a real number and I am not hiding it. It is fine for a cover I render once, and it is exactly why a bytecode VM sits on my roadmap instead of being marked done. Because a README that points at files I deleted is a promise I broke to whoever clones the repo, and that is the first thing a reviewer sees.
Ships:
RaidenScript v0.1 ā an embeddable scripting language written from scratch in C++20. WHAT IT IS A small language (29 keywords) with Pythonās readability and JavaScriptās runtime model, built to go inside another program and make it scriptable. The same interpreter runs in three hosts, and each one has a working demo in the repo: Terminal ā native binary, ārai program.raiā, plus a REPL Browser ā C API compiled to WebAssembly, running an animated store page JVM ā C API through JNI, running a Paper Minecraft plugin The demo link is my shipped game STAR BREAKER: one of its weapons is not defined in the game at all, it is a RaidenScript file the game loads and runs through the WebAssembly build. WHAT IS IN IT Lexer, parser, resolver, tree-walking interpreter and REPL, all hand-written; no parser generator, no dependencies. 16 example programs that double as the regression suite, 20 C API checks, 7 WebAssembly checks, zero compiler warnings. A recursion-depth guard so a runaway script raises a catchable error instead of killing the host process ā verified separately on native, wasm and the JVM. The cover image was computed pixel by pixel by a RaidenScript program (demo/kapak/kapak-ascii.rai) ā no graphics library, in the program or in the language. HOW TO TRY IT git clone, then āmakeā (w64devkit/MinGW on Windows, gcc elsewhere), then ārai examples/01-temeller.raiā, or just āraiā for the REPL. The README is a full manual: language guide, standard library, embedding walkthrough. Known limits are written down there rather than hidden: an exception escaping a host function leaks stack, string += is quadratic, and a script returning a string to rs_call still yields 0. AI SPLIT The design of the language and its core ā lexer, parser, resolver, interpreter, REPL, C API, string channel ā is mine and was written by me. The host bindings, the demo apps, and this weekās seven interpreter bug fixes are AI-written from my designs and my audit. Logged hours are my editor time only. Source (MIT): github.com/RaidenTechnology/raidenscript
RaidenScript v0.2 Update I wrote RaidenScript (RS) from scratch in C++20 as a small embeddable scripting language. In Ship #1 I had it running in three hosts. Since then I gave it a browser you can try it in, and I turned the Minecraft host into a real game running on a live server. I put the language in a browser. I compiled the C API to WebAssembly, served it from GitHub Pages, and wrote an editor with a Run button and four example programs: raidentechnology.github.io/raidenscript. I send nothing to a server; the page is the interpreter. I stopped treating the Minecraft host as a demo. I wrote 144 commits on it since the last devlog, and I keep the rules out of Java entirely: they sit in one .rai file the server loads at boot and reloads while players are online. I wrote a whole farming layer as script rules. Every crop got its own tool with its own level and rarity ladder, and I added tool enchants, XP bottles, an upgrade bench, and a 20 minute contest with medals and a shop of its own. I added pests. Twelve species, a spawn engine I tied to whatever crop is planted, a five-tier vacuum to kill them with, and a loot table I hooked into the same farming-luck stat every other system reads. I built a garden around it: 8 plots, a regeneration engine that rebuilds 13 farm patterns, 76 visitor NPCs I gave 53 signed skins, and a copper economy I priced off the live Bazaar API instead of numbers I made up. I added one host primitive, taslakModel, and let the script choose the model an item wears. Adding an item is now a script edit and nothing else. I fixed three bugs the live server found and no test of mine would have. An item-identity gate was cancelling every right click unconditionally, so the grappling hook silently never fired. The area hoe was catching its own synthetic event and moving the stack twice. And one wrong price in a shop table was failing the entire script at boot. Why did I do it like this? Because I think a language is judged by what runs on it, not by its grammar. The strongest thing I can say about my embedding API is that a 10,000 line ruleset runs on it every night, on a real server, with real players. Because I lose reviewers at the install wall. For Ship #1 I asked people to clone a repo and build it with MinGW. Now I ask for one click, and I am handing them the same interpreter, not a simplified twin. Because every rule I move out of Java is a rule I can change without a restart. I left no compile step in the script layer, so /rai reload changes the balance of a live game between two swings of a sword. Because item models were the last thing still forcing me into Java. I closed that hole, and I now keep the Java side as infrastructure only: it knows how to talk to the server and nothing about what the game is. Because I wanted the contest, the pests and the visitor queue to stress the C boundary. I pass numbers in the array and let strings travel beside it, and not one of these systems made me widen that contract. Because a bug a player hits at 2 AM is worth more to me than a bug I find in my own suite. All three above came from the server. Source (MIT): github.com/RaidenTechnology/raidenscript...
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ZweiCFD by @toiabzahoor | Stardance
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toiabzahoor
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T09:54:49Z", "hours": 18.0, "multiplier": 15.77, "payout": 287, "blessing": "neutral", "text": "Hello Guys! I am back with An improved version of ZweiCFD. Last time, everyone recommended a few things to improve on ZweiCFD , which i have been working hard to do! I have also added Custom Models, A CLI interface, heat colormap (which shows velocity of the wind on the model) , 3d vortex cores using Q criterion, surface pressure distribution curve. I have also added a polar sweep function which lets you select from a range of AoA to see how the drag, lift varies. If anyone is new, They can take a look below this Ship to understand what ZweiCFD is. I Have Also tried to Compile binaries for different OS systems, and iād like you guys to show me how it works on your end so that i may fix it ASAP. Thank you!", "repo": "https://github.com/toiabzahoor/ZweiCFD", "demo": "https://github.com/Toiabzahoor/ZweiCFD/releases/tag/ZweiCFD"}, {"ship_num": 2, "ts": "2026-08-09T06:47:25Z", "hours": 33.0, "multiplier": 18.19, "payout": 596, "blessing": "neutral", "text": "ZweiCFD: A Real-Time 3D Fluid Dynamics Simulator! Hey Everyone! Iām super excited to ship my first project ZweiCFD , an interactive Computational Fluid Dynamics (CFD) solver and visualization tool I built from scratch. Have you ever wanted to just make a model and see how air flows around it? This is the simulator for that! What it does: Real-Time Aerodynamics: You can adjust the Angle of Attack (AOA), speed, thickness, and camber of an airfoil on the go, and the solver recalculates the airflow instantly. Rich 3D Visuals: Generates velocity heatmaps, streamlines, and slices to visualize exactly how the fluid is behaving. How it was made Built entirely in C++ using Qt6 for the UI and VTK for the heavy-duty 3D rendering. Powered by a custom 3D Lattice Boltzmann Method (LBM) volumetric solver (using a D3Q19 discrete velocity model). Uses Signed Distance Fields (SDF) to handle the complex math of arbitrary boundaries and real-time obstacle drawing. Rest Of The Documentation Is Available On My Github Page! The journey To be completely honest, building this solo while managing my studies has been brutal. My laptop is pretty low-end, so debugging the 3D flap airfoil simulation tanked my compute resources and I had to sideline some 2D features entirely to get the 3D working because it kept interfering. Also, Sitting on the laptop with my chronic pain is very painful for me, so if there are some rough edges, please tell me as it would boost my motivation to work! If you are on Windows, you can download the .exe (with all the VTK DLLs bundled!) from my repo and tinker around with it. I would absolutely love your feedback, reviews, or even just some stars on the repo to help me push this to the next level! :3 For The People Who Need To Take A Look At How It Works: https://youtu.be/mjVsJX-nruM", "repo": "https://github.com/toiabzahoor/ZweiCFD", "demo": "https://github.com/Toiabzahoor/ZweiCFD/releases/tag/ZweiCFD"}]...
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[{"post_id": 64114, "ts": "202 [{"post_id": 64114, "ts": "2026-09-08T09:50:03Z", "hours": 3.2444, "text": "Finally, I think I have worked enough on zweicfd, i think i will close the chapter on this project. everyone, thank you for supporting me till now! it has really helped my life alot. and i appreciate every bit of support from everyone! i have also tried my best to upload the binaries for linux and macos, and i would like your humble opinion if you face any issues. i would be sure to help you in any way i can!"}, {"post_id": 58895, "ts": "2026-08-31T13:48:56Z", "hours": 6.5239, "text": "Hello! it has been a while since i have dropped a devlog because i have been busy with my doctor visits, so i apologise for the delay! i have added many features to ZweiCFD, like the color heatmap which tells you how the pressure distribution on your model is! I have also added a polar sweep function which lets you simulate for many angles and configurations and plot how the force ,drag angle relate! I am really out of ideas on what to do next, So it would be really helpful to recieve your feedback on what to do next!"}, {"post_id": 53689, "ts": "2026-08-24T11:18:14Z", "hours": 4.2728, "text": "Hey Everyone! I am back with some new additions to ZweiCFD! First, I wanted to maximize the compute for massive simulations, so Iāve added a headless CLI mode and added a function where you can scale the grid up or down (depends on how big your model is / how accurate you want to trace the model). If you are running this on a lower-end device like my laptop, or if you just want to dedicate 100% of your CPU to the physics without running the rendering simultaneously , you can now run the solver entirely from the command line! Second, based on some great feedback, Iāve integrated .vti file exporting. now you can also export your high-resolution flow data generated by ZweiCFD directly into industry-standard tools like ParaView for deep, professional-grade analysis(if anyone is an expert at paraview, please let me know what you think. I would love to hear from a professional so i can tailor to their needs!). Let me know what you think!"}, {"post_id": 52861, "ts": "2026-08-23T07:10:04Z", "hours": 4.1683, "text": "Thank you everyone for supporting my project so much! I am really grateful for all of the support everyone has given me!. Now, I finally have more motivation to work on this project! Currently, as many people recommended, I was working on import functionality of any custom models you may have. It is currently in progress so I appreciate your patience as the latest wonāt be reflected on github. Also, I plan to also make a web version of ZweiCFD which would run easily on any platform (Which would be very tough but I think i can make it). Thank you for your time!"}, {"post_id": 43767, "ts": "2026-08-09T06:01:56Z", "hours": 4.4875, "text": "Finally My Last Devlog Before I Ship! Iāve Fixed most of the issues and uploaded the build binary along with the necessary libraries to my releases in github for you guys to try, Thank you very much for your support till now!"}, {"post_id": 42780, "ts": "2026-08-07T17:38:52Z", "hours": 6.8753, "text": "it has finally been starting to look very decent. I had to do a major architectural shift to VTK and QT. and it turned out very good. I am feeling burned out these days. i dont really know if i can keep up the motivation to work on this. but ill try my best! thank you for checking out."}, {"post_id": 40901, "ts": "2026-08-04T18:38:47Z", "hours": 4.6822, "text": "i have been working to make the simulation more pleasing to look at . also, trying to model complex shapes and adding stuff like .obj support, lets see how that goes. have been working on some optimization features, so the github commit may take some more time. Thank you for checking out!"}, {"post_id": 40171, "ts": "2026-08-03T16:02:52Z", "hours": 3.0133, "text": "the 3d interface is under work, although there are major issues with making the equations work in 3d and other stuff so you wont find this version on github. your patience is appreciated!!"}, {"post_id": 39536, "ts": "2026-08-02T15:42:10Z", "hours": 3.975, "text": "i moved most of the calculations onto the gpu so having alot of particles will be easier to render. plus, now testing complex shapes and writing boundary layer equations and some approximation methods to hug around the shape. also i am planning to add 3d next, which will be tough. wish me luck!"}, {"post_id": 38960, "ts": "2026-08-01T16:07:01Z", "hours": 3.5236, "text": "have done a great session. added coloring, and added more equations like lattice-boltzmann method (recovering the navier stokes). thank you for taking a look!"}, {"post_id": 38389, "ts": "2026-07-31T18:54:12Z", "hours": 1.9697, "text": "working on it more, now modelling the equations and physics. havent commited this part to github yet due to some bugs here and there. thank you for checking out!"}, {"post_id": 37775, "ts": "2026-07-30T18:06:55Z", "hours": 1.6783, "text": "Got it fixed. also added some new stuff, and added the wind effect (the lines, yes they move). although i have to incorporate the equations next time. before that, i have to study up on it as this is a topic i havent really studied much about :)"}, {"post_id": 36261, "ts": "2026-07-28T07:51:57Z", "hours": 2.0814, "text": "still working on it. although the graphics arent looking too good yet. Have to stop here for lunch and some rest for my leg, will start work later to fix this."}, {"post_id": 35874, "ts": "2026-07-27T16:20:21Z", "hours": 0.4969, "text": "currently, as iāve initialized this project. just working to make the files tidy and clean and adding some basic stuff."}]...
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Title: ZweiCFD by @toiabzahoor | Stardance
Devlog Title: ZweiCFD by @toiabzahoor | Stardance
Devlogs:
currently, as iāve initialized this project. just working to make the files tidy and clean and adding some basic stuff.
still working on it. although the graphics arent looking too good yet. Have to stop here for lunch and some rest for my leg, will start work later to fix this.
Got it fixed. also added some new stuff, and added the wind effect (the lines, yes they move). although i have to incorporate the equations next time. before that, i have to study up on it as this is a topic i havent really studied much about :)
working on it more, now modelling the equations and physics. havent commited this part to github yet due to some bugs here and there. thank you for checking out!
have done a great session. added coloring, and added more equations like lattice-boltzmann method (recovering the navier stokes). thank you for taking a look!
i moved most of the calculations onto the gpu so having alot of particles will be easier to render. plus, now testing complex shapes and writing boundary layer equations and some approximation methods to hug around the shape. also i am planning to add 3d next, which will be tough. wish me luck!
the 3d interface is under work, although there are major issues with making the equations work in 3d and other stuff so you wont find this version on github. your patience is appreciated!!
i have been working to make the simulation more pleasing to look at . also, trying to model complex shapes and adding stuff like .obj support, lets see how that goes. have been working on some optimization features, so the github commit may take some more time. Thank you for checking out!
it has finally been starting to look very decent. I had to do a major architectural shift to VTK and QT. and it turned out very good. I am feeling burned out these days. i dont really know if i can keep up the motivation to work on this. but ill try my best! thank you for checking out.
Finally My Last Devlog Before I Ship! Iāve Fixed most of the issues and uploaded the build binary along with the necessary libraries to my releases in github for you guys to try, Thank you very much for your support till now!
Thank you everyone for supporting my project so much! I am really grateful for all of the support everyone has given me!. Now, I finally have more motivation to work on this project! Currently, as many people recommended, I was working on import functionality of any custom models you may have. It is currently in progress so I appreciate your patience as the latest wonāt be reflected on github. Also, I plan to also make a web version of ZweiCFD which would run easily on any platform (Which would be very tough but I think i can make it). Thank you for your time!
Hey Everyone! I am back with some new additions to ZweiCFD! First, I wanted to maximize the compute for massive simulations, so Iāve added a headless CLI mode and added a function where you can scale the grid up or down (depends on how big your model is / how accurate you want to trace the model). If you are running this on a lower-end device like my laptop, or if you just want to dedicate 100% of your CPU to the physics without running the rendering simultaneously , you can now run the solver entirely from the command line! Second, based on some great feedback, Iāve integrated .vti file exporting. now you can also export your high-resolution flow data generated by ZweiCFD directly into industry-standard tools like ParaView for deep, professional-grade analysis(if anyone is an expert at paraview, please let me know what you think. I would love to hear from a professional so i can tailor to their needs!). Let me know what you think!
Hello! it has been a while since i have dropped a devlog because i have been busy with my doctor visits, so i apologise for the delay! i have added many features to ZweiCFD, like the color heatmap which tells you how the pressure distribution on your model is! I have also added a polar sweep function which lets you simulate for many angles and configurations and plot how the force ,drag angle relate! I am really out of ideas on what to do next, So it would be really helpful to recieve your feedback on what to do next!
Finally, I think I have worked enough on zweicfd, i think i will close the chapter on this project. everyone, thank you for supporting me till now! it has really helped my life alot. and i appreciate every bit of support from everyone! i have also tried my best to upload the binaries for linux and macos, and i would like your humble opinion if you face any issues. i would be sure to help you in any way i can!
Ships:
ZweiCFD: A Real-Time 3D Fluid Dynamics Simulator! Hey Everyone! Iām super excited to ship my first project ZweiCFD , an interactive Computational Fluid Dynamics (CFD) solver and visualization tool I built from scratch. Have you ever wanted to just make a model and see how air flows around it? This is the simulator for that! What it does: Real-Time Aerodynamics: You can adjust the Angle of Attack (AOA), speed, thickness, and camber of an airfoil on the go, and the solver recalculates the airflow instantly. Rich 3D Visuals: Generates velocity heatmaps, streamlines, and slices to visualize exactly how the fluid is behaving. How it was made Built entirely in C++ using Qt6 for the UI and VTK for the heavy-duty 3D rendering. Powered by a custom 3D Lattice Boltzmann Method (LBM) volumetric solver (using a D3Q19 discrete velocity model). Uses Signed Distance Fields (SDF) to handle the complex math of arbitrary boundaries and real-time obstacle drawing. Rest Of The Documentation Is Available On My Github Page! The journey To be completely honest, building this solo while managing my studies has been brutal. My laptop is pretty low-end, so debugging the 3D flap airfoil simulation tanked my compute resources and I had to sideline some 2D features entirely to get the 3D working because it kept interfering. Also, Sitting on the laptop with my chronic pain is very painful for me, so if there are some rough edges, please tell me as it would boost my motivation to work! If you are on Windows, you can download the .exe (with all the VTK DLLs bundled!) from my repo and tinker around with it. I would absolutely love your feedback, reviews, or even just some stars on the repo to help me push this to the next level! :3 For The People Who Need To Take A Look At How It Works: https://youtu.be/mjVsJX-nruM
Hello Guys! I am back with An improved version of ZweiCFD. Last time, everyone recommended a few things to improve on ZweiCFD , which i have been working hard to do! I have also added Custom Models, A CLI interface, heat colormap (which shows velocity of the wind on the model) , 3d vortex cores using Q criterion, surface pressure distribution curve. I have also added a polar sweep function which lets you select from a range of AoA to see how the drag, lift varies. If anyone is new, They can take a look below this Ship to understand what ZweiCFD is. I Have Also tried to Compile binaries for different OS systems, and iād like you guys to show me how it works on your end so that i may fix it ASAP. Thank you!...
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1792821349.7552397
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1792907749.7552397
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40654
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Amateurweb by @amateur_tech_guy | Stardance
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amateur_tech_guy
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2
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15.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T20:10:15Z", "hours": 2.0, "multiplier": 5.77, "payout": 9, "blessing": "neutral", "text": "Hey guyss! this is my second ship of this website, I wanted to see what people would think of it! Iām a beginner in tech and I made this a week ago, got some feedback from 2 people but was wondering what people that are more qualified would think about it!", "repo": "https://github.com/amateurtechguy/AmateurWeb", "demo": "https://amateurtechguy.github.io/AmateurWeb"}, {"ship_num": 2, "ts": "2026-08-07T23:16:49Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website about myself! my hobbies, my projects, and my profile! I even added a feedback page to see what people think whenever they check out my website. Iām really proud of myself for not procrastinating on this project, and learning as much as I did. This has been quite a journey and I look forward to making more projects!:D", "repo": "https://github.com/amateurtechguy/AmateurWeb", "demo": "https://amateurtechguy.github.io/AmateurWeb"}]...
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[{"post_id": 45376, "ts": "202 [{"post_id": 45376, "ts": "2026-08-11T19:50:25Z", "hours": 0.8169, "text": "GUYSSS I fixed my personal website it should be completely mobile friendly and fixed margin wise. if you guys see any problems with it still, please let me know in the feedback so i can fix it whenever i have the chance cause in the new code the submit feedback button wasnt centered now it is:)"}, {"post_id": 44644, "ts": "2026-08-10T15:27:31Z", "hours": 0.7539, "text": "honorable devlog: i honestly finished with this project but i also made some changes and made it mobile friendly :) some margins are pretty messed up for now but ill fix the website when i can, im currently working on my very own slackbot so time for amateurweb is little thank you all for the support given on this website<3"}, {"post_id": 42927, "ts": "2026-08-07T22:06:03Z", "hours": 1.9169, "text": "final devlog #5: i finally finished the website and i know its not the best but its the best i could do as a beginner so pls dont judge:) and the picture above is aniimated, its a card that turns on hover so no i didnt let the first card be plain text, someone told me in my comment section that someday ill look back at it and modify it overtime and i beleived them so this is what im working with for now, but who knows some day maybe itll look professional, thank you guys for ur support ur kind words really pushed me to finish this<333 now all i need to do is make a github repo on it and ship it"}, {"post_id": 42178, "ts": "2026-08-06T19:55:07Z", "hours": 3.6094, "text": "devlog #4: today i made a fully functional but not so good looking feedback page! I used an API but it is honestly so hard to design forms on your ownā¦either way i might have one devlog left before finishing this website once and forall.(also changed the font do you guys like it?)"}, {"post_id": 41493, "ts": "2026-08-05T18:52:14Z", "hours": 4.125, "text": "devlog #3:made some changes into website, lol not just some but i redesigned the whole website and i feel like im almost done, i couldnt be more proud of myself"}, {"post_id": 40875, "ts": "2026-08-04T17:55:44Z", "hours": 2.7458, "text": "devlog #2: iāve been on a vacation for the past couple of days, so i used my notebook to study more on web development. and so far I know it doesānt look that good but I will make it better! anyways this is how it currently looks, and i am proud to say that I have officially passed the laziness stage, I used to get so lazy and give up but im still going and i hope to become a very good programmer:D thank you all for any support it makes me so happy i love yall!!<33"}, {"post_id": 36376, "ts": "2026-07-28T13:30:21Z", "hours": 0.4561, "text": "hey guys! beginner here, currently working on my very first website and itās going to be my own portfolio!"}]...
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Title: Amateurweb by @amateur_tech_guy | Stardance Title: Amateurweb by @amateur_tech_guy | Stardance
Devlogs:
hey guys! beginner here, currently working on my very first website and itās going to be my own portfolio!
devlog #2: iāve been on a vacation for the past couple of days, so i used my notebook to study more on web development. and so far I know it doesānt look that good but I will make it better! anyways this is how it currently looks, and i am proud to say that I have officially passed the laziness stage, I used to get so lazy and give up but im still going and i hope to become a very good programmer:D thank you all for any support it makes me so happy i love yall!!<33
devlog #3:made some changes into website, lol not just some but i redesigned the whole website and i feel like im almost done, i couldnt be more proud of myself
devlog #4: today i made a fully functional but not so good looking feedback page! I used an API but it is honestly so hard to design forms on your ownā¦either way i might have one devlog left before finishing this website once and forall.(also changed the font do you guys like it?)
final devlog #5: i finally finished the website and i know its not the best but its the best i could do as a beginner so pls dont judge:) and the picture above is aniimated, its a card that turns on hover so no i didnt let the first card be plain text, someone told me in my comment section that someday ill look back at it and modify it overtime and i beleived them so this is what im working with for now, but who knows some day maybe itll look professional, thank you guys for ur support ur kind words really pushed me to finish this<333 now all i need to do is make a github repo on it and ship it
honorable devlog: i honestly finished with this project but i also made some changes and made it mobile friendly :) some margins are pretty messed up for now but ill fix the website when i can, im currently working on my very own slackbot so time for amateurweb is little thank you all for the support given on this website<3
GUYSSS I fixed my personal website it should be completely mobile friendly and fixed margin wise. if you guys see any problems with it still, please let me know in the feedback so i can fix it whenever i have the chance cause in the new code the submit feedback button wasnt centered now it is:)
Ships:
I made a personal website about myself! my hobbies, my projects, and my profile! I even added a feedback page to see what people think whenever they check out my website. Iām really proud of myself for not procrastinating on this project, and learning as much as I did. This has been quite a journey and I look forward to making more projects!:D
Hey guyss! this is my second ship of this website, I wanted to see what people would think of it! Iām a beginner in tech and I made this a week ago, got some feedback from 2 people but was wondering what people that are more qualified would think about it!...
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1792817753.7131586
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1792904153.7131586
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40863
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My own site! by @quique | Stardance
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quique
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2
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18.0
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4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T09:22:18Z", "hours": 3.0, "multiplier": 1.27, "payout": 4, "blessing": "neutral", "text": "Im currrently debugging the Chatbot and the trunstile, it works sometimes, everything else should be all right", "repo": "https://github.com/egarciao-max/my-site", "demo": "https://enrique-personal-site.enriquegarciaoropeza.workers.dev/"}, {"ship_num": 2, "ts": "2026-07-31T00:14:19Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal site, and just as a comment, there was a problem because at the beggining i used as a root folder another project, and thats why theres so many hours, i used ai for 3 css blocks for āstickers in the blocksā", "repo": "https://github.com/egarciao-max/my-site", "demo": "https://enrique-personal-site.enriquegarciaoropeza.workers.dev/"}]...
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[{"post_id": 59439, "ts": "202 [{"post_id": 59439, "ts": "2026-09-01T09:11:15Z", "hours": 1.4861, "text": "Working on some hackclub Ai CHATBOT, css is not cooperating"}, {"post_id": 37989, "ts": "2026-07-31T02:43:39Z", "hours": 1.2661, "text": "MADE TELEGRAM BOT AND ADDED TURNSTILE AND ENDPOINT"}, {"post_id": 37949, "ts": "2026-07-31T00:11:59Z", "hours": 1.5047, "text": "Finished the site!"}, {"post_id": 36181, "ts": "2026-07-28T03:10:02Z", "hours": 13.0828, "text": "Worked on learning javascript, css, and html"}]...
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Title: My own site! by @quique | Stardance
Devlog Title: My own site! by @quique | Stardance
Devlogs:
Worked on learning javascript, css, and html
Finished the site!
MADE TELEGRAM BOT AND ADDED TURNSTILE AND ENDPOINT
Working on some hackclub Ai CHATBOT, css is not cooperating
Ships:
I made my personal site, and just as a comment, there was a problem because at the beggining i used as a root folder another project, and thats why theres so many hours, i used ai for 3 css blocks for āstickers in the blocksā
Im currrently debugging the Chatbot and the trunstile, it works sometimes, everything else should be all right...
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1792832177.6508267
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1792918577.6508267
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41036
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new tab by @aishikamahanta | Stardance
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aishikamahanta
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2
|
9.92
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T11:46:56Z", "hours": 1.0, "multiplier": 1.23, "payout": 1, "blessing": "neutral", "text": "i changed the search tab, the alignment was a little though i also changed the global news heading", "repo": "https://github.com/Aishika23/newtab", "demo": "https://aishika23.github.io/newtab/"}, {"ship_num": 2, "ts": "2026-08-03T05:05:16Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I followed the āgive your website a pulseā mission, it was fun to work with, the css part was most challenging for me, it was kinda annoying as well, but i am proud with the little animations that i implemented with css", "repo": "https://github.com/Aishika23/newtab", "demo": "https://aishika23.github.io/newtab/"}]...
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[{"post_id": 73447, "ts": "202 [{"post_id": 73447, "ts": "2026-09-25T03:29:17Z", "hours": 3.0464, "text": "heyyy, i i couldnāt work for a month due to my exams but now i have finally completed the shortcuts feature, now you can edit and store any shortcuts and it will be there forever! though i donāt really know what kind of styling i should put in the pop up so any suggestions will be appreciated. To edit your shortcuts, you must click on the settings icon on the top right corner and edit accordingly and click on save!"}, {"post_id": 54246, "ts": "2026-08-25T04:10:11Z", "hours": 1.8725, "text": "i got some recommendations to add shortcuts, time, calendar and some fixes as well out of which i have added shortcuts and time and optimised the search function for enter key. The shortcuts are not customisable yet i will add that later. For now, i have stored the domains of shortcuts in an array, this array will be customisable, and every other function related to the shortcuts will be accessed through the array, and i have used a google favicons link to access the favicons, anyone can check for it in the source code. The time wasnāt that much of an headache, i just followed any youtube tutorial to add it and thatās all the updates for now!"}, {"post_id": 40660, "ts": "2026-08-04T10:49:09Z", "hours": 1.1333, "text": "i changed the css of search tab and it took me an awful amount of time to get it all aligned as i changed the search icon and used it as a font from google fonts, itās still a little bit off centred but thatās the best i could do"}, {"post_id": 39881, "ts": "2026-08-03T05:01:09Z", "hours": 0.5789, "text": "I added a global news heading and some css thats it"}, {"post_id": 37492, "ts": "2026-07-30T08:52:25Z", "hours": 0.4981, "text": "i added two more news tabs and optimised it a little for phone users"}, {"post_id": 37461, "ts": "2026-07-30T07:10:00Z", "hours": 1.2361, "text": "i did some modifications to search bar and added news at the bottom using newsdata.ioās api"}, {"post_id": 36993, "ts": "2026-07-29T13:20:39Z", "hours": 2.0167, "text": "i am working on a new tab and first i searched for some api by nasa but only apod worked the best for me so i decided to use it as a background and whenever a youtube link will be posted, a custom image i have selected will appear as background (that you see in the screenshot) then i added some css to the search bar (i got the search icon from google icons)"}]...
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Title: new tab by @aishikamahanta | Stardance
Dev Title: new tab by @aishikamahanta | Stardance
Devlogs:
i am working on a new tab and first i searched for some api by nasa but only apod worked the best for me so i decided to use it as a background and whenever a youtube link will be posted, a custom image i have selected will appear as background (that you see in the screenshot) then i added some css to the search bar (i got the search icon from google icons)
i did some modifications to search bar and added news at the bottom using newsdata.ioās api
i added two more news tabs and optimised it a little for phone users
I added a global news heading and some css thats it
i changed the css of search tab and it took me an awful amount of time to get it all aligned as i changed the search icon and used it as a font from google fonts, itās still a little bit off centred but thatās the best i could do
i got some recommendations to add shortcuts, time, calendar and some fixes as well out of which i have added shortcuts and time and optimised the search function for enter key. The shortcuts are not customisable yet i will add that later. For now, i have stored the domains of shortcuts in an array, this array will be customisable, and every other function related to the shortcuts will be accessed through the array, and i have used a google favicons link to access the favicons, anyone can check for it in the source code. The time wasnāt that much of an headache, i just followed any youtube tutorial to add it and thatās all the updates for now!
heyyy, i i couldnāt work for a month due to my exams but now i have finally completed the shortcuts feature, now you can edit and store any shortcuts and it will be there forever! though i donāt really know what kind of styling i should put in the pop up so any suggestions will be appreciated. To edit your shortcuts, you must click on the settings icon on the top right corner and edit accordingly and click on save!
Ships:
I followed the āgive your website a pulseā mission, it was fun to work with, the css part was most challenging for me, it was kinda annoying as well, but i am proud with the little animations that i implemented with css
i changed the search tab, the alignment was a little though i also changed the global news heading...
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1792838906.190559
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1792925306.190559
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41178
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MY Personal Website by @ashrafmahin10 | Stardance
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ashrafmahin10
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2
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14.0
|
13
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:49:06Z", "hours": 11.0, "multiplier": 1.18, "payout": 13, "blessing": "neutral", "text": "I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile.", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}, {"ship_num": 2, "ts": "2026-08-02T02:40:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}]...
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[{"post_id": 80430, "ts": "202 [{"post_id": 80430, "ts": "2026-10-17T16:45:19Z", "hours": 5.6717, "text": "Added Dino It blinks, and it has nothing to do other than look at your mouse pointer."}, {"post_id": 79075, "ts": "2026-10-12T16:11:04Z", "hours": 5.6161, "text": "Yo I added some ui changes like game-like buttons and moving box to make it look cool"}, {"post_id": 39226, "ts": "2026-08-02T01:49:20Z", "hours": 2.81, "text": "Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!"}, {"post_id": 36753, "ts": "2026-07-29T00:44:59Z", "hours": 0.5256, "text": "Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future."}]...
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Title: MY Personal Website by @ashrafmahin10 | Sta Title: MY Personal Website by @ashrafmahin10 | Stardance
Devlogs:
Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future.
Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!
Yo I added some ui changes like game-like buttons and moving box to make it look cool
Added Dino It blinks, and it has nothing to do other than look at your mouse pointer.
Ships:
I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!
I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile....
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1792842454.6135092
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1792928854.6135092
|
|
41201
|
IsaacOS by @slecesama | Stardance
|
slecesama
|
2
|
64.0
|
1003
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T15:42:20Z", "hours": 58.0, "multiplier": 17.35, "payout": 1003, "blessing": "neutral", "text": "i made the webOS actually functional, with apps that have some utility or functionality (such as the compendium app, my beloved wiki app) and not just the same old stuff such as calculators and notes. tbh i maybe made so many apps that there are 3 columns and covers a part of the desktop, so for that reason i made folders! for the new apps that i made, some of them were actually out of my reach of skills of programming so i had to learn some stuff or use AI for the most complicated stuff, but other than that i would say this project has actually made me re-gain the will of coding that i lost. there are a lot of features that tbh i were to list them all it would take a lot but the thing i focused the most on this project were: making the compendium app an actual useful app that i use regularly when playing the game, and the customization of the os using the themes app. i rlly liked building those two and were the most fun and also challenging part of the whole project. so please try changing stuff in the themes app and make it cool ;) and also use the blue map on the topbar to change the layour of the desktop and tell me which one u like more! i hope uāll have fun using it and for isaac players, tell me what u would like to change and try the compendium app", "repo": "https://github.com/pickledroided/webbandola", "demo": "https://pickledroided.github.io/webbandola/"}, {"ship_num": 2, "ts": "2026-08-03T13:50:28Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to IsaacOS! this is a very cool OS based on the binding of isaac (i am playing it so much rn) which has minimal but essential apps right now but will have many and many more in the future. i made it using only html, css and js and honestly i think it looks great! i rlly like the colors i used, even tho when i will probably re-ship it when it has more apps i will change them so it looks new/updated, but other than that i am very satisfied! it has only a note app, website that is very limited, simple calculator and a find me on socials app, but i have many more that i am currently developing but i thought that iād like to ship it now so i can see the progress im making. hope u like it! >:3 play the saac, u wonāt regret it (TāT)", "repo": "https://github.com/pickledroided/webbandola", "demo": "https://pickledroided.github.io/webbandola/"}]...
|
[{"post_id": 71787, "ts": "202 [{"post_id": 71787, "ts": "2026-09-21T15:31:58Z", "hours": 0.7106, "text": "**DEVLOG #12 made some fixes and changed readme + demo png. ready to ship"}, {"post_id": 70657, "ts": "2026-09-19T15:17:02Z", "hours": 5.6183, "text": "**DEVLOG #11 i think its ready to ship! i kinda lost my will to update it etc lately so i kinda rushed it at the end, but im still happy with how it turned out!"}, {"post_id": 67441, "ts": "2026-09-13T15:31:41Z", "hours": 9.5967, "text": "**DEVLOG #10 helloo since i have a dopamine addiction i made a doomscroll app where u can doomscroll (rn there are only like 10 videos, but ill add more) between these videos that i chose about isaac, made a demo app thats just an iframe of the binding of isaac flash version demo gotten from crazy games and a terminal with various commands. also made some new options in the settings app and added it to the topbar, made the hour and date clickable so that they open lil widgets of a clock and a calendar"}, {"post_id": 61224, "ts": "2026-09-04T01:44:43Z", "hours": 9.9403, "text": "**DEVLOG #09 HELLOO i made a select layout on the topbar (blue map) where u can change the dekstop layout and just have a dock with all the apps instead of the normal desktop app icons. also made a tetris (the code is really messed up and doesnt work properly rn, will try to debug) and also made a spotlight to search apps with ctrl + space. also made a lot of tweaks etc but i made them days ago and dont remember them anymore :| this devlog is gonna be shorter because im getting tired of ts so i will try to rush the last things i wanna do and just ship it. it already has a lot of things it doesnt need more tbh"}, {"post_id": 55496, "ts": "2026-08-27T11:49:37Z", "hours": 10.0392, "text": "**DEVLOG #08 i made widgets! they are draggable, customizable with the themes app and all of em work perfectly! the isaac exclusives are the momās voicelines and item of the day widget (where u can reroll once per day using D6). iāve spent most of the time optimizing and fixing bugs, but the thing that stole most of my time was the themes (i got bored of the black and red colors with that background) so i started making some presets with both backgrounds and icon colors. most of them arenāt still finished but yeah iāll be getting into it shortly. also made some tweaks in the settings, gallery and compendium app aaand i think thatās all. rn im trying to make a domino/infinity effect using the browser where i can open the webOS multiple times inside the webOS but it starts showing white screen after 2 times so idk how to fix."}, {"post_id": 49571, "ts": "2026-08-18T13:35:52Z", "hours": 9.3731, "text": "**DEVLOG #07 helloooo! i made a lot of progress since last time, i made an intro (for some reason i cant upload the video here in the devlog :( but i will ship soon and uāll be able to see it there) of isaac descending into the floor, idk what to add there but i will try to make it prettier! then i made the settings app and a music player that plays my favorite isaac OSTs (i have no idea if they are copyrighted, i hope not) i also made a paint app (peep the tools, all the icons are isaac items as always) and thatās about it i think, made the topbar prettier and idk i feel tired rn so goodbye"}, {"post_id": 46313, "ts": "2026-08-13T13:38:47Z", "hours": 9.0636, "text": "**DEVLOG #06 ok so itās been a long journey updating this compendium app, there are a lot of things i wanted to add and itās still not complete rn, but itās 99% finished! i added various sections inside the app where u can see all of the unlocks and they are based on what characters u are playing or bosses u are about to kill. other than that i also added a gallery app where i just put a lot of images of isaac and friends, and a themes app where u can change the main colors of the whole OS."}, {"post_id": 43201, "ts": "2026-08-08T10:26:08Z", "hours": 3.4817, "text": "**DEVLOG #05 hello! i put a lot of my time in here for making the app that i think will be the most useful one here (or at least for us isaac players), which is the Compendium app! What is Compendium ? Compendium is this app i made that shows every item, trinket, challenge and character of The Binding of Isaac. it works like a little wiki (not so little since there are more than 720 items and trinkets) and shows every item sorting them by the ID ingame, shows their quality and if they have to be unlocked ingame, it shows you how to unlock them. You can also sort it based on what DLCs u have, default is having all of them (steam sale saved a lot of players). same thing even for trinkets but they donāt have quality in game so the only sorting is DLCs and then the last section of the app is the Unlocks where u can choose and see either how to unlock characters, how to unlock challenges and what reward they give u or all the items that have to be unlocked. What i will add in the future (today or tomorrow probably) the app is 90% done and i wanna add a boss section with tips on how to fight them and a reccomended unlock icon on all of the unlocks that are fundamental for progressing in the game. How did i develop it ok so i thought scraping the web for data was easier, turns out it wasnt and i crashed out multiple times. there are SO MANY items, trinkets and things to get data from and getting all of them was not easy, i tried getting them myself but i gave up halfway through, had to use ai for all the scraping. the worst thing is that it was causing problems and forgetting things and i was always adding them later on, like first i got all the items and thatās it, then i remembered to sort the things, then that not all of them are unlocked, then how to unlock etc etc and thankfully i wasnāt the one that had to scrape all of that data."}, {"post_id": 40078, "ts": "2026-08-03T13:41:49Z", "hours": 1.5744, "text": "**DEVLOG #04 ok so i kinda got lost in my thoughts today so i didnāt do too much but i made it so u can move around icons on the os and added animations when u close/minimize windows, also u can now resize the windows as u like by pulling the window in the corner . i think itās ready now to ship and i will re-ship with the next mission when i will add more things such as background settings, themes, paint app, actual games etc"}, {"post_id": 39632, "ts": "2026-08-02T19:11:06Z", "hours": 1.3294, "text": "**DEVLOG #03 i made a calculator app using old code from another project and made it match with the whole theme, made the notes app use localStorage so it saves the notes between sessions (thereās a default one tho) and made a lil dock for the open windows rn, also made a lil animations for when there are no windows open but i canāt record rn so u canāt see it, but i will add some micro animations later on to the dock. making this screenshot and being unable to get the browser window in the screen made me realize that i should make it so the windows size can be changed by pulling it on the corner"}, {"post_id": 38831, "ts": "2026-08-01T12:09:00Z", "hours": 2.0381, "text": "**DEVLOG #02 hi humans i changed a lot of the colors and added a background directly from isaac (unused Sheol floor). i added the notes app (which rn only shows a pre-written note, still cant add a new one) a find me app where u can find all of my socials and the browser. the browser was the hard part where i gave up half-way thru because i cant figure out how to search things online that dont block the browser using iframes, so it only shows wikipedia and the website on github pages cuz i wanted to create an infinity effect where u could open the webOS in the browser and do it a lot of times but i cant figure out the resolution etc so u can do it only once rn. also all of the icons are isaac items"}, {"post_id": 38305, "ts": "2026-07-31T16:57:45Z", "hours": 0.8522, "text": "**DEVLOG #01 helo i am making the binding of isaac os. rn it is just very basic since i am following the guide (rn nothing works, i made the windows draggable and closable but they donāt work) and i have 0 ideas on what apps to add, but i will try to make it work and add some cool features"}]...
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Title: IsaacOS by @slecesama | Stardance
Devlogs: Title: IsaacOS by @slecesama | Stardance
Devlogs:
**DEVLOG #01 helo i am making the binding of isaac os. rn it is just very basic since i am following the guide (rn nothing works, i made the windows draggable and closable but they donāt work) and i have 0 ideas on what apps to add, but i will try to make it work and add some cool features
**DEVLOG #02 hi humans i changed a lot of the colors and added a background directly from isaac (unused Sheol floor). i added the notes app (which rn only shows a pre-written note, still cant add a new one) a find me app where u can find all of my socials and the browser. the browser was the hard part where i gave up half-way thru because i cant figure out how to search things online that dont block the browser using iframes, so it only shows wikipedia and the website on github pages cuz i wanted to create an infinity effect where u could open the webOS in the browser and do it a lot of times but i cant figure out the resolution etc so u can do it only once rn. also all of the icons are isaac items
**DEVLOG #03 i made a calculator app using old code from another project and made it match with the whole theme, made the notes app use localStorage so it saves the notes between sessions (thereās a default one tho) and made a lil dock for the open windows rn, also made a lil animations for when there are no windows open but i canāt record rn so u canāt see it, but i will add some micro animations later on to the dock. making this screenshot and being unable to get the browser window in the screen made me realize that i should make it so the windows size can be changed by pulling it on the corner
**DEVLOG #04 ok so i kinda got lost in my thoughts today so i didnāt do too much but i made it so u can move around icons on the os and added animations when u close/minimize windows, also u can now resize the windows as u like by pulling the window in the corner . i think itās ready now to ship and i will re-ship with the next mission when i will add more things such as background settings, themes, paint app, actual games etc
**DEVLOG #05 hello! i put a lot of my time in here for making the app that i think will be the most useful one here (or at least for us isaac players), which is the Compendium app! What is Compendium ? Compendium is this app i made that shows every item, trinket, challenge and character of The Binding of Isaac. it works like a little wiki (not so little since there are more than 720 items and trinkets) and shows every item sorting them by the ID ingame, shows their quality and if they have to be unlocked ingame, it shows you how to unlock them. You can also sort it based on what DLCs u have, default is having all of them (steam sale saved a lot of players). same thing even for trinkets but they donāt have quality in game so the only sorting is DLCs and then the last section of the app is the Unlocks where u can choose and see either how to unlock characters, how to unlock challenges and what reward they give u or all the items that have to be unlocked. What i will add in the future (today or tomorrow probably) the app is 90% done and i wanna add a boss section with tips on how to fight them and a reccomended unlock icon on all of the unlocks that are fundamental for progressing in the game. How did i develop it ok so i thought scraping the web for data was easier, turns out it wasnt and i crashed out multiple times. there are SO MANY items, trinkets and things to get data from and getting all of them was not easy, i tried getting them myself but i gave up halfway through, had to use ai for all the scraping. the worst thing is that it was causing problems and forgetting things and i was always adding them later on, like first i got all the items and thatās it, then i remembered to sort the things, then that not all of them are unlocked, then how to unlock etc etc and thankfully i wasnāt the one that had to scrape all of that data.
**DEVLOG #06 ok so itās been a long journey updating this compendium app, there are a lot of things i wanted to add and itās still not complete rn, but itās 99% finished! i added various sections inside the app where u can see all of the unlocks and they are based on what characters u are playing or bosses u are about to kill. other than that i also added a gallery app where i just put a lot of images of isaac and friends, and a themes app where u can change the main colors of the whole OS.
**DEVLOG #07 helloooo! i made a lot of progress since last time, i made an intro (for some reason i cant upload the video here in the devlog :( but i will ship soon and uāll be able to see it there) of isaac descending into the floor, idk what to add there but i will try to make it prettier! then i made the settings app and a music player that plays my favorite isaac OSTs (i have no idea if they are copyrighted, i hope not) i also made a paint app (peep the tools, all the icons are isaac items as always) and thatās about it i think, made the topbar prettier and idk i feel tired rn so goodbye
**DEVLOG #08 i made widgets! they are draggable, customizable with the themes app and all of em work perfectly! the isaac exclusives are the momās voicelines and item of the day widget (where u can reroll once per day using D6). iāve spent most of the time optimizing and fixing bugs, but the thing that stole most of my time was the themes (i got bored of the black and red colors with that background) so i started making some presets with both backgrounds and icon colors. most of them arenāt still finished but yeah iāll be getting into it shortly. also made some tweaks in the settings, gallery and compendium app aaand i think thatās all. rn im trying to make a domino/infinity effect using the browser where i can open the webOS multiple times inside the webOS but it starts showing white screen after 2 times so idk how to fix.
**DEVLOG #09 HELLOO i made a select layout on the topbar (blue map) where u can change the dekstop layout and just have a dock with all the apps instead of the normal desktop app icons. also made a tetris (the code is really messed up and doesnt work properly rn, will try to debug) and also made a spotlight to search apps with ctrl + space. also made a lot of tweaks etc but i made them days ago and dont remember them anymore :| this devlog is gonna be shorter because im getting tired of ts so i will try to rush the last things i wanna do and just ship it. it already has a lot of things it doesnt need more tbh
**DEVLOG #10 helloo since i have a dopamine addiction i made a doomscroll app where u can doomscroll (rn there are only like 10 videos, but ill add more) between these videos that i chose about isaac, made a demo app thats just an iframe of the binding of isaac flash version demo gotten from crazy games and a terminal with various commands. also made some new options in the settings app and added it to the topbar, made the hour and date clickable so that they open lil widgets of a clock and a calendar
**DEVLOG #11 i think its ready to ship! i kinda lost my will to update it etc lately so i kinda rushed it at the end, but im still happy with how it turned out!
**DEVLOG #12 made some fixes and changed readme + demo png. ready to ship
Ships:
Welcome to IsaacOS! this is a very cool OS based on the binding of isaac (i am playing it so much rn) which has minimal but essential apps right now but will have many and many more in the future. i made it using only html, css and js and honestly i think it looks great! i rlly like the colors i used, even tho when i will probably re-ship it when it has more apps i will change them so it looks new/updated, but other than that i am very satisfied! it has only a note app, website that is very limited, simple calculator and a find me on socials app, but i have many more that i am currently developing but i thought that iād like to ship it now so i can see the progress im making. hope u like it! >:3 play the saac, u wonāt regret it (TāT)
i made the webOS actually functional, with apps that have some utility or functionality (such as the compendium app, my beloved wiki app) and not just the same old stuff such as calculators and notes. tbh i maybe made so many apps that there are 3 columns and covers a part of the desktop, so for that reason i made folders! for the new apps that i made, some of them were actually out of my reach of skills of programming so i had to learn some stuff or use AI for the most complicated stuff, but other than that i would say this project has actually made me re-gain the will of coding that i lost. there are a lot of features that tbh i were to list them all it would take a lot but the thing i focused the most on this project were: making the compendium app an actual useful app that i use regularly when playing the game, and the customization of the os using the themes app. i rlly liked building those two and were the most fun and also challenging part of the whole project. so please try changing stuff in the themes app and make it cool ;) and also use the blue map on the topbar to change the layour of the desktop and tell me which one u like more! i hope uāll have fun using it and for isaac players, tell me what u would like to change and try the compendium app...
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1792842692.7945805
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1792929092.7945805
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41293
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maryOS by @marygoat | Stardance
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marygoat
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2
|
10.0
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9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:07:06Z", "hours": 2.0, "multiplier": 5.67, "payout": 9, "blessing": "neutral", "text": "i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}, {"ship_num": 2, "ts": "2026-08-01T23:00:26Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. Iām proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if itās simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!", "repo": "https://github.com/awesomesauce4646/maryos", "demo": "https://awesomesauce4646.github.io/maryos/"}]...
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[{"post_id": 49798, "ts": "202 [{"post_id": 49798, "ts": "2026-08-18T18:52:41Z", "hours": 0.4022, "text": "DEVLOG 8! SEARCH BAR i have added a searchbar, and I think iām ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, itād search what I put in but then add āsite:example . comā, and i didnāt want that, so I figured out how to remove that added value so itād only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!"}, {"post_id": 48638, "ts": "2026-08-17T03:39:25Z", "hours": 1.2697, "text": "DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working."}, {"post_id": 39169, "ts": "2026-08-01T22:53:42Z", "hours": 1.0519, "text": "noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!"}, {"post_id": 38765, "ts": "2026-08-01T10:12:53Z", "hours": 1.4156, "text": "game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesnāt work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)"}, {"post_id": 38158, "ts": "2026-07-31T12:24:07Z", "hours": 2.6739, "text": "window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!"}, {"post_id": 37527, "ts": "2026-07-30T10:30:20Z", "hours": 1.6519, "text": "draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasnāt behaving, sometimes the handle overflowed or didnāt take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!"}, {"post_id": 37432, "ts": "2026-07-30T05:03:10Z", "hours": 0.6542, "text": "stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)"}, {"post_id": 36758, "ts": "2026-07-29T00:53:14Z", "hours": 0.3714, "text": "starting a web os! decided to pick up on the web os mission⦠seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, itās going pretty smoothly!"}]...
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Title: maryOS by @marygoat | Stardance
Devlogs:
s Title: maryOS by @marygoat | Stardance
Devlogs:
starting a web os! decided to pick up on the web os mission⦠seems pretty fun! i was following the guide, but disliked how they put all of the style things into one div line, so i just made a style.css file so it could be a bit more organized. so far, itās going pretty smoothly!
stylizing web os! gave it a background and also made a window! it was hard to decide on what theme it should be, but i decided to make it a bluish purplish vibe since those are my top two fav colors, and i think they look nice together. i was confused about flex, but the froggy flex game listed on the guide helped me a lot! im getting the hang of it now :)
draggable window! made it so you can drag the window also tried stylizing it a bit more, which took longer than expected lol since my css wasnāt behaving, sometimes the handle overflowed or didnāt take enough space, but i figured it out :) im pretty content on how this is looking so far, excited to see where this goes!
window opens! this took way longer than i want to admit lol, i asked claude to help me debug because i had structured my code a bit weirdly. after a LOT of trial and error, the little app button on the bottom opens up the welcome app! i have learned about data-targets through the debugging progress, which is kinda like a different type of id? im still not 100% how it works, but im getting there!
game window! added a lil game window to my webos, and also made it so when you click on the icons the border changes colors so that its selected. it doesnāt work for the games icon, so ima debug that, but hi and notes work! i also have to finish up programming the notes app lol i learned a lot more about java script functions during this, which was fun :)
noteapp saves! finally got it to save notes written in local storage :) this took too long in my opinion but hey, as long as it gets done! im going to ship this, since it seems like i got the requirements too, but i am planning on working on this still!
DEVLOG 7! CALCULATOR i have made a calculator for my webos! it was difficult learning the javascript in order for the text display to change properly, just like a calculator, but i was able to do it with the help of this guide: https://zellwk.com/blog/calculator-part-1/ i spent a lot of time figuring out how to stylize the calculator and also implementing the proper javascript in order to make it divide, multiply, and calculate. i had a small issue of just mispelling textContent, so it prevented the clear button from working.
DEVLOG 8! SEARCH BAR i have added a searchbar, and I think iām ready to ship! I searched it up on how to add a search bar, and I got some code thanks to: https://stackoverflow.com/a/42926071 it was a bit funky at first, since when i tested the code, itād search what I put in but then add āsite:example . comā, and i didnāt want that, so I figured out how to remove that added value so itād only search up what the user put in. i think the search bar was a nice added feature, especially since i think every webOS should have one!
Ships:
I made a web-based desktop! maryOS is a desktop that is completely client-sided. Features Desktop Environment Drag and close windows Top bar with a clock and date Note app that saves with local storage Game link window Welcome window It was challenging deploying the javascript code that allowed the windows to drag around and close and all of that fun stuff, since I only ever learned the basics of javascript and this felt like a lot of new content. Iām proud that I got it to finally work after a lot of time debugging, and searching for help when I needed it. I really like how it looks, even if itās simple, and I will probably spend more time on this! To test my project, you can click on the icons on the bottom of the screen to open windows!
i made a web operating system, featuring six apps! it was challenging following the guide and making it work, while also making it my own. making the apps open and close properly was one of my biggest struggles. but once i got that working, the rest was easy! im proud of how this looks like, pretty simplistic and easy to use. to test my project, just press try project down below or go to: https://awesomesauce4646.github.io/maryos/ hope you enjoy using maryOS!...
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1792842854.5814867
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1792929254.5814867
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41332
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Personal site by @potionj | Stardance
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potionj
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2
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32.0
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168
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T00:44:09Z", "hours": 18.0, "multiplier": 14.43, "payout": 132, "blessing": "neutral", "text": "Changes -Added animations for clicking inside and outside of the black hole -Redid the profile -Minor bug fixes -A lot of performance improvements -Added pre loading for the background in the star map to minimize transition time -Bound the edges of the starmap -Improved rendering speeds at the cost of slight decrease in quality -Rebound some keybinds -Added layered esc Some notes The amount of time i spent on the zoom in animation is way too long and i spent wayyyy too much time on it Had issues changing values with the profile bc of the weird header i made long time ago Had issues loading things? Now it basically just moves the lag to sometime else To justify the questionable hr count: Writing custom rendering is very painful and i do not recommend it at all (just use a library it actually makes it so much easier), this has taken so much effort to complete so please be nice while grading :) Actually helpful info for people rating I entered the site and theres nothing to do? -Click either inside or outside the blackhole (inside leads you to my profile, outside leads you to a starmap i made) Can i use my keyboard for the starmap? -Of course, move around with w/a/s/d, zoom in/out with +/-, turn the info card opque with o Why should i give you 9 stars for all of the parts? -Because i worked rly hard on this project :) -More specifically⦠-Originality: I dont think youāve seen anyone with a similar personal site have you? (if you have send it to me on slack username:29mtye) -Technicality: This uses nasa api to load in images, CUSTOM rendering, a fully functional starmap, there is performance built in, there are backups incase the site canāt find anything -Usability: Its built to not break, there might be minor bugs but it accomplishes what it should do right? -Storytelling: This ship message is split into sections so that you can find info easily, i have almost 150 commitsā¦", "repo": "https://github.com/minye065/my-website-templated", "demo": "https://minye065.github.io/my-website-templated/"}, {"ship_num": 2, "ts": "2026-08-23T16:30:05Z", "hours": 14.0, "multiplier": 5.5, "payout": 36, "blessing": "neutral", "text": "The site is done :D Had quite some issues with getting images from the nasa database but the site has turned out quite well. Please be nice while rating as this is my first css/html project. :) Try if you can find the hidden thing.", "repo": "https://github.com/minye065/my-website-templated", "demo": "https://minye065.github.io/my-website-templated/"}]...
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[{"post_id": 81662, "ts": "202 [{"post_id": 81662, "ts": "2026-10-21T23:12:50Z", "hours": 0.2933, "text": "Fixed minor loading issues Changed how the loading for the star map works Bound the edges of the starmap Made starmap nonscrolling"}, {"post_id": 81413, "ts": "2026-10-21T05:50:52Z", "hours": 2.9125, "text": "Added a zoom in and out animation, zoom out is far superior tho⦠Zoom in animation needs a lot of fixing."}, {"post_id": 80290, "ts": "2026-10-17T04:06:02Z", "hours": 2.135, "text": "Added an animation for zooming out, fixed some issues with internal stuff. (Picture is mid animation)"}, {"post_id": 79665, "ts": "2026-10-15T00:15:27Z", "hours": 1.8697, "text": "Fixed the render and tuned some more values :) Swapped the render mask for a different method. Next is adding an animation, fixing the writting and maybe more hidden things? View at: https://minye065.github.io/my-website-templated/"}, {"post_id": 74336, "ts": "2026-09-27T06:05:23Z", "hours": 2.8025, "text": "IT WORKS!!!! Never thought that it would work so easily but it does. The blackhole has been split into 2 parts, outside and inside. The outside leads to the old site (soon to be changed) and the inside to the projects and what not. The loading is very jagged and will be overlayed with something :D. The old site is now accessible after however long it was just commented out. Going to do: add loading screens (or smth) add ābackā button (revolutionary i know) split the old site into starmap and portfolio"}, {"post_id": 63816, "ts": "2026-09-07T19:45:11Z", "hours": 8.275, "text": "Remade the website again? Yea i had another idea but youāll see at the end. Currently itās just a blackhole renderer + mask maker. The mask will go over the blackhole to map out clicks and stuff. Had some issues with centering and omega. Using the math formulas from before caused the rings of the blackhole to do weird things because of a difference in rotation speeds. This was just removed to make it smooth. The blackhole is not as accurate anymore but i dont understand it enough to fix it soooo."}, {"post_id": 53155, "ts": "2026-08-23T16:27:35Z", "hours": 10.9436, "text": "Redid basically the entire website, now has a slightly hidden feature."}, {"post_id": 38017, "ts": "2026-07-31T04:54:36Z", "hours": 2.9147, "text": "added the background"}]...
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Title: Personal site by @potionj | Stardance
Devl Title: Personal site by @potionj | Stardance
Devlogs:
added the background
Redid basically the entire website, now has a slightly hidden feature.
Remade the website again? Yea i had another idea but youāll see at the end. Currently itās just a blackhole renderer + mask maker. The mask will go over the blackhole to map out clicks and stuff. Had some issues with centering and omega. Using the math formulas from before caused the rings of the blackhole to do weird things because of a difference in rotation speeds. This was just removed to make it smooth. The blackhole is not as accurate anymore but i dont understand it enough to fix it soooo.
IT WORKS!!!! Never thought that it would work so easily but it does. The blackhole has been split into 2 parts, outside and inside. The outside leads to the old site (soon to be changed) and the inside to the projects and what not. The loading is very jagged and will be overlayed with something :D. The old site is now accessible after however long it was just commented out. Going to do: add loading screens (or smth) add ābackā button (revolutionary i know) split the old site into starmap and portfolio
Fixed the render and tuned some more values :) Swapped the render mask for a different method. Next is adding an animation, fixing the writting and maybe more hidden things? View at: https://minye065.github.io/my-website-templated/
Added an animation for zooming out, fixed some issues with internal stuff. (Picture is mid animation)
Added a zoom in and out animation, zoom out is far superior tho⦠Zoom in animation needs a lot of fixing.
Fixed minor loading issues Changed how the loading for the star map works Bound the edges of the starmap Made starmap nonscrolling
Ships:
The site is done :D Had quite some issues with getting images from the nasa database but the site has turned out quite well. Please be nice while rating as this is my first css/html project. :) Try if you can find the hidden thing.
Changes -Added animations for clicking inside and outside of the black hole -Redid the profile -Minor bug fixes -A lot of performance improvements -Added pre loading for the background in the star map to minimize transition time -Bound the edges of the starmap -Improved rendering speeds at the cost of slight decrease in quality -Rebound some keybinds -Added layered esc Some notes The amount of time i spent on the zoom in animation is way too long and i spent wayyyy too much time on it Had issues changing values with the profile bc of the weird header i made long time ago Had issues loading things? Now it basically just moves the lag to sometime else To justify the questionable hr count: Writing custom rendering is very painful and i do not recommend it at all (just use a library it actually makes it so much easier), this has taken so much effort to complete so please be nice while grading :) Actually helpful info for people rating I entered the site and theres nothing to do? -Click either inside or outside the blackhole (inside leads you to my profile, outside leads you to a starmap i made) Can i use my keyboard for the starmap? -Of course, move around with w/a/s/d, zoom in/out with +/-, turn the info card opque with o Why should i give you 9 stars for all of the parts? -Because i worked rly hard on this project :) -More specifically⦠-Originality: I dont think youāve seen anyone with a similar personal site have you? (if you have send it to me on slack username:29mtye) -Technicality: This uses nasa api to load in images, CUSTOM rendering, a fully functional starmap, there is performance built in, there are backups incase the site canāt find anything -Usability: Its built to not break, there might be minor bugs but it accomplishes what it should do right? -Storytelling: This ship message is split into sections so that you can find info easily, i have almost 150 commitsā¦...
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1792810432.3733099
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1792896832.3733099
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41405
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StopWatch by @Vihaan15 | Stardance
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Vihaan15
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2
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T18:44:42Z", "hours": 2.0, "multiplier": 1.0, "payout": 2, "blessing": "neutral", "text": "It is a simple app that uses most of the basic things from JavaScript and then combines them to in an HTML file, which I shipped via github-pages", "repo": "https://github.com/Vihaan6119/StopWatch", "demo": "https://vihaan6119.github.io/StopWatch/"}, {"ship_num": 2, "ts": "2026-08-04T06:55:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a live NASA dashboard sort of app. It pulls real data from NASA using its API. The challenging part of this is the main fetch of the NASA API and planning which project to make", "repo": "https://github.com/Vihaan6119/StopWatch", "demo": "https://vihaan6119.github.io/StopWatch/"}]...
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[{"post_id": 47670, "ts": "202 [{"post_id": 47670, "ts": "2026-08-15T18:43:10Z", "hours": 1.6553, "text": "finished working on it"}, {"post_id": 40573, "ts": "2026-08-04T06:48:45Z", "hours": 0.0, "text": "Finished working on the project. Publishing in few minutes."}, {"post_id": 38809, "ts": "2026-08-01T11:29:27Z", "hours": 0.0, "text": "Half way through"}, {"post_id": 38016, "ts": "2026-07-31T04:49:32Z", "hours": 0.0, "text": "Cool project coming right up, get ready to rate"}]...
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Title: StopWatch by @Vihaan15 | Stardance
Devlogs Title: StopWatch by @Vihaan15 | Stardance
Devlogs:
Cool project coming right up, get ready to rate
Half way through
Finished working on the project. Publishing in few minutes.
finished working on it
Ships:
I made a live NASA dashboard sort of app. It pulls real data from NASA using its API. The challenging part of this is the main fetch of the NASA API and planning which project to make
It is a simple app that uses most of the basic things from JavaScript and then combines them to in an HTML file, which I shipped via github-pages...
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1792849857.771282
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1792936257.771282
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41476
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Contango by @igowu | Stardance
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igowu
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2
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83.0
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1107
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:46:02Z", "hours": 58.0, "multiplier": 19.01, "payout": 1046, "blessing": "neutral", "text": "Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments donāt need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebaseās internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isnāt just to analyze the amount of profit the strategy returns. Instead, itās to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What Iām proud of The part Iām happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing Iām proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. Itās not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. Iām looking forward to future work with Hackclub!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}, {"ship_num": 2, "ts": "2026-07-30T16:02:17Z", "hours": 25.0, "multiplier": 6.1, "payout": 61, "blessing": "neutral", "text": "Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not⦠But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a āmodeā. A āmodeā is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): \"\"\" A very simple strategy outline - not all logic is included. \"\"\" def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. Iāve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be āmissing type stubā warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. Iām proud of this project Genuinely, this is one of the first big project Iāve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contangoās been my main project since June, and itās the second largest thing Iāve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since itās so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes Iāve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}]...
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[{"post_id": 68711, "ts": "202 [{"post_id": 68711, "ts": "2026-09-15T16:17:49Z", "hours": 6.9347, "text": "Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. Thatās all. This will likely be my last devlog before shipping for the final time. Iām praying to the Gods of Stardance that I can get a 3d printer! Weāll see."}, {"post_id": 62560, "ts": "2026-09-06T00:29:54Z", "hours": 6.6617, "text": "Contango - Devlog #7 Research Research has been rough. I havenāt found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, Iāve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. Iām beginning to wrap up the project to get it to a publishable state."}, {"post_id": 55673, "ts": "2026-08-27T17:10:44Z", "hours": 6.5972, "text": "I was wrong . ā¦But thatās okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators arenāt producing the profitability I was initially looking for. However , this isnāt necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find āamazingā results - however, that doesnāt necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. Iām genuinely curious if Iām able to find some profitable strategies with my system, so my future devlogs will likely be related to the research Iām going to conduct. Thatās all. Have a great day!"}, {"post_id": 53484, "ts": "2026-08-24T01:40:11Z", "hours": 13.0403, "text": "Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isnāt easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. Iāve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasnāt easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship."}, {"post_id": 48243, "ts": "2026-08-16T15:24:07Z", "hours": 6.8711, "text": "Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe Iāve reached a point where Iām happy with how theyāre looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization Iām going to give parameterization another try. Instead of creating another layer on rule-based strategies, Iām going to instead pass indicators (or āstreamsā as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, Iāll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. Thatās it. Happy coding!"}, {"post_id": 46293, "ts": "2026-08-13T12:50:56Z", "hours": 7.9789, "text": "Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests Iāve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, Iām only halfway done, so this might take a while longer⦠Future I always like to make a list for what I want to do before shipping. Hereās where Iām at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship Thatās all. Have a great rest of your day!"}, {"post_id": 42736, "ts": "2026-08-07T16:30:57Z", "hours": 10.1167, "text": "Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { \" bb \" : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ \" bb \" ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ \" bb \" ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesnāt hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. Iāll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!"}, {"post_id": 37644, "ts": "2026-07-30T15:09:38Z", "hours": 24.5403, "text": "Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. Iāve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!"}]...
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Title: Contango by @igowu | Stardance
Devlogs:
De Title: Contango by @igowu | Stardance
Devlogs:
Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. Iāve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!
Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { " bb " : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ " bb " ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ " bb " ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesnāt hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. Iāll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!
Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests Iāve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, Iām only halfway done, so this might take a while longer⦠Future I always like to make a list for what I want to do before shipping. Hereās where Iām at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship Thatās all. Have a great rest of your day!
Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe Iāve reached a point where Iām happy with how theyāre looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization Iām going to give parameterization another try. Instead of creating another layer on rule-based strategies, Iām going to instead pass indicators (or āstreamsā as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, Iāll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. Thatās it. Happy coding!
Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isnāt easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. Iāve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasnāt easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship.
I was wrong . ā¦But thatās okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators arenāt producing the profitability I was initially looking for. However , this isnāt necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find āamazingā results - however, that doesnāt necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. Iām genuinely curious if Iām able to find some profitable strategies with my system, so my future devlogs will likely be related to the research Iām going to conduct. Thatās all. Have a great day!
Contango - Devlog #7 Research Research has been rough. I havenāt found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, Iāve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. Iām beginning to wrap up the project to get it to a publishable state.
Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. Thatās all. This will likely be my last devlog before shipping for the final time. Iām praying to the Gods of Stardance that I can get a 3d printer! Weāll see.
Ships:
Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not⦠But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a āmodeā. A āmodeā is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): """ A very simple strategy outline - not all logic is included. """ def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. Iāve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be āmissing type stubā warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. Iām proud of this project Genuinely, this is one of the first big project Iāve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contangoās been my main project since June, and itās the second largest thing Iāve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since itās so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes Iāve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!
Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments donāt need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebaseās internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isnāt just to analyze the amount of profit the strategy returns. Instead, itās to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What Iām proud of The part Iām happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing Iām proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. Itās not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. Iām looking forward to future work with Hackclub!...
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1792849921.0409572
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1792936321.0409572
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41525
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My very own WebOS by @Delilah | Stardance
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Delilah
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2
|
46.0
|
311
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T12:33:18Z", "hours": 21.0, "multiplier": 15.05, "payout": 311, "blessing": "neutral", "text": "I decided to reship this project because I wanted to add more features, which I did. The most challenging feature had to have been the settings app. Just changing the wallpaper and then being able to change it again. Iām just glad I figured it out. Although changing the background for the other stuff in display was relative easy, I guess once you do the heavy lifting once youāll be able to handle the other stuff easier. Iām proud that I decided to make a settings app because I knew it wasnāt gonna be easy but it really impressed me when others did it so I guess I got inspired from them. Also I really love the feature where when you drag the mouse the green beam follows it, itās so much fun. Honestly when you get to the page everything is very self explanatory. I hope the people that test my project have fun with it. It was one of my most favorite project to do.", "repo": "https://github.com/diditek8-byte/DelilahOS", "demo": "https://diditek8-byte.github.io/DelilahOS/"}, {"ship_num": 2, "ts": "2026-08-08T14:27:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own webOS. The most challenging part was making the notes window move, since I used multiple js files, and the ideas I had to fix it would just not work at first. Also just making a notes app alone was very challenging, but it did introduce me to many new concepts of JavaScript that I didnāt know about. I am proud, alone just making a project like this, I didnāt even know that I was capable of doing something so cool. Also that I can solve my own problems and donāt have to heavily rely on AI, and of my designs, the background and the icons are made by myself in Canva and I think they didnāt turn out badly. Things you should know, when checking my project out: there is another window, the about me window, you can access it by pressing the DelilahOS at the top-bar. Another thing, if you want to delete a note you have to double click. Also the grey circles are not buttons they are just there for decoration.", "repo": "https://github.com/diditek8-byte/DelilahOS", "demo": "https://diditek8-byte.github.io/DelilahOS/"}]...
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[{"post_id": 46279, "ts": "202 [{"post_id": 46279, "ts": "2026-08-13T12:25:41Z", "hours": 2.1164, "text": "Alright I decided to also make users able to change the background color of the top bar, bottom bar, and calendar and I think that went pretty well. That was more of the easier challenges. Now Iāll ship it and I hope youāll like it. I know I do."}, {"post_id": 46220, "ts": "2026-08-13T09:26:07Z", "hours": 9.0939, "text": "I decided to make a settings and then ship my project. This is one of the more challenging stuff but I got the wallpapers to work, at first I struggled because it would only change once but then I found for it to keep changing it."}, {"post_id": 45156, "ts": "2026-08-11T13:49:13Z", "hours": 5.7906, "text": "Update: Made a weather app using the weather API from open weather app which I really get the hang of APIs. After it was finally working | decided to add a calendar widget which I struggled with the layout of the day that is circled a bit. It just wouldnāt be centered and there was too much space at the bottom so I used flexbox, first centered it with justify content and align items, then used position relative placed it to the left, and then just went with negative margin-top to get rid of the bottom margin. Iām not sure if that made sense or was the right way to do it, but it works so Iāll just leave it at that. Lastly I wanted my website to give more of a Starfire look so I added a green beam like her powers and tried to match the green as best as possible. Honestly Iām not sure what to add next I might add a settings and then end the project with that but I donāt know if that would be too little. What do you all think I should add."}, {"post_id": 44078, "ts": "2026-08-09T16:29:52Z", "hours": 3.63, "text": "I added a loading page with animations, to give it more of a OS feeling. After that I made a calculator app, which was pretty easy to make but I hope the design doesnāt look too bad."}, {"post_id": 43284, "ts": "2026-08-08T13:49:34Z", "hours": 2.7964, "text": "I got to finish my second app which I decided to be a random quotes app using an API. So now I finished the first mission of the webOS and canāt wait to ship it."}, {"post_id": 43083, "ts": "2026-08-08T05:06:16Z", "hours": 6.1067, "text": "I got finsh my first App on this webOS. It can close and expand even made the textarea bigger when the window expands. Even got the App to show when it is active in the bottom bar and it works both ways. The window also closes when you deselect the the icon in the bottom bar. Now it is time to make my own app to finally ship it for the first time."}, {"post_id": 40612, "ts": "2026-08-04T08:34:24Z", "hours": 10.2108, "text": "My Notes app is finally working, this was a long and hard process with some trial and error, one thing I still need to add is a scrolling bar because everytime you add more than 4 notes it will just overflow and I canāt have that."}, {"post_id": 38068, "ts": "2026-07-31T08:21:34Z", "hours": 5.4661, "text": "Hello everyone, started my second project in this programm, and I honestly really love the idea of a webOS and got inspired by Starfire. I started by designing the background inside Canva, kinda glad how it turned out tbh. Then I made the top bar got the clock and date, even made my first draggable window. Although Iām kinda struggling with the expand button, still need to figure out how to get the window back to normal after it expands and the layout is a bit crazy when it expands."}]...
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Title: My very own WebOS by @Delilah | Stardance
Title: My very own WebOS by @Delilah | Stardance
Devlogs:
Hello everyone, started my second project in this programm, and I honestly really love the idea of a webOS and got inspired by Starfire. I started by designing the background inside Canva, kinda glad how it turned out tbh. Then I made the top bar got the clock and date, even made my first draggable window. Although Iām kinda struggling with the expand button, still need to figure out how to get the window back to normal after it expands and the layout is a bit crazy when it expands.
My Notes app is finally working, this was a long and hard process with some trial and error, one thing I still need to add is a scrolling bar because everytime you add more than 4 notes it will just overflow and I canāt have that.
I got finsh my first App on this webOS. It can close and expand even made the textarea bigger when the window expands. Even got the App to show when it is active in the bottom bar and it works both ways. The window also closes when you deselect the the icon in the bottom bar. Now it is time to make my own app to finally ship it for the first time.
I got to finish my second app which I decided to be a random quotes app using an API. So now I finished the first mission of the webOS and canāt wait to ship it.
I added a loading page with animations, to give it more of a OS feeling. After that I made a calculator app, which was pretty easy to make but I hope the design doesnāt look too bad.
Update: Made a weather app using the weather API from open weather app which I really get the hang of APIs. After it was finally working | decided to add a calendar widget which I struggled with the layout of the day that is circled a bit. It just wouldnāt be centered and there was too much space at the bottom so I used flexbox, first centered it with justify content and align items, then used position relative placed it to the left, and then just went with negative margin-top to get rid of the bottom margin. Iām not sure if that made sense or was the right way to do it, but it works so Iāll just leave it at that. Lastly I wanted my website to give more of a Starfire look so I added a green beam like her powers and tried to match the green as best as possible. Honestly Iām not sure what to add next I might add a settings and then end the project with that but I donāt know if that would be too little. What do you all think I should add.
I decided to make a settings and then ship my project. This is one of the more challenging stuff but I got the wallpapers to work, at first I struggled because it would only change once but then I found for it to keep changing it.
Alright I decided to also make users able to change the background color of the top bar, bottom bar, and calendar and I think that went pretty well. That was more of the easier challenges. Now Iāll ship it and I hope youāll like it. I know I do.
Ships:
I made my very own webOS. The most challenging part was making the notes window move, since I used multiple js files, and the ideas I had to fix it would just not work at first. Also just making a notes app alone was very challenging, but it did introduce me to many new concepts of JavaScript that I didnāt know about. I am proud, alone just making a project like this, I didnāt even know that I was capable of doing something so cool. Also that I can solve my own problems and donāt have to heavily rely on AI, and of my designs, the background and the icons are made by myself in Canva and I think they didnāt turn out badly. Things you should know, when checking my project out: there is another window, the about me window, you can access it by pressing the DelilahOS at the top-bar. Another thing, if you want to delete a note you have to double click. Also the grey circles are not buttons they are just there for decoration.
I decided to reship this project because I wanted to add more features, which I did. The most challenging feature had to have been the settings app. Just changing the wallpaper and then being able to change it again. Iām just glad I figured it out. Although changing the background for the other stuff in display was relative easy, I guess once you do the heavy lifting once youāll be able to handle the other stuff easier. Iām proud that I decided to make a settings app because I knew it wasnāt gonna be easy but it really impressed me when others did it so I guess I got inspired from them. Also I really love the feature where when you drag the mouse the green beam follows it, itās so much fun. Honestly when you get to the page everything is very self explanatory. I hope the people that test my project have fun with it. It was one of my most favorite project to do....
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1792842729.938044
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1792929129.938044
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41533
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Infinite Colour Craft by @Lalith | Stardance
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Lalith
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2
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25.0
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24
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T01:49:04Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipping Infinite Colour Craft!! šØ The idea came from playing Infinite Craft and wondering what itād be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, whatās the point of discovering all these colours if you canāt actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is š Thereās also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so Iāve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. Thatās basically the whole reason I made this. If youāre trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because Iām genuinely curious what it thinks your drawings are š Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}, {"ship_num": 2, "ts": "2026-08-02T03:02:16Z", "hours": 6.0, "multiplier": 7.35, "payout": 24, "blessing": "neutral", "text": "This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}]...
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[{"post_id": 80419, "ts": "202 [{"post_id": 80419, "ts": "2026-10-17T16:04:20Z", "hours": 18.5828, "text": "As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!"}, {"post_id": 39221, "ts": "2026-08-02T01:38:10Z", "hours": 5.8431, "text": "My lil colour alchemy game with colouring tooā¦ā¦ā¦."}]...
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Title: Infinite Colour Craft by @Lalith | Stardanc Title: Infinite Colour Craft by @Lalith | Stardance
Devlogs:
My lil colour alchemy game with colouring tooā¦ā¦ā¦.
As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!
Ships:
This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area
Finally shipping Infinite Colour Craft!! šØ The idea came from playing Infinite Craft and wondering what itād be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, whatās the point of discovering all these colours if you canāt actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is š Thereās also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so Iāve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. Thatās basically the whole reason I made this. If youāre trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because Iām genuinely curious what it thinks your drawings are š Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!...
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1792850166.8516076
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1792936566.8516076
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41561
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My first slack bot! by @potionj | Stardance
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potionj
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2
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3.59
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6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T23:04:59Z", "hours": 3.0, "multiplier": 1.7, "payout": 6, "blessing": "neutral", "text": "Cleaned up files in ssh, added wordle.", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-29T16:08:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very simple slack bot with 4 commands", "repo": "https://github.com/minye065/slackbot-template", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
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[{"post_id": 47272, "ts": "202 [{"post_id": 47272, "ts": "2026-08-15T02:58:11Z", "hours": 0.5919, "text": "Fixed the issue where duplicate letters were getting represented incorrectly."}, {"post_id": 42299, "ts": "2026-08-06T23:04:22Z", "hours": 2.025, "text": "Added a wordle command"}, {"post_id": 37923, "ts": "2026-07-30T22:41:17Z", "hours": 1.2228, "text": "added more commands, fixed old ones, added 3 helper functions and lists of new questions"}, {"post_id": 37099, "ts": "2026-07-29T16:05:31Z", "hours": 0.3981, "text": "Added commands to bot - ping, help, rand, dice"}]...
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Title: My first slack bot! by @potionj | Stardance Title: My first slack bot! by @potionj | Stardance
Devlogs:
Added commands to bot - ping, help, rand, dice
added more commands, fixed old ones, added 3 helper functions and lists of new questions
Added a wordle command
Fixed the issue where duplicate letters were getting represented incorrectly.
Ships:
Very simple slack bot with 4 commands
Cleaned up files in ssh, added wordle....
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1792810510.9136229
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1792896910.9136229
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|
41609
|
Study Assistant by @yassinbs | Stardance
|
yassinbs
|
2
|
13.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T22:30:01Z", "hours": 5.0, "multiplier": 1.7, "payout": 9, "blessing": "neutral", "text": "Study assistant is a free solution for students that donāt have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-30T08:07:33Z", "hours": 8.0, "multiplier": 3.4, "payout": 27, "blessing": "neutral", "text": "I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}]...
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[{"post_id": 41611, "ts": "202 [{"post_id": 41611, "ts": "2026-08-05T22:28:49Z", "hours": 1.0528, "text": "Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future."}, {"post_id": 39982, "ts": "2026-08-03T10:18:47Z", "hours": 2.3353, "text": "#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual userās name!"}, {"post_id": 38976, "ts": "2026-08-01T16:25:28Z", "hours": 1.7456, "text": "Added add and delete homework functionallity + added it to local storage so it gets saved!"}, {"post_id": 37480, "ts": "2026-07-30T08:03:28Z", "hours": 7.8347, "text": "Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external APIā s or other tools. The grades page is till now my biggest issue, I want to add APIās from different school systems, but the problem is those APIās arenāt available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say itās still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I havenāt built anything around the study buddy yet, so stay tuned for that!"}]...
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Title: Study Assistant by @yassinbs | Stardance
D Title: Study Assistant by @yassinbs | Stardance
Devlogs:
Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external APIā s or other tools. The grades page is till now my biggest issue, I want to add APIās from different school systems, but the problem is those APIās arenāt available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say itās still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I havenāt built anything around the study buddy yet, so stay tuned for that!
Added add and delete homework functionallity + added it to local storage so it gets saved!
#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual userās name!
Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future.
Ships:
I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.
Study assistant is a free solution for students that donāt have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished....
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1792817765.4587505
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1792904165.4587505
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|
41747
|
My own site! by @wxie223 | Stardance
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wxie223
|
2
|
3.5
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:04:53Z", "hours": 0.0, "multiplier": 1.45, "payout": 1, "blessing": "neutral", "text": "I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I donāt want this website to just be all about me. I also want to include resources for highschoolers just like me, so Iām planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}, {"ship_num": 2, "ts": "2026-08-19T19:30:17Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.", "repo": "https://github.com/WillyX12/PersonalWebsite", "demo": "https://willyx12.github.io/PersonalWebsite/"}]...
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[{"post_id": 66322, "ts": "202 [{"post_id": 66322, "ts": "2026-09-12T02:52:38Z", "hours": 0.7303, "text": "Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!"}, {"post_id": 56998, "ts": "2026-08-29T02:05:22Z", "hours": 1.0589, "text": "added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources"}, {"post_id": 51934, "ts": "2026-08-21T21:19:00Z", "hours": 0.7114, "text": "Added Resources Slide. Said I wasnāt gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!"}, {"post_id": 50762, "ts": "2026-08-20T03:47:54Z", "hours": 0.4417, "text": "ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff"}, {"post_id": 50563, "ts": "2026-08-19T19:28:47Z", "hours": 0.5008, "text": "I just made v1 of me personal site!"}]...
|
Title: My own site! by @wxie223 | Stardance
Devlo Title: My own site! by @wxie223 | Stardance
Devlogs:
I just made v1 of me personal site!
ADDED PAGES. I added an extracurricular page and a projects page. I also plan on adding study materials for sat, ap, and random stuff
Added Resources Slide. Said I wasnāt gonna make it all about myself, so I added a resources page (check it out it might be useful). I also added an image for my skyextendo on the project page. Hope yal enjoy it!
added a contact page and some details now you can reach me by email and insta! (follow me pls) also I have very niche resources
Havent been working on it a long time cuz of school and all that. Progress: added some gradients and listings based on a tutorial I saw, to make it more aesthetic. Check out the resources page!
Ships:
I shipped V1 of my personal site. Its really simple, but I hope it makes ur day.
I made a personal site about me! It has 3 pages, a main page, a projects page, and an extracurriculars page. I donāt want this website to just be all about me. I also want to include resources for highschoolers just like me, so Iām planning to add a new page with resources for like SAT, or AP, or any other useful website. Hope you like it! I made this in the personal site workshop so it is still a bit simple....
|
1792203845.8820834
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1793067845.8820834
|
|
41750
|
D E S C E N T by @subzeroditto | Stardance
|
subzeroditto
|
2
|
49.59
|
667
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T11:58:09Z", "hours": 6.0, "multiplier": 19.45, "payout": 110, "blessing": "neutral", "text": "hello D E S C E N D A N T S (for anyone new thatās what i call ppl who play D E S C E N T), this was quite a small set of updates i put out to improve the datapack i added : an improved guidebook with back buttons balancing changes a new magic system 3 unique magic weapons i would highly recommend checking out the Magicianās Deck, it took the longest by far", "repo": "https://github.com/banana-piecake/DESCENT/tree/master", "demo": "https://modrinth.com/datapack/d-e-s-c-e-n-t"}, {"ship_num": 2, "ts": "2026-08-25T04:12:01Z", "hours": 28.0, "multiplier": 19.93, "payout": 557, "blessing": "neutral", "text": "D E S C E N T was a datapack I made that originally stemmed from a small idea 9 months ago, and I had no clue when i was developing it that it would grow to be this big. Honestly itās become a project I dreamed about making when i was young and iām super proud of where itās come. Installation : If modrinth has reviewed it, download it from there, otherwise you can download it here : https://github.com/banana-piecake/DESCENT/releases/tag/pre-modrinth Datapack install : install it in your worldās datapack folder, AND also install it in your resource pack folder, enable both Mod install : download the jar, install it as a mod in any of the 4 major modloaders (fabric, forge, quilt or neoforge), itāll work in any world you create. Only for minecraft java version 26.2", "repo": "https://github.com/banana-piecake/DESCENT/tree/master", "demo": "https://modrinth.com/datapack/d-e-s-c-e-n-t"}]...
|
[{"post_id": 80946, "ts": "202 [{"post_id": 80946, "ts": "2026-10-19T10:24:59Z", "hours": 0.8419, "text": "hello d e s c e n d a n t s, spear go boom yes very creative also the new animations now work with the moves, stagger, proper movement and constellations working with moves will come next"}, {"post_id": 80633, "ts": "2026-10-18T11:02:11Z", "hours": 1.4103, "text": "hello d e s c e n d a n t s, made a new weapon, sunder, which does a teleport slash, as well as made abilities for astronomer (tele slash and laser) it took longer than it shouldve ngl"}, {"post_id": 80298, "ts": "2026-10-17T05:37:49Z", "hours": 2.6522, "text": "yes d e s c e n d a n t s, i spent 2 and a half hours animating, modelling, texturing and creating a basic constellation system this is going to take a while"}, {"post_id": 79478, "ts": "2026-10-14T06:39:48Z", "hours": 0.4067, "text": "hello d e s c e n d a n t s, look at my bunny hat also stargazer got completely rebalanced but thatās not important"}, {"post_id": 79446, "ts": "2026-10-14T00:56:56Z", "hours": 0.7469, "text": "made some new textures, d e s c e n d a n t s code wise i havent really done much, im trying to get most textures etc done so i can get the trailer done btw if you wanna see what im doing more frequently, join #mc-datapacking in slack"}, {"post_id": 78668, "ts": "2026-10-11T07:27:55Z", "hours": 1.2456, "text": "another day, another sprite, D E S C E N D A N T S added some new sprite and a new item that shoots a laser"}, {"post_id": 78065, "ts": "2026-10-09T13:00:52Z", "hours": 1.2967, "text": "hello D E S C E N D A N T S, lets quickly go through everything iāve added stargazer is mostly done, they can now atomise projectiles the new bottled echo item triggers your parry effects again half a second later, which can lead to some crazy builds frozen blade is now a dagger class weapon and added the pact which gives invincibility on half health to allow escapes and last stands hereās a representation of all the content so far"}, {"post_id": 77274, "ts": "2026-10-06T12:02:38Z", "hours": 0.4847, "text": "hello D E S C E N D A N T S, implemented some textures and added a couple new accessories 4 of these are the new marks, which grant passive stat ups and downs as well a regeneration accessoryā¦"}, {"post_id": 77017, "ts": "2026-10-05T11:45:15Z", "hours": 2.6486, "text": "hello D E S C E N D A N T S, done a lot textures for rapiers are done, added 3 or so new accessories, finished the attack and movement code for stargazer, concepeted more, etcā¦"}, {"post_id": 76040, "ts": "2026-10-02T04:50:17Z", "hours": 0.395, "text": "hello D E S C E N D A N T S, finally finished some animations for the upcoming miniboss, take a look!"}, {"post_id": 75120, "ts": "2026-09-29T05:41:18Z", "hours": 1.3864, "text": "hello d e s c e n d a n t s, basic systems are difficult i finally got around to implementing parrying and accessories added 6 accessories and one parrying weapon kk going back to work now"}, {"post_id": 74266, "ts": "2026-09-27T03:13:30Z", "hours": 1.6011, "text": "backkkk from hiatus D E S C E N D A N T S done a lot of bugfixing and updating to 26.3"}, {"post_id": 59331, "ts": "2026-09-01T01:54:38Z", "hours": 0.4717, "text": "so someone asked me to make better bossbars, which is of course difficult because i make datapacks, but i found out how because im just like that ig"}, {"post_id": 57928, "ts": "2026-08-30T08:17:13Z", "hours": 0.8656, "text": "helllooooo D E S C E N D A N T S, finished off rituals and items for update, should be released on modrinth now"}, {"post_id": 57815, "ts": "2026-08-30T03:33:04Z", "hours": 2.3647, "text": "hello D E S C E N D A N T S, this weapon took so long but was so worth it First up, all bloom weapons now take durability accordingly second of all, this is the magicianās deck, the most complex weapon iāve made so far on non flourishing use, it throws out a card that travels, spins for a short period of time, then returns to you, it travels through walls on flourishing use it shoots 4 cards that ignore i-frames but deal less damage itās super fun and very cool"}, {"post_id": 57006, "ts": "2026-08-29T02:24:06Z", "hours": 0.4542, "text": "heya D E S C E N D A N T S, small stuff tbh magic weapons now take durability as well as bloom and longswords now require full charge to swing"}, {"post_id": 56517, "ts": "2026-08-28T09:55:04Z", "hours": 0.4983, "text": "to magic or to weapon, that is the question D E S C E N D A N T S⦠this is the kindling, which shoots flames, when flourishing it has a longer range, higher damage, and the flame are blue"}, {"post_id": 55499, "ts": "2026-08-27T12:00:38Z", "hours": 0.6433, "text": "well DESCENDANTS, that didnt take long this is bloom, its the representation of your mana, as you use a weapon, the flower grows, with it lowering when you dont use it, using it too long will wilt the flower, putting you on cooldown for a while when the flower is at itās peak, you gain a flourishing boon, which changes how the weapon works for example, the wooden wand does 3 magic bursts instead of 1, greatly increasing the range, and has a damage increase bloom is about keeping track of what youāre doing and making sure to maintain a balance"}, {"post_id": 55479, "ts": "2026-08-27T11:00:00Z", "hours": 0.8431, "text": "i am back in action DESCENDANTS! i added some advanced vfx and hugely improved the guidebook so itās actually usable now this is now out on modrinth! working on bloom right now, my take on mana"}, {"post_id": 52223, "ts": "2026-08-22T10:09:06Z", "hours": 0.3236, "text": "so uh, i lied DESCENDANTS, yeah i added a new ritual to dupe runes it was annoying me"}, {"post_id": 51604, "ts": "2026-08-21T11:35:23Z", "hours": 1.985, "text": "hello DESCENDANTS, this is the last devlog, as D E S C E N T is now ready to ship i finished all the dialogs every last one thank you all, truly, it has been wonderful to work on this, and i hope to release many updates Ship coming soon"}, {"post_id": 50913, "ts": "2026-08-20T11:44:32Z", "hours": 0.8972, "text": "hello DESCENDANTS. this is gonna be one of the last times i do this b4 shipping i finished all the boss drop rituals, they all require knowledge to perform, with that, every single ritual is complete only thing left is to write up the guidebook"}, {"post_id": 50833, "ts": "2026-08-20T08:38:41Z", "hours": 0.9872, "text": "helloooooooo DESCENDANTS, we are really close to done bosses now properly die, summon a rift to the overworld upon death, give music discs with a low chance, and give random knowledge super close to done"}, {"post_id": 50219, "ts": "2026-08-19T11:14:52Z", "hours": 0.6925, "text": "helllloooooo DESCENDANTS so uh another devlog i had a lot of free time okay i added more rituals voidtouched blade voidtouched shovel ice dagger fracture sculk bomb might go make more lowk"}, {"post_id": 50179, "ts": "2026-08-19T09:24:08Z", "hours": 0.6417, "text": "hellooooo DESCENDANTS! finishing off the project now :P: added knowledge, made bosses load chunks, more general improvements very close to finishing, just gotta finish off rituals, boss deaths and guidebook"}, {"post_id": 50026, "ts": "2026-08-19T01:42:29Z", "hours": 2.3022, "text": "hello DESCENDANTS, itās been a while i have made a LOT of small polish and balance changes, but iāll just go through the two major changes bloodfell items all have a new passive that buffs you on hit with a small chance, and bloodfell rituals are cheaper and easier rifts are finished, they send you to the void, where you get items to summon the bosses, the void itself is finally finished, meaning most of the content is done"}, {"post_id": 47870, "ts": "2026-08-16T03:52:46Z", "hours": 0.5964, "text": "LETāS GO GAMBLING!!! runes are a new system of item modifiers, separated into several tiers, which are rolled with a ritual, they can be applied to any item, theyāre super fun and offer a lot of build variety (there are 30 of them) to obtain them you need 4 copper ingots, and 4 rune stones obtained from killing mobs. might add a way to dupe rune stones later in order to make them less grindy here you can see me rolling an epic rune on a tropical fish"}, {"post_id": 47839, "ts": "2026-08-16T01:51:36Z", "hours": 0.7267, "text": "Hello DESCENDENTS (thatās what youāre called now) Bloodfell weapons have felt disconnected for a while. they havenāt had any shared passive. i considered giving them all bleed, but the double damage is insane. The way to get bloodfell ingots is obtained through sacrifice, so they now have a new passive, Animosity! Animosity is the name of the datapack bloodfell weapons were originally planned for, before that was scrapped and moved to D E S C E N T, when you get hit, you have a chance to buff up."}, {"post_id": 47278, "ts": "2026-08-15T03:26:28Z", "hours": 0.6139, "text": "gun. the starlight is the final weapon of act one, obtained by beating the void guardians, an incredibly difficult duo boss fight, in exchange itās incredibly powerful, summoning a powerful meteor on hit that explodes on landing."}, {"post_id": 46711, "ts": "2026-08-14T04:52:42Z", "hours": 0.2983, "text": "wow im doing stuff ig. finished rituals for soulbound and voidtouched harvester."}, {"post_id": 46647, "ts": "2026-08-14T01:47:39Z", "hours": 0.9144, "text": "three for one special today! so today i made : ice dagger : shoots a beam that slows enemies hit with an aoe explosion (no damage) voidtouched blade : random tp on rc with a short cooldown voidtouched steel (+the ritual for voidtouched steel) : the material used to create voidtouched weapons (basically enderite)"}, {"post_id": 46242, "ts": "2026-08-13T10:48:41Z", "hours": 0.6719, "text": "recreating old weapons is fun! today i remade the cursed cleaver, from this mod https://modrinth.com/mod/a.b.e.-forgery fun fact! this is the mod where void ripper originated from (or at least the entire concept of the boss, void, movement system, design etcā¦) anyways its pretty fun to use and i made it a lil stronger (its still kinda meh in terms of power but thats fine)"}, {"post_id": 45687, "ts": "2026-08-12T10:39:28Z", "hours": 0.6825, "text": "Guess itās a two for one special today! sculk grenades are a new item that spread sculk when they hit blocks"}, {"post_id": 45655, "ts": "2026-08-12T09:10:23Z", "hours": 0.6406, "text": "Sculk is pretty cool was lowkey gonna make a splatoon mechanic but itās lowkey impossible so i made wall climbing, sticking etc."}, {"post_id": 44549, "ts": "2026-08-10T11:50:47Z", "hours": 0.3733, "text": "finished the fracture lol, didnt expect to get it done"}, {"post_id": 44489, "ts": "2026-08-10T08:58:57Z", "hours": 0.4172, "text": "began working my first crossover! itās the fracture from terramity 1.0"}, {"post_id": 43771, "ts": "2026-08-09T06:12:01Z", "hours": 0.8342, "text": "Weapon design is so fun :p today i finished the void fracture, a sword that applies 3 hits post attack, creating wild knockback and unpredictable combos"}, {"post_id": 43188, "ts": "2026-08-08T09:52:00Z", "hours": 0.2894, "text": "pretty small day updated void cull to require you to build 5 or more void stacks, which are applied by voidtouched weapons on hit, and get removed after 5 seconds, the timer resets on hit (same image as last time i have no clue how to display this in an image)"}, {"post_id": 42584, "ts": "2026-08-07T12:27:43Z", "hours": 1.0564, "text": "Keep inventory, a problem as old as time many mods and datapacks have tried to fix keep inventory, but none fit my situation so today i fixed that with the new soulbound enchantment, items dropped on death will return to you after 12 seconds, only if they are still on the floor https://youtu.be/zDh4c3vDw1o"}, {"post_id": 41876, "ts": "2026-08-06T11:07:15Z", "hours": 0.7853, "text": "making āenderiteā actually cool, pt 2 (itās called voidtouched steel) first things first, i added a new ritual to turn amethyst shards into echo shards, i want items to be assessable, and echo shards are a necessary crafting ingredient, but ancient cities often get looted early, and i keep multiplayer in mind second i added a new item, the voidtouched shovel, which has a chance to levitate your enemies on hit i then made voidtouched steelās passive ability, void cull, which deals 999 damage when an enemy is under 25% max hp, (this will be rebalanced soon)"}, {"post_id": 41210, "ts": "2026-08-05T09:08:46Z", "hours": 0.5067, "text": "Enderite always feels like a boring concept to me everyone does the same thing, a straight upgrade, maybe a teleport ability, but i wanted to be different, to make an upgrade to netherite that gives you a reason to go back to the end without being boring introducing voidtouched steel, which will be crafted with shulker shells and purpur, making it accessible to all and renewable starting off we have the Voidtouched Harvester, an upgrade to the Bloodfell Scythe that now has one incredibly powerful dash that removees your gravity for the duration up next i need to work on the void execution mechanic"}, {"post_id": 40494, "ts": "2026-08-04T01:58:08Z", "hours": 0.5733, "text": "this is gonna take a while Patch notes : added 3 new sprites, updated creative menu to match finished D E S C E N T guidebook updated creative menu added one new function for an upcoming weapon updated the dialog menu"}, {"post_id": 39176, "ts": "2026-08-01T23:28:18Z", "hours": 0.2739, "text": "rebalanced the absurdly overpowered bloodfell cleaver it used to do 10 flat damage every 4th hit (magic, so pierces armour) which was busted, now it only does double damage i have no clue how this was logged as 16m i swear it took 3"}, {"post_id": 38640, "ts": "2026-08-01T04:25:23Z", "hours": 1.4375, "text": "Huge day today, lots of content today and yesterdayās progress: added THIRTY new enchantments as part of my custom rune system, you can have one per item, some apply effects such as burn or wither, and others are just stat buffs added the items to the creative menu via a neat trick, however itās not fully implemented yet and finally, finished the duo void guardians boss fight, which required me to rework the entire system for every other boss good stuff, only took about 2 hours, so pretty solid lock in"}, {"post_id": 37357, "ts": "2026-07-30T00:42:06Z", "hours": 8.4064, "text": "this has been a long time in the works i began working on this during stardance, however i forgot to link hackatime so i have spent around 10-12 hours on it (just on coding, thatās ignoring modelling, animating, texturing, playtesting) if you want to see all the devlogs (to prove my progress ig) see here : https://www.youtube.com/playlist?list=PLPvXzO2e-wn0"}]...
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Title: D E S C E N T by @subzeroditto | Stardance
Title: D E S C E N T by @subzeroditto | Stardance
Devlogs:
this has been a long time in the works i began working on this during stardance, however i forgot to link hackatime so i have spent around 10-12 hours on it (just on coding, thatās ignoring modelling, animating, texturing, playtesting) if you want to see all the devlogs (to prove my progress ig) see here : https://www.youtube.com/playlist?list=PLPvXzO2e-wn0
Huge day today, lots of content today and yesterdayās progress: added THIRTY new enchantments as part of my custom rune system, you can have one per item, some apply effects such as burn or wither, and others are just stat buffs added the items to the creative menu via a neat trick, however itās not fully implemented yet and finally, finished the duo void guardians boss fight, which required me to rework the entire system for every other boss good stuff, only took about 2 hours, so pretty solid lock in
rebalanced the absurdly overpowered bloodfell cleaver it used to do 10 flat damage every 4th hit (magic, so pierces armour) which was busted, now it only does double damage i have no clue how this was logged as 16m i swear it took 3
this is gonna take a while Patch notes : added 3 new sprites, updated creative menu to match finished D E S C E N T guidebook updated creative menu added one new function for an upcoming weapon updated the dialog menu
Enderite always feels like a boring concept to me everyone does the same thing, a straight upgrade, maybe a teleport ability, but i wanted to be different, to make an upgrade to netherite that gives you a reason to go back to the end without being boring introducing voidtouched steel, which will be crafted with shulker shells and purpur, making it accessible to all and renewable starting off we have the Voidtouched Harvester, an upgrade to the Bloodfell Scythe that now has one incredibly powerful dash that removees your gravity for the duration up next i need to work on the void execution mechanic
making āenderiteā actually cool, pt 2 (itās called voidtouched steel) first things first, i added a new ritual to turn amethyst shards into echo shards, i want items to be assessable, and echo shards are a necessary crafting ingredient, but ancient cities often get looted early, and i keep multiplayer in mind second i added a new item, the voidtouched shovel, which has a chance to levitate your enemies on hit i then made voidtouched steelās passive ability, void cull, which deals 999 damage when an enemy is under 25% max hp, (this will be rebalanced soon)
Keep inventory, a problem as old as time many mods and datapacks have tried to fix keep inventory, but none fit my situation so today i fixed that with the new soulbound enchantment, items dropped on death will return to you after 12 seconds, only if they are still on the floor https://youtu.be/zDh4c3vDw1o
pretty small day updated void cull to require you to build 5 or more void stacks, which are applied by voidtouched weapons on hit, and get removed after 5 seconds, the timer resets on hit (same image as last time i have no clue how to display this in an image)
Weapon design is so fun :p today i finished the void fracture, a sword that applies 3 hits post attack, creating wild knockback and unpredictable combos
began working my first crossover! itās the fracture from terramity 1.0
finished the fracture lol, didnt expect to get it done
Sculk is pretty cool was lowkey gonna make a splatoon mechanic but itās lowkey impossible so i made wall climbing, sticking etc.
Guess itās a two for one special today! sculk grenades are a new item that spread sculk when they hit blocks
recreating old weapons is fun! today i remade the cursed cleaver, from this mod https://modrinth.com/mod/a.b.e.-forgery fun fact! this is the mod where void ripper originated from (or at least the entire concept of the boss, void, movement system, design etcā¦) anyways its pretty fun to use and i made it a lil stronger (its still kinda meh in terms of power but thats fine)
three for one special today! so today i made : ice dagger : shoots a beam that slows enemies hit with an aoe explosion (no damage) voidtouched blade : random tp on rc with a short cooldown voidtouched steel (+the ritual for voidtouched steel) : the material used to create voidtouched weapons (basically enderite)
wow im doing stuff ig. finished rituals for soulbound and voidtouched harvester.
gun. the starlight is the final weapon of act one, obtained by beating the void guardians, an incredibly difficult duo boss fight, in exchange itās incredibly powerful, summoning a powerful meteor on hit that explodes on landing.
Hello DESCENDENTS (thatās what youāre called now) Bloodfell weapons have felt disconnected for a while. they havenāt had any shared passive. i considered giving them all bleed, but the double damage is insane. The way to get bloodfell ingots is obtained through sacrifice, so they now have a new passive, Animosity! Animosity is the name of the datapack bloodfell weapons were originally planned for, before that was scrapped and moved to D E S C E N T, when you get hit, you have a chance to buff up.
LETāS GO GAMBLING!!! runes are a new system of item modifiers, separated into several tiers, which are rolled with a ritual, they can be applied to any item, theyāre super fun and offer a lot of build variety (there are 30 of them) to obtain them you need 4 copper ingots, and 4 rune stones obtained from killing mobs. might add a way to dupe rune stones later in order to make them less grindy here you can see me rolling an epic rune on a tropical fish
hello DESCENDANTS, itās been a while i have made a LOT of small polish and balance changes, but iāll just go through the two major changes bloodfell items all have a new passive that buffs you on hit with a small chance, and bloodfell rituals are cheaper and easier rifts are finished, they send you to the void, where you get items to summon the bosses, the void itself is finally finished, meaning most of the content is done
hellooooo DESCENDANTS! finishing off the project now :P: added knowledge, made bosses load chunks, more general improvements very close to finishing, just gotta finish off rituals, boss deaths and guidebook
helllloooooo DESCENDANTS so uh another devlog i had a lot of free time okay i added more rituals voidtouched blade voidtouched shovel ice dagger fracture sculk bomb might go make more lowk
helloooooooo DESCENDANTS, we are really close to done bosses now properly die, summon a rift to the overworld upon death, give music discs with a low chance, and give random knowledge super close to done
hello DESCENDANTS. this is gonna be one of the last times i do this b4 shipping i finished all the boss drop rituals, they all require knowledge to perform, with that, every single ritual is complete only thing left is to write up the guidebook
hello DESCENDANTS, this is the last devlog, as D E S C E N T is now ready to ship i finished all the dialogs every last one thank you all, truly, it has been wonderful to work on this, and i hope to release many updates Ship coming soon
so uh, i lied DESCENDANTS, yeah i added a new ritual to dupe runes it was annoying me
i am back in action DESCENDANTS! i added some advanced vfx and hugely improved the guidebook so itās actually usable now this is now out on modrinth! working on bloom right now, my take on mana
well DESCENDANTS, that didnt take long this is bloom, its the representation of your mana, as you use a weapon, the flower grows, with it lowering when you dont use it, using it too long will wilt the flower, putting you on cooldown for a while when the flower is at itās peak, you gain a flourishing boon, which changes how the weapon works for example, the wooden wand does 3 magic bursts instead of 1, greatly increasing the range, and has a damage increase bloom is about keeping track of what youāre doing and making sure to maintain a balance
to magic or to weapon, that is the question D E S C E N D A N T S⦠this is the kindling, which shoots flames, when flourishing it has a longer range, higher damage, and the flame are blue
heya D E S C E N D A N T S, small stuff tbh magic weapons now take durability as well as bloom and longswords now require full charge to swing
hello D E S C E N D A N T S, this weapon took so long but was so worth it First up, all bloom weapons now take durability accordingly second of all, this is the magicianās deck, the most complex weapon iāve made so far on non flourishing use, it throws out a card that travels, spins for a short period of time, then returns to you, it travels through walls on flourishing use it shoots 4 cards that ignore i-frames but deal less damage itās super fun and very cool
helllooooo D E S C E N D A N T S, finished off rituals and items for update, should be released on modrinth now
so someone asked me to make better bossbars, which is of course difficult because i make datapacks, but i found out how because im just like that ig
backkkk from hiatus D E S C E N D A N T S done a lot of bugfixing and updating to 26.3
hello d e s c e n d a n t s, basic systems are difficult i finally got around to implementing parrying and accessories added 6 accessories and one parrying weapon kk going back to work now
hello D E S C E N D A N T S, finally finished some animations for the upcoming miniboss, take a look!
hello D E S C E N D A N T S, done a lot textures for rapiers are done, added 3 or so new accessories, finished the attack and movement code for stargazer, concepeted more, etcā¦
hello D E S C E N D A N T S, implemented some textures and added a couple new accessories 4 of these are the new marks, which grant passive stat ups and downs as well a regeneration accessoryā¦
hello D E S C E N D A N T S, lets quickly go through everything iāve added stargazer is mostly done, they can now atomise projectiles the new bottled echo item triggers your parry effects again half a second later, which can lead to some crazy builds frozen blade is now a dagger class weapon and added the pact which gives invincibility on half health to allow escapes and last stands hereās a representation of all the content so far
another day, another sprite, D E S C E N D A N T S added some new sprite and a new item that shoots a laser
made some new textures, d e s c e n d a n t s code wise i havent really done much, im trying to get most textures etc done so i can get the trailer done btw if you wanna see what im doing more frequently, join #mc-datapacking in slack
hello d e s c e n d a n t s, look at my bunny hat also stargazer got completely rebalanced but thatās not important
yes d e s c e n d a n t s, i spent 2 and a half hours animating, modelling, texturing and creating a basic constellation system this is going to take a while
hello d e s c e n d a n t s, made a new weapon, sunder, which does a teleport slash, as well as made abilities for astronomer (tele slash and laser) it took longer than it shouldve ngl
hello d e s c e n d a n t s, spear go boom yes very creative also the new animations now work with the moves, stagger, proper movement and constellations working with moves will come next
Ships:
D E S C E N T was a datapack I made that originally stemmed from a small idea 9 months ago, and I had no clue when i was developing it that it would grow to be this big. Honestly itās become a project I dreamed about making when i was young and iām super proud of where itās come. Installation : If modrinth has reviewed it, download it from there, otherwise you can download it here : https://github.com/banana-piecake/DESCENT/releases/tag/pre-modrinth Datapack install : install it in your worldās datapack folder, AND also install it in your resource pack folder, enable both Mod install : download the jar, install it as a mod in any of the 4 major modloaders (fabric, forge, quilt or neoforge), itāll work in any world you create. Only for minecraft java version 26.2
hello D E S C E N D A N T S (for anyone new thatās what i call ppl who play D E S C E N T), this was quite a small set of updates i put out to improve the datapack i added : an improved guidebook with back buttons balancing changes a new magic system 3 unique magic weapons i would highly recommend checking out the Magicianās Deck, it took the longest by far...
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1792828478.8098948
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1792914878.8098948
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41788
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My own site! by @GTXPOFFIC | Stardance
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GTXPOFFIC
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2
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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": "2026-08-03T11:19:51Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added something really FUN!! gotta check that out urself I wil not add images! šššš", "repo": "https://github.com/GTXPOFFIC-developer/My-first-site", "demo": "https://gtxpoffic-developer.github.io/My-first-site/"}, {"ship_num": 2, "ts": "2026-07-30T03:21:47Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Done!!", "repo": "https://github.com/GTXPOFFIC-developer/My-first-site", "demo": "https://gtxpoffic-developer.github.io/My-first-site/"}]...
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[{"post_id": 40016, "ts": "202 [{"post_id": 40016, "ts": "2026-08-03T11:19:13Z", "hours": 0.8725, "text": "Devlog-2: THis day I added something really FUN!! gotta check that out urself I wil not add images! šššš"}, {"post_id": 39240, "ts": "2026-08-02T02:38:52Z", "hours": 1.0533, "text": "Devlog 1: Today I updated git and configred it and Wrote the HTML thats it"}, {"post_id": 37412, "ts": "2026-07-30T03:21:14Z", "hours": 0.0, "text": "Yoo done on my site!! But sadly no users and no clients :("}]...
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Title: My own site! by @GTXPOFFIC | Stardance
Dev Title: My own site! by @GTXPOFFIC | Stardance
Devlogs:
Yoo done on my site!! But sadly no users and no clients :(
Devlog 1: Today I updated git and configred it and Wrote the HTML thats it
Devlog-2: THis day I added something really FUN!! gotta check that out urself I wil not add images! šššš
Ships:
Done!!
I added something really FUN!! gotta check that out urself I wil not add images! šššš...
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1792824481.9560742
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1792910881.9560742
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41831
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Personal Website by @satr14 | Stardance
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satr14
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2
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16.1
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241
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T07:40:40Z", "hours": 3.0, "multiplier": 19.84, "payout": 66, "blessing": "neutral", "text": "this should have fixes from last shipās suggestions as well as a extra background elements and animations to make the site look alive", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}, {"ship_num": 2, "ts": "2026-09-05T02:50:59Z", "hours": 12.0, "multiplier": 14.97, "payout": 175, "blessing": "neutral", "text": "V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play", "repo": "https://git.satr14.my.id/satr14/5th-site-expanded", "demo": "https://satr14.my.id/"}]...
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[{"post_id": 70141, "ts": "202 [{"post_id": 70141, "ts": "2026-09-18T15:29:20Z", "hours": 1.0961, "text": "i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it"}, {"post_id": 67173, "ts": "2026-09-13T07:38:58Z", "hours": 0.6531, "text": "smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in"}, {"post_id": 65941, "ts": "2026-09-11T12:40:49Z", "hours": 0.9083, "text": "i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions"}, {"post_id": 64054, "ts": "2026-09-08T05:45:02Z", "hours": 1.7758, "text": "aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last shipās feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of āinfo?ā changed main quote hehe"}, {"post_id": 60871, "ts": "2026-09-03T14:53:46Z", "hours": 1.855, "text": "exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyteās free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total"}, {"post_id": 58137, "ts": "2026-08-30T14:25:57Z", "hours": 1.0158, "text": "im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file"}, {"post_id": 49588, "ts": "2026-08-18T14:00:45Z", "hours": 0.4336, "text": "short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else"}, {"post_id": 48953, "ts": "2026-08-17T15:06:13Z", "hours": 1.8106, "text": "finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow"}, {"post_id": 45190, "ts": "2026-08-11T14:45:36Z", "hours": 1.6867, "text": "this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks š) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api"}, {"post_id": 37466, "ts": "2026-07-30T07:17:24Z", "hours": 4.8781, "text": "admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap"}]...
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Title: Personal Website by @satr14 | Stardance
De Title: Personal Website by @satr14 | Stardance
Devlogs:
admittedly working on existing projects is much easier than starting from scratch. ill be working on my personal website whenever i get burnt out from other stuff (especially chess programming) anyways i didnt really remember much on what i did because i thought i wouldnt end up working for hours and didnt think it wouldve been worth it to submit for stardance. well turns out i accumulated a lot of hours logged but no memory on what i did so heres my best recall on what i did: added dotted background grid slimmer card body made a card class for a more unified design added support for more than 1 webrings tweaked webring design and functions replaced links with website pages made a WIP component for empty pages made 3 pages: guestbook, posts, and project showcase click to copy curl command added hackatime heatmap
this is longer than expected but oh well. i was too tired to work on any real projects because its a school night (yes indonesia doesnt have long summer breaks š) so back onto personal site i guess update personal information fields: description, skills, and roles update skill display to use icons from simpleicons cdn added hover to show skill name functionality added devops eng to roles because someone said i had devops skills from another project fix background z index overlap clarity for timezone refresh local timezone display every second remove card effect for transparent display on the guestbook havent worked on project showcase nor blog posts pages yet because i need to finish my blog first and figure out how to get git repos from forgejo api
finished with another project so i might as well finish this one remove located in line because i already disclose that in my bio fix curl special display to only if fecth / fix easter egg (background text) font display add vite, zed, nvim, cf, and claude skills and remove bash implemented projects page fix typescript errors with page props data spacing tweaks with main homepage animate skill icon hover resize skill icons and text to smaller size add heatmap to projects page moved heatmap url to index.ts lib tweaked card class styles to remove ugly border and add a nice shadow
short devlog because exam tomorrow but I CANT LET MY HACKATIME STREAK DIE AGAIN removed debug line left in prod from last devlog add a favicon of my cat :3 rename communities to organizations in change one of the roles to normal hackclub members add description field to orgs add org display in projects page removed blog link from main page (and prob the actual page soon) in favor of smthin else
im not joking when i say im burnt out from school. the only thing thats keeping me driving for coding is stardance and the certificate (prob the shop items too but the cert is more important for me). anyways i didnt have much energy this past week but i tried and well ig i managed to do somethin extra padding fixes for main site add a random page (not yet live) and todo list for what i wanna add later install svelte-lanyard for discord status fetching add extra library functions for timezone information remove unused lib function add timezone information to random page fix tab size in a file
exams are coming soon but i really need these hours. anyways, all pages should be completed by now. im gonna deploy and ship soon added discord status via lanyard api and npm package added games played via lizardbyteās free igdb api proxy tweaked page transition to be shorter and use 1 global variable removed unused WIP component tweaked timezone info text remove timezone info card element 9 commits in total
aight i have an exam tomorrow so prob not the best time to be working, but whatever. im gonna add some finishing details from now on as well as improve based of last shipās feedback changed hackclub role (im organizing haven in my city :D) added more audios to be randomly played made song playback persist between pages keep player notif open showing playback bar and play/pause button tweak pages gaps and paddings displayed webring name instead of āinfo?ā changed main quote hehe
i believe this shouldve been more time, because wakatime randomly stopped tracking time which shouldve been like 15-25 mins but whatever. now that its the weekend, im gonna cram as much hours i can get as this is still exam week. added background elements: idle rotating stars! made the stars turn into arrows when hovering over interactive elements / links added svelte page transitions for the conditional/fetching elements tweaked music player progress bar added a credit section for assets used and design inspiration changed timezone text display for same timezone offsets moved code duplication for styles and transitions to classes and central lib functions
smol update but i randomly had a thought last night before sleeping to add this so im adding it :D added rolling titles in the background based of the roles i put in
i was supposed to work on smthin else, but saw my friend do this so i decided to implement it on my own site! it took this long mainly because its a very new feature and not really documented. luckily, my friend gave me docs (which will be merged upstream) and i was able to implement this early :D. regardless it was still pretty buggy added discord embed component info using same data as the main site content https://github.com/discord/discord-api-docs/blob/20b7c0d2a7c30fd455d3e8f6e58c8ab42eeb2849/developers/link-previews/component-embeds.mdx early docs if yall wanna try it
Ships:
V5. IS OUT this was mainly challenging as school dumps work after work on me, but i ended up working on it in my spare time whenever i find it. new pages: /projects: contains orgs and repos /guestbook: github discussion powered /random: shows discord status and games i play
this should have fixes from last shipās suggestions as well as a extra background elements and animations to make the site look alive...
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