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1036
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Beyond the Quarks by @__grdev | Stardance
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__grdev
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1
|
31.4
|
410
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T13:56:37Z", "hours": 31.0, "multiplier": 13.08, "payout": 410, "blessing": "neutral", "text": "I built this sci-fi-themed video game from scratch. The story is about an astronaut who makes the first interdimensional journey thanks to Q.U.A.R.K., a device created by NASA to generate wormholes. However, the device malfunctions, and the player finds himself lost in the multiverse. The player must explore different universes to find parts to repair the Q.U.A.R.K. and return home. The game is still in its early stages of development. The demo only includes the first playable scene, the lab, but much of the foundation for the rest of the gameplay is already in place. The pixel art assets were almost entirely created from scratch by me. Only a few of the images in the first sequence were generated by AI and then edited and adjusted by hand. While the game may be very short at the moment, I hope the attention to detail stands out, such as the dialogue, sprites, and the logic of certain elements, such as the camera that changes its behavior (first fixed on the screen and then dynamically following the player).", "repo": "https://github.com/gianluca-rainis/BeyondTheQuarks", "demo": "https://var-grdev.itch.io/beyond-the-quarks"}]...
|
[{"post_id": 53050, "ts": "202 [{"post_id": 53050, "ts": "2026-08-23T13:21:48Z", "hours": 0.3958, "text": "Fixed the deselect on background click in all the scenes."}, {"post_id": 46911, "ts": "2026-08-14T13:33:31Z", "hours": 0.3492, "text": "Updated the README and published on itch.io!"}, {"post_id": 46881, "ts": "2026-08-14T12:54:10Z", "hours": 0.8186, "text": "I’ve added a “Coming Soon” scene after the finish of the first scene. I’ve also added an automatic saving system for when it change scene."}, {"post_id": 45135, "ts": "2026-08-11T13:06:26Z", "hours": 1.1853, "text": "Finally finished a working saving system! It saves the position of the player, the inventory, the scene and the current room!"}, {"post_id": 44569, "ts": "2026-08-10T12:38:18Z", "hours": 0.5222, "text": "Made the graphics for the delete items."}, {"post_id": 44017, "ts": "2026-08-09T14:47:42Z", "hours": 1.5428, "text": "Finished the logic and the graphics of the inventory. Added some items in the laboratory that the player can pick up. Created some special dialogues with some NPCs that depends on the items that the player has in the inventory."}, {"post_id": 43303, "ts": "2026-08-08T14:20:32Z", "hours": 1.7525, "text": "Finished a first full-working version of the inventory. (the column in the video is just a test item)"}, {"post_id": 42646, "ts": "2026-08-07T14:12:17Z", "hours": 0.4469, "text": "Finished a first simple version of the pause menu, with inventory, QUARK status, Save and Quit buttons."}, {"post_id": 41301, "ts": "2026-08-05T13:19:18Z", "hours": 1.6572, "text": "Started working on a simple pause menu. Started integrating a better saving system, that should allow the player to save in almost any moment and resume from it."}, {"post_id": 40715, "ts": "2026-08-04T12:58:49Z", "hours": 1.35, "text": "Added images and text for the first dimensional leap sequence."}, {"post_id": 39955, "ts": "2026-08-03T09:10:36Z", "hours": 1.0233, "text": "Finally finished a first version of the tutorial scene. I’ve added the sound effects and prepared everything to start working on the first multiverse."}, {"post_id": 39420, "ts": "2026-08-02T11:29:31Z", "hours": 1.9908, "text": "Added an animation for the moment when you step on the stage, with a speech from the head of the Q.U.A.R.K. project. Added an animation when you take the Q.U.A.R.K. and the animated portal that you can open with it. I drew all the sprites."}, {"post_id": 39351, "ts": "2026-08-02T08:43:14Z", "hours": 0.8733, "text": "Added some really important people in the stage room. Each person have a dialogue, and the NASA Administrator has 4 dialogues."}, {"post_id": 38800, "ts": "2026-08-01T11:17:02Z", "hours": 0.6367, "text": "Added the QUARK, with the pickup animation."}, {"post_id": 38109, "ts": "2026-07-31T10:12:26Z", "hours": 0.9011, "text": "Drawn 2 more sprites for the scientists. Added some electronic components in the engineers room. Added unique dialogues with the NPCs."}, {"post_id": 37534, "ts": "2026-07-30T10:49:14Z", "hours": 1.8297, "text": "Made the dialogs with the NPC!"}, {"post_id": 36978, "ts": "2026-07-29T12:33:12Z", "hours": 0.9403, "text": "Added some scientists in the first room!"}, {"post_id": 36331, "ts": "2026-07-28T11:46:35Z", "hours": 1.3778, "text": "Started working on the sprites for the tutorial rooms!"}, {"post_id": 32956, "ts": "2026-07-22T13:18:32Z", "hours": 1.3172, "text": "Created the backgrounds for the tutorial rooms"}, {"post_id": 24042, "ts": "2026-07-07T10:27:48Z", "hours": 2.4883, "text": "Started working on the rooms. Created three empty rooms (that will be the three rooms of the tutorial), two with static camera, and one (that’s bigger) with the free camera. Made the room transition animation (It’s been quite difficult, I had to fix a lot of bugs!)."}, {"post_id": 22771, "ts": "2026-07-05T11:05:24Z", "hours": 1.2342, "text": "Updated the Unity version to the modern 6000.5.1f1 and fixed all the related bugs. Added a typing sound effect for the story scene (unluckily you can’t hear it in the video)."}, {"post_id": 2644, "ts": "2026-06-05T09:27:33Z", "hours": 1.1653, "text": "Drawn the player sprites! (1st simple version)"}, {"post_id": 1349, "ts": "2026-06-03T09:35:28Z", "hours": 0.8936, "text": "Made the story’s slides for the new games."}, {"post_id": 1323, "ts": "2026-06-03T08:08:39Z", "hours": 0.7725, "text": "Finished the title screen!"}, {"post_id": 802, "ts": "2026-06-02T13:58:42Z", "hours": 0.8736, "text": "Writed the Save logic."}, {"post_id": 730, "ts": "2026-06-02T10:33:57Z", "hours": 0.9222, "text": "Added the buttons in the title screen"}, {"post_id": 689, "ts": "2026-06-02T07:57:05Z", "hours": 2.4847, "text": "Made the README file. Started working on the title scene."}]...
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Title: Beyond the Quarks by @__grdev | Stardance
Title: Beyond the Quarks by @__grdev | Stardance
Devlogs:
Made the README file. Started working on the title scene.
Added the buttons in the title screen
Writed the Save logic.
Finished the title screen!
Made the story’s slides for the new games.
Drawn the player sprites! (1st simple version)
Updated the Unity version to the modern 6000.5.1f1 and fixed all the related bugs. Added a typing sound effect for the story scene (unluckily you can’t hear it in the video).
Started working on the rooms. Created three empty rooms (that will be the three rooms of the tutorial), two with static camera, and one (that’s bigger) with the free camera. Made the room transition animation (It’s been quite difficult, I had to fix a lot of bugs!).
Created the backgrounds for the tutorial rooms
Started working on the sprites for the tutorial rooms!
Added some scientists in the first room!
Made the dialogs with the NPC!
Drawn 2 more sprites for the scientists. Added some electronic components in the engineers room. Added unique dialogues with the NPCs.
Added the QUARK, with the pickup animation.
Added some really important people in the stage room. Each person have a dialogue, and the NASA Administrator has 4 dialogues.
Added an animation for the moment when you step on the stage, with a speech from the head of the Q.U.A.R.K. project. Added an animation when you take the Q.U.A.R.K. and the animated portal that you can open with it. I drew all the sprites.
Finally finished a first version of the tutorial scene. I’ve added the sound effects and prepared everything to start working on the first multiverse.
Added images and text for the first dimensional leap sequence.
Started working on a simple pause menu. Started integrating a better saving system, that should allow the player to save in almost any moment and resume from it.
Finished a first simple version of the pause menu, with inventory, QUARK status, Save and Quit buttons.
Finished a first full-working version of the inventory. (the column in the video is just a test item)
Finished the logic and the graphics of the inventory. Added some items in the laboratory that the player can pick up. Created some special dialogues with some NPCs that depends on the items that the player has in the inventory.
Made the graphics for the delete items.
Finally finished a working saving system! It saves the position of the player, the inventory, the scene and the current room!
I’ve added a “Coming Soon” scene after the finish of the first scene. I’ve also added an automatic saving system for when it change scene.
Updated the README and published on itch.io!
Fixed the deselect on background click in all the scenes.
Ships:
I built this sci-fi-themed video game from scratch. The story is about an astronaut who makes the first interdimensional journey thanks to Q.U.A.R.K., a device created by NASA to generate wormholes. However, the device malfunctions, and the player finds himself lost in the multiverse. The player must explore different universes to find parts to repair the Q.U.A.R.K. and return home. The game is still in its early stages of development. The demo only includes the first playable scene, the lab, but much of the foundation for the rest of the gameplay is already in place. The pixel art assets were almost entirely created from scratch by me. Only a few of the images in the first sequence were generated by AI and then edited and adjusted by hand. While the game may be very short at the moment, I hope the attention to detail stands out, such as the dialogue, sprites, and the logic of certain elements, such as the camera that changes its behavior (first fixed on the screen and then dynamically following the player)....
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1792986852.4131675
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1793073252.4131675
|
|
1055
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Micro Speedway by @FabulousHippoOfOrangeLake | Sta Micro Speedway by @FabulousHippoOfOrangeLake | Stardance...
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FabulousHippoOfOrangeLake
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:06:37Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer", "repo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing", "demo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing/releases/tag/pygame"}]...
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[{"post_id": 77085, "ts": "202 [{"post_id": 77085, "ts": "2026-10-05T16:30:21Z", "hours": 0.7842, "text": "DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!"}, {"post_id": 74036, "ts": "2026-09-26T16:01:04Z", "hours": 2.0839, "text": "DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours"}, {"post_id": 53605, "ts": "2026-08-24T07:29:57Z", "hours": 1.9725, "text": "DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game."}]...
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Title: Micro Speedway by @FabulousHippoOfOrangeLak Title: Micro Speedway by @FabulousHippoOfOrangeLake | Stardance
Devlogs:
DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game.
DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours
DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!
Ships:
I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer...
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1793004961.0456553
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1793091361.0456553
|
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1072
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ESSENTIALS Shader by @ahnafiscool | Stardance
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ahnafiscool
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1
|
28.0
|
548
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:55:55Z", "hours": 28.0, "multiplier": 19.55, "payout": 548, "blessing": "neutral", "text": "Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)", "repo": "https://github.com/AhnafPro/ESSENTIALS-Shader", "demo": "https://modrinth.com/shader/essentials-shader"}]...
|
[{"post_id": 9875, "ts": "2026 [{"post_id": 9875, "ts": "2026-06-16T10:34:35Z", "hours": 7.0, "text": "Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)"}, {"post_id": 6984, "ts": "2026-06-11T18:41:27Z", "hours": 4.0, "text": "Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…"}, {"post_id": 5048, "ts": "2026-06-08T18:25:13Z", "hours": 1.0, "text": "This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya"}, {"post_id": 4162, "ts": "2026-06-07T11:34:19Z", "hours": 1.0, "text": "Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally."}, {"post_id": 3417, "ts": "2026-06-06T10:51:06Z", "hours": 3.0, "text": "Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye"}, {"post_id": 2847, "ts": "2026-06-05T18:06:39Z", "hours": 4.0, "text": "I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…"}, {"post_id": 1477, "ts": "2026-06-03T14:59:40Z", "hours": 1.0, "text": "I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!"}, {"post_id": 976, "ts": "2026-06-02T19:12:03Z", "hours": 1.0, "text": "I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw."}, {"post_id": 861, "ts": "2026-06-02T15:58:30Z", "hours": 0.0, "text": "Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]"}, {"post_id": 797, "ts": "2026-06-02T13:54:14Z", "hours": 1.0, "text": "I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation."}, {"post_id": 357, "ts": "2026-06-01T17:51:38Z", "hours": 0.0, "text": "I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing."}]...
|
Title: ESSENTIALS Shader by @ahnafiscool | Stardan Title: ESSENTIALS Shader by @ahnafiscool | Stardance
Devlogs:
I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing.
I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation.
Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]
I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw.
I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!
I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…
Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye
Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally.
This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya
Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…
Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)
Ships:
Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)...
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1792878792.1205635
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1793742792.1205635
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1076
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BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
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mrskeleton
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T21:14:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄", "repo": "https://github.com/I-luvstardance/BAD-SPACE-LAUNCHER-UI", "demo": "https://i-luvstardance.itch.io/bad-space-ui"}]...
|
[{"post_id": 754, "ts": "2026- [{"post_id": 754, "ts": "2026-06-02T12:00:13Z", "hours": 1.7525, "text": "I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code."}]...
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Title: BAD SPACE UI LAUNCHER by @mrskeleton | Star Title: BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
Devlogs:
I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code.
Ships:
Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄...
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1792979443.1953855
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1793065843.1953855
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1108
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Porpholio by @charliebthomas | Stardance
|
charliebthomas
|
1
|
12.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:20:18Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Porpholio is my personal portfolio website, built from scratch in HTML, CSS. I’m teaching myself to code through tutorials. It has pages about me, my coding, my hat business, my Toylander kit car build, my hobbies and my poems. It’s hosted on Vercel, and the code is on GitHub. The site isn’t finished yet. Photos and a few pages are still to come. I’m dyslexic and have ADHD, so spelling mistakes and unfinished sections are something I’m working on as I go.", "repo": "https://github.com/charliebthomas-source/portpholio.github.io", "demo": "https://portpholio-omega.vercel.app"}]...
|
[{"post_id": 77401, "ts": "202 [{"post_id": 77401, "ts": "2026-10-06T19:59:35Z", "hours": 0.8036, "text": "Most of the pages are now built: horses and volunteering, knitting, baking and cooking, climbing, soap and candle making, and the caning page. I added alt text to the photos so the site is more accessible, and I’ve been tweaking the styles so every page has its own look but still feels like the same site. I’ve also made the whole thing look nicer.Still to do: finish the hobbies page, swap the filler photos for real ones, and fix a few broken links and typos."}, {"post_id": 76145, "ts": "2026-10-02T14:21:09Z", "hours": 0.6347, "text": "i have made it look nicer"}, {"post_id": 75581, "ts": "2026-09-30T14:11:23Z", "hours": 0.41, "text": "i have added in the cane page and the styles to it and all i have to do now is do the hobbies page."}, {"post_id": 75361, "ts": "2026-09-29T20:52:10Z", "hours": 0.5214, "text": "Adding in more styles to the soap and candle making page ignore the photos"}, {"post_id": 74991, "ts": "2026-09-28T19:44:26Z", "hours": 1.4511, "text": "i have started on the candle and soap making page and climbing page. i have also added in quite a bit of alt text to make it more acsessable for people and more legable."}, {"post_id": 74631, "ts": "2026-09-27T20:24:41Z", "hours": 0.7764, "text": "I have now made the clibing page and will finish the rest of it tomorrow when i get time to do so. i think it looks ok but i need to work out what layout i want. i also need to try and keep styles diffrent but simular if that makes sense"}, {"post_id": 74146, "ts": "2026-09-26T19:32:32Z", "hours": 0.6239, "text": "i have made the baking and cooking page need to add info and photos to it"}, {"post_id": 73751, "ts": "2026-09-25T21:08:36Z", "hours": 1.0169, "text": "Dont know if i like the colors of this new page or not but giving it a go none the less i think i might rever to the og colors. spent 30 mins trying to make the progress bar work still havnt made it 100 percent work"}, {"post_id": 73727, "ts": "2026-09-25T19:53:55Z", "hours": 0.8333, "text": "I have know completed the Knitting page. i have put in filler photos for the time being but other wise it all pritty much works. -f"}, {"post_id": 73244, "ts": "2026-09-24T17:32:42Z", "hours": 0.8514, "text": "I have now soterd out the styles for the horses and voununterring page and made it look a bit nicer. it is done enough for the moment so i going to move onto the nect pages now to try and get it kinda workings"}, {"post_id": 73207, "ts": "2026-09-24T16:33:04Z", "hours": 2.3631, "text": "after many hours of work i have finnaly added some photos. - I now need to add css for the photo sizing. neaten up the exsting pages. add the remaining pages."}, {"post_id": 4831, "ts": "2026-06-08T10:53:50Z", "hours": 1.9589, "text": "Inproving it"}]...
|
Title: Porpholio by @charliebthomas | Stardance
D Title: Porpholio by @charliebthomas | Stardance
Devlogs:
Inproving it
after many hours of work i have finnaly added some photos. - I now need to add css for the photo sizing. neaten up the exsting pages. add the remaining pages.
I have now soterd out the styles for the horses and voununterring page and made it look a bit nicer. it is done enough for the moment so i going to move onto the nect pages now to try and get it kinda workings
I have know completed the Knitting page. i have put in filler photos for the time being but other wise it all pritty much works. -f
Dont know if i like the colors of this new page or not but giving it a go none the less i think i might rever to the og colors. spent 30 mins trying to make the progress bar work still havnt made it 100 percent work
i have made the baking and cooking page need to add info and photos to it
I have now made the clibing page and will finish the rest of it tomorrow when i get time to do so. i think it looks ok but i need to work out what layout i want. i also need to try and keep styles diffrent but simular if that makes sense
i have started on the candle and soap making page and climbing page. i have also added in quite a bit of alt text to make it more acsessable for people and more legable.
Adding in more styles to the soap and candle making page ignore the photos
i have added in the cane page and the styles to it and all i have to do now is do the hobbies page.
i have made it look nicer
Most of the pages are now built: horses and volunteering, knitting, baking and cooking, climbing, soap and candle making, and the caning page. I added alt text to the photos so the site is more accessible, and I’ve been tweaking the styles so every page has its own look but still feels like the same site. I’ve also made the whole thing look nicer.Still to do: finish the hobbies page, swap the filler photos for real ones, and fix a few broken links and typos.
Ships:
Porpholio is my personal portfolio website, built from scratch in HTML, CSS. I’m teaching myself to code through tutorials. It has pages about me, my coding, my hat business, my Toylander kit car build, my hobbies and my poems. It’s hosted on Vercel, and the code is on GitHub. The site isn’t finished yet. Photos and a few pages are still to come. I’m dyslexic and have ADHD, so spelling mistakes and unfinished sections are something I’m working on as I go....
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1793004656.3488054
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1793091056.3488054
|
|
1109
|
Trackion by @priyanshu | Stardance
|
priyanshu
|
1
|
37.26
|
142
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T02:16:21Z", "hours": 37.0, "multiplier": 14.18, "payout": 142, "blessing": "neutral", "text": "I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can. cc: @Carlson", "repo": "https://github.com/P8labs/trackion", "demo": "https://trackion.tech/"}]...
|
[{"post_id": 21305, "ts": "202 [{"post_id": 21305, "ts": "2026-07-03T04:52:36Z", "hours": 0.2611, "text": "As per the review I have added a DEMO video on landing page. Also now it is easy to setup the project also you can test with this example if you want https://github.com/P8labs/trackion-js/tree/master/examples/full-website Now it will be easy to review"}, {"post_id": 18874, "ts": "2026-06-30T02:12:43Z", "hours": 36.725, "text": "I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can."}]...
|
Title: Trackion by @priyanshu | Stardance
Devlogs Title: Trackion by @priyanshu | Stardance
Devlogs:
I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can.
As per the review I have added a DEMO video on landing page. Also now it is easy to setup the project also you can test with this example if you want https://github.com/P8labs/trackion-js/tree/master/examples/full-website Now it will be easy to review
Ships:
I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can. cc: @Carlson...
|
1792979481.325213
|
1793065881.325213
|
|
1126
|
MarkeTracker by @alfin0226 | Stardance
|
alfin0226
|
1
|
3.44
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T20:30:29Z", "hours": 1.0, "multiplier": 1.3, "payout": 1, "blessing": "neutral", "text": "Added a portfolio backtester into MarkeTracker where the user can view the historical performance of selection of tickers", "repo": "https://github.com/Alfin0226/MarkeTracker", "demo": "https://marketracker.vercel.app/"}]...
|
[{"post_id": 11677, "ts": "202 [{"post_id": 11677, "ts": "2026-06-19T01:09:20Z", "hours": 2.4397, "text": "Buy/Sell Logic Update: Update the buy and sell logic and move into the dashboard for improve execution accuracy and better understanding Front Page Improvements: Updated the frontend landing page with a cleaner layout and make key information easier to access S&P 500 Performance Comparison: Change stock comparison feature by displaying performance relative to the S&P 500 in percentage terms. This provides users with a clearer understanding of how individual stocks have performed against the broader market benchmark, making comparisons more intuitive and easier to interpret."}, {"post_id": 7674, "ts": "2026-06-12T20:24:11Z", "hours": 0.6528, "text": "Added a finance backtester"}]...
|
Title: MarkeTracker by @alfin0226 | Stardance
Dev Title: MarkeTracker by @alfin0226 | Stardance
Devlogs:
Added a finance backtester
Buy/Sell Logic Update: Update the buy and sell logic and move into the dashboard for improve execution accuracy and better understanding Front Page Improvements: Updated the frontend landing page with a cleaner layout and make key information easier to access S&P 500 Performance Comparison: Change stock comparison feature by displaying performance relative to the S&P 500 in percentage terms. This provides users with a clearer understanding of how individual stocks have performed against the broader market benchmark, making comparisons more intuitive and easier to interpret.
Ships:
Added a portfolio backtester into MarkeTracker where the user can view the historical performance of selection of tickers...
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1792990519.9727557
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1793076919.9727557
|
|
1130
|
Anthony Queen's Awesome Website by @Anthony_Qu Anthony Queen's Awesome Website by @Anthony_Queen | Stardance...
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Anthony_Queen
|
1
|
13.0
|
56
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T22:39:17Z", "hours": 13.0, "multiplier": 4.52, "payout": 56, "blessing": "neutral", "text": "This is my Personal Website, I made it cause I really wanted my tiny space on the internet where I could express myself and my ideas freely", "repo": "https://github.com/Anthony-Queen/PersonalWebsite", "demo": "https://anthony-queen.github.io/PersonalWebsite/"}]...
|
[{"post_id": 21111, "ts": "202 [{"post_id": 21111, "ts": "2026-07-02T22:11:14Z", "hours": 0.6367, "text": "Added Little Blog post about a DnD project I’ll start soon, also reformatted the C page blog cause it was horrible"}, {"post_id": 16132, "ts": "2026-06-26T07:04:41Z", "hours": 2.1894, "text": "Added the procrastination counter which uses and ESP32 to log the number"}, {"post_id": 10698, "ts": "2026-06-17T15:47:27Z", "hours": 9.5283, "text": "Reformat Main Layout, add many linky links, and just write stuff in general"}, {"post_id": 265, "ts": "2026-06-01T13:55:20Z", "hours": 0.6994, "text": "Start working on website main palette (And added an easter egg)"}]...
|
Title: Anthony Queen's Awesome Website by @Ant Title: Anthony Queen's Awesome Website by @Anthony_Queen | Stardance
Devlogs:
Start working on website main palette (And added an easter egg)
Reformat Main Layout, add many linky links, and just write stuff in general
Added the procrastination counter which uses and ESP32 to log the number
Added Little Blog post about a DnD project I’ll start soon, also reformatted the C page blog cause it was horrible
Ships:
This is my Personal Website, I made it cause I really wanted my tiny space on the internet where I could express myself and my ideas freely...
|
1792979527.5668523
|
1793065927.5668523
|
|
1147
|
My first slack bot! by @project516 | Stardance
|
project516
|
1
|
1.27
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T18:01:06Z", "hours": 1.0, "multiplier": 1.07, "payout": 1, "blessing": "neutral", "text": "i made a simple slack bot!!! its hosted on nest", "repo": "https://github.com/Project516/project516sslackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B971J716C"}]...
|
[{"post_id": 2304, "ts": "2026 [{"post_id": 2304, "ts": "2026-06-04T18:29:42Z", "hours": 0.275, "text": "added documentation!"}, {"post_id": 2282, "ts": "2026-06-04T17:57:42Z", "hours": 0.8989, "text": "i made a slackbot that can do basic stuff!"}]...
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Title: My first slack bot! by @project516 | Starda Title: My first slack bot! by @project516 | Stardance
Devlogs:
i made a slackbot that can do basic stuff!
added documentation!
Ships:
i made a simple slack bot!!! its hosted on nest...
|
1792982982.9526188
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1793069382.9526188
|
|
1197
|
Tha Meaty Player by @trixieatwbs | Stardance
|
trixieatwbs
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T15:48:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MPO is in the media folder on the repository. Anyway, I’ve had media player in the past for wackybox.org obviously but it kinda sucked. So I took inspiration from an old scratch project of mine and made this glorious load of crap. Enjoy, or maybe don’t", "repo": "https://github.com/wackyboxincorporated/wackyinc/", "demo": "https://wackybox.org/media"}]...
|
[{"post_id": 1463, "ts": "2026 [{"post_id": 1463, "ts": "2026-06-03T14:49:21Z", "hours": 0.4267, "text": "It’s alive"}, {"post_id": 308, "ts": "2026-06-01T15:56:13Z", "hours": 0.4347, "text": "dialing in the uh, the . “auto sync” soo maybe you can have like . a bunch of devices playing off the server that are all synced down to the millisecond! looks great on an OLED i guess."}]...
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Title: Tha Meaty Player by @trixieatwbs | Stardanc Title: Tha Meaty Player by @trixieatwbs | Stardance
Devlogs:
dialing in the uh, the . “auto sync” soo maybe you can have like . a bunch of devices playing off the server that are all synced down to the millisecond! looks great on an OLED i guess.
It’s alive
Ships:
MPO is in the media folder on the repository. Anyway, I’ve had media player in the past for wackybox.org obviously but it kinda sucked. So I took inspiration from an old scratch project of mine and made this glorious load of crap. Enjoy, or maybe don’t...
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1793001130.941479
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1793087530.941479
|
|
1236
|
Fuddi AI by @unonown97 | Stardance
|
unonown97
|
1
|
64.0
|
1003
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T16:30:40Z", "hours": 64.0, "multiplier": 16.63, "payout": 1003, "blessing": "neutral", "text": "A sleek, privacy-first multi-model chat interface that runs entirely in your browser. Connects to dozens of AI models through a lightweight local proxy your API keys never leave your machine. so while deploying i encountered multiple issues and but the web helped me thankfully and also the costing doesnt work at all as of now and is something i will be fixing in the future :). g’day", "repo": "https://github.com/Miroredrpo/ai-chat-app", "demo": "https://fuddigai.vercel.app/"}]...
|
[{"post_id": 8139, "ts": "2026 [{"post_id": 8139, "ts": "2026-06-13T16:10:05Z", "hours": 0.7906, "text": "tried deploying to vercel but it didnt work tweaked some things in the server.js but reading online i foundout that i will need to make another folder for it to function properly so am doing that rn :)"}, {"post_id": 8102, "ts": "2026-06-13T14:58:43Z", "hours": 5.0, "text": "added an option to export and import all the things into a JSON, also an option to clear all the conversations, and remove all the API keys as now it has option to add multiple API keys, all the things are pretty much done so i think i will just do some finishing changes and ship it for the first time"}, {"post_id": 7843, "ts": "2026-06-13T02:35:10Z", "hours": 3.5333, "text": "added the prompting tab where specific instructions can be written and also completed the interface tab where one can toggle things like auto title generation and stuff am goging to add support for multiple api keys next and also an export/import chats and settings feutesrs that exports everthing, so when the local storage is full one can export and save there chat and import thhem later on"}, {"post_id": 6831, "ts": "2026-06-11T13:40:44Z", "hours": 5.4056, "text": "added option to pin the chat, edit the title manually, duplicate the chat and delete it also added fast delete which when shift is held while deletion it doesnt ask for conformation and directly deletes the chat, also added all the paraments accepted as far as i am aware of, added a default system prompt and i will also be making another tab specifically for prompts, also added dynamic size of the chat where the font size can be changed from the setting menu it self"}, {"post_id": 6076, "ts": "2026-06-10T06:43:41Z", "hours": 0.6, "text": "So… i tried using AI to do some visual changes only for it to completely messup the layout and populate the root directory with random js and css files saying these are the new ones and have the same logic and makes the app better but it did not do any of that, i reverted it to how it was i dont know if that counts to AI useage but i will still be putting the incident in the details of the project"}, {"post_id": 5753, "ts": "2026-06-09T17:31:13Z", "hours": 0.9672, "text": "when an API is enterd made a test endpoint so it tests if the API is correct or not and tells it also initialized the js logic for the thinking mode max tokens, temperature, max tokens (entire chat), and a default system prompt, also am thinking about adding a dedicated tab in the settings panel for prompts and all"}, {"post_id": 5606, "ts": "2026-06-09T13:51:25Z", "hours": 8.4333, "text": "completed the toasts, added web search functionality, added chat deletion, also populated the empty state with some prompts, added an option to choose if one wants to generate the title automatically or not in a new settings tab “interface” where the size of fonts, theme, etc can me changed, am goging to add things like temperature , maxtokens, thinking budget and all next"}, {"post_id": 5329, "ts": "2026-06-09T02:01:33Z", "hours": 1.2681, "text": "added a shortcuts tab that tells the users about the keybinds, also made the initial frame for toasts, also added a last refreshed time on the models tab and reload again button that again fetches it from the HCAI API"}, {"post_id": 4902, "ts": "2026-06-08T14:08:23Z", "hours": 10.1728, "text": "added empty state also added thinking mode where it sends the api with an extra parameter and enables the thinking mode if the model has the ability to do it, i also added some keybinds such as when ctrl + Shift + T is pressed thinkning mode is enabled, Ctrl+N opens new chat etc it is also confiured for mac instead of ctrl in mac we can use cmd, in the settings tab i have also added a dropdown menu to select a separate title generation model"}, {"post_id": 4073, "ts": "2026-06-07T08:25:09Z", "hours": 8.1322, "text": "i made it so that the model can be changed and accessed from the chat it self and change it as per the user intent, i also added a details panel showing thw models capabilities and its pricing and its abilities like if it can web search or not or if it has thinking mode etc. also now in the settings panel you can select the default model to be used when a new chant is opened and it is stored in the local storage similar to how the chat is stored"}, {"post_id": 3276, "ts": "2026-06-06T04:04:02Z", "hours": 12.3142, "text": "I have added a model selector now which pulls the models from https://ai.hackclub.com/proxy/v1/models although it has not been properly configures i will be making it so that there will be an option for a title generation model in the settings as well i have also added a side bar where previos chats can be accessed, up next: i will be adding a details panel that will allow one to veiw the context cost and provider, modelname, etc of the selected model, i will also be adding the feature to attach images and all, i have also made it responsive in this past time frame not entirely but i have made it fairly useable i will also be making it more mobile friendly"}, {"post_id": 1933, "ts": "2026-06-04T05:33:12Z", "hours": 2.745, "text": "implemented dark mode made layout cleaner added option to set base url, also made it so that the API gets saved in the local storage for future reload"}, {"post_id": 1603, "ts": "2026-06-03T18:49:52Z", "hours": 2.9808, "text": "made the layout better with buttons outlins and made a floating settings panel to input the HCAI API key into so that AI models can be accessed later, next changes: shift layout, figureout server calls and add more functionality also add dark mode :)"}, {"post_id": 269, "ts": "2026-06-01T14:20:29Z", "hours": 1.355, "text": "i am making an custom interface where one can bring their HCAI API key and talk to various LLM’s"}]...
|
Title: Fuddi AI by @unonown97 | Stardance
Devlogs Title: Fuddi AI by @unonown97 | Stardance
Devlogs:
i am making an custom interface where one can bring their HCAI API key and talk to various LLM’s
made the layout better with buttons outlins and made a floating settings panel to input the HCAI API key into so that AI models can be accessed later, next changes: shift layout, figureout server calls and add more functionality also add dark mode :)
implemented dark mode made layout cleaner added option to set base url, also made it so that the API gets saved in the local storage for future reload
I have added a model selector now which pulls the models from https://ai.hackclub.com/proxy/v1/models although it has not been properly configures i will be making it so that there will be an option for a title generation model in the settings as well i have also added a side bar where previos chats can be accessed, up next: i will be adding a details panel that will allow one to veiw the context cost and provider, modelname, etc of the selected model, i will also be adding the feature to attach images and all, i have also made it responsive in this past time frame not entirely but i have made it fairly useable i will also be making it more mobile friendly
i made it so that the model can be changed and accessed from the chat it self and change it as per the user intent, i also added a details panel showing thw models capabilities and its pricing and its abilities like if it can web search or not or if it has thinking mode etc. also now in the settings panel you can select the default model to be used when a new chant is opened and it is stored in the local storage similar to how the chat is stored
added empty state also added thinking mode where it sends the api with an extra parameter and enables the thinking mode if the model has the ability to do it, i also added some keybinds such as when ctrl + Shift + T is pressed thinkning mode is enabled, Ctrl+N opens new chat etc it is also confiured for mac instead of ctrl in mac we can use cmd, in the settings tab i have also added a dropdown menu to select a separate title generation model
added a shortcuts tab that tells the users about the keybinds, also made the initial frame for toasts, also added a last refreshed time on the models tab and reload again button that again fetches it from the HCAI API
completed the toasts, added web search functionality, added chat deletion, also populated the empty state with some prompts, added an option to choose if one wants to generate the title automatically or not in a new settings tab “interface” where the size of fonts, theme, etc can me changed, am goging to add things like temperature , maxtokens, thinking budget and all next
when an API is enterd made a test endpoint so it tests if the API is correct or not and tells it also initialized the js logic for the thinking mode max tokens, temperature, max tokens (entire chat), and a default system prompt, also am thinking about adding a dedicated tab in the settings panel for prompts and all
So… i tried using AI to do some visual changes only for it to completely messup the layout and populate the root directory with random js and css files saying these are the new ones and have the same logic and makes the app better but it did not do any of that, i reverted it to how it was i dont know if that counts to AI useage but i will still be putting the incident in the details of the project
added option to pin the chat, edit the title manually, duplicate the chat and delete it also added fast delete which when shift is held while deletion it doesnt ask for conformation and directly deletes the chat, also added all the paraments accepted as far as i am aware of, added a default system prompt and i will also be making another tab specifically for prompts, also added dynamic size of the chat where the font size can be changed from the setting menu it self
added the prompting tab where specific instructions can be written and also completed the interface tab where one can toggle things like auto title generation and stuff am goging to add support for multiple api keys next and also an export/import chats and settings feutesrs that exports everthing, so when the local storage is full one can export and save there chat and import thhem later on
added an option to export and import all the things into a JSON, also an option to clear all the conversations, and remove all the API keys as now it has option to add multiple API keys, all the things are pretty much done so i think i will just do some finishing changes and ship it for the first time
tried deploying to vercel but it didnt work tweaked some things in the server.js but reading online i foundout that i will need to make another folder for it to function properly so am doing that rn :)
Ships:
A sleek, privacy-first multi-model chat interface that runs entirely in your browser. Connects to dozens of AI models through a lightweight local proxy your API keys never leave your machine. so while deploying i encountered multiple issues and but the web helped me thankfully and also the costing doesnt work at all as of now and is something i will be fixing in the future :). g’day...
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1792878545.9104006
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1793742545.9104006
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1250
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MonkeyLogs538 by @OffsetMonkey538 | Stardance
|
OffsetMonkey538
|
1
|
21.0
|
337
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T11:14:33Z", "hours": 21.0, "multiplier": 15.96, "payout": 337, "blessing": "neutral", "text": "I was annoyed that people still upload plain log files in the support discord for my Minecraft mods, when I clearly say that using mclogs, a pastebin for minecraft logs with syntax highlighting and whatnot, makes debugging much easier. So I made a Discord bot to fix that! It detects logs sent as attachments by their name and uploads them to mclogs. It can also be added as a user application, which will allow using the /upload-logs command anywhere. This is my first full project written in Kotlin (previously I’ve only used it for Gradle buildscripts), so there were some initial challenges with Kotlin syntax for things like lambdas and also how instead of static functions you have companion objects, but Kotlin’s documentation is pretty good. What documentation wasn’t so good though was Kord, the library I used for interacting with the Discord API. It required quite a bit of guesswork to figure out how it works and should be used, the Discord API docs made it a bit easier though at least. I’ve set up a discord server with an instance of the bot running, which can be used to test it out. There are also self-hosting instructions on the readme.", "repo": "https://git.offsetmonkey538.top/OffsetMonkey538/MonkeyLogs538", "demo": "https://discord.gg/nBqpn2gBsK"}]...
|
[{"post_id": 7407, "ts": "2026 [{"post_id": 7407, "ts": "2026-06-12T10:36:43Z", "hours": 4.5442, "text": "Made it now packaged as a docker container, fixed some bugs and wrote a readme with instructions for self-hosting Also now have an instance of it running on my homelab"}, {"post_id": 6252, "ts": "2026-06-10T14:41:07Z", "hours": 7.0514, "text": "Some changes over the past few days: Multiple logs can be uploaded at once Http requests and json parsing now done with kotlin’s own libraries instead of java HttpClient and Jankson. Kotlin serialization stuff is actually pretty great! Errors aren’t silently ignored anymore and other logs added in the same batch can still be uploaded even when some fail. Much less readable code, kotlin is great for that"}, {"post_id": 3728, "ts": "2026-06-06T19:30:32Z", "hours": 2.8181, "text": "Log files will now automatically be detected (current filter is any file ending in .log ) and uploaded 🎉"}, {"post_id": 3497, "ts": "2026-06-06T13:45:01Z", "hours": 6.0436, "text": "I have now fully implemented the command for uploading a log. It now rejects binary files like images or videos, correctly reads when the file isn’t UTF8 formatted and allows deleting the uploaded log in case it was the wrong file or something. I’ve found that Kotlin is actually really nice. I especially like how it allows writing such unreadable code that I can’t understand it even 5 minutes after writing it I also spent an hour or so in termux on my phone (was bored on a bus) setting up an instance of mclogs on my homelab and the bot now allows setting a custom instance url as well. Next step will be having it detect sent log files and automatically upload them"}, {"post_id": 304, "ts": "2026-06-01T15:44:43Z", "hours": 0.6719, "text": "I really liked the nullability stuff Kotlin has when I was writing a multiloader/version convention plugin for my mods, so I decided to use Kotlin to get more familiar with it in general usage. I saw someone talking about the Kord library a while back, so I went with that. Safe to say that I’m still quite unfamiliar with Kotlin’s syntax (using it in gradle buildscripts is much much simpler), and I couldn’t really find anything great on Kord other than the simple example usage https://github.com/kordlib/kord/tree/main/core , but it definitely is able to play ping-pong at the very least :D"}]...
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Title: MonkeyLogs538 by @OffsetMonkey538 | Stardan Title: MonkeyLogs538 by @OffsetMonkey538 | Stardance
Devlogs:
I really liked the nullability stuff Kotlin has when I was writing a multiloader/version convention plugin for my mods, so I decided to use Kotlin to get more familiar with it in general usage. I saw someone talking about the Kord library a while back, so I went with that. Safe to say that I’m still quite unfamiliar with Kotlin’s syntax (using it in gradle buildscripts is much much simpler), and I couldn’t really find anything great on Kord other than the simple example usage https://github.com/kordlib/kord/tree/main/core , but it definitely is able to play ping-pong at the very least :D
I have now fully implemented the command for uploading a log. It now rejects binary files like images or videos, correctly reads when the file isn’t UTF8 formatted and allows deleting the uploaded log in case it was the wrong file or something. I’ve found that Kotlin is actually really nice. I especially like how it allows writing such unreadable code that I can’t understand it even 5 minutes after writing it I also spent an hour or so in termux on my phone (was bored on a bus) setting up an instance of mclogs on my homelab and the bot now allows setting a custom instance url as well. Next step will be having it detect sent log files and automatically upload them
Log files will now automatically be detected (current filter is any file ending in .log ) and uploaded 🎉
Some changes over the past few days: Multiple logs can be uploaded at once Http requests and json parsing now done with kotlin’s own libraries instead of java HttpClient and Jankson. Kotlin serialization stuff is actually pretty great! Errors aren’t silently ignored anymore and other logs added in the same batch can still be uploaded even when some fail. Much less readable code, kotlin is great for that
Made it now packaged as a docker container, fixed some bugs and wrote a readme with instructions for self-hosting Also now have an instance of it running on my homelab
Ships:
I was annoyed that people still upload plain log files in the support discord for my Minecraft mods, when I clearly say that using mclogs, a pastebin for minecraft logs with syntax highlighting and whatnot, makes debugging much easier. So I made a Discord bot to fix that! It detects logs sent as attachments by their name and uploads them to mclogs. It can also be added as a user application, which will allow using the /upload-logs command anywhere. This is my first full project written in Kotlin (previously I’ve only used it for Gradle buildscripts), so there were some initial challenges with Kotlin syntax for things like lambdas and also how instead of static functions you have companion objects, but Kotlin’s documentation is pretty good. What documentation wasn’t so good though was Kord, the library I used for interacting with the Discord API. It required quite a bit of guesswork to figure out how it works and should be used, the Discord API docs made it a bit easier though at least. I’ve set up a discord server with an instance of the bot running, which can be used to test it out. There are also self-hosting instructions on the readme....
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1792961413.6376626
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1793047813.6376626
|
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1252
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My first slack bot! by @aayushim | Stardance
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aayushim
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1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T20:23:52Z", "hours": 0.0, "multiplier": 1.06, "payout": 1, "blessing": "neutral", "text": "I made a slack bot that works in slack which can respond to commands. This was my first project so i had to set everything up along the way which took some extra time. Although there were some problems it was fun and it may not be very advanced but I can’t wait to make more. This isn’t linked to nest so the command must be running in terminal in order for it to work in slack. Will update that part in future.", "repo": "https://github.com/aayushimahindrakar/iwantstuff", "demo": "https://aayushimahindrakar.github.io/Slackbot/"}]...
|
[{"post_id": 12075, "ts": "202 [{"post_id": 12075, "ts": "2026-06-19T18:24:19Z", "hours": 0.2714, "text": "Fixed so it works in Hack Club slack."}, {"post_id": 11488, "ts": "2026-06-18T19:24:19Z", "hours": 0.7269, "text": "Slack Bot pt3 -I added 2 new commands: A about command (like help but says hi) and a nasa picture of the day command which also gives some info about it from the nasa site. -Fixed it so it is hosted on nest and can run 24/7 which i had trouble doing before. -To test use this link: https://join.slack.com/t/3d-iga5409/shared_invite/zt-3zmfq50ea-c1F9sixNJ2CUGV~afsIMLA"}, {"post_id": 408, "ts": "2026-06-01T20:14:29Z", "hours": 0.3428, "text": "Slack Bot pt2"}, {"post_id": 336, "ts": "2026-06-01T17:13:22Z", "hours": 0.0, "text": "Slack Bot!"}]...
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Title: My first slack bot! by @aayushim | Stardanc Title: My first slack bot! by @aayushim | Stardance
Devlogs:
Slack Bot!
Slack Bot pt2
Slack Bot pt3 -I added 2 new commands: A about command (like help but says hi) and a nasa picture of the day command which also gives some info about it from the nasa site. -Fixed it so it is hosted on nest and can run 24/7 which i had trouble doing before. -To test use this link: https://join.slack.com/t/3d-iga5409/shared_invite/zt-3zmfq50ea-c1F9sixNJ2CUGV~afsIMLA
Fixed so it works in Hack Club slack.
Ships:
I made a slack bot that works in slack which can respond to commands. This was my first project so i had to set everything up along the way which took some extra time. Although there were some problems it was fun and it may not be very advanced but I can’t wait to make more. This isn’t linked to nest so the command must be running in terminal in order for it to work in slack. Will update that part in future....
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1792975653.928479
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1793062053.928479
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1258
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TaskNode by @Davonys | Stardance
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Davonys
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1
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7.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T11:46:12Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hackpad is an open-source, 6-key mechanical macropad designed for streamlined workflows and desktop customization. Built around the powerful Seeed Studio XIAO RP2040 and running KMK firmware, it features a rotary encoder for precise volume control, a 128x32 OLED display for custom frame-by-frame animations, and a 7-pixel chain of reverse-mounted SK6812 MINI-E RGB LEDs for smooth dynamic backlighting. Complete with custom KiCad PCB files and a 3D-printable low-profile enclosure.", "repo": "https://github.com/davitkhlghatyan2010-afk/Macropad/", "demo": ""}]...
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[{"post_id": 11224, "ts": "202 [{"post_id": 11224, "ts": "2026-06-18T11:32:02Z", "hours": 6.3875, "text": "I have ended my 3D models and code!!"}, {"post_id": 1696, "ts": "2026-06-03T21:07:38Z", "hours": 0.4658, "text": "I have ended my PCB creating and now I’m learning 3D modeling😭."}]...
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Title: TaskNode by @Davonys | Stardance
Devlogs:
Title: TaskNode by @Davonys | Stardance
Devlogs:
I have ended my PCB creating and now I’m learning 3D modeling😭.
I have ended my 3D models and code!!
Ships:
Hackpad is an open-source, 6-key mechanical macropad designed for streamlined workflows and desktop customization. Built around the powerful Seeed Studio XIAO RP2040 and running KMK firmware, it features a rotary encoder for precise volume control, a 128x32 OLED display for custom frame-by-frame animations, and a 7-pixel chain of reverse-mounted SK6812 MINI-E RGB LEDs for smooth dynamic backlighting. Complete with custom KiCad PCB files and a 3D-printable low-profile enclosure....
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1792997532.7776504
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1793083932.7776504
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1264
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Sneko bot by @akisarke | Stardance
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akisarke
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T16:19:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own slack bot for the first time! I’m very proud of myself since i didn’t ever make a slack bot. If you want to try it you can go to the repo here: https://github.com/aleksaingh/sneko-bot", "repo": "https://github.com/akisarke/sneko-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BJJJ6JCLU"}]...
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[{"post_id": 451, "ts": "2026- [{"post_id": 451, "ts": "2026-06-01T21:36:49Z", "hours": 0.4819, "text": "I have added 7 commands to my new slack bot Sneko Bot. The commands are: /as-help - Lists all of the commands /as-myping - Check the bot’s latency /as-dadjoke - Get a random dad joke /as-catfact - Get a random cat fact /as-dog - Get a random dog picture /as-fact - Get a random useless fact /as-weather [city] Get the weather for a city I quickly whipped up an icon for the bot in Photoshop it isn’t something special but it’s fine for me tbh. I really enjoyed scripting the bot in javascript, idk i found it really fun."}]...
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Title: Sneko bot by @akisarke | Stardance
Devlogs Title: Sneko bot by @akisarke | Stardance
Devlogs:
I have added 7 commands to my new slack bot Sneko Bot. The commands are: /as-help - Lists all of the commands /as-myping - Check the bot’s latency /as-dadjoke - Get a random dad joke /as-catfact - Get a random cat fact /as-dog - Get a random dog picture /as-fact - Get a random useless fact /as-weather [city] Get the weather for a city I quickly whipped up an icon for the bot in Photoshop it isn’t something special but it’s fine for me tbh. I really enjoyed scripting the bot in javascript, idk i found it really fun.
Ships:
I made my own slack bot for the first time! I’m very proud of myself since i didn’t ever make a slack bot. If you want to try it you can go to the repo here: https://github.com/aleksaingh/sneko-bot...
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1792990586.7365732
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1793076986.7365732
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1279
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Hack Club Website by @Bandit | Stardance
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Bandit
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1
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4.0
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5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:28:23Z", "hours": 4.0, "multiplier": 1.2, "payout": 5, "blessing": "neutral", "text": "I am web developper not pro but learing. I am new with the programminga and coding all these kinda things. I hope I will learn all these things very soon by the helps of the hack clubbers.", "repo": "", "demo": ""}]...
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[{"post_id": 843, "ts": "2026- [{"post_id": 843, "ts": "2026-06-02T15:19:56Z", "hours": 0.3694, "text": "I added chat service on the website"}, {"post_id": 823, "ts": "2026-06-02T14:42:04Z", "hours": 3.635, "text": "I am adding more info"}]...
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Title: Hack Club Website by @Bandit | Stardance
D Title: Hack Club Website by @Bandit | Stardance
Devlogs:
I am adding more info
I added chat service on the website
Ships:
I am web developper not pro but learing. I am new with the programminga and coding all these kinda things. I hope I will learn all these things very soon by the helps of the hack clubbers....
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1792975816.1414804
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1793062216.1414804
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1292
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My first slack bot! by @sanjaysatheesh417 | Starda My first slack bot! by @sanjaysatheesh417 | Stardance...
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sanjaysatheesh417
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T13:44:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a beginner level slack bot which tells you jokes ,catfacts and information on anime.", "repo": "https://github.com/sanjaysatheesh417-cyber/my-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B7U2VJESX"}]...
|
[{"post_id": 1424, "ts": "2026 [{"post_id": 1424, "ts": "2026-06-03T13:35:36Z", "hours": 0.3653, "text": "added a command to showcase anime database ,will add more features….."}, {"post_id": 808, "ts": "2026-06-02T14:09:22Z", "hours": 0.3831, "text": "i am creating my first slack bot…."}]...
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Title: My first slack bot! by @sanjaysatheesh417 | Title: My first slack bot! by @sanjaysatheesh417 | Stardance
Devlogs:
i am creating my first slack bot….
added a command to showcase anime database ,will add more features…..
Ships:
I made a beginner level slack bot which tells you jokes ,catfacts and information on anime....
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1792994082.1975992
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1793080482.1975992
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1325
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Minesweeper with message queue by @mismih | Starda Minesweeper with message queue by @mismih | Stardance...
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mismih
|
1
|
7.54
|
23
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T21:39:26Z", "hours": 6.0, "multiplier": 4.1, "payout": 23, "blessing": "neutral", "text": "I have to write a devlog again? Anyways, so it feels nice working on a project that isnt hard, kinda relaxing. Didnt want to do anything more complex that this so i could warm up before a big project, which is an undertale inspired game (probably, unless i get a raspberry 4 for my remote server app). Also i learned something new about interprocess communications.", "repo": "https://github.com/mismih/MineSweeper-IPC", "demo": "https://github.com/mismih/MineSweeper-IPC/releases"}]...
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[{"post_id": 5592, "ts": "2026 [{"post_id": 5592, "ts": "2026-06-09T13:23:57Z", "hours": 1.5436, "text": "Made the app 800 600 so raylib doesnt read the wrong input (if i put 1920 1080 windows will automatically go into fullscreen mode which sucks for development user input) ALSO MAKE SURE TO PUT YOUR DISPLAY TO 100%"}, {"post_id": 2966, "ts": "2026-06-05T21:34:16Z", "hours": 0.2789, "text": "New final post, just made the release version and deleted some debug code"}, {"post_id": 2950, "ts": "2026-06-05T21:10:08Z", "hours": 1.4233, "text": "Proud to say that this project is over. It took me a bit more than expected, probably bc i was sick and because i hardcoded some things. Probably gonna finish this project in the future (add the option for choosing how many mines/fields you want). In this “update” i added a high score tracker, main menu and the retry button now works."}, {"post_id": 2380, "ts": "2026-06-04T20:41:57Z", "hours": 1.5231, "text": "Added a time tracker, bombs placed and retry button (which is exit button for now cuz i wasnt thinking about retry logic before and its kinda hard), also could add best score and main menu later"}, {"post_id": 1676, "ts": "2026-06-03T20:26:14Z", "hours": 0.9981, "text": "I added a smart function so i can easily check on which field i clicked, now you can reveal the fields if u click on an empty one. Now my game is about 70% finished, now i need to add flags, game over and score (prob gonna make my own little db, so you can track your high score n stuff like that) and maybe even add a main menu."}, {"post_id": 1067, "ts": "2026-06-02T21:39:21Z", "hours": 0.5456, "text": "Made the UI work"}, {"post_id": 430, "ts": "2026-06-01T20:41:15Z", "hours": 1.1719, "text": "Made two programs communicate with eachother, now i need to make the client side (GUI in raylib)"}]...
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Title: Minesweeper with message queue by @mismih | Title: Minesweeper with message queue by @mismih | Stardance
Devlogs:
Made two programs communicate with eachother, now i need to make the client side (GUI in raylib)
Made the UI work
I added a smart function so i can easily check on which field i clicked, now you can reveal the fields if u click on an empty one. Now my game is about 70% finished, now i need to add flags, game over and score (prob gonna make my own little db, so you can track your high score n stuff like that) and maybe even add a main menu.
Added a time tracker, bombs placed and retry button (which is exit button for now cuz i wasnt thinking about retry logic before and its kinda hard), also could add best score and main menu later
Proud to say that this project is over. It took me a bit more than expected, probably bc i was sick and because i hardcoded some things. Probably gonna finish this project in the future (add the option for choosing how many mines/fields you want). In this “update” i added a high score tracker, main menu and the retry button now works.
New final post, just made the release version and deleted some debug code
Made the app 800 600 so raylib doesnt read the wrong input (if i put 1920 1080 windows will automatically go into fullscreen mode which sucks for development user input) ALSO MAKE SURE TO PUT YOUR DISPLAY TO 100%
Ships:
I have to write a devlog again? Anyways, so it feels nice working on a project that isnt hard, kinda relaxing. Didnt want to do anything more complex that this so i could warm up before a big project, which is an undertale inspired game (probably, unless i get a raspberry 4 for my remote server app). Also i learned something new about interprocess communications....
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1793083914.5400121
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1327
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Cirqmon by @itsdecodeaditya | Stardance
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itsdecodeaditya
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1
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85.0
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1594
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T21:50:13Z", "hours": 85.0, "multiplier": 19.19, "payout": 1594, "blessing": "neutral", "text": "Cirqmon is a quantum computing circuit builder on web and It’s idea was like when I used to go on tools like IBM’s or other quantum circuit simulators they used to feel like so dry and academic, So I thought why don’t I make one that’s colorful, looks like game because I guess learning deep tech should not mean that you lose colors. Earlier I thought I would just build UI layer on top of Qiskit via Python API, then I thought what will I learn and from a quite a long time I wanted to build something that involves maths and physics so i thought I should build whole thing by myself. The whole thing was Actually a bit challenging on understanding how Q spheres or Tensors or how bitwise calculations work, aligning it will a Good UI theme, So I just learned and build. sometimes I thought How will i finish or how will I map that understanding into code But I guess AI as a Teacher helped me a lot. For Others to try it you should know about Quantum Gates, read the Readme once and I guess you will understand the project.", "repo": "https://github.com/decodeaditya/cirqmon/", "demo": "https://cirqmon.vercel.app/"}]...
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[{"post_id": 71464, "ts": "202 [{"post_id": 71464, "ts": "2026-09-20T21:31:02Z", "hours": 2.8469, "text": "Cirqmon Devlog #12 So I guess it’s final Devlog. Here firstly I updated Readme with new UI based snapshots. Made custom Alert box so it matches the theme instead of browser native alert box. Fixed bug in which earlier the gates were being added in circuit without checking if that Block is being used by other gate and its corresponding qubits. I hope if I don’t get a new problem to fix I will ship it;"}, {"post_id": 71194, "ts": "2026-09-20T12:52:50Z", "hours": 8.1419, "text": "Cirqmon Devlog #11 So Guys, I have finally finalized the Cirqmon Playground UI. I replaced the old glassmorphism theme with a rougher, more irregular visual style. Earlier I got feedback that, the old layout felt cluttered because the quantum gates were spread far apart and Due to Space Background and glassmorphism, it looked like Vibe coded. I have now grouped all the gates together in one place to make the interface cleaner and easier to navigate. Here Is what I changed: Removed the Home button. Clicking the Cirqmon logo now takes gets back to the home page. Updated Playground icons with Animal GIFs to give it more lively and engaging appearance. As mentioned above, reduced the use of glassmorphism to due to flickering issues and implemented like hand drawn solid color based UI. Attaching a video Snapshot so you can see changes made. also, The README is the only major task left. Once that’s finished, I’ll be ready to ship the project!"}, {"post_id": 66582, "ts": "2026-09-12T12:50:46Z", "hours": 8.0617, "text": "Cirqmon Devlog #10 Every time I think My project is ready to ship I find something missing and then it gets delayed. After I finished the blog on Deutsch Jozsa algorithm the project worked, as it needed only Single and Double qubit gate. When I started writing about Grover’s algorithm I realized the need of Three Qubit gate too as it needed CCZ gate to flip the phase to achieve 111 State. So I had to fix that. Here is what I did: Firstly as I told earlier I added the 3 Qubit gate feature, the underlying simulator code is working as old Inflating the Matrix approach, I only had to make it work for 3 Qubit gates. Secondly once I was on huddle where we were discussing about Boba bash, I presented the project to people and some said like ’it looks like too stuffed or some said it looked vibe coded. So I thought its a good feedback to work on. Then I improvised the Homepage so it feels like Apple like minimal theme while maintaining game feel. I also added the Background video instead of static image. Thirdly the blog page was pending so I made blog page with similar theme as I updated along with a option to search among the medium posts. So this was what I updated in this Version and now I needs that code review and matching the theme on Playground too. Just Hope I don’t get stuck this time and wrap it up. Thanks for Reading!"}, {"post_id": 46862, "ts": "2026-08-14T12:20:36Z", "hours": 6.1919, "text": "Cirqmon #Devlog 9 This version is more of testing, I thought that I should write blogs and use examples using Cirqmon, So Written 2 blogs on Quantum computing for Beginners and Deutsch Joza algorithm. While writing it I thought I should Show them on Cirqmon Hompage too, earlier I thought I would replace blogs part in Homepage with Just a medium link of mine, but later when I read on internet that medium allows to see RSS version of Blogs so I parsed RSS to JSON and fetched Blogs related Quantum Computing. Along with it, made Qubits limits to 8 and steps to 24 and made a centralized Config file to control parameters from there. Added a Toggle so People can switch indentation of Qubit states either Big endian or Little Endian. Updated Homepage button with Pikachu Button I found while explore on UI verse, also added link to Readme guide. Now After writing Blogs I am getting surge of confidence inside that I understood Quantum Computing more Better. One of topics I am curious about is Cybersecurity and one of Algorithm that challenges classical Approaches like RSA is Shor’s Algorithm so next I am going to explore it, Also along with all these, I have updated Some images in readme too and going to Push updates, so do Share Feedbacks."}, {"post_id": 43067, "ts": "2026-08-08T04:03:36Z", "hours": 3.9364, "text": "Cirqmon #Devlog 8 Actually I was telling my friend about project, and I realized that the Project should have better readme that tells about features, Examples, and Tour. Also added HSL wheel in Q sphere so People can Use it as a reference. Initially its faded, you hover it and it gets Visible. Also the Latest version is now Live with multi qubit gates."}, {"post_id": 41965, "ts": "2026-08-06T14:25:38Z", "hours": 8.0969, "text": "Cirqmon Devlog #7 So, I am posting this Devlog after interval of Almost 20 days since last Posted. Why delay? During this time I learnt a Lot about Quantum computing. Infact, I was planning to ship the Project with Single qubit gates only, but after I joined Qiskit Global Summer School, then I realised that main game in Quantum computing is about entanglement, that comes with multi Qubit gates like CX, CZ, SWAP etc. The Media attached is Demo is of a GHZ circuit is made by combination of H gate and CNOT gates. Basically a GHZ state is larger version of Bell state. For N qubits, only two possible states shows Up with equal probability i.e 1/root2 (000…n + 111…n). So here is What I made Changes and How : 1) 2 Qubit Gates Implementation - So Earlier Version was for Only 1 Qubit Gates, and it used Tensor product. Where it used to tensor Each step and then Multiply each step to StateVector in successive manner. But for 2 Qubit gates, tensor method gets problematic because multi qubit gates need to have dependence on other qubits too, meanwhile tensor assumes every gate on that step is independent and it builds large matrix. This loses dependence and relation as demanded by multi qubit gates. So then I got to know of approach called Embedding or Inflation where we first create Temporary matrix of 2^n rows and 2^n Columns with each entry initially as 0, then we start looping through columns of that Matrix (which represent possibility, like iteration for 0 is actually 00 in binary) and then, matching it with rows and columns in Gate matrix, after that we force the bit in Temporary Matrix’s respective column and row to align with what Gate’s matrix bit has? Either 0 or 1. Finally we get Result of application in that Temporary matrix which we multiply with StateVector later on. That’s how This Inflation Approach works. 2) Applied Phase angle Indicator Now, Quantum State’s node’s color in Q sphere shows its phase Angle, which can be from PI to -PI, calculated using formula tan2a(y,x) , then we constraint it from 0 to 2PI, later convert to degrees, then feeding that value as HUE value in HSL colour format keeping lightness as 50% and Saturation 100% and then it corresponds to Phase Angle with color that degree, like 0deg is red, 90deg is green etc. So this was Major Changes I did along with some Style changes and Minor error fixing that appeared during changing the Simulator’s Approach. And to be very Honest at when I started to Write code for 2 qubit Gates, I earlier thought I would Do something that I dont have to change Simulator, but those were still just making me cry. So finally I gone to AI to learn and for almost 2 days new experiments were going out of head and that way almost I wasted Hours and then to experiment more and Stop Tracking Hackatime since I knew It would track more hours for Experiments too, So I coded in Cursor (Without Any AI, Just as Other Editor) Untracked. At the End it worked :) Now Finally Majority part is Done, after few More Edits, Will Ship it soon!"}, {"post_id": 28525, "ts": "2026-07-14T20:44:03Z", "hours": 7.3483, "text": "Devlog #6 :) So Hey People, I am feeling Immensely satisfied that Q Sphere feature is Mostly done. Also the GateWiki part is also done that tells You about Gate you Clicked on Gates Tray, again to tell you can drag gates into Circuit to build and Tap to know about it . May be I also link blogs on that Later. Now about Q Sphere Part Okay , Now let me share about Making of Q Sphere Part , So earlier I was not able to visualize it, but somehow I got to Know about Spherical Coordinates which is dependent on: theta : angle of Line from Z Axis phi : angle of Line from x Axis But clicked finally after frustration of not understanding it earlier. Then I gone to Google searching to see 3d visuals and AI to understand how we calculate those angles: So - Based on hamming weights (Means how many 1s in that State, Suppose in |01> has 1 1s and 011 have 2 1s ) and total qubits which help us find theta and divide sphere into sort of rings for similar nodes/lines of same hamming weights in same ring. Then we find how we calculate phi based on total active states in each ring and slicing ring into same proportion. I don’t know why but that was a finally a kick for me :) Finally since you will plot lines and nodes on spherical surface you have to convert theta and phi to coordinates [x, y, z] which you do using polar coordinates . Then after plotting them, a major part of Q sphere is made. now as you can see on 2nd screenshot left side the Sphere shows nodes for respective State. more chances of being 0 is on upper half and more 1 chance on bottom half. Structured the folders Also I worked on code Structure to keep all algos separated: To parse stateVectors Parse the frontend data to json circuit instructions Making all q sphere data from stateVectors parsing Code to export in Qiskit. more such functions too.. So yeah that was work I did, little more things is needed to build, after that project is done. Adding some multi qubit gates is next important thing now. I would be pushing on Github this Version and Vercel too now. Go check it out. Namaste!!!"}, {"post_id": 27203, "ts": "2026-07-12T15:29:23Z", "hours": 8.8928, "text": "Devlog #5 :) To be very honest I forget that its 8 hours 47 minutes in hackatime and it didn’t posted devlog until I got a Notification on slack. Sooo Guys! In this part of work I had to decide a thing that should I add Visualization of Qubits or not and then I realized that’s the whole point of project [to let people easily visualize whats happening]. So thats why I have decided add Q sphere . Folder Structure First of all I realized that my project was using url images and project structure was actually messing up as files and folders were increasing, so I decided to first organise the chaos and downloading all internet 3d assets in project. [Screenshot -1]. Because without a better organization of project it would get intimidatingly hard for others to contribute. Big Endian vs Little Endian Now second part is making the Result page of Qubit execution match that 3d glassmorphism design and white browsing through IBM composer (Tool for making Circuits) I got to observe that states were actually reverse in order. Suppose you applied hadamard gate to first qubit in 2 qubit system so instead of showing Probabilities of states as |00> = 50% , |01> = 0 , |10> = 50% , |11> = 0 , it reversed for 01 and 10. So after reading on internet about this I got to know that both ways are right and just differs because order you calcuate tensors: G1 * G2 * G3.. gives you Big Endian Version which considers least qubit as important Vice versa in case of Little Endian as IBM uses. So I implemented both in project. Earlier I thought I broke a physics Law [haha.] Making Q Sphere Its for Q sphere [2nd screenshot], that’s what help you understand statevector, because we can’t imagine more than 3D, so IBM come with this method. Basically I have used react 3 fiber that helps us write Three.js in react easily, using JSX instead of js manually, and it shows 3 lines in space which represent each state in vector: Bigger the node on top, bigger its probability . Color tells phase angle from origin. More 0 probability the vector will be pointing on upper hemisphere’s top and similarly more 1 will point on bottom of lower hemisphere. I am still processing [x,y,z] coordinates of line. Q sphere now shows random plots, I have to parse state vector to correct representation, will tell you about it in next devlog after I have learnt and implemented this. Screen Restrictions Forth is more of usability, side by side you can see either, code and graph or sphere and graph , so understand better. Also I added a screen restrictor for small screens since running this project on phone won’t be possible because design clutterness (forget to add screenshot, but you can check live). So hope you liked this version, I know it’s too much of quantum but yeah like others I am also trying to understand better. At Last, don’t forget to check attachments and share your feedbacks. Also I think I would be pushing on github now before developing futher. Namaste!!!"}, {"post_id": 26000, "ts": "2026-07-10T15:38:00Z", "hours": 5.5644, "text": "Devlog #4 This Part was all about making Navigation work between pages and since last time I got some feedbacks that Home and Playground VIbe Don’t match so made Playground more 3d. Here are Changes - Using react router, Made Navigation between Home and Playground and Vice versa. Used 3d Resources like Background images, Button images to make it look 3d Videogame. Added button animations like some changes images, some spins. Improved qubit adjust box. Added tooltip component so people know what buttons does what, since buttons are image based. So, I have tried to make project look 3d Glassmorphism and minimal too. check out video attached to see progress till now ."}, {"post_id": 25463, "ts": "2026-07-09T19:03:49Z", "hours": 7.8494, "text": "#Devlog 3 Made Homepage for Cirqmon because I wanted to Put Medium blogs and Tool at one place so this will act as Entry door easily. Experimented with designs, fonts and images to make it feel like 3d Cartoon themed. Following things made - At first “what is does” Hero Section telling people that its a Colorful way to play and learn to make Quantum Circuits. Actually in hero section I have experimented with 3d images animations but it looked distracting UI so Removed it. but Kept H and Y gates to give a idea of Builder. Blogs Section is where it will fetch Quantum related Blogs from Medium (will write soon). Don’t forget to notice that Astronaut. Data is dummy. the Boxes use Backdrop transparent design to match with 3d design. Last is for People who would like to give feedbacks. Buttons are Demo for now. Basically UI for Homepage is Done. Now in next Version WIll use router for Navigation. ALso TBH Gemini really Helped me with Box Shadow button effects which I adjusted according to project Later. Do give Feedbacks please :)"}, {"post_id": 23711, "ts": "2026-07-06T20:20:51Z", "hours": 6.1475, "text": "Its Devlog 2 and in midway didn’t knew That I will be able to go further in project but somehow Curosity pushed it. So I have basically in this Version I made following new Things - Added fundamental Single Qubit Gates and the Moment someone drag Gates into Circuit and it get Translated into circuit Instructions JSON which tracks for which gate is applied at target and step; The moment you click on Playcircuit button it Calculates the probability of Each possible Qubit state and corresponding qiskit code; Basically this part of calculating the Circuit I had options either to use Qiskit directly via Python, Use react pre-written Scripts in react or Reinvent the Wheel by making my own Simulator which might not be as Efficient as Already made ones. So to see how strong my kidneys are I chose 3rd one. But you won’t believe I got answers to all My questions whether Why more qubits means exponential computation time, or tensors and many other things which I will write in blogs in some time. So basically it was about initializing a State vector and then running step by step tensor product of gates applied and then when I got a single wire as a result of all gates in each step, then multiply the state vector with Matrix which contains 2^N rows and columns (n is number of qubits) which finally gives you the amplitudes of each state. FInally you format them to Show. Now it still need better design and More code organization after which I will push new Version; till then You are welcome for Questions and Suggestions. Note - This version handle single qubits till now."}, {"post_id": 17512, "ts": "2026-06-28T10:11:41Z", "hours": 11.5036, "text": "Quite a While I started to learn about quantum Computing and observed that its still gives too research vibes for a beginner to overwhelm and leave it. This is Cirqmon which I am making so Building Quantum circuits become some fun without dumping every information and expecting everyone to be a Researcher. Started with making on React, giving it Cartoon or Animated vibe, earlier I thought to make it Doremon themed but later found that it would give copyright issues. For now features added- 1 ) You can Drag and Drog Quantum gates from Tray into Circuit Canvas. 2 ) Music and Background Manage buttons. 3 ) I have tried to play with Vector and Cartoon Images in Transition. 4 ) Adjust Qubits and Nodes/Steps from Drawer earlier I thought to Use Slider but used Buttons later to Avoid touch screen inconsistencies. While making the Drag and Drop canvas Features, found that using HTML Drag and drop API sometimes break on Safari and other browers and it was still making codebase look complicated for others or even me in future to Contribute. So I used @dnd kit for drag and drop feature. Also I kept a Limit on Qubits and Nodes to Keep Execution Easier and test. Majorly a Structure is Done,"}]...
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Title: Cirqmon by @itsdecodeaditya | Stardance
De Title: Cirqmon by @itsdecodeaditya | Stardance
Devlogs:
Quite a While I started to learn about quantum Computing and observed that its still gives too research vibes for a beginner to overwhelm and leave it. This is Cirqmon which I am making so Building Quantum circuits become some fun without dumping every information and expecting everyone to be a Researcher. Started with making on React, giving it Cartoon or Animated vibe, earlier I thought to make it Doremon themed but later found that it would give copyright issues. For now features added- 1 ) You can Drag and Drog Quantum gates from Tray into Circuit Canvas. 2 ) Music and Background Manage buttons. 3 ) I have tried to play with Vector and Cartoon Images in Transition. 4 ) Adjust Qubits and Nodes/Steps from Drawer earlier I thought to Use Slider but used Buttons later to Avoid touch screen inconsistencies. While making the Drag and Drop canvas Features, found that using HTML Drag and drop API sometimes break on Safari and other browers and it was still making codebase look complicated for others or even me in future to Contribute. So I used @dnd kit for drag and drop feature. Also I kept a Limit on Qubits and Nodes to Keep Execution Easier and test. Majorly a Structure is Done,
Its Devlog 2 and in midway didn’t knew That I will be able to go further in project but somehow Curosity pushed it. So I have basically in this Version I made following new Things - Added fundamental Single Qubit Gates and the Moment someone drag Gates into Circuit and it get Translated into circuit Instructions JSON which tracks for which gate is applied at target and step; The moment you click on Playcircuit button it Calculates the probability of Each possible Qubit state and corresponding qiskit code; Basically this part of calculating the Circuit I had options either to use Qiskit directly via Python, Use react pre-written Scripts in react or Reinvent the Wheel by making my own Simulator which might not be as Efficient as Already made ones. So to see how strong my kidneys are I chose 3rd one. But you won’t believe I got answers to all My questions whether Why more qubits means exponential computation time, or tensors and many other things which I will write in blogs in some time. So basically it was about initializing a State vector and then running step by step tensor product of gates applied and then when I got a single wire as a result of all gates in each step, then multiply the state vector with Matrix which contains 2^N rows and columns (n is number of qubits) which finally gives you the amplitudes of each state. FInally you format them to Show. Now it still need better design and More code organization after which I will push new Version; till then You are welcome for Questions and Suggestions. Note - This version handle single qubits till now.
#Devlog 3 Made Homepage for Cirqmon because I wanted to Put Medium blogs and Tool at one place so this will act as Entry door easily. Experimented with designs, fonts and images to make it feel like 3d Cartoon themed. Following things made - At first “what is does” Hero Section telling people that its a Colorful way to play and learn to make Quantum Circuits. Actually in hero section I have experimented with 3d images animations but it looked distracting UI so Removed it. but Kept H and Y gates to give a idea of Builder. Blogs Section is where it will fetch Quantum related Blogs from Medium (will write soon). Don’t forget to notice that Astronaut. Data is dummy. the Boxes use Backdrop transparent design to match with 3d design. Last is for People who would like to give feedbacks. Buttons are Demo for now. Basically UI for Homepage is Done. Now in next Version WIll use router for Navigation. ALso TBH Gemini really Helped me with Box Shadow button effects which I adjusted according to project Later. Do give Feedbacks please :)
Devlog #4 This Part was all about making Navigation work between pages and since last time I got some feedbacks that Home and Playground VIbe Don’t match so made Playground more 3d. Here are Changes - Using react router, Made Navigation between Home and Playground and Vice versa. Used 3d Resources like Background images, Button images to make it look 3d Videogame. Added button animations like some changes images, some spins. Improved qubit adjust box. Added tooltip component so people know what buttons does what, since buttons are image based. So, I have tried to make project look 3d Glassmorphism and minimal too. check out video attached to see progress till now .
Devlog #5 :) To be very honest I forget that its 8 hours 47 minutes in hackatime and it didn’t posted devlog until I got a Notification on slack. Sooo Guys! In this part of work I had to decide a thing that should I add Visualization of Qubits or not and then I realized that’s the whole point of project [to let people easily visualize whats happening]. So thats why I have decided add Q sphere . Folder Structure First of all I realized that my project was using url images and project structure was actually messing up as files and folders were increasing, so I decided to first organise the chaos and downloading all internet 3d assets in project. [Screenshot -1]. Because without a better organization of project it would get intimidatingly hard for others to contribute. Big Endian vs Little Endian Now second part is making the Result page of Qubit execution match that 3d glassmorphism design and white browsing through IBM composer (Tool for making Circuits) I got to observe that states were actually reverse in order. Suppose you applied hadamard gate to first qubit in 2 qubit system so instead of showing Probabilities of states as |00> = 50% , |01> = 0 , |10> = 50% , |11> = 0 , it reversed for 01 and 10. So after reading on internet about this I got to know that both ways are right and just differs because order you calcuate tensors: G1 * G2 * G3.. gives you Big Endian Version which considers least qubit as important Vice versa in case of Little Endian as IBM uses. So I implemented both in project. Earlier I thought I broke a physics Law [haha.] Making Q Sphere Its for Q sphere [2nd screenshot], that’s what help you understand statevector, because we can’t imagine more than 3D, so IBM come with this method. Basically I have used react 3 fiber that helps us write Three.js in react easily, using JSX instead of js manually, and it shows 3 lines in space which represent each state in vector: Bigger the node on top, bigger its probability . Color tells phase angle from origin. More 0 probability the vector will be pointing on upper hemisphere’s top and similarly more 1 will point on bottom of lower hemisphere. I am still processing [x,y,z] coordinates of line. Q sphere now shows random plots, I have to parse state vector to correct representation, will tell you about it in next devlog after I have learnt and implemented this. Screen Restrictions Forth is more of usability, side by side you can see either, code and graph or sphere and graph , so understand better. Also I added a screen restrictor for small screens since running this project on phone won’t be possible because design clutterness (forget to add screenshot, but you can check live). So hope you liked this version, I know it’s too much of quantum but yeah like others I am also trying to understand better. At Last, don’t forget to check attachments and share your feedbacks. Also I think I would be pushing on github now before developing futher. Namaste!!!
Devlog #6 :) So Hey People, I am feeling Immensely satisfied that Q Sphere feature is Mostly done. Also the GateWiki part is also done that tells You about Gate you Clicked on Gates Tray, again to tell you can drag gates into Circuit to build and Tap to know about it . May be I also link blogs on that Later. Now about Q Sphere Part Okay , Now let me share about Making of Q Sphere Part , So earlier I was not able to visualize it, but somehow I got to Know about Spherical Coordinates which is dependent on: theta : angle of Line from Z Axis phi : angle of Line from x Axis But clicked finally after frustration of not understanding it earlier. Then I gone to Google searching to see 3d visuals and AI to understand how we calculate those angles: So - Based on hamming weights (Means how many 1s in that State, Suppose in |01> has 1 1s and 011 have 2 1s ) and total qubits which help us find theta and divide sphere into sort of rings for similar nodes/lines of same hamming weights in same ring. Then we find how we calculate phi based on total active states in each ring and slicing ring into same proportion. I don’t know why but that was a finally a kick for me :) Finally since you will plot lines and nodes on spherical surface you have to convert theta and phi to coordinates [x, y, z] which you do using polar coordinates . Then after plotting them, a major part of Q sphere is made. now as you can see on 2nd screenshot left side the Sphere shows nodes for respective State. more chances of being 0 is on upper half and more 1 chance on bottom half. Structured the folders Also I worked on code Structure to keep all algos separated: To parse stateVectors Parse the frontend data to json circuit instructions Making all q sphere data from stateVectors parsing Code to export in Qiskit. more such functions too.. So yeah that was work I did, little more things is needed to build, after that project is done. Adding some multi qubit gates is next important thing now. I would be pushing on Github this Version and Vercel too now. Go check it out. Namaste!!!
Cirqmon Devlog #7 So, I am posting this Devlog after interval of Almost 20 days since last Posted. Why delay? During this time I learnt a Lot about Quantum computing. Infact, I was planning to ship the Project with Single qubit gates only, but after I joined Qiskit Global Summer School, then I realised that main game in Quantum computing is about entanglement, that comes with multi Qubit gates like CX, CZ, SWAP etc. The Media attached is Demo is of a GHZ circuit is made by combination of H gate and CNOT gates. Basically a GHZ state is larger version of Bell state. For N qubits, only two possible states shows Up with equal probability i.e 1/root2 (000…n + 111…n). So here is What I made Changes and How : 1) 2 Qubit Gates Implementation - So Earlier Version was for Only 1 Qubit Gates, and it used Tensor product. Where it used to tensor Each step and then Multiply each step to StateVector in successive manner. But for 2 Qubit gates, tensor method gets problematic because multi qubit gates need to have dependence on other qubits too, meanwhile tensor assumes every gate on that step is independent and it builds large matrix. This loses dependence and relation as demanded by multi qubit gates. So then I got to know of approach called Embedding or Inflation where we first create Temporary matrix of 2^n rows and 2^n Columns with each entry initially as 0, then we start looping through columns of that Matrix (which represent possibility, like iteration for 0 is actually 00 in binary) and then, matching it with rows and columns in Gate matrix, after that we force the bit in Temporary Matrix’s respective column and row to align with what Gate’s matrix bit has? Either 0 or 1. Finally we get Result of application in that Temporary matrix which we multiply with StateVector later on. That’s how This Inflation Approach works. 2) Applied Phase angle Indicator Now, Quantum State’s node’s color in Q sphere shows its phase Angle, which can be from PI to -PI, calculated using formula tan2a(y,x) , then we constraint it from 0 to 2PI, later convert to degrees, then feeding that value as HUE value in HSL colour format keeping lightness as 50% and Saturation 100% and then it corresponds to Phase Angle with color that degree, like 0deg is red, 90deg is green etc. So this was Major Changes I did along with some Style changes and Minor error fixing that appeared during changing the Simulator’s Approach. And to be very Honest at when I started to Write code for 2 qubit Gates, I earlier thought I would Do something that I dont have to change Simulator, but those were still just making me cry. So finally I gone to AI to learn and for almost 2 days new experiments were going out of head and that way almost I wasted Hours and then to experiment more and Stop Tracking Hackatime since I knew It would track more hours for Experiments too, So I coded in Cursor (Without Any AI, Just as Other Editor) Untracked. At the End it worked :) Now Finally Majority part is Done, after few More Edits, Will Ship it soon!
Cirqmon #Devlog 8 Actually I was telling my friend about project, and I realized that the Project should have better readme that tells about features, Examples, and Tour. Also added HSL wheel in Q sphere so People can Use it as a reference. Initially its faded, you hover it and it gets Visible. Also the Latest version is now Live with multi qubit gates.
Cirqmon #Devlog 9 This version is more of testing, I thought that I should write blogs and use examples using Cirqmon, So Written 2 blogs on Quantum computing for Beginners and Deutsch Joza algorithm. While writing it I thought I should Show them on Cirqmon Hompage too, earlier I thought I would replace blogs part in Homepage with Just a medium link of mine, but later when I read on internet that medium allows to see RSS version of Blogs so I parsed RSS to JSON and fetched Blogs related Quantum Computing. Along with it, made Qubits limits to 8 and steps to 24 and made a centralized Config file to control parameters from there. Added a Toggle so People can switch indentation of Qubit states either Big endian or Little Endian. Updated Homepage button with Pikachu Button I found while explore on UI verse, also added link to Readme guide. Now After writing Blogs I am getting surge of confidence inside that I understood Quantum Computing more Better. One of topics I am curious about is Cybersecurity and one of Algorithm that challenges classical Approaches like RSA is Shor’s Algorithm so next I am going to explore it, Also along with all these, I have updated Some images in readme too and going to Push updates, so do Share Feedbacks.
Cirqmon Devlog #10 Every time I think My project is ready to ship I find something missing and then it gets delayed. After I finished the blog on Deutsch Jozsa algorithm the project worked, as it needed only Single and Double qubit gate. When I started writing about Grover’s algorithm I realized the need of Three Qubit gate too as it needed CCZ gate to flip the phase to achieve 111 State. So I had to fix that. Here is what I did: Firstly as I told earlier I added the 3 Qubit gate feature, the underlying simulator code is working as old Inflating the Matrix approach, I only had to make it work for 3 Qubit gates. Secondly once I was on huddle where we were discussing about Boba bash, I presented the project to people and some said like ’it looks like too stuffed or some said it looked vibe coded. So I thought its a good feedback to work on. Then I improvised the Homepage so it feels like Apple like minimal theme while maintaining game feel. I also added the Background video instead of static image. Thirdly the blog page was pending so I made blog page with similar theme as I updated along with a option to search among the medium posts. So this was what I updated in this Version and now I needs that code review and matching the theme on Playground too. Just Hope I don’t get stuck this time and wrap it up. Thanks for Reading!
Cirqmon Devlog #11 So Guys, I have finally finalized the Cirqmon Playground UI. I replaced the old glassmorphism theme with a rougher, more irregular visual style. Earlier I got feedback that, the old layout felt cluttered because the quantum gates were spread far apart and Due to Space Background and glassmorphism, it looked like Vibe coded. I have now grouped all the gates together in one place to make the interface cleaner and easier to navigate. Here Is what I changed: Removed the Home button. Clicking the Cirqmon logo now takes gets back to the home page. Updated Playground icons with Animal GIFs to give it more lively and engaging appearance. As mentioned above, reduced the use of glassmorphism to due to flickering issues and implemented like hand drawn solid color based UI. Attaching a video Snapshot so you can see changes made. also, The README is the only major task left. Once that’s finished, I’ll be ready to ship the project!
Cirqmon Devlog #12 So I guess it’s final Devlog. Here firstly I updated Readme with new UI based snapshots. Made custom Alert box so it matches the theme instead of browser native alert box. Fixed bug in which earlier the gates were being added in circuit without checking if that Block is being used by other gate and its corresponding qubits. I hope if I don’t get a new problem to fix I will ship it;
Ships:
Cirqmon is a quantum computing circuit builder on web and It’s idea was like when I used to go on tools like IBM’s or other quantum circuit simulators they used to feel like so dry and academic, So I thought why don’t I make one that’s colorful, looks like game because I guess learning deep tech should not mean that you lose colors. Earlier I thought I would just build UI layer on top of Qiskit via Python API, then I thought what will I learn and from a quite a long time I wanted to build something that involves maths and physics so i thought I should build whole thing by myself. The whole thing was Actually a bit challenging on understanding how Q spheres or Tensors or how bitwise calculations work, aligning it will a Good UI theme, So I just learned and build. sometimes I thought How will i finish or how will I map that understanding into code But I guess AI as a Teacher helped me a lot. For Others to try it you should know about Quantum Gates, read the Readme once and I guess you will understand the project....
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1793004488.4733472
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1793090888.4733472
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1341
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Multitask by @Roboticle | Stardance
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Roboticle
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1
|
18.62
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42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T19:43:41Z", "hours": 18.0, "multiplier": 2.33, "payout": 42, "blessing": "neutral", "text": "This game is about trying to manage several simple minigames at once. None of them are hard on their own, but compound in difficulty. to play this game, you can either play it using the codeHS link or you can go to the github repo and download the files there. try project takes you to codeHS, see source code takes you to the github", "repo": "https://github.com/kickballmaster112-netizen/multitask-game", "demo": "https://multitask-sigma.vercel.app"}]...
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[{"post_id": 49109, "ts": "202 [{"post_id": 49109, "ts": "2026-08-17T18:51:54Z", "hours": 0.6181, "text": "I added an end screen, and fixed a glitch with the arrow minigame"}, {"post_id": 42819, "ts": "2026-08-07T18:50:34Z", "hours": 0.4189, "text": "I finished the win screen, and barring any bugs that I discover, the game is finished"}, {"post_id": 40943, "ts": "2026-08-04T19:53:04Z", "hours": 0.6917, "text": "I finished the presentation by adding a simple start screen. I will complete a win condition soon"}, {"post_id": 30894, "ts": "2026-07-18T21:19:38Z", "hours": 1.6392, "text": "I finished the game. I added tutorial screens so that it would be easier to understand how to play the game"}, {"post_id": 6323, "ts": "2026-06-10T17:19:18Z", "hours": 0.5569, "text": "I finished the main game, and will be adding a title screen and tutorial soon"}, {"post_id": 6047, "ts": "2026-06-10T04:59:56Z", "hours": 1.9, "text": "I finished the second minigame and started working on the third, which will be controlled with a & d, and you have to move the blue circle to a spot to stop it from becoming red and ending the game"}, {"post_id": 5826, "ts": "2026-06-09T19:23:33Z", "hours": 2.2592, "text": "I finished the third minigame, and revamped the background"}, {"post_id": 4569, "ts": "2026-06-07T22:18:39Z", "hours": 2.3369, "text": "I finished the scoreboard, tweaked the second minigame to be slightly more intuitive on where the arrow dissapears, and started to work on the functionality for the arrow minigame"}, {"post_id": 2330, "ts": "2026-06-04T19:24:34Z", "hours": 3.7072, "text": "finished second minigame, started working on score sprites"}, {"post_id": 1264, "ts": "2026-06-03T04:37:33Z", "hours": 2.1969, "text": "I finished the first minigame and started on the second one, will add sprites later for scoreboard"}, {"post_id": 986, "ts": "2026-06-02T19:24:41Z", "hours": 1.2183, "text": "can’t post a screenshot rn, but i’m working on the logic for the first minigame"}, {"post_id": 382, "ts": "2026-06-01T18:52:51Z", "hours": 0.9444, "text": "made basic ui for game, and started writing the code that will handle the first minigame."}]...
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Title: Multitask by @Roboticle | Stardance
Devlog Title: Multitask by @Roboticle | Stardance
Devlogs:
made basic ui for game, and started writing the code that will handle the first minigame.
can’t post a screenshot rn, but i’m working on the logic for the first minigame
I finished the first minigame and started on the second one, will add sprites later for scoreboard
finished second minigame, started working on score sprites
I finished the scoreboard, tweaked the second minigame to be slightly more intuitive on where the arrow dissapears, and started to work on the functionality for the arrow minigame
I finished the third minigame, and revamped the background
I finished the second minigame and started working on the third, which will be controlled with a & d, and you have to move the blue circle to a spot to stop it from becoming red and ending the game
I finished the main game, and will be adding a title screen and tutorial soon
I finished the game. I added tutorial screens so that it would be easier to understand how to play the game
I finished the presentation by adding a simple start screen. I will complete a win condition soon
I finished the win screen, and barring any bugs that I discover, the game is finished
I added an end screen, and fixed a glitch with the arrow minigame
Ships:
This game is about trying to manage several simple minigames at once. None of them are hard on their own, but compound in difficulty. to play this game, you can either play it using the codeHS link or you can go to the github repo and download the files there. try project takes you to codeHS, see source code takes you to the github...
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1792979277.9668105
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1793065677.9668105
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1352
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Kinetic Cam by @Pranav | Stardance
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Pranav
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T00:51:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made KineticCam, a portable two-axis gimbal that uses an ESP32, servos, and an IMU to help keep the camera stable while recording. I designed the full case, power bank holder, camera stand, servo mounts, and added a standard camera screw so the camera can be attached securely. The hardest part was fitting all of the electronics and moving parts into a small design while fixing servo spacing and tolerence problems. I am most proud of how the design slowly became a complete pan-and-tilt system instead of just a basic camera mount. People testing it should make sure the camera and servos can move seperate from each other, check that its balanced, and test how stable it stay while both axes are moving.", "repo": "https://github.com/CyberBrainiac1/kinetic-cam", "demo": ""}]...
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[{"post_id": 14043, "ts": "202 [{"post_id": 14043, "ts": "2026-06-23T00:47:57Z", "hours": 0.7264, "text": "I worked on the blue camera support today and fixed a few more servo spacing and tolerance problems. I adjusted the holes and gaps so the parts should fit together better when its printed. I also added the camera stand and a camera screw so the GoPro can attach securely to the moving frame.I added the IMU to the design so the system can measure the cameras angle and movement. The hardest part was fitting the camera mount, servo, and IMU together without making the top section to large."}, {"post_id": 13796, "ts": "2026-06-22T16:50:03Z", "hours": 1.2414, "text": "I added a second degree of freedom to KineticCam, so the camera can now tilt up and down as well as turn left and right. I designed a new bracket to hold the camera and connect it to another servo above the main case. The hardest part was fitting the servo, camera mount, and moving parts together without making the top too large.I also fixed a few random problems in the button case and adjusted some tolerences so the parts should fit together better when printed. I made sure the camera has enough room to move without hitting the frame."}, {"post_id": 5100, "ts": "2026-06-08T19:45:26Z", "hours": 2.0853, "text": "I finalized the first basic internal enclosure for my 3D printed KineticCam GoPro tracker and 3D printed a v1 to get the sizing, wiring, and fits correct. The device uses an ESP32 microcontroller to control an SG90 servo that can be used for smoother panning motions while recording a camera. The enclosure is in 2 separate parts where the ESP32 fits in the lower compartment and the servo mount and camera mount fits on the top of the device. After the parts came off the 3D printer, I tested how the wires would feed into the system and how everything would fit inside. I noticed here that I shouldn’t be using power directly from the ESP32 for the servo as it needs an independent 5V supply. I’m planning on using a cylindrical power bank for the supply to keep the device portable. I also designed a separate power bank holder and a servo top mounting bracket. These will also keep the device very compact and stable while it is moving. The prototype was a good test for the layout, the power, and the mounting method of the tracker before I make a fully refined version."}]...
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Title: Kinetic Cam by @Pranav | Stardance
Devlogs Title: Kinetic Cam by @Pranav | Stardance
Devlogs:
I finalized the first basic internal enclosure for my 3D printed KineticCam GoPro tracker and 3D printed a v1 to get the sizing, wiring, and fits correct. The device uses an ESP32 microcontroller to control an SG90 servo that can be used for smoother panning motions while recording a camera. The enclosure is in 2 separate parts where the ESP32 fits in the lower compartment and the servo mount and camera mount fits on the top of the device. After the parts came off the 3D printer, I tested how the wires would feed into the system and how everything would fit inside. I noticed here that I shouldn’t be using power directly from the ESP32 for the servo as it needs an independent 5V supply. I’m planning on using a cylindrical power bank for the supply to keep the device portable. I also designed a separate power bank holder and a servo top mounting bracket. These will also keep the device very compact and stable while it is moving. The prototype was a good test for the layout, the power, and the mounting method of the tracker before I make a fully refined version.
I added a second degree of freedom to KineticCam, so the camera can now tilt up and down as well as turn left and right. I designed a new bracket to hold the camera and connect it to another servo above the main case. The hardest part was fitting the servo, camera mount, and moving parts together without making the top too large.I also fixed a few random problems in the button case and adjusted some tolerences so the parts should fit together better when printed. I made sure the camera has enough room to move without hitting the frame.
I worked on the blue camera support today and fixed a few more servo spacing and tolerance problems. I adjusted the holes and gaps so the parts should fit together better when its printed. I also added the camera stand and a camera screw so the GoPro can attach securely to the moving frame.I added the IMU to the design so the system can measure the cameras angle and movement. The hardest part was fitting the camera mount, servo, and IMU together without making the top section to large.
Ships:
I made KineticCam, a portable two-axis gimbal that uses an ESP32, servos, and an IMU to help keep the camera stable while recording. I designed the full case, power bank holder, camera stand, servo mounts, and added a standard camera screw so the camera can be attached securely. The hardest part was fitting all of the electronics and moving parts into a small design while fixing servo spacing and tolerence problems. I am most proud of how the design slowly became a complete pan-and-tilt system instead of just a basic camera mount. People testing it should make sure the camera and servos can move seperate from each other, check that its balanced, and test how stable it stay while both axes are moving....
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1792983055.1810207
|
1793069455.1810207
|
|
1426
|
Pinball Machine by @Sarthak | Stardance
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Sarthak
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1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T21:21:39Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "💫 Stardance Pinball Machine 💫 An interactive, fun, space themed Pinball Machine where you score “planets” into stars! This machine was programmed in C++ using an Arduino UNO Microcontroller. Features include point scoring, score tracking, and auto ball release after you score a point. Learn More: https://github.com/SBdevz/Stardance-Pinball-Machine/blob/main/README.md", "repo": "https://github.com/SBdevz/HackClub-Pinball-Machine", "demo": ""}]...
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[{"post_id": 19533, "ts": "202 [{"post_id": 19533, "ts": "2026-06-30T21:10:09Z", "hours": 0.6167, "text": "Final Improvements Updated .ino file with the following: -Change in servo degrees to release the ball -Using millis to change the countdown and detect motion The Pinball Machine is now complete!"}, {"post_id": 17096, "ts": "2026-06-27T19:14:48Z", "hours": 1.8022, "text": "Completing the Wiring -Completion of all the wiring of the pinball machine -Creation of the roof -Now all that is left is making sure the code works and adding final touches!"}, {"post_id": 16051, "ts": "2026-06-26T02:29:21Z", "hours": 2.2333, "text": "Creating The Marble Dispenser and Top Walls -Making and adding a LEGO machine to release marbles using a servo motor when points are scored -Adding Walls to cover the machine and support the LCD Screen -Adding rods to support the machine -Two timelapses in Lapse"}, {"post_id": 14738, "ts": "2026-06-23T23:07:28Z", "hours": 2.2361, "text": "Creating the Machine Stands and Ball Ramp -Creating the stands of the machine that keep it up and tilted -Creating a Ball Ramp to Direct scored balls toward a sensor and to the front of the machine -Three timelapses in Lapse"}, {"post_id": 12614, "ts": "2026-06-20T16:39:26Z", "hours": 2.9894, "text": "Creating the Playfield Elements -Creating the parts of the machine the ball interacts with -Creation of point scoring methods -Three timelapses in Lapse"}, {"post_id": 10373, "ts": "2026-06-17T01:44:17Z", "hours": 2.1172, "text": "Creating the Playfield Walls -Creating, painting, and gluing the playfield walls so the ball stays inside of the playfield -Starting on the elements of the game -Three timelapses in Lapse"}, {"post_id": 7233, "ts": "2026-06-12T02:16:23Z", "hours": 0.5961, "text": "Adding the Slingshots -Rubber band slingshots with cardboard support added so the ball bounces toward the flippers -One timelapse in Lapse"}, {"post_id": 6009, "ts": "2026-06-10T02:20:52Z", "hours": 1.0397, "text": "Fixing the Flippers -Before today, the flippers would just be jammed and would not release the pusher back for another use -Fixed by adding tape for less friction and adding support to behind the play field -One timelapse in Lapse"}, {"post_id": 5020, "ts": "2026-06-08T17:49:07Z", "hours": 0.8228, "text": "Game Flippers Assembly -Attachment of flippers and “flipper pushers” -Rubber bands attached to create recoil -Two timelapses in Lapse"}, {"post_id": 2904, "ts": "2026-06-05T20:11:15Z", "hours": 0.9672, "text": "Playfield and Flippers Creation: -Cut cardboard to make the playfield -Created both flippers -One timelapse in Lapse"}, {"post_id": 2325, "ts": "2026-06-04T19:15:33Z", "hours": 1.805, "text": "Updated Program: Score Tracking and Time Limit -Updated .ino program file that includes the program that shows a final score and current score on the LCD, and has a time limit “countdown” to score -When the countdown ends, the game ends and displays the final score -The score is shown during the game as well -One timelapse in Lapse"}, {"post_id": 1853, "ts": "2026-06-04T02:02:51Z", "hours": 0.5572, "text": "Updated Program and Diagram: Servo Added -Updated .ino program that includes the program for a servo motor to be turned when the distance sensor detects an object -Updated .json diagram with the servo connected -One timelapse in hackalapse"}, {"post_id": 1575, "ts": "2026-06-03T17:51:38Z", "hours": 0.5236, "text": "Updated Program and Diagram: Variable Controlling Buttons Added -Updated .ino file that includes the program to use buttons to set the value of a variable “game” which will be used later -Updated .json diagram that includes the buttons -One timelapse in Hacklapse"}, {"post_id": 1125, "ts": "2026-06-02T23:19:14Z", "hours": 1.1933, "text": "Initial Program and Model: -Initial .ino Program that detects an object under 5 inches and sends a signal to the LCD to increase the value displayed -Initial .json model to test the program. -Two timelapses in hacklapse"}]...
|
Title: Pinball Machine by @Sarthak | Stardance
De Title: Pinball Machine by @Sarthak | Stardance
Devlogs:
Initial Program and Model: -Initial .ino Program that detects an object under 5 inches and sends a signal to the LCD to increase the value displayed -Initial .json model to test the program. -Two timelapses in hacklapse
Updated Program and Diagram: Variable Controlling Buttons Added -Updated .ino file that includes the program to use buttons to set the value of a variable “game” which will be used later -Updated .json diagram that includes the buttons -One timelapse in Hacklapse
Updated Program and Diagram: Servo Added -Updated .ino program that includes the program for a servo motor to be turned when the distance sensor detects an object -Updated .json diagram with the servo connected -One timelapse in hackalapse
Updated Program: Score Tracking and Time Limit -Updated .ino program file that includes the program that shows a final score and current score on the LCD, and has a time limit “countdown” to score -When the countdown ends, the game ends and displays the final score -The score is shown during the game as well -One timelapse in Lapse
Playfield and Flippers Creation: -Cut cardboard to make the playfield -Created both flippers -One timelapse in Lapse
Game Flippers Assembly -Attachment of flippers and “flipper pushers” -Rubber bands attached to create recoil -Two timelapses in Lapse
Fixing the Flippers -Before today, the flippers would just be jammed and would not release the pusher back for another use -Fixed by adding tape for less friction and adding support to behind the play field -One timelapse in Lapse
Adding the Slingshots -Rubber band slingshots with cardboard support added so the ball bounces toward the flippers -One timelapse in Lapse
Creating the Playfield Walls -Creating, painting, and gluing the playfield walls so the ball stays inside of the playfield -Starting on the elements of the game -Three timelapses in Lapse
Creating the Playfield Elements -Creating the parts of the machine the ball interacts with -Creation of point scoring methods -Three timelapses in Lapse
Creating the Machine Stands and Ball Ramp -Creating the stands of the machine that keep it up and tilted -Creating a Ball Ramp to Direct scored balls toward a sensor and to the front of the machine -Three timelapses in Lapse
Creating The Marble Dispenser and Top Walls -Making and adding a LEGO machine to release marbles using a servo motor when points are scored -Adding Walls to cover the machine and support the LCD Screen -Adding rods to support the machine -Two timelapses in Lapse
Completing the Wiring -Completion of all the wiring of the pinball machine -Creation of the roof -Now all that is left is making sure the code works and adding final touches!
Final Improvements Updated .ino file with the following: -Change in servo degrees to release the ball -Using millis to change the countdown and detect motion The Pinball Machine is now complete!
Ships:
💫 Stardance Pinball Machine 💫 An interactive, fun, space themed Pinball Machine where you score “planets” into stars! This machine was programmed in C++ using an Arduino UNO Microcontroller. Features include point scoring, score tracking, and auto ball release after you score a point. Learn More: https://github.com/SBdevz/Stardance-Pinball-Machine/blob/main/README.md...
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1792961468.3995304
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1793047868.3995304
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1435
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My first slack bot! by @gopuabhayan5 | Stardance
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gopuabhayan5
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1
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0.39
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T14:08:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a resilient Slack bot running as a continuous background service—overcoming tough systemd path configuration challenges—which can be tested by simply cloning the repository and setting up your environment tokens.", "repo": "https://github.com/Gopuabhayan/slack_bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*11p1q1c*_gcl_au*MTIxMjkzNjY3MS4xNzg0NDY1MzAyLi0uLS4xNzg0NDY1MzIwLjc4NzczNDQyNi4xNzg0NDY1MzIxLjE3ODQ0NzY3MDY."}]...
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[{"post_id": 40605, "ts": "202 [{"post_id": 40605, "ts": "2026-08-04T08:17:15Z", "hours": 0.3892, "text": "i add one more command"}, {"post_id": 31339, "ts": "2026-07-19T17:28:11Z", "hours": 0.4956, "text": "i am working on slack bot"}]...
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Title: My first slack bot! by @gopuabhayan5 | Star Title: My first slack bot! by @gopuabhayan5 | Stardance
Devlogs:
i am working on slack bot
i add one more command
Ships:
I built a resilient Slack bot running as a continuous background service—overcoming tough systemd path configuration challenges—which can be tested by simply cloning the repository and setting up your environment tokens....
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1792968853.020342
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1793055253.020342
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1453
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ChessHub by @Soomansh | Stardance
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Soomansh
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1
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53.59
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T18:12:59Z", "hours": 53.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I built ChessHub, an interactive chess learning platform that combines multiple chess tools into one application. It includes features like a Board Visualizer, Chess Game Review, Chess Quiz, Endgame Puzzles, Guess The Elo, Learn Endgames, Opening Explorer, and Play Against AI. The goal of ChessHub is to make learning chess more interactive by helping players understand the ideas behind moves, improve their decision making, and explore different parts of the game. What was challenging? The most challenging part of creating ChessHub was combining many different chess systems into one working platform. I had to learn how to handle PGN files, create interactive chessboards, process chess positions, build analysis features, and solve many deployment issues. One of the biggest challenges was making the project reliable on Streamlit Cloud while dealing with chess engine limitations, APIs, and technical bugs. This was also the first time I ever used GitHub EVER! What am I proud of? I am most proud that ChessHub evolved from a simple opening recommendation project into a complete chess learning platform. I am proud of creating multiple interactive features, solving difficult technical problems, and building something that helps players learn chess concepts instead of just memorizing moves. Seeing all the different systems work together into one application has been the most rewarding part of the project. I am really happy that I was able to overcome the challenges and work through everything, even if it broke me :D. What should people know so they can test my project? People testing ChessHub should explore each feature because every section focuses on a different part of chess improvement. They can try exploring openings, reviewing their own PGN games, solving endgame challenges, testing their chess knowledge, and playing around with the different interactive tools. The app may take a few seconds to load some features, but users should experiment with different pages and games to see the full experience of ChessHub.", "repo": "https://github.com/Soomansh/Chess-Hub/tree/vercel-migration", "demo": "https://chess-hub-nextjs-q6q5vp398-soomansh.vercel.app/"}]...
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[{"post_id": 82720, "ts": "202 [{"post_id": 82720, "ts": "2026-10-25T17:34:34Z", "hours": 0.5883, "text": "Hello everyone! Yesterday and through today I migrated ChessHub from Streamlit to Next.js, React, and TypeScript to make the application compatible with Vercel deployment :D. I also updated the project structure and configuration, adapted the application for a modern web environment, and configured the deployment workflow to build and deploy from a separate vercel-migration branch while keeping the original Streamlit/Render versions on GitHub! I only spent around 30 minutes coding but transferring it took wayyy more time then I expected ;-; Sadly I had to use some AI to help with the html, css and TypeScript. This is how ChessHub looks now! —>"}, {"post_id": 28424, "ts": "2026-07-14T17:38:20Z", "hours": 14.2431, "text": "Hi Guys! I am back after a 1 month vacation! 🥳🥳🥳Over the past one month i have managed to spend about 14 hours working on ChessHub and getting the project back on track.I mainly focused on improving the overall structure of the app, fixing bugs, and making the different chess features work more smoothly. I worked on improving the Chess Review system, removing the dependency issues with Stockfish, and moving toward a more cloud-based analysis approach so the app can run reliably on Streamlit Cloud.I also spent time debugging deployment problems, fixing errors, improving PGN handling, and making sure the different parts of ChessHub connect properly. Along with that, I worked on features like Guess The Elo, game loading, chessboard rendering, and improving the user experience. A lot of the time went into troubleshooting small issues, testing different solutions, and cleaning up the code so the project is more stable and easier to expand in the future. After 14 hours of work, ChessHub is much closer to becoming the complete chess platform I imagined. Still a lot more to build, but progress is progress! ♟️🔥"}, {"post_id": 12620, "ts": "2026-06-20T16:48:37Z", "hours": 4.6144, "text": "Hi everyone! I recently updated the Stockfish feature, and instead of running a local engine, which caused instability and frequent bugs, I have switched over to using the Lichess database. This change makes the entire system smoother, faster, and far more reliable, ensuring consistent evaluations without the headaches of engine crashes or performance issues. I finished all bugs involving the overall display and surface level usage and I am trying to solve deeper hard to fix bugs!"}, {"post_id": 10032, "ts": "2026-06-16T16:23:41Z", "hours": 2.6617, "text": "I finally got most of my Chess Review app working after fixing several issues across deployment, engine setup, and analysis. I removed the need to upload Stockfish directly to GitHub by making the engine download automatically at runtime, which solved the file size limitation. I fixed the Stockfish initialization and path setup so it works correctly in Streamlit, added executable permissions for Linux environments, and cleaned up the loading flow to prevent crashes caused by analysis starting before the engine was ready. The full review pipeline is almost ready to run, and I’m continuing to improve the quality of the analysis and review system!"}, {"post_id": 6444, "ts": "2026-06-10T20:43:39Z", "hours": 4.6367, "text": "Today I focused on improving the structure and deployment of Chess Hub. A MAJOR issue came from navigation between pages after deployment. Some parts worked locally but failed on Streamlit Cloud because page references and repository structure were not fully aligned. I spent time debugging file organization, checking GitHub uploads, and updating navigation paths. Additionally, I had to rewrite most of my code to work with Streamlit Cloud which was a pain :( Current progress: -Connected multiple tools through the homepage -Fixed navigation for several modules -Verified repository structure and deployment setup -Improved overall organization of the project -Continued testing cloud deployment behavior Modules currently integrated: -Chess Quiz -Opening Explorer -Board Visualizer -Play Against AI -Chess Game Review -Endgame Puzzles -Learn Endgames Challenges: -Maintaining consistent routing across many pages -Ensuring deployment behaves the same as local development -Managing project growth while keeping the structure organized Next steps: -Finish connecting remaining modules -Improve navigation and usability -Continue cleanup and testing -Refine the interface and overall user experience"}, {"post_id": 5377, "ts": "2026-06-09T03:52:15Z", "hours": 0.4236, "text": "Not much of the time spent was tracked because I decided to revamp and restructure all of my GitHub, resulting in tons of commits and struggles along the way as I’m still new to github. After about 40 minutes to an hour, I finally managed to organize my repository and am satisfied with the outcome. I learned a lot about version control, commit history, and repository management during the process. It was frustrating at times, but seeing everything neatly structured and functional made it worth the effort. I plan to maintain this organization going forward to make future updates smoother and more efficient :D"}, {"post_id": 4953, "ts": "2026-06-08T16:16:40Z", "hours": 4.6961, "text": "It took about 4 hours because I didn’t just add the feature, I had to carefully integrate it into a pretty large Streamlit + chess PGN system without breaking anything. I was kinda stupid and ignored the MAIN ERROR which was in plain sight and struggled for 3 hours ;-; The main challenge was that PGN “TimeControl” data isn’t always clean or consistent, so I had to handle edge cases like missing values, weird formats, and games that don’t follow the usual “base+increment” pattern. I added a classifier to turn raw time controls (like 60+0 or 600+5) into readable labels like Bullet, Blitz, Rapid, and Classical. This makes the overall experience more enjoyable… For example, Bullet games naturally have more blunders, while Classical games tend to look much higher quality, so the guessing becomes more realistic and skill based instead of random. Ok now time to take a break and touch grass :D"}, {"post_id": 4693, "ts": "2026-06-08T03:35:51Z", "hours": 1.2842, "text": "Hi guys, Today I added a new Guess the Elo feature to my chess app. It now loads real games from a Lichess PGN database and pulls positions from actual rated games instead of using manually created examples. Now we have OVER 90 MILLION REAL GAMES!!! Users are shown a real position from a game and have to guess the elo range of the players based on how the position looks. ( Got this idea from GothamChess) After each guess, it reveals the actual rating, along with details like both players’ ratings, the opening, and the game result. I also added scoring and accuracy tracking so users can see how well they are doing over time. Similar to my other features. PS: Got the idea from GothamChess!!! I will definitely recommend checking his GTE series out!"}, {"post_id": 4594, "ts": "2026-06-07T23:03:21Z", "hours": 5.7258, "text": "Hi guys, Today I spent a lot of time improving and restructuring the Endgame Lessons section of my chess platform. One of the biggest changes was reorganizing the codebase to make it cleaner, more modular, and easier to maintain as the project continues to grow. I reworked how lesson data is stored so that each lesson now has its own clearly defined position, learning objective, explanation, highlighted instructional squares, practical application, and reflection question. This makes adding new lessons much easier in the future and keeps the code organized instead of having information scattered throughout the file. I also upgraded the lesson content itself by replacing shorter descriptions with much more detailed educational explanations that focus on the reasoning behind each concept, helping users understand not only what to do but why they should do it. The board visualization was improved as well, with important squares now highlighted directly on the board to make key ideas easier to identify. I refined the page layout to create a more structured learning experience, separating objectives, explanations, applications, and review questions into distinct sections that are easier to follow. In addition, I cleaned up variable naming, improved readability, reduced repetitive code, and made the overall architecture more scalable so future endgame topics can be added with minimal changes. The result is a much more professional and educational system that feels less like a collection of chess positions and more like a dedicated endgame learning course built directly into the platform. This update lays a stronger foundation for future features such as interactive lessons, guided practice positions, move validation, progress tracking, and advanced endgame training modules."}, {"post_id": 4008, "ts": "2026-06-07T04:47:56Z", "hours": 1.0294, "text": "Hi guys, Today I completely redesigned the Endgame Lessons section of my chess app to make it more educational and closer to a real chess course. Previously, the lessons contained basic positions and short explanations. I upgraded the system so that each lesson now focuses on teaching the actual endgame concept in greater depth. I rewrote the explanations to be significantly longer and more detailed, covering not only what the concept is but also why it matters, how it is used in practical games, and when players should apply it. I also improved the board visualization. Instead of using generic markers, important instructional squares are now highlighted directly on the board using colored squares. This makes it easier to connect the written explanation to the position being displayed. The lessons now include: More realistic endgame example positions Detailed educational explanations Learning objectives for each topic Highlighted critical squares on the board Practical applications showing when the concept is used in real games Reflection questions that encourage deeper understanding Topics currently covered include: Opposition Key Squares Lucena Position Philidor Defense Triangulation More to be added soon…"}, {"post_id": 3748, "ts": "2026-06-06T19:54:21Z", "hours": 1.8814, "text": "Hi guys, Today I improved the Endgame Lessons section of my chess app by adding much more detailed explanations to the lessons. Previously, the lessons mainly showed the positions and key ideas, but now they include step by step explanations of why certain moves are played and the concepts behind them. The goal is to help users understand the logic of the endgame instead of just memorizing moves. Additionally, much of the UI was updated and major bugs were fixed, ensuring a smooth experience and run."}, {"post_id": 2928, "ts": "2026-06-05T20:43:14Z", "hours": 0.5358, "text": "Hi guys, today I built a new Endgame Puzzles feature for my chess app called ChessHub. It lets users practice real endgame positions from a puzzle database and actually play them out on a board instead of just looking at them. You can choose to play as White, Black, or let it auto assign your side, and the board flips depending on what you’re playing so it always feels correct. I also added a full training system around it. It tracks your accuracy, keeps a streak of solved puzzles, and tells you when you get something right or wrong. There is also a hint option if you get stuck, and you can reveal the full solution line to learn the idea behind the position. After each puzzle, you can instantly move to the next one or reset it, so it works like a continuous training mode instead of a one off puzzle viewer. After a lot of struggling by myself and some use of AI to resolve some major roadblocks I finally finished with this ————> More feature coming soon…"}, {"post_id": 2829, "ts": "2026-06-05T17:37:18Z", "hours": 1.7331, "text": "Hi everyone! I just downloaded 10000 Lichess puzzles, and I am looking forward to integrating them into the Puzzle Trainer on ChessHub, This is a huge step toward making a fully imersive, all in one chess learning platform. With the help of a puzzle database, ChessHub is evolving away from a simple tool to a full on complete training ecosystem! More updates coming soon! NOTICE –> Full terminal view isn’t taken for privacy concerns"}, {"post_id": 2754, "ts": "2026-06-05T15:07:07Z", "hours": 0.7164, "text": "Big update! The Chess Opening Decider has been transformed and is now part of the brand new ChessHub. Instead of being a standalone tool, it’s now one of the many features you can explore on a single, unified chess page. I have been hard at work wiring the homepage and connecting every component. It was definitely frustrating at times, but everything is finally up and running! Here is the homepage –>"}, {"post_id": 2409, "ts": "2026-06-04T21:26:58Z", "hours": 1.1217, "text": "I’ve been working on a chess analysis web application built with Python, Streamlit, python-chess, and Stockfish. The goal is to create an open-source alternative to Chess.com’s Game Review feature while learning more about engine analysis and chess programming."}, {"post_id": 2262, "ts": "2026-06-04T17:36:50Z", "hours": 0.2822, "text": "I built a Streamlit-based chess training application that combines opening practice, interactive gameplay, and Stockfish analysis into one tool. The app lets users choose from common chess openings like the Italian Game, Queen’s Gambit, and Sicilian Defense, then step through them move by move to understand how each position develops. The board state is managed in real time using python chess, with full support for undoing moves, resetting the position, and tracking move history. I also added a “play your move” mode where the user can select a legal move from the current position. After the user plays, Stockfish automatically responds with a best move based on a time limited engine search, creating a simple human vs AI experience. On top of gameplay, I integrated a Stockfish analysis system that evaluates the current position and suggests the best move using adjustable engine strength levels. This is visualized directly on the board using arrows to show recommended moves. The UI is fully built in Streamlit, with dynamic updates for every action, including opening progression, analysis, and gameplay changes. The goal of the project is not just to play chess, but to help users understand why moves are played and how openings transition into real strategic positions. There is a option to integrate Stockfish into a Chess.com style experience…"}, {"post_id": 2232, "ts": "2026-06-04T16:50:39Z", "hours": 3.0908, "text": "I built a Streamlit chess opening viewer using python-chess where users can step through common openings move by move. I also added sidebar controls to customize the board appearance, including a color picker for light and dark squares and a slider to adjust board size. At first, the color customization didn’t work because the values from the Streamlit color pickers weren’t being passed into the chess.svg.board() function. Even though the UI was updating, the board rendering was still using the default SVG colors. To fix this, I connected the selected colors directly into the SVG generator using the colors parameter in chess.svg.board(), like this: “square light” to light square color picker value “square dark” to dark square color picker value I also fixed the board size control by replacing the hardcoded value with the slider value. Now the board updates dynamically based on user input, making the interface fully interactive and customizable."}, {"post_id": 1524, "ts": "2026-06-03T16:30:57Z", "hours": 0.9956, "text": "I originally tried to build a chess opening visualizer in Streamlit using a custom 8×8 board made from HTML and st.columns(), where I manually placed each square, piece, and highlight. However, the layout kept breaking in weird ways, such as only parts of the board showing, gaps appearing between columns, and sometimes only a single square showing. After a lot of debugging (Thanks ChatGPT!), I switched to using the python-chess library and its built-in SVG board renderer. This completely fixed the problem because the board is now generated as a real chess position using an actual chess engine instead of a manually built grid. Moves are applied using proper chess rules, and the visual output is a clean, perfectly aligned SVG board with no spacing issues or rendering bugs. Here is what it looks like –>"}, {"post_id": 867, "ts": "2026-06-02T16:14:16Z", "hours": 1.2019, "text": "The UI system is being upgraded, and now there are more detailed explanations regarding the openings! Users can now learn in detail with more explanations and core ideas without the hassle of a tutor or a handheld book. More is to come; working on making a chess board where users can see what the opening will actually look like :>"}, {"post_id": 822, "ts": "2026-06-02T14:37:24Z", "hours": 1.6861, "text": "Chess Opening Decider is a Streamlit web application that helps chess players discover openings that match their skill level, playing style, and goals. Users answer a series of questions about how they like to play, whether they prefer White or Black, how aggressive they are, and what type of positions they enjoy. Sort of like a mini quiz. The application then analyzes their responses and recommends openings that best fit their preferences. The project includes a database of popular chess openings with detailed explanations, strengths, weaknesses, and example opening moves. Users can view recommended openings, learn why they were selected, and receive personalized advice based on their current skill level. The goal of the project is to make learning chess openings more accessible and less confusing by providing straightforward recommendations instead of requiring players to search through large amounts of opening theory. OPENING THEORY SUCKS and isn’t fun to use; this project will help eliminate that barrier. Current features include an opening recommendation engine, aggressiveness based analysis, opening explanations, move suggestions, player profile analysis, and skill-based improvement advice. Future updates may include interactive chessboards, opening statistics, Stockfish integration, user profiles, and additional AI-powered recommendations. PS: ChatGPT was used to troubleshoot and debug. Minimal AI assistance was used so far…"}, {"post_id": 418, "ts": "2026-06-01T20:23:59Z", "hours": 0.6667, "text": "I am working on a chess opening decider which will take in info about your skill level, play style, and piece color to present a fitting opening. This is it so far –>"}]...
|
Title: ChessHub by @Soomansh | Stardance
Devlogs: Title: ChessHub by @Soomansh | Stardance
Devlogs:
I am working on a chess opening decider which will take in info about your skill level, play style, and piece color to present a fitting opening. This is it so far –>
Chess Opening Decider is a Streamlit web application that helps chess players discover openings that match their skill level, playing style, and goals. Users answer a series of questions about how they like to play, whether they prefer White or Black, how aggressive they are, and what type of positions they enjoy. Sort of like a mini quiz. The application then analyzes their responses and recommends openings that best fit their preferences. The project includes a database of popular chess openings with detailed explanations, strengths, weaknesses, and example opening moves. Users can view recommended openings, learn why they were selected, and receive personalized advice based on their current skill level. The goal of the project is to make learning chess openings more accessible and less confusing by providing straightforward recommendations instead of requiring players to search through large amounts of opening theory. OPENING THEORY SUCKS and isn’t fun to use; this project will help eliminate that barrier. Current features include an opening recommendation engine, aggressiveness based analysis, opening explanations, move suggestions, player profile analysis, and skill-based improvement advice. Future updates may include interactive chessboards, opening statistics, Stockfish integration, user profiles, and additional AI-powered recommendations. PS: ChatGPT was used to troubleshoot and debug. Minimal AI assistance was used so far…
The UI system is being upgraded, and now there are more detailed explanations regarding the openings! Users can now learn in detail with more explanations and core ideas without the hassle of a tutor or a handheld book. More is to come; working on making a chess board where users can see what the opening will actually look like :>
I originally tried to build a chess opening visualizer in Streamlit using a custom 8×8 board made from HTML and st.columns(), where I manually placed each square, piece, and highlight. However, the layout kept breaking in weird ways, such as only parts of the board showing, gaps appearing between columns, and sometimes only a single square showing. After a lot of debugging (Thanks ChatGPT!), I switched to using the python-chess library and its built-in SVG board renderer. This completely fixed the problem because the board is now generated as a real chess position using an actual chess engine instead of a manually built grid. Moves are applied using proper chess rules, and the visual output is a clean, perfectly aligned SVG board with no spacing issues or rendering bugs. Here is what it looks like –>
I built a Streamlit chess opening viewer using python-chess where users can step through common openings move by move. I also added sidebar controls to customize the board appearance, including a color picker for light and dark squares and a slider to adjust board size. At first, the color customization didn’t work because the values from the Streamlit color pickers weren’t being passed into the chess.svg.board() function. Even though the UI was updating, the board rendering was still using the default SVG colors. To fix this, I connected the selected colors directly into the SVG generator using the colors parameter in chess.svg.board(), like this: “square light” to light square color picker value “square dark” to dark square color picker value I also fixed the board size control by replacing the hardcoded value with the slider value. Now the board updates dynamically based on user input, making the interface fully interactive and customizable.
I built a Streamlit-based chess training application that combines opening practice, interactive gameplay, and Stockfish analysis into one tool. The app lets users choose from common chess openings like the Italian Game, Queen’s Gambit, and Sicilian Defense, then step through them move by move to understand how each position develops. The board state is managed in real time using python chess, with full support for undoing moves, resetting the position, and tracking move history. I also added a “play your move” mode where the user can select a legal move from the current position. After the user plays, Stockfish automatically responds with a best move based on a time limited engine search, creating a simple human vs AI experience. On top of gameplay, I integrated a Stockfish analysis system that evaluates the current position and suggests the best move using adjustable engine strength levels. This is visualized directly on the board using arrows to show recommended moves. The UI is fully built in Streamlit, with dynamic updates for every action, including opening progression, analysis, and gameplay changes. The goal of the project is not just to play chess, but to help users understand why moves are played and how openings transition into real strategic positions. There is a option to integrate Stockfish into a Chess.com style experience…
I’ve been working on a chess analysis web application built with Python, Streamlit, python-chess, and Stockfish. The goal is to create an open-source alternative to Chess.com’s Game Review feature while learning more about engine analysis and chess programming.
Big update! The Chess Opening Decider has been transformed and is now part of the brand new ChessHub. Instead of being a standalone tool, it’s now one of the many features you can explore on a single, unified chess page. I have been hard at work wiring the homepage and connecting every component. It was definitely frustrating at times, but everything is finally up and running! Here is the homepage –>
Hi everyone! I just downloaded 10000 Lichess puzzles, and I am looking forward to integrating them into the Puzzle Trainer on ChessHub, This is a huge step toward making a fully imersive, all in one chess learning platform. With the help of a puzzle database, ChessHub is evolving away from a simple tool to a full on complete training ecosystem! More updates coming soon! NOTICE –> Full terminal view isn’t taken for privacy concerns
Hi guys, today I built a new Endgame Puzzles feature for my chess app called ChessHub. It lets users practice real endgame positions from a puzzle database and actually play them out on a board instead of just looking at them. You can choose to play as White, Black, or let it auto assign your side, and the board flips depending on what you’re playing so it always feels correct. I also added a full training system around it. It tracks your accuracy, keeps a streak of solved puzzles, and tells you when you get something right or wrong. There is also a hint option if you get stuck, and you can reveal the full solution line to learn the idea behind the position. After each puzzle, you can instantly move to the next one or reset it, so it works like a continuous training mode instead of a one off puzzle viewer. After a lot of struggling by myself and some use of AI to resolve some major roadblocks I finally finished with this ————> More feature coming soon…
Hi guys, Today I improved the Endgame Lessons section of my chess app by adding much more detailed explanations to the lessons. Previously, the lessons mainly showed the positions and key ideas, but now they include step by step explanations of why certain moves are played and the concepts behind them. The goal is to help users understand the logic of the endgame instead of just memorizing moves. Additionally, much of the UI was updated and major bugs were fixed, ensuring a smooth experience and run.
Hi guys, Today I completely redesigned the Endgame Lessons section of my chess app to make it more educational and closer to a real chess course. Previously, the lessons contained basic positions and short explanations. I upgraded the system so that each lesson now focuses on teaching the actual endgame concept in greater depth. I rewrote the explanations to be significantly longer and more detailed, covering not only what the concept is but also why it matters, how it is used in practical games, and when players should apply it. I also improved the board visualization. Instead of using generic markers, important instructional squares are now highlighted directly on the board using colored squares. This makes it easier to connect the written explanation to the position being displayed. The lessons now include: More realistic endgame example positions Detailed educational explanations Learning objectives for each topic Highlighted critical squares on the board Practical applications showing when the concept is used in real games Reflection questions that encourage deeper understanding Topics currently covered include: Opposition Key Squares Lucena Position Philidor Defense Triangulation More to be added soon…
Hi guys, Today I spent a lot of time improving and restructuring the Endgame Lessons section of my chess platform. One of the biggest changes was reorganizing the codebase to make it cleaner, more modular, and easier to maintain as the project continues to grow. I reworked how lesson data is stored so that each lesson now has its own clearly defined position, learning objective, explanation, highlighted instructional squares, practical application, and reflection question. This makes adding new lessons much easier in the future and keeps the code organized instead of having information scattered throughout the file. I also upgraded the lesson content itself by replacing shorter descriptions with much more detailed educational explanations that focus on the reasoning behind each concept, helping users understand not only what to do but why they should do it. The board visualization was improved as well, with important squares now highlighted directly on the board to make key ideas easier to identify. I refined the page layout to create a more structured learning experience, separating objectives, explanations, applications, and review questions into distinct sections that are easier to follow. In addition, I cleaned up variable naming, improved readability, reduced repetitive code, and made the overall architecture more scalable so future endgame topics can be added with minimal changes. The result is a much more professional and educational system that feels less like a collection of chess positions and more like a dedicated endgame learning course built directly into the platform. This update lays a stronger foundation for future features such as interactive lessons, guided practice positions, move validation, progress tracking, and advanced endgame training modules.
Hi guys, Today I added a new Guess the Elo feature to my chess app. It now loads real games from a Lichess PGN database and pulls positions from actual rated games instead of using manually created examples. Now we have OVER 90 MILLION REAL GAMES!!! Users are shown a real position from a game and have to guess the elo range of the players based on how the position looks. ( Got this idea from GothamChess) After each guess, it reveals the actual rating, along with details like both players’ ratings, the opening, and the game result. I also added scoring and accuracy tracking so users can see how well they are doing over time. Similar to my other features. PS: Got the idea from GothamChess!!! I will definitely recommend checking his GTE series out!
It took about 4 hours because I didn’t just add the feature, I had to carefully integrate it into a pretty large Streamlit + chess PGN system without breaking anything. I was kinda stupid and ignored the MAIN ERROR which was in plain sight and struggled for 3 hours ;-; The main challenge was that PGN “TimeControl” data isn’t always clean or consistent, so I had to handle edge cases like missing values, weird formats, and games that don’t follow the usual “base+increment” pattern. I added a classifier to turn raw time controls (like 60+0 or 600+5) into readable labels like Bullet, Blitz, Rapid, and Classical. This makes the overall experience more enjoyable… For example, Bullet games naturally have more blunders, while Classical games tend to look much higher quality, so the guessing becomes more realistic and skill based instead of random. Ok now time to take a break and touch grass :D
Not much of the time spent was tracked because I decided to revamp and restructure all of my GitHub, resulting in tons of commits and struggles along the way as I’m still new to github. After about 40 minutes to an hour, I finally managed to organize my repository and am satisfied with the outcome. I learned a lot about version control, commit history, and repository management during the process. It was frustrating at times, but seeing everything neatly structured and functional made it worth the effort. I plan to maintain this organization going forward to make future updates smoother and more efficient :D
Today I focused on improving the structure and deployment of Chess Hub. A MAJOR issue came from navigation between pages after deployment. Some parts worked locally but failed on Streamlit Cloud because page references and repository structure were not fully aligned. I spent time debugging file organization, checking GitHub uploads, and updating navigation paths. Additionally, I had to rewrite most of my code to work with Streamlit Cloud which was a pain :( Current progress: -Connected multiple tools through the homepage -Fixed navigation for several modules -Verified repository structure and deployment setup -Improved overall organization of the project -Continued testing cloud deployment behavior Modules currently integrated: -Chess Quiz -Opening Explorer -Board Visualizer -Play Against AI -Chess Game Review -Endgame Puzzles -Learn Endgames Challenges: -Maintaining consistent routing across many pages -Ensuring deployment behaves the same as local development -Managing project growth while keeping the structure organized Next steps: -Finish connecting remaining modules -Improve navigation and usability -Continue cleanup and testing -Refine the interface and overall user experience
I finally got most of my Chess Review app working after fixing several issues across deployment, engine setup, and analysis. I removed the need to upload Stockfish directly to GitHub by making the engine download automatically at runtime, which solved the file size limitation. I fixed the Stockfish initialization and path setup so it works correctly in Streamlit, added executable permissions for Linux environments, and cleaned up the loading flow to prevent crashes caused by analysis starting before the engine was ready. The full review pipeline is almost ready to run, and I’m continuing to improve the quality of the analysis and review system!
Hi everyone! I recently updated the Stockfish feature, and instead of running a local engine, which caused instability and frequent bugs, I have switched over to using the Lichess database. This change makes the entire system smoother, faster, and far more reliable, ensuring consistent evaluations without the headaches of engine crashes or performance issues. I finished all bugs involving the overall display and surface level usage and I am trying to solve deeper hard to fix bugs!
Hi Guys! I am back after a 1 month vacation! 🥳🥳🥳Over the past one month i have managed to spend about 14 hours working on ChessHub and getting the project back on track.I mainly focused on improving the overall structure of the app, fixing bugs, and making the different chess features work more smoothly. I worked on improving the Chess Review system, removing the dependency issues with Stockfish, and moving toward a more cloud-based analysis approach so the app can run reliably on Streamlit Cloud.I also spent time debugging deployment problems, fixing errors, improving PGN handling, and making sure the different parts of ChessHub connect properly. Along with that, I worked on features like Guess The Elo, game loading, chessboard rendering, and improving the user experience. A lot of the time went into troubleshooting small issues, testing different solutions, and cleaning up the code so the project is more stable and easier to expand in the future. After 14 hours of work, ChessHub is much closer to becoming the complete chess platform I imagined. Still a lot more to build, but progress is progress! ♟️🔥
Hello everyone! Yesterday and through today I migrated ChessHub from Streamlit to Next.js, React, and TypeScript to make the application compatible with Vercel deployment :D. I also updated the project structure and configuration, adapted the application for a modern web environment, and configured the deployment workflow to build and deploy from a separate vercel-migration branch while keeping the original Streamlit/Render versions on GitHub! I only spent around 30 minutes coding but transferring it took wayyy more time then I expected ;-; Sadly I had to use some AI to help with the html, css and TypeScript. This is how ChessHub looks now! —>
Ships:
What did I make? I built ChessHub, an interactive chess learning platform that combines multiple chess tools into one application. It includes features like a Board Visualizer, Chess Game Review, Chess Quiz, Endgame Puzzles, Guess The Elo, Learn Endgames, Opening Explorer, and Play Against AI. The goal of ChessHub is to make learning chess more interactive by helping players understand the ideas behind moves, improve their decision making, and explore different parts of the game. What was challenging? The most challenging part of creating ChessHub was combining many different chess systems into one working platform. I had to learn how to handle PGN files, create interactive chessboards, process chess positions, build analysis features, and solve many deployment issues. One of the biggest challenges was making the project reliable on Streamlit Cloud while dealing with chess engine limitations, APIs, and technical bugs. This was also the first time I ever used GitHub EVER! What am I proud of? I am most proud that ChessHub evolved from a simple opening recommendation project into a complete chess learning platform. I am proud of creating multiple interactive features, solving difficult technical problems, and building something that helps players learn chess concepts instead of just memorizing moves. Seeing all the different systems work together into one application has been the most rewarding part of the project. I am really happy that I was able to overcome the challenges and work through everything, even if it broke me :D. What should people know so they can test my project? People testing ChessHub should explore each feature because every section focuses on a different part of chess improvement. They can try exploring openings, reviewing their own PGN games, solving endgame challenges, testing their chess knowledge, and playing around with the different interactive tools. The app may take a few seconds to load some features, but users should experiment with different pages and games to see the full experience of ChessHub....
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1793008414.1286952
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1793094814.1286952
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1495
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App that collects Data and tells about oncoming ai App that collects Data and tells about oncoming airplanes in the area by @Rishik | Stardance...
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Rishik
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1
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3.99
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14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:28:36Z", "hours": 3.0, "multiplier": 4.97, "payout": 14, "blessing": "neutral", "text": "I really really like planes so i made a radar that tracks planes. Well im new to programming so getting a grasp of what i am going to write was hard, but well there was help.", "repo": "https://github.com/CherryJapanIndia/ADSB-PLANE-TRACKER", "demo": "https://github.com/CherryJapanIndia/ADSB-PLANE-TRACKER/releases/tag/V3.0"}]...
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[{"post_id": 11206, "ts": "202 [{"post_id": 11206, "ts": "2026-06-18T10:36:33Z", "hours": 0.4703, "text": "added a v3.0 release that made several improvements and added a globe that shows coordinates. holy frick was this stressful"}, {"post_id": 4056, "ts": "2026-06-07T07:29:30Z", "hours": 0.5242, "text": "Added an exe release!!!!"}, {"post_id": 824, "ts": "2026-06-02T14:44:58Z", "hours": 2.7219, "text": "i just completed it!!! >_<"}]...
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Title: App that collects Data and tells about onco Title: App that collects Data and tells about oncoming airplanes in the area by @Rishik | Stardance
Devlogs:
i just completed it!!! >_<
Added an exe release!!!!
added a v3.0 release that made several improvements and added a globe that shows coordinates. holy frick was this stressful
Ships:
I really really like planes so i made a radar that tracks planes. Well im new to programming so getting a grasp of what i am going to write was hard, but well there was help....
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1792986887.934364
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1793073287.934364
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1497
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My awesome macropad! by @andrewjac | Stardance
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andrewjac
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1
|
3.42
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T04:26:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a “Hackpad” that will eventually be used to cut, copy, and paste. It was difficulting to navigate through multiple things I had never seen before. For example, setting up a new GitHub page, which I had never done before, or making the electronic part of it. Over all, I would say I had fun doing this project and can’t wait to put it together.", "repo": "https://github.com/ajstaats/Hackpad", "demo": ""}]...
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[{"post_id": 1784, "ts": "2026 [{"post_id": 1784, "ts": "2026-06-03T23:56:55Z", "hours": 0.4236, "text": "I fixed a few things. I worked on the Github Repo and the Cad model for the PCB board holder"}, {"post_id": 1260, "ts": "2026-06-03T04:15:37Z", "hours": 1.2394, "text": "I finished the final touches of the Hackpad and worked on the CAD model"}, {"post_id": 1062, "ts": "2026-06-02T21:23:19Z", "hours": 1.8072, "text": "I finished the PCB and am moving on to coding"}]...
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Title: My awesome macropad! by @andrewjac | Starda Title: My awesome macropad! by @andrewjac | Stardance
Devlogs:
I finished the PCB and am moving on to coding
I finished the final touches of the Hackpad and worked on the CAD model
I fixed a few things. I worked on the Github Repo and the Cad model for the PCB board holder
Ships:
I made a “Hackpad” that will eventually be used to cut, copy, and paste. It was difficulting to navigate through multiple things I had never seen before. For example, setting up a new GitHub page, which I had never done before, or making the electronic part of it. Over all, I would say I had fun doing this project and can’t wait to put it together....
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1792976180.409504
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1793062580.409504
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1500
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Pokemon Slack Bot by @Sahild | Stardance
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Sahild
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1
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2.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T02:29:08Z", "hours": 2.0, "multiplier": 5.88, "payout": 10, "blessing": "neutral", "text": "I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!", "repo": "https://github.com/sahilchess/pokemon-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BAGHD8MGT"}]...
|
[{"post_id": 581, "ts": "2026- [{"post_id": 581, "ts": "2026-06-02T02:27:49Z", "hours": 0.5367, "text": "done!"}, {"post_id": 415, "ts": "2026-06-01T20:19:32Z", "hours": 0.7072, "text": "Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet"}, {"post_id": 369, "ts": "2026-06-01T18:31:40Z", "hours": 0.7611, "text": "Git Push aint working bruh. Will add pokemon facts later"}]...
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Title: Pokemon Slack Bot by @Sahild | Stardance
D Title: Pokemon Slack Bot by @Sahild | Stardance
Devlogs:
Git Push aint working bruh. Will add pokemon facts later
Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet
done!
Ships:
I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!...
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1793000907.6238399
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1793087307.6238399
|
|
1509
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Personal Website !! by @shauryaey246 | Stardance
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shauryaey246
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:57:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity.", "repo": "https://github.com/Shaurya-ey/My-Website", "demo": "https://shauryapdev.vercel.app/"}]...
|
[{"post_id": 42620, "ts": "202 [{"post_id": 42620, "ts": "2026-08-07T13:17:52Z", "hours": 6.4411, "text": "Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))"}, {"post_id": 38753, "ts": "2026-08-01T09:48:21Z", "hours": 13.5089, "text": "Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))"}, {"post_id": 33460, "ts": "2026-07-23T13:13:07Z", "hours": 5.4161, "text": "Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all."}]...
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Title: Personal Website !! by @shauryaey246 | Star Title: Personal Website !! by @shauryaey246 | Stardance
Devlogs:
Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all.
Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))
Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))
Ships:
I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity....
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1792993721.3235128
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1793080121.3235128
|
|
1608
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Gbox by @janekmusin | Stardance
|
janekmusin
|
1
|
11.75
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T18:13:47Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OCI image for gaming in distrobox. I made it mainly because I hated how imperative gaming is, and I didn’t want that on my nixos system host. I’m happy with how it turned up. The image is fully functional and I was easily able to integrate it to my config. The hardest part of the project was by far escaping potential allegations of coping Steambox, which didn’t went that good. There’s still room for improvement, so I might return to this project later.", "repo": "https://github.com/First-Non-Interesting-Username/Gbox", "demo": "https://github.com/First-Non-Interesting-Username?tab=packages&repo_name=Gbox"}]...
|
[{"post_id": 24141, "ts": "202 [{"post_id": 24141, "ts": "2026-07-07T14:51:27Z", "hours": 1.7533, "text": "I fixed a few minor bugs and did one big change: Introduced images for other GPU vendors. It wasn’t that hard of a task, since most of the infrastructure were already in place. The hard part was figuring out how am I going to do that and troubleshooting. I also added a few utilities to the image, most notably Greenlight and goverlay. There’s not that much to write about. This project is a pretty boring one. If OCI layering didn’t work as it does, I would be using almost a terabyte of github storage to store those images (3gb per images 6 images 45 days image retention). The project is officially ready to be shipped (or so I hope, the reviewers are scary /s)."}, {"post_id": 8059, "ts": "2026-06-13T13:32:33Z", "hours": 2.9394, "text": "I added my modpack to the image! Now Prism Launcher comes preinstalled with instance using that modpack. I couldn’t be able to create expose scripts for lutris and heroic, mainly because I was too lazy to do that and I couldn’t find a place where those launchers would reliably put icons for the games. With that, I consider the project complete. I’m looking forward to integrating it with my system and I don’t expect groundbreaking changes any time soon"}, {"post_id": 2375, "ts": "2026-06-04T20:36:06Z", "hours": 2.8264, "text": "I finally did something original! I added a script that exposes games from the container to the host. I only got steam games working for now, but I plan to implement lutris, heroic and prism if that’s possible."}, {"post_id": 2191, "ts": "2026-06-04T15:34:09Z", "hours": 4.4461, "text": "I basically finished the project, with only 4 hours on clock. Good time, considering I have no prior experience with Containerfiles, but I didn’t really had to do much work. I basically re implemented steambox from the Ublue ecosystem, with few small tweaks. I’m generally happy with how it turned, but I would like to have more personal things to it. Despite almost being finished, there’re still many things I want to do, so I don’t expect to ship soon, at least not until Saturday."}]...
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Title: Gbox by @janekmusin | Stardance
Devlogs:
I Title: Gbox by @janekmusin | Stardance
Devlogs:
I basically finished the project, with only 4 hours on clock. Good time, considering I have no prior experience with Containerfiles, but I didn’t really had to do much work. I basically re implemented steambox from the Ublue ecosystem, with few small tweaks. I’m generally happy with how it turned, but I would like to have more personal things to it. Despite almost being finished, there’re still many things I want to do, so I don’t expect to ship soon, at least not until Saturday.
I finally did something original! I added a script that exposes games from the container to the host. I only got steam games working for now, but I plan to implement lutris, heroic and prism if that’s possible.
I added my modpack to the image! Now Prism Launcher comes preinstalled with instance using that modpack. I couldn’t be able to create expose scripts for lutris and heroic, mainly because I was too lazy to do that and I couldn’t find a place where those launchers would reliably put icons for the games. With that, I consider the project complete. I’m looking forward to integrating it with my system and I don’t expect groundbreaking changes any time soon
I fixed a few minor bugs and did one big change: Introduced images for other GPU vendors. It wasn’t that hard of a task, since most of the infrastructure were already in place. The hard part was figuring out how am I going to do that and troubleshooting. I also added a few utilities to the image, most notably Greenlight and goverlay. There’s not that much to write about. This project is a pretty boring one. If OCI layering didn’t work as it does, I would be using almost a terabyte of github storage to store those images (3gb per images 6 images 45 days image retention). The project is officially ready to be shipped (or so I hope, the reviewers are scary /s).
Ships:
I made an OCI image for gaming in distrobox. I made it mainly because I hated how imperative gaming is, and I didn’t want that on my nixos system host. I’m happy with how it turned up. The image is fully functional and I was easily able to integrate it to my config. The hardest part of the project was by far escaping potential allegations of coping Steambox, which didn’t went that good. There’s still room for improvement, so I might return to this project later....
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1792983236.9579442
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1793069636.9579442
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1636
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My cooking Recipes by @ReubenPaulClarance | Starda My cooking Recipes by @ReubenPaulClarance | Stardance...
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ReubenPaulClarance
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1
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3.57
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T18:04:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website that can save and share recipes. I have always asked my mom to write down her recipes so that in the future I wouldn’t miss her. She had started writing them but the lost her interest and I didn’t want to force her. That’s when I heard about Stardance. As I was thinking on what project to make, my mom asked me to make her a website where she could write them down. So I dedicate this website to my mom and any other moms (or dads) out there that want to use this website. And if anyone has any recommendations on what to add please feel free to share.", "repo": "https://github.com/ReubenPaulClarance/cooking-recipes", "demo": "https://reubenpaulclarance.github.io/cooking-recipes/"}]...
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[{"post_id": 23155, "ts": "202 [{"post_id": 23155, "ts": "2026-07-05T22:58:10Z", "hours": 1.5678, "text": "I edited the code a bit to change the way the website functions."}, {"post_id": 5730, "ts": "2026-06-09T17:04:21Z", "hours": 2.2094, "text": "😀"}]...
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Title: My cooking Recipes by @ReubenPaulClarance | Title: My cooking Recipes by @ReubenPaulClarance | Stardance
Devlogs:
😀
I edited the code a bit to change the way the website functions.
Ships:
I have made a website that can save and share recipes. I have always asked my mom to write down her recipes so that in the future I wouldn’t miss her. She had started writing them but the lost her interest and I didn’t want to force her. That’s when I heard about Stardance. As I was thinking on what project to make, my mom asked me to make her a website where she could write them down. So I dedicate this website to my mom and any other moms (or dads) out there that want to use this website. And if anyone has any recommendations on what to add please feel free to share....
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1792972521.181802
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1793058921.181802
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1654
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It's Not Copper Tools by @glacialSkyfarer | St It's Not Copper Tools by @glacialSkyfarer | Stardance...
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glacialSkyfarer
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1
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29.0
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507
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T07:37:57Z", "hours": 29.0, "multiplier": 17.24, "payout": 507, "blessing": "neutral", "text": "I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away.", "repo": "https://codeberg.org/GlacialSkyfarer/notcoppertools", "demo": "https://modrinth.com/mod/its-not-copper-tools"}]...
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[{"post_id": 19809, "ts": "202 [{"post_id": 19809, "ts": "2026-07-01T06:15:28Z", "hours": 1.7364, "text": "…"}, {"post_id": 19713, "ts": "2026-07-01T03:18:20Z", "hours": 4.2375, "text": "It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!"}, {"post_id": 19064, "ts": "2026-06-30T08:04:54Z", "hours": 2.2769, "text": "Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images."}, {"post_id": 18963, "ts": "2026-06-30T04:19:18Z", "hours": 0.6925, "text": "This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>"}, {"post_id": 18886, "ts": "2026-06-30T02:38:01Z", "hours": 3.4853, "text": "added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!"}, {"post_id": 18173, "ts": "2026-06-29T06:43:32Z", "hours": 4.2872, "text": "i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders"}, {"post_id": 17484, "ts": "2026-06-28T09:03:51Z", "hours": 1.7533, "text": "and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube."}, {"post_id": 17429, "ts": "2026-06-28T06:29:15Z", "hours": 1.5606, "text": "three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c"}, {"post_id": 17346, "ts": "2026-06-28T03:04:03Z", "hours": 1.0833, "text": "took some fiddling but they look a lot nicer with emission!"}, {"post_id": 17290, "ts": "2026-06-28T00:35:14Z", "hours": 3.745, "text": "I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3"}, {"post_id": 16729, "ts": "2026-06-27T05:24:50Z", "hours": 4.0311, "text": "falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol"}, {"post_id": 348, "ts": "2026-06-01T17:28:38Z", "hours": 0.535, "text": "hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!"}]...
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Title: It's Not Copper Tools by @glacialSkyfar Title: It's Not Copper Tools by @glacialSkyfarer | Stardance
Devlogs:
hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!
falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol
I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3
took some fiddling but they look a lot nicer with emission!
three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c
and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube.
i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders
added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!
This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>
Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images.
It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!
…
Ships:
I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away....
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1792968820.1985614
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1793055220.1985614
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1677
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fifa-card-maker by @goodaysarecomingsoon | Stardan fifa-card-maker by @goodaysarecomingsoon | Stardance...
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goodaysarecomingsoon
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1
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0.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T09:36:55Z", "hours": 0.0, "multiplier": 1.44, "payout": 1, "blessing": "neutral", "text": "i made fifa card maker in which users can upload their image and create their own cards,providing the dowload option was tough i referred ai fot it and i am proud of the outcome", "repo": "https://github.com/Optimus-Prime04/fifa-card-generator", "demo": "https://fifa-card-generator-gamma.vercel.app/"}]...
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[{"post_id": 2802, "ts": "2026 [{"post_id": 2802, "ts": "2026-06-05T16:59:09Z", "hours": 0.4756, "text": "fifa-card-maker"}]...
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Title: fifa-card-maker by @goodaysarecomingsoon | Title: fifa-card-maker by @goodaysarecomingsoon | Stardance
Devlogs:
fifa-card-maker
Ships:
i made fifa card maker in which users can upload their image and create their own cards,providing the dowload option was tough i referred ai fot it and i am proud of the outcome...
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1792994063.5521991
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1793080463.5521991
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1681
|
Cyber Game Engine by @Cy | Stardance
|
Cy
|
1
|
57.0
|
785
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T06:27:02Z", "hours": 57.0, "multiplier": 13.71, "payout": 785, "blessing": "neutral", "text": "I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch.", "repo": "https://github.com/Cybrock9000/CyberGameEngine", "demo": "https://github.com/Cybrock9000/CyberGameEngine/releases/tag/demo2"}]...
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[{"post_id": 37444, "ts": "202 [{"post_id": 37444, "ts": "2026-07-30T06:01:51Z", "hours": 0.3597, "text": "Final touchups before demo ship!!!"}, {"post_id": 34473, "ts": "2026-07-25T06:33:42Z", "hours": 1.5597, "text": "You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont “stick” on walls anymore."}, {"post_id": 33915, "ts": "2026-07-24T06:40:02Z", "hours": 5.1158, "text": "Ive added a a few things like “dynamic” lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe."}, {"post_id": 32826, "ts": "2026-07-22T07:00:23Z", "hours": 4.7206, "text": "Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings."}, {"post_id": 32197, "ts": "2026-07-21T06:22:11Z", "hours": 3.4047, "text": "I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs."}, {"post_id": 31076, "ts": "2026-07-19T05:41:37Z", "hours": 2.8692, "text": "I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc"}, {"post_id": 28737, "ts": "2026-07-15T05:33:36Z", "hours": 7.2611, "text": "I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html"}, {"post_id": 16106, "ts": "2026-06-26T06:04:20Z", "hours": 5.4675, "text": "I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy"}, {"post_id": 14221, "ts": "2026-06-23T07:11:10Z", "hours": 4.5478, "text": "So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb"}, {"post_id": 7896, "ts": "2026-06-13T05:34:41Z", "hours": 4.8819, "text": "I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)"}, {"post_id": 5429, "ts": "2026-06-09T06:09:07Z", "hours": 2.1956, "text": "I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3958, "ts": "2026-06-07T02:53:23Z", "hours": 3.0478, "text": "today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3361, "ts": "2026-06-06T07:48:31Z", "hours": 2.4033, "text": "Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (haven’t fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1906, "ts": "2026-06-04T04:04:05Z", "hours": 2.1325, "text": "The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1261, "ts": "2026-06-03T04:16:06Z", "hours": 3.6242, "text": "I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 636, "ts": "2026-06-02T04:46:23Z", "hours": 1.3714, "text": "little look at the progress right now. I have added some settings and other buttons functionality’s. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 543, "ts": "2026-06-02T00:52:19Z", "hours": 1.2856, "text": "worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out"}, {"post_id": 458, "ts": "2026-06-01T22:07:29Z", "hours": 1.0192, "text": "3d rendering of 2 walls"}]...
|
Title: Cyber Game Engine by @Cy | Stardance
Devlo Title: Cyber Game Engine by @Cy | Stardance
Devlogs:
3d rendering of 2 walls
worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out
little look at the progress right now. I have added some settings and other buttons functionality’s. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (haven’t fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)
So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb
I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy
I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html
I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc
I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs.
Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings.
Ive added a a few things like “dynamic” lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe.
You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont “stick” on walls anymore.
Final touchups before demo ship!!!
Ships:
I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch....
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Kinetic AHRS by @someonelse | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T16:08:31Z", "hours": 71.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an algorithm to get orientation (roll, pitch and yaw) from raw sensor data. The underlying math was pretty difficult but I’m proud that I got it at least mostly working. Since this is very low level and hardware heavy it was hard to make a demo website for it. But if you have a spare mpu6050 or something give it a try!", "repo": "https://github.com/someonelse20/kinetic", "demo": "https://kinetic.someonelse.net"}]...
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[{"post_id": 75197, "ts": "202 [{"post_id": 75197, "ts": "2026-09-29T13:44:03Z", "hours": 2.9275, "text": "Finishing up project info To complete the project I started with filling out a readme. I then got my website up and running at kinetic.someonelse.net. I still plan to work on this after I submit it but for now I just want to submit my work."}, {"post_id": 74132, "ts": "2026-09-26T18:47:23Z", "hours": 1.8086, "text": "Added docs I looked into ways of adding documentation for this project and found that doxygen was exactly what I wanted. I went through the quick start and got it running a bit. Then I used my ai to write inline comments for all the functions. I went through all of them and fixed any errors that it made. Then when generating the config with doxygen I ran into the problem where it only made docs for structs and not for functions. After tweaking everything it now works. I changed so much I don’t really know what individual tweak actually fixed it."}, {"post_id": 73110, "ts": "2026-09-24T12:38:09Z", "hours": 8.0983, "text": "Started demo website Since the due date for stardance it coming up quick I shifted to finishing the project and making a demo website for Kinetic. I tried having my ai just try to do it all from scratch but it fell flat on its face. It made a website where the buttons didn’t work and after looking at the source code it merely tried to rewrite the EKF code rather that run the actual library. So I then went to create a python wrapper with pybind11 myself. After reading the docs and fixing countless compiler errors I got it to compile correctly. I then asked my ai to create it from the c++ python wrapper file which it also failed at. I took the bad code it wrote and modified it myself to use the actual python wrapper so it could have a pure python reference. It was finally able to successfully make a website from that. There was a few errors which I then fixed to create a working website. I haven’t started hosting it yet though."}, {"post_id": 68320, "ts": "2026-09-14T22:44:36Z", "hours": 4.2158, "text": "Wrote calibration suite I went to make a calibration python script. I tried using ai pretty heavily for this. At first I directed it to fill out stub files first to get structure and go step by step. Since I’m using dumb self-hosted models it got confused when I asked it to do all of it at once. I got it to write the helper scripts pretty well but it fell flat on its face with the main executable. I copied it over and rewrote pretty much everything except the parsing logic. Even then some of the flags are unused. After writing the core logic myself the script works with a static reference I recorded a bit back. To use it point it at a directory with recording files and it will calibrate as much as it can with the data it gets. I’m using jsonl for the recording format and a ai generated script that reads serial data or just a file and converts it over to the jsonl format. I noticed that comparing with old sensor recordings some of the raw sensor values have changed so I will go through getting all the calibration data next."}, {"post_id": 63579, "ts": "2026-09-07T14:30:04Z", "hours": 0.6919, "text": "Tested against actual implementation I tested the real data I recorded with an actual working implementation of an extended kalman filter , the one I’m roughly following as a guide for my own. I used ai a lot which worked pretty well, the code is very ugly but its just for testing so it doesn’t really matter. After my ai had got it working I went in and tuned the parameters for my dataset and it actually performed kinda worse than my own code! This really encouraged me because it means that my core code works and the errors are with the data processing. Next I think I’ll go through the gauntlet of calibrating my IMU which shouldn’t be too hard because I already did for a very similar project a while ago."}, {"post_id": 62391, "ts": "2026-09-05T18:43:14Z", "hours": 7.2383, "text": "Improved performance with real data Overall most of what I did here was bang my head against a wall trying to make it work. I made a lot of small changes but as you can see with the video still a lot to go. The biggest change I made was originally I used a NED or north east down corresponding to x y z and I switched over for ENU or east north up. I though originally I could just choose at a whim which one to use but different sensors use different reference frames and converting it over is more trouble than its worth. Now the output is a good bit better and I think I can improve it a lot by calibrating the sensor, currently the gyro outputs 3 deg/s when stationary. Next I will also be comparing against a much better kalman filter implementation in python to see how much of it is processing the raw data or the core algorithm."}, {"post_id": 53438, "ts": "2026-08-23T23:55:30Z", "hours": 2.4714, "text": "Finally fixed all memory leaks After running on the rp2040 again after I thought I fixed the memory leaks it still panicked with an out of memory error. So I went to take another look. The main problem is that all the basic matrix math functions allocated a new matrix for their returns. I had an idea of restructuring them to instead input another matrix to store the result and only return an error code. In practice this didn’t do much since I needed to allocate memory most of the time anyway. This did help a little bit but was probably more trouble than it was worth. Along the way of doing this I noticed a few more memory leaks and fixed them as I went. When I was done I got compile error after compile error but I eventually worked through all of them. But once the compiler errors went away it gave an output that was just slightly off. I narrowed it down to being in the math file and I sent my ai of to find the bug. After a long wait the error was simply that I forgot to uncomment some code when I was debugging the compiler errors. After poking around at a few more memory leaks it now gives the same output without losing any memory at all!"}, {"post_id": 51367, "ts": "2026-08-21T00:19:35Z", "hours": 1.3608, "text": "Tested with recorded data Since the hardware I setup spat out gibberish when I first tried running kinetic on it I thought to record the raw imu output and test that on my computer instead. To do this I modified my rp2040 script to print the data to a serial output with a 10ms delay. I then asked my ai to make a script to record the data and save it to a csv file which it was able to do pretty well. On the kinetic side I made a new file that opens a csv file and pipes the data into kinetic which a little more help from ai. I ran it and to my surprise it actually outputted what I would expect. The picture below is the kinetic output from when the imu was sitting on my desk. I did run it again with a few different datasets I recorded and for some reason the angle never went above 1 deg which is a little weird and still wrong but definitely not the erratic output I first saw."}, {"post_id": 49303, "ts": "2026-08-18T01:22:37Z", "hours": 2.9925, "text": "Fixed memory leaks (mostly) This is a bit of a tangent from running on my rp2040 but it’s important. When I did run it on my board it threw an out of memory panic so I began to look for ways to fix that. I found valgrind which is a tool to check for memory leaks in c/c++ programs which was exactly what I need. Running it revealed that my test suite alone ate up ~600 kilobytes of extra memory which is very not good. I began to go through all the errors valgrind gave me and finding ways to free memory. I created a few functions to help with this, mainly for the core functions such as add/sub_matrix and mul_matrix, that run the base function but then free the first argument to make the code a little cleaner. In the end I was able to solve all but two memory leaks in the kinetic code. One I think is a false positive where the error is when the kalman filter state is updated. There were a few more in the simulation code. I tried to fix some but gave up since it doesn’t really mater if that leaks memory."}, {"post_id": 48551, "ts": "2026-08-17T00:09:31Z", "hours": 2.0058, "text": "Got running on real hardware After getting the IMU up and running I went and grabbed an oled display I had kicking around and plugged the whole thing into a breadboard. There is example oled driver code in the pico sdk so I took that and modified it to work for this. I then copied in my kinetic project and had to mess around a lot with cmake to get it to import right. I ended up making a new cmake file to help with this. But when it actually started running the output was nowhere near to correct and had an out of memory panic. I’ll probably figure out how to run it though a linter or something next."}, {"post_id": 48497, "ts": "2026-08-16T21:21:48Z", "hours": 2.6944, "text": "Setting up to test on real hardware So far the project looks good in my simulations, but now I want to move on to testing in real applications on real hardware. To this I grabbed some parts I had laying around including a custom devboard I made for a previous hackclub project. I am using the LSM9DS1 because it has a gyroscope, accelerometer, and a magnetometer in one chip and I happen to have one. I created a new git repo called imu-prototype to store all the files in. In there I set up a raspberry pi pico project and coded a very simple driver for the IMU."}, {"post_id": 46624, "ts": "2026-08-14T00:30:19Z", "hours": 1.1403, "text": "Fixed Initial State Bug As soon as I plugged the kalman filter to the new sin wave tests I noticed that the output was way off. I put off fixing it until first fixing the error function first. To find the bug I first tried asking my ai and it halucinated something that had nothing to do with the problem. I started to look for the bug myself and noticed that for the initial state the y axis had the wrong sign. When it should have had about 57 degrees it had -57 ish. So I went to the code that calculates that and couldn’t find an obvious bug. Since I couldn’t fix the existing code I replaced it with a different method to do the same thing. The old code calculated a rotation matrix with the accelerometer and magnetometer and the new code calculates the euler angles. I’m hoping that because it starts with a static state I won’t run into gimble lock but that’s a future me problem."}, {"post_id": 46567, "ts": "2026-08-13T21:46:57Z", "hours": 1.4194, "text": "Improved error calculation I noticed the error calculation didn’t seem to behave as expected so I did a little research and found an equation to find the angle between two quaternions and I’m using that angle as an error. I had to write two new functions, one to get the conjugate of a quaternion which was pretty simple and one to get the inverse of a quaternion which wasn’t to hard either."}, {"post_id": 45446, "ts": "2026-08-11T22:05:12Z", "hours": 1.2792, "text": "Added new tests Previously I only had one test that linearly integrates between two orientations. Now there are two more, one that’s x axis is a sin wave, and another where all axes are sin waves with an offset."}, {"post_id": 44960, "ts": "2026-08-11T02:09:38Z", "hours": 4.8144, "text": "Put a lot of work into improving tests and simulations I probably put too much effort into the simulations and tests and should work more on the actual code but having good tests is pretty nice. I added some simple alternate orientation algorithms, one that simply inegrates the gyro measurement and another that it a complementary filter. I revamped the simulation code to work with any number of algorithms as long as they have the same format. I then spent a while making a nice error sort of tui that changes based on how many algorithms are being used."}, {"post_id": 44746, "ts": "2026-08-10T18:27:34Z", "hours": 1.3661, "text": "Found bug in simulation, now results are a lot better After a little debugging I noticed a bug in the function in the simulation that calculates the rate of change between orientations used to simulate gyro measurements. After fixing that the kalman filter works almost perfectly from the graph!"}, {"post_id": 44690, "ts": "2026-08-10T16:55:09Z", "hours": 4.4683, "text": "ITS ALMOST WORKING! So much better that before. After I wrote the code to abstract the kalman filter logic, there was still the rest of the algorithm to reimplement. I copied over what I could and for some of the functions I changed the way they worked. The guide I am following went through most of the calculations with the general matrix math and then at the end gave the full calculations to get the final matrix with single numbers. Following the spirit of my rewrite I decided to instead use the matrix math where I could. After this I hoked it up to my graphing program and it almost sorta kinda works! I have no idea what changed that makes it work but I’m not complaining."}, {"post_id": 43294, "ts": "2026-08-08T14:01:56Z", "hours": 3.2003, "text": "Abstracted Kalman filter logic I decided that since the code I already wrote wasn’t working, why not just try again? In all seriousness there was a few reasons for the rewrite, that other parts of the program might need their own kalman filter and it would be easier to understand and maintain but mostly I was sick of the code not working and not knowing why. So I found the basic equations for the extended kalman filter and went to implement that. At first I was using a struct of function pointers to get the input for the ekf (extended kalman filter) but was able to rewrite it to input static matrices instead which was way less clunky."}, {"post_id": 39655, "ts": "2026-08-02T19:38:25Z", "hours": 3.1517, "text": "Still debugging but at least there’s a pretty graph I hooked the kinetic output up to the graph program which only showed that the kinetic part doesn’t work."}, {"post_id": 36767, "ts": "2026-07-29T01:08:26Z", "hours": 2.3639, "text": "Ditched ai code and wrote a better plotting script and a few bug fixes After my ai couldn’t create the graph program I wanted and with calling python from c being so hard I went looking for alternatives. I found gnuplot which isn’t a c library but can be called fairly easily from c using pipes which I still don’t understand completely. I did find some code though that already works so I was able to modify it to what I wanted."}, {"post_id": 35408, "ts": "2026-07-26T19:49:48Z", "hours": 3.9044, "text": "Used Hermes agent to write gnuplot program which still doesn’t work. I’m going back an editing all my devlogs to more than just one line from this devlog to the one titled “Improved error calculation”. I wanted to create a way to visualize what was going on. I initially tried to go with using matplotlib and calling the python from c. I thought this was something my ai could handle. It couldn’t. I don’t think it could make anything that could even compile. To the ai’s credit I was running it myself on my computer so it’s a lot dumber than most but it turned out to be harder than I thought."}, {"post_id": 29227, "ts": "2026-07-16T00:25:01Z", "hours": 0.5828, "text": "Found out my inverse function works, the matrix I’m putting in is invalid"}, {"post_id": 27306, "ts": "2026-07-12T19:25:48Z", "hours": 7.2469, "text": "Getting Kalman Implementation Working Project Overview I’ve done a lot of work here on spare time and I got really behind on making journals so sorry for that. Since this is my first devlog I’ll start with an overview of this project. This is a sensor fusion algorithm (and a full flight controller if I have time) to obtain orientation, speed, direction, and position from raw sensor data. What I Worked On The bulk of the work here was getting the extended kalman filter for the imu working (which it still doesn’t) . I had a lot of trouble getting the initialization function working and after banging my head against a wall most of the problems were in the underlying matrix math functions and the weirdness of the matrix library I’m using. I also had a little side tangent of getting the initial orientation through an easier method but I eventually got it to work. To test all of this I wrote some code to generate fake gyrometer, accelerometer, and magnetometer data with some random rotations. Somewhere here I also decided to convert all doubles to floats and all size_t to uint_8 because this will be running on very minimal hardware. Once I got the init function working I then went on to the main loop function where I realized I did not know matrix math. A lot of my math functions were completely wrong or not the right ones. After fixing this I also did some restructuring to make the code flow better and I got the first half of the kalman filter mostly working. I then stumbled onto my atrocious matrix inversion function where I was just dividing all the elements under 1 which is definitely not how that works and after some research I added a few helper functions and that’s about the point I stopped, with the full inversion function still not working of course."}]...
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Title: Kinetic AHRS by @someonelse | Stardance
De Title: Kinetic AHRS by @someonelse | Stardance
Devlogs:
Getting Kalman Implementation Working Project Overview I’ve done a lot of work here on spare time and I got really behind on making journals so sorry for that. Since this is my first devlog I’ll start with an overview of this project. This is a sensor fusion algorithm (and a full flight controller if I have time) to obtain orientation, speed, direction, and position from raw sensor data. What I Worked On The bulk of the work here was getting the extended kalman filter for the imu working (which it still doesn’t) . I had a lot of trouble getting the initialization function working and after banging my head against a wall most of the problems were in the underlying matrix math functions and the weirdness of the matrix library I’m using. I also had a little side tangent of getting the initial orientation through an easier method but I eventually got it to work. To test all of this I wrote some code to generate fake gyrometer, accelerometer, and magnetometer data with some random rotations. Somewhere here I also decided to convert all doubles to floats and all size_t to uint_8 because this will be running on very minimal hardware. Once I got the init function working I then went on to the main loop function where I realized I did not know matrix math. A lot of my math functions were completely wrong or not the right ones. After fixing this I also did some restructuring to make the code flow better and I got the first half of the kalman filter mostly working. I then stumbled onto my atrocious matrix inversion function where I was just dividing all the elements under 1 which is definitely not how that works and after some research I added a few helper functions and that’s about the point I stopped, with the full inversion function still not working of course.
Found out my inverse function works, the matrix I’m putting in is invalid
Used Hermes agent to write gnuplot program which still doesn’t work. I’m going back an editing all my devlogs to more than just one line from this devlog to the one titled “Improved error calculation”. I wanted to create a way to visualize what was going on. I initially tried to go with using matplotlib and calling the python from c. I thought this was something my ai could handle. It couldn’t. I don’t think it could make anything that could even compile. To the ai’s credit I was running it myself on my computer so it’s a lot dumber than most but it turned out to be harder than I thought.
Ditched ai code and wrote a better plotting script and a few bug fixes After my ai couldn’t create the graph program I wanted and with calling python from c being so hard I went looking for alternatives. I found gnuplot which isn’t a c library but can be called fairly easily from c using pipes which I still don’t understand completely. I did find some code though that already works so I was able to modify it to what I wanted.
Still debugging but at least there’s a pretty graph I hooked the kinetic output up to the graph program which only showed that the kinetic part doesn’t work.
Abstracted Kalman filter logic I decided that since the code I already wrote wasn’t working, why not just try again? In all seriousness there was a few reasons for the rewrite, that other parts of the program might need their own kalman filter and it would be easier to understand and maintain but mostly I was sick of the code not working and not knowing why. So I found the basic equations for the extended kalman filter and went to implement that. At first I was using a struct of function pointers to get the input for the ekf (extended kalman filter) but was able to rewrite it to input static matrices instead which was way less clunky.
ITS ALMOST WORKING! So much better that before. After I wrote the code to abstract the kalman filter logic, there was still the rest of the algorithm to reimplement. I copied over what I could and for some of the functions I changed the way they worked. The guide I am following went through most of the calculations with the general matrix math and then at the end gave the full calculations to get the final matrix with single numbers. Following the spirit of my rewrite I decided to instead use the matrix math where I could. After this I hoked it up to my graphing program and it almost sorta kinda works! I have no idea what changed that makes it work but I’m not complaining.
Found bug in simulation, now results are a lot better After a little debugging I noticed a bug in the function in the simulation that calculates the rate of change between orientations used to simulate gyro measurements. After fixing that the kalman filter works almost perfectly from the graph!
Put a lot of work into improving tests and simulations I probably put too much effort into the simulations and tests and should work more on the actual code but having good tests is pretty nice. I added some simple alternate orientation algorithms, one that simply inegrates the gyro measurement and another that it a complementary filter. I revamped the simulation code to work with any number of algorithms as long as they have the same format. I then spent a while making a nice error sort of tui that changes based on how many algorithms are being used.
Added new tests Previously I only had one test that linearly integrates between two orientations. Now there are two more, one that’s x axis is a sin wave, and another where all axes are sin waves with an offset.
Improved error calculation I noticed the error calculation didn’t seem to behave as expected so I did a little research and found an equation to find the angle between two quaternions and I’m using that angle as an error. I had to write two new functions, one to get the conjugate of a quaternion which was pretty simple and one to get the inverse of a quaternion which wasn’t to hard either.
Fixed Initial State Bug As soon as I plugged the kalman filter to the new sin wave tests I noticed that the output was way off. I put off fixing it until first fixing the error function first. To find the bug I first tried asking my ai and it halucinated something that had nothing to do with the problem. I started to look for the bug myself and noticed that for the initial state the y axis had the wrong sign. When it should have had about 57 degrees it had -57 ish. So I went to the code that calculates that and couldn’t find an obvious bug. Since I couldn’t fix the existing code I replaced it with a different method to do the same thing. The old code calculated a rotation matrix with the accelerometer and magnetometer and the new code calculates the euler angles. I’m hoping that because it starts with a static state I won’t run into gimble lock but that’s a future me problem.
Setting up to test on real hardware So far the project looks good in my simulations, but now I want to move on to testing in real applications on real hardware. To this I grabbed some parts I had laying around including a custom devboard I made for a previous hackclub project. I am using the LSM9DS1 because it has a gyroscope, accelerometer, and a magnetometer in one chip and I happen to have one. I created a new git repo called imu-prototype to store all the files in. In there I set up a raspberry pi pico project and coded a very simple driver for the IMU.
Got running on real hardware After getting the IMU up and running I went and grabbed an oled display I had kicking around and plugged the whole thing into a breadboard. There is example oled driver code in the pico sdk so I took that and modified it to work for this. I then copied in my kinetic project and had to mess around a lot with cmake to get it to import right. I ended up making a new cmake file to help with this. But when it actually started running the output was nowhere near to correct and had an out of memory panic. I’ll probably figure out how to run it though a linter or something next.
Fixed memory leaks (mostly) This is a bit of a tangent from running on my rp2040 but it’s important. When I did run it on my board it threw an out of memory panic so I began to look for ways to fix that. I found valgrind which is a tool to check for memory leaks in c/c++ programs which was exactly what I need. Running it revealed that my test suite alone ate up ~600 kilobytes of extra memory which is very not good. I began to go through all the errors valgrind gave me and finding ways to free memory. I created a few functions to help with this, mainly for the core functions such as add/sub_matrix and mul_matrix, that run the base function but then free the first argument to make the code a little cleaner. In the end I was able to solve all but two memory leaks in the kinetic code. One I think is a false positive where the error is when the kalman filter state is updated. There were a few more in the simulation code. I tried to fix some but gave up since it doesn’t really mater if that leaks memory.
Tested with recorded data Since the hardware I setup spat out gibberish when I first tried running kinetic on it I thought to record the raw imu output and test that on my computer instead. To do this I modified my rp2040 script to print the data to a serial output with a 10ms delay. I then asked my ai to make a script to record the data and save it to a csv file which it was able to do pretty well. On the kinetic side I made a new file that opens a csv file and pipes the data into kinetic which a little more help from ai. I ran it and to my surprise it actually outputted what I would expect. The picture below is the kinetic output from when the imu was sitting on my desk. I did run it again with a few different datasets I recorded and for some reason the angle never went above 1 deg which is a little weird and still wrong but definitely not the erratic output I first saw.
Finally fixed all memory leaks After running on the rp2040 again after I thought I fixed the memory leaks it still panicked with an out of memory error. So I went to take another look. The main problem is that all the basic matrix math functions allocated a new matrix for their returns. I had an idea of restructuring them to instead input another matrix to store the result and only return an error code. In practice this didn’t do much since I needed to allocate memory most of the time anyway. This did help a little bit but was probably more trouble than it was worth. Along the way of doing this I noticed a few more memory leaks and fixed them as I went. When I was done I got compile error after compile error but I eventually worked through all of them. But once the compiler errors went away it gave an output that was just slightly off. I narrowed it down to being in the math file and I sent my ai of to find the bug. After a long wait the error was simply that I forgot to uncomment some code when I was debugging the compiler errors. After poking around at a few more memory leaks it now gives the same output without losing any memory at all!
Improved performance with real data Overall most of what I did here was bang my head against a wall trying to make it work. I made a lot of small changes but as you can see with the video still a lot to go. The biggest change I made was originally I used a NED or north east down corresponding to x y z and I switched over for ENU or east north up. I though originally I could just choose at a whim which one to use but different sensors use different reference frames and converting it over is more trouble than its worth. Now the output is a good bit better and I think I can improve it a lot by calibrating the sensor, currently the gyro outputs 3 deg/s when stationary. Next I will also be comparing against a much better kalman filter implementation in python to see how much of it is processing the raw data or the core algorithm.
Tested against actual implementation I tested the real data I recorded with an actual working implementation of an extended kalman filter , the one I’m roughly following as a guide for my own. I used ai a lot which worked pretty well, the code is very ugly but its just for testing so it doesn’t really matter. After my ai had got it working I went in and tuned the parameters for my dataset and it actually performed kinda worse than my own code! This really encouraged me because it means that my core code works and the errors are with the data processing. Next I think I’ll go through the gauntlet of calibrating my IMU which shouldn’t be too hard because I already did for a very similar project a while ago.
Wrote calibration suite I went to make a calibration python script. I tried using ai pretty heavily for this. At first I directed it to fill out stub files first to get structure and go step by step. Since I’m using dumb self-hosted models it got confused when I asked it to do all of it at once. I got it to write the helper scripts pretty well but it fell flat on its face with the main executable. I copied it over and rewrote pretty much everything except the parsing logic. Even then some of the flags are unused. After writing the core logic myself the script works with a static reference I recorded a bit back. To use it point it at a directory with recording files and it will calibrate as much as it can with the data it gets. I’m using jsonl for the recording format and a ai generated script that reads serial data or just a file and converts it over to the jsonl format. I noticed that comparing with old sensor recordings some of the raw sensor values have changed so I will go through getting all the calibration data next.
Started demo website Since the due date for stardance it coming up quick I shifted to finishing the project and making a demo website for Kinetic. I tried having my ai just try to do it all from scratch but it fell flat on its face. It made a website where the buttons didn’t work and after looking at the source code it merely tried to rewrite the EKF code rather that run the actual library. So I then went to create a python wrapper with pybind11 myself. After reading the docs and fixing countless compiler errors I got it to compile correctly. I then asked my ai to create it from the c++ python wrapper file which it also failed at. I took the bad code it wrote and modified it myself to use the actual python wrapper so it could have a pure python reference. It was finally able to successfully make a website from that. There was a few errors which I then fixed to create a working website. I haven’t started hosting it yet though.
Added docs I looked into ways of adding documentation for this project and found that doxygen was exactly what I wanted. I went through the quick start and got it running a bit. Then I used my ai to write inline comments for all the functions. I went through all of them and fixed any errors that it made. Then when generating the config with doxygen I ran into the problem where it only made docs for structs and not for functions. After tweaking everything it now works. I changed so much I don’t really know what individual tweak actually fixed it.
Finishing up project info To complete the project I started with filling out a readme. I then got my website up and running at kinetic.someonelse.net. I still plan to work on this after I submit it but for now I just want to submit my work.
Ships:
This is an algorithm to get orientation (roll, pitch and yaw) from raw sensor data. The underlying math was pretty difficult but I’m proud that I got it at least mostly working. Since this is very low level and hardware heavy it was hard to make a demo website for it. But if you have a spare mpu6050 or something give it a try!...
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1793001166.062667
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1793087566.062667
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1793
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GetToSpace - A new Beginning by @theskriptkid | St GetToSpace - A new Beginning by @theskriptkid | Stardance...
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theskriptkid
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1
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22.61
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161
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T22:05:02Z", "hours": 20.0, "multiplier": 8.7, "payout": 161, "blessing": "neutral", "text": "This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!", "repo": "https://github.com/TherealONE12/GetToSpace-NewBeginning", "demo": "https://therealallinone.itch.io/gettospace-remake"}]...
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[{"post_id": 52614, "ts": "202 [{"post_id": 52614, "ts": "2026-08-22T20:32:26Z", "hours": 1.395, "text": "Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning."}, {"post_id": 43521, "ts": "2026-08-08T20:49:57Z", "hours": 1.2111, "text": "Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures"}, {"post_id": 39738, "ts": "2026-08-02T21:58:43Z", "hours": 3.6292, "text": "Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…"}, {"post_id": 31980, "ts": "2026-07-20T20:18:46Z", "hours": 2.4208, "text": "Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss"}, {"post_id": 30094, "ts": "2026-07-17T12:23:26Z", "hours": 1.6667, "text": "I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???"}, {"post_id": 19509, "ts": "2026-06-30T20:41:25Z", "hours": 1.3411, "text": "I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)"}, {"post_id": 13736, "ts": "2026-06-22T15:00:26Z", "hours": 6.5106, "text": "I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!"}, {"post_id": 5845, "ts": "2026-06-09T19:50:31Z", "hours": 1.7231, "text": "Added some new Leves and a Level Selector :)"}, {"post_id": 2218, "ts": "2026-06-04T16:29:28Z", "hours": 2.7411, "text": "I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!"}]...
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Title: GetToSpace - A new Beginning by @theskriptk Title: GetToSpace - A new Beginning by @theskriptkid | Stardance
Devlogs:
I made the first level of my Game GetToSpace, wich I started in Flavortown in pure C but couldn’t finish. So im remaking it now “professionally” with Godot!
Added some new Leves and a Level Selector :)
I have made mayor Progress on the Bossfight and added some more phases. On the 1. Picture, you see how the fun looks for me on the dev side. On the 2. Picture, It is the current Boss-level. I have added some Boster Pads, wich boosts you up a bit, and the Holes the boss is making (Once the animation is done) I still have to do the Following: A) Make the holes dissapear if they are not there B) Add the Boss in an Spaceship spritesheet and when he is hurt (last phase) C) Make animations for the phases and when he is spawning/ Defeated etc. But thats for the next Time ;) Until then!
I made an new base_level_komplex wich is able to add buttons/change animations/stuff while only editing 1 fle instead of many. This change adds way easier of adding an back button, reset button or/and home button (and maybe even more!) Also all variables can be overridden with just $path/to/node.myvariable = 0 The Nect tim I need still to add the Boss 1 level the Signals back and then I will ad an Back button to stop a level! (without the need of relaunching the game)
I have worked a bit and managed to get back to the Version bevore the mayor Code refactoring. However, now still a few stuf f is needed like SFX (Very important!), Music (also important) And Animations for the boss/Level transfer (Nice to have). Oh, and also I need a banner… But I cant draw… well, how bad can it be, right???
Did some work oday and yesterday, really happy how it turned out :) On the 2. Picture you see my Animation chart for the 2cnd phase of the 1. boss
Finally finished everything, im Proud how It turned out! Hope you will have fun and please report bugs/ Tell me what you want improved. I added Music, SFX, Animations (sadly no secrets, yet) Lets see where this goes…
Added Settings screen and a Useless test setting, modified a Level for bug remving and added missing textures
Hey There! I added finally afther a way too long pause a new level, introduced in stage 2 a completly new camerasystem/worlddesign, and tried new graphics, though rn they look completly dead. But will fix them tomorrow in the morning.
Ships:
This was an cool Projekt, I had really fun working on it and Im proud of what this became! I didnt thought I would invest so many houres into it, but now, as the foundation lays, I can easily add more levels, bosses and more fun! I already have plans for it like more and new levels! These 5 Levels are more of an introduktion to the mechanics, so the next levels will get bigger and more challenging, dont worry! Also cool was that this is my first real projekt with an Game engine!...
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1792986938.8482716
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1793073338.8482716
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1807
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NASA daily astronomy image site by @iamgauravchhaj NASA daily astronomy image site by @iamgauravchhajer | Stardance...
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iamgauravchhajer
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T15:13:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern NASA Astronomy Picture of the Day (APOD) website using Vite and the public NASA API. The app automatically fetches and displays the latest astronomy image along with its title and explanation every day. My main goal wasn’t just to consume an API, but to create a polished user experience. I added a pastel glassmorphic UI, interactive canvas background, skeleton loading animations, responsive layout, and smooth transitions to make the site feel clean and engaging. One challenge was handling API keys correctly in a frontend project. I learned how to use Vite’s environment variables, why .env files matter, and the limitations of storing keys in client-side applications. I also configured the project for deployment on Vercel. I’m most proud of turning a simple API project into something that feels production-ready while keeping the codebase organized and beginner-friendly. If you’re testing the project, try refreshing on different days to see a new astronomy image automatically fetched from NASA’s APOD API.", "repo": "https://github.com/iamgauravchhajer/Stardance-1", "demo": "https://stardance-nasa-apod-project.vercel.app/"}]...
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[{"post_id": 38231, "ts": "202 [{"post_id": 38231, "ts": "2026-07-31T15:03:31Z", "hours": 0.5019, "text": "Devlog #1 — Building a Beautiful NASA Astronomy Picture of the Day Website with Vite https://stardance-nasa-apod-project.vercel.app/"}]...
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Title: NASA daily astronomy image site by @iamgaur Title: NASA daily astronomy image site by @iamgauravchhajer | Stardance
Devlogs:
Devlog #1 — Building a Beautiful NASA Astronomy Picture of the Day Website with Vite https://stardance-nasa-apod-project.vercel.app/
Ships:
I built a modern NASA Astronomy Picture of the Day (APOD) website using Vite and the public NASA API. The app automatically fetches and displays the latest astronomy image along with its title and explanation every day. My main goal wasn’t just to consume an API, but to create a polished user experience. I added a pastel glassmorphic UI, interactive canvas background, skeleton loading animations, responsive layout, and smooth transitions to make the site feel clean and engaging. One challenge was handling API keys correctly in a frontend project. I learned how to use Vite’s environment variables, why .env files matter, and the limitations of storing keys in client-side applications. I also configured the project for deployment on Vercel. I’m most proud of turning a simple API project into something that feels production-ready while keeping the codebase organized and beginner-friendly. If you’re testing the project, try refreshing on different days to see a new astronomy image automatically fetched from NASA’s APOD API....
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1792972385.9163277
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1793058785.9163277
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1815
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AI Water Footprint Calculator by @Gagnant | Starda AI Water Footprint Calculator by @Gagnant | Stardance...
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Gagnant
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T12:37:30Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m so glad for this miniscule goal brooooo just a few months ago I lamented in the fact that all I’d be able to do is scritch and scratch code on paper with my little knowledge of web development. Until my laptop arrived!!!!! I took my time researching into AI because I did use it a lot but along with this research I realized the harm it did to society and delved deeper to see that no matter the model you use as long as AI is involved the processing generates a lot of heat in the data centers and they use so much water to cool them down so until they finalize the closed cool loop system for data centers I figured maybe a calculator would help promote accountability amongst people until I could make something grander, this is my first step. I won’t go far in web dev but just for my own interests. Especially since there are other calculators out there….. Well, I uploaded my written code to AI in a single prompkt for it to guide me on integrating it unto my PC, so I had help so credit to Manus AI too ig.", "repo": "https://github.com/Itz-COCO/AI-WATER-FOOTPRINT", "demo": "https://itz-coco.github.io/AI-WATER-FOOTPRINT/"}]...
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[{"post_id": 38814, "ts": "202 [{"post_id": 38814, "ts": "2026-08-01T11:40:34Z", "hours": 3.6631, "text": "We use AI a lot but we aren’t accountable for the environmental harm, I made this so we can be more conscious of our usage, I couldn’t name it playfully since I feared no one would take it seriously, but I’m really serious so take your time to use and find out just how much you’re taking from the environment."}]...
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Title: AI Water Footprint Calculator by @Gagnant | Title: AI Water Footprint Calculator by @Gagnant | Stardance
Devlogs:
We use AI a lot but we aren’t accountable for the environmental harm, I made this so we can be more conscious of our usage, I couldn’t name it playfully since I feared no one would take it seriously, but I’m really serious so take your time to use and find out just how much you’re taking from the environment.
Ships:
I’m so glad for this miniscule goal brooooo just a few months ago I lamented in the fact that all I’d be able to do is scritch and scratch code on paper with my little knowledge of web development. Until my laptop arrived!!!!! I took my time researching into AI because I did use it a lot but along with this research I realized the harm it did to society and delved deeper to see that no matter the model you use as long as AI is involved the processing generates a lot of heat in the data centers and they use so much water to cool them down so until they finalize the closed cool loop system for data centers I figured maybe a calculator would help promote accountability amongst people until I could make something grander, this is my first step. I won’t go far in web dev but just for my own interests. Especially since there are other calculators out there….. Well, I uploaded my written code to AI in a single prompkt for it to guide me on integrating it unto my PC, so I had help so credit to Manus AI too ig....
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1792968880.2746716
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1793055280.2746716
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1820
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The Misinformation Game by @byashas0528 | Stardanc The Misinformation Game by @byashas0528 | Stardance...
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byashas0528
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1
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8.0
|
95
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:17:44Z", "hours": 8.0, "multiplier": 12.05, "payout": 95, "blessing": "neutral", "text": "This is a small game that teaches people on how to identify and detect misinformation in the real world via mock social media posts. Some things that were challenging about this game were figuring out the appropriate posts and researching about subtle types of propaganda that occur in the real world which impact people on a day to day basis. I am proud of how this project turned out and love the palette that I chose for it and the little elements that make it come together(toast, toolkit, profile, post, etc).", "repo": "https://github.com/blackyoshi21825/The_Misinformation_Game", "demo": "https://the-misinformation-game.vercel.app/"}]...
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[{"post_id": 2390, "ts": "2026 [{"post_id": 2390, "ts": "2026-06-04T20:53:41Z", "hours": 1.7756, "text": "Done today: Win page How to Play Fixed CSS bugs Layout spacing Split code into files Streak bonus README"}, {"post_id": 1697, "ts": "2026-06-03T21:07:50Z", "hours": 1.8414, "text": "Things done today -Built game.html -Profile modal -Toolkit -Fixed main.js -database.js -Shuffle -Toast notifications -Animations -Split code into files Still remaining -Win page -Propaganda mode visual indicator -Profile button padding fix"}, {"post_id": 1075, "ts": "2026-06-02T21:49:30Z", "hours": 2.3644, "text": "Done today: -Finished database.js -Finished toolkit -Finished profile logic -Started on CSS for game.html Todo: -Finish CSS -Start game logic -Start propaganda detection logic -Start randomizing levels to make it interesting -Fix bugs about propaganda buttons, toolkit, profile, and post CSS and logic"}, {"post_id": 879, "ts": "2026-06-02T16:32:05Z", "hours": 1.8914, "text": "Started on a game that teaches people how to identify and detect types of misinformation on social media and other types of internet platforms. Started on the main detection logic in main.js Finished the home page Made an organized file tree Finished CSS for the home page Used Amazon Q for CSS (Since I suck at CSS)"}]...
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Title: The Misinformation Game by @byashas0528 | S Title: The Misinformation Game by @byashas0528 | Stardance
Devlogs:
Started on a game that teaches people how to identify and detect types of misinformation on social media and other types of internet platforms. Started on the main detection logic in main.js Finished the home page Made an organized file tree Finished CSS for the home page Used Amazon Q for CSS (Since I suck at CSS)
Done today: -Finished database.js -Finished toolkit -Finished profile logic -Started on CSS for game.html Todo: -Finish CSS -Start game logic -Start propaganda detection logic -Start randomizing levels to make it interesting -Fix bugs about propaganda buttons, toolkit, profile, and post CSS and logic
Things done today -Built game.html -Profile modal -Toolkit -Fixed main.js -database.js -Shuffle -Toast notifications -Animations -Split code into files Still remaining -Win page -Propaganda mode visual indicator -Profile button padding fix
Done today: Win page How to Play Fixed CSS bugs Layout spacing Split code into files Streak bonus README
Ships:
This is a small game that teaches people on how to identify and detect misinformation in the real world via mock social media posts. Some things that were challenging about this game were figuring out the appropriate posts and researching about subtle types of propaganda that occur in the real world which impact people on a day to day basis. I am proud of how this project turned out and love the palette that I chose for it and the little elements that make it come together(toast, toolkit, profile, post, etc)....
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1792997522.9794865
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1793083922.9794865
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1836
|
Thought Galaxy by @Jewelia | Stardance
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Jewelia
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1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T22:53:59Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "We are finally shipping! This summer, I tried making my first website with React! I was really tired of all the ads in diary apps, writing in journals took a long time, and I wanted the aesthetic of a nice diary website rather than a plain google doc. This is my result for now, I will definitely keep developing it when I have more time in the future as it’s quite basic (my first time learning CSS) This is the DIARY FRONTEND ONLY so entries you make will not save on reload. My goal for the future is to be able to make a backend so you can make accounts. The original goal was to also have a place for to-do lists but that hasn’t been developed yet. (I ended up focusing a lot on my collaborative game project which took up most my time; go check it out if you haven’t already!)", "repo": "https://github.com/julia-duck/ThoughtGalaxy", "demo": "https://thoughtgalaxy.onrender.com/"}]...
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[{"post_id": 70300, "ts": "202 [{"post_id": 70300, "ts": "2026-09-18T21:59:22Z", "hours": 1.2722, "text": "Hello Again! Back with a few tweaks and updates! I fixed the weird bugs where it would change multiple entries and also the bug where there would be a line you could see behind the expanded entry! I made it so that the “discard changes” button only appears when you make changes. (This has to do with the fact that I made it so that you can’t save entries that aren’t titled) I also started on the search function. But it will only give an alert with what you searched for testing purposes; I want to wait until we have a backend to implement that actual functionality. Thanks for reading!! I’m hoping I can ship the frontend of this for you all to test out, although I won’t have time to make the backend until school gets less stressful!"}, {"post_id": 66669, "ts": "2026-09-12T15:10:56Z", "hours": 4.6636, "text": "New Frontend Features! The sticker streak motivated me to keep adding a little bit by bit to my diary project even though school has started. 🥳 So, what’s new? New Entries ! In the past, clicking “New Entry” would just open the old entry. Now it adds a fresh new entry to your list of entries! Entry List As you make new entries, it will show all of your entries in concise boxes for you to scroll through, displaying the title and date. Discard Changes A fancy new button that will close your entry without saving your changes Arrow Buttons The newest addition yet that I’ve been meaning to do: adding arrows that let you click through your entries! Now VSCode will stop bugging me about my unused variables haha So, what’s next? Bug Fixes Unfortunately, the bug where saving an entry causes others to become duplicates of it has arose again and must be smashed Deleting Entries Shouldn’t be too hard, just gotta leave stuff for future me to do Search Function Eventually I want to be able to search for entries at least by title Backend One day I will get to it…so I can finally save my entries on browser reload…"}, {"post_id": 32130, "ts": "2026-07-21T02:43:49Z", "hours": 3.3975, "text": "I’ve gotten started on adding the ability of entries to pre-populate stored text (title and body). Since I haven’t implemented a backend yet (sooo I kinda got a bit carried away working on Boba Cats! And this project hasn’t gotten as much love and attention…but I’m hoping to get it working eventually!), I used a temporary entry variable for testing purposes (you can see it in the code if you take a careful look!) And yes, I shared a screenshot of the code this time instead of the actual site since there’s not much change in the visuals of the site! Next, I’m working on adding a date function (but the element is in the wrong place! So I won’t show until I fix it haha)"}, {"post_id": 362, "ts": "2026-06-01T18:12:12Z", "hours": 0.7664, "text": "Fixed problems so website can be deployed, added functionality to close button for entries For background, I started this project the month before June. It was very basic though, I didn’t get too much done… because most of the time spent was battling the error of the blank screen of death! It had something to do with dependencies not being installed and NavLink (which I was using to have different pages for the main page, diary, and to-do list) acting up. But I figured it out eventually!"}]...
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Title: Thought Galaxy by @Jewelia | Stardance
Dev Title: Thought Galaxy by @Jewelia | Stardance
Devlogs:
Fixed problems so website can be deployed, added functionality to close button for entries For background, I started this project the month before June. It was very basic though, I didn’t get too much done… because most of the time spent was battling the error of the blank screen of death! It had something to do with dependencies not being installed and NavLink (which I was using to have different pages for the main page, diary, and to-do list) acting up. But I figured it out eventually!
I’ve gotten started on adding the ability of entries to pre-populate stored text (title and body). Since I haven’t implemented a backend yet (sooo I kinda got a bit carried away working on Boba Cats! And this project hasn’t gotten as much love and attention…but I’m hoping to get it working eventually!), I used a temporary entry variable for testing purposes (you can see it in the code if you take a careful look!) And yes, I shared a screenshot of the code this time instead of the actual site since there’s not much change in the visuals of the site! Next, I’m working on adding a date function (but the element is in the wrong place! So I won’t show until I fix it haha)
New Frontend Features! The sticker streak motivated me to keep adding a little bit by bit to my diary project even though school has started. 🥳 So, what’s new? New Entries ! In the past, clicking “New Entry” would just open the old entry. Now it adds a fresh new entry to your list of entries! Entry List As you make new entries, it will show all of your entries in concise boxes for you to scroll through, displaying the title and date. Discard Changes A fancy new button that will close your entry without saving your changes Arrow Buttons The newest addition yet that I’ve been meaning to do: adding arrows that let you click through your entries! Now VSCode will stop bugging me about my unused variables haha So, what’s next? Bug Fixes Unfortunately, the bug where saving an entry causes others to become duplicates of it has arose again and must be smashed Deleting Entries Shouldn’t be too hard, just gotta leave stuff for future me to do Search Function Eventually I want to be able to search for entries at least by title Backend One day I will get to it…so I can finally save my entries on browser reload…
Hello Again! Back with a few tweaks and updates! I fixed the weird bugs where it would change multiple entries and also the bug where there would be a line you could see behind the expanded entry! I made it so that the “discard changes” button only appears when you make changes. (This has to do with the fact that I made it so that you can’t save entries that aren’t titled) I also started on the search function. But it will only give an alert with what you searched for testing purposes; I want to wait until we have a backend to implement that actual functionality. Thanks for reading!! I’m hoping I can ship the frontend of this for you all to test out, although I won’t have time to make the backend until school gets less stressful!
Ships:
We are finally shipping! This summer, I tried making my first website with React! I was really tired of all the ads in diary apps, writing in journals took a long time, and I wanted the aesthetic of a nice diary website rather than a plain google doc. This is my result for now, I will definitely keep developing it when I have more time in the future as it’s quite basic (my first time learning CSS) This is the DIARY FRONTEND ONLY so entries you make will not save on reload. My goal for the future is to be able to make a backend so you can make accounts. The original goal was to also have a place for to-do lists but that hasn’t been developed yet. (I ended up focusing a lot on my collaborative game project which took up most my time; go check it out if you haven’t already!)...
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1793008171.1251595
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1793094571.1251595
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1854
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Pokepy by @anayshekhar | Stardance
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anayshekhar
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1
|
5.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T17:51:46Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what did you make? I built pokepy, a character-level language model that creates new pokémon sounding names from scratch using only numpy. The project started as a simple MLP and was later upgraded into a WaveNet-style architecture to explore how increasing the amount of context a model sees can improve generation. Instead of using PyTorch or other machine learning frameworks, I built the main parts of the neural network myself, including embeddings, linear layers, batch normalization, activations, loss functions, and backpropagation. what was challenging? The hardest part was understanding and implementing everything manually. Without autograd, I had to calculate the gradients for every layer and debug how information moved through the network during training. Another challenge was improving the model architecture. The first MLP only looked at 3 characters at a time, which limited what it could learn. Building the WaveNet-style model and increasing the context window to 8 characters required changing how the model combined information. what are you proud of? I am most proud that the entire project works without relying on deep learning libraries. Building a working neural network from just numpy helped me understand what is actually happening inside models instead of treating them like a black box. I am also proud that I was able to compare different architectures and see how changing the way a model processes context affects the results. what should people know so they can test your project? The project has a live demo hosted on Hugging Face Spaces where anyone can generate new pokémon names. The demo runs the trained WaveNet model and loads the saved numpy weights to generate names directly. No PyTorch or external ML frameworks are required. Try entering the demo and generate a few names, every result is created by the model’s learned character patterns, so outputs will be different each time. I also built this project by following and understanding Andrej Karpathy’s Zero to Hero, MakeMore", "repo": "https://github.com/AnayShekhar/pokepy", "demo": "https://excluding-aus-others-optical.trycloudflare.com/"}]...
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[{"post_id": 20470, "ts": "202 [{"post_id": 20470, "ts": "2026-07-02T02:15:00Z", "hours": 1.2808, "text": "Finished pokepy a while ago. heres an update. pokepy is a character level language model that generates pokemon sounding names. It was trained on a list of all 1025 pokemon. This was made with ONLY numpy, no pytorch, no autograd, and no other deep learning libraries. It started as a simple MLP, then I expanded it into a WaveNet style architecture. I used Andrej Karpathy’s Zero to Hero series as inspiration. To run pokepy yourself, you just need to run the .command or .bat file from the source code. This runs it locally on http://0.0.0.0:10000 ."}, {"post_id": 11404, "ts": "2026-06-18T17:45:58Z", "hours": 4.0364, "text": "I built pokepy, a character-level language model that generates pokémon sounding names completely from scratch using only numpy. The main goal of this project was to understand how neural networks actually work instead of just using libraries that hide everything. I did not use PyTorch or autograd, so I had to manually build the important parts like embeddings, linear layers, batch normalization, activations, loss functions, backpropagation, and gradient updates. I first built a simple MLP model. It used a 3 character context window, meaning it only looked at the previous 3 characters to predict the next one. The model was able to learn basic patterns from pokémon names, but I noticed that it struggled when names had longer patterns because it could only see a small amount of information.To improve this, I built a WaveNet-style model. Instead of just making the model bigger, I changed the architecture so it could understand more context. Using FlattenConsecutive layers, the model slowly combined groups of characters together, increasing the context window from 3 characters to 8 characters.The hardest parts of this project were implementing everything manually and debugging how each part worked. Batch normalization was difficult because I had to keep track of running statistics for inference, and backpropagation required me to calculate the gradients for every layer instead of using automatic tools.After comparing the MLP and WaveNet models, I learned that improving a model is not always about adding more parameters. Sometimes changing how the model understands information, especially context, can make a bigger difference. I also deployed the final WaveNet model using Hugging Face Spaces and Gradio. The demo loads the trained numpy weights and generates new pokémon names without using any deep learning frameworks. This project helped me understand the foundations of language models and gave me a better idea of what is actually happening inside neural networks when they learn."}]...
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Title: Pokepy by @anayshekhar | Stardance
Devlogs Title: Pokepy by @anayshekhar | Stardance
Devlogs:
I built pokepy, a character-level language model that generates pokémon sounding names completely from scratch using only numpy. The main goal of this project was to understand how neural networks actually work instead of just using libraries that hide everything. I did not use PyTorch or autograd, so I had to manually build the important parts like embeddings, linear layers, batch normalization, activations, loss functions, backpropagation, and gradient updates. I first built a simple MLP model. It used a 3 character context window, meaning it only looked at the previous 3 characters to predict the next one. The model was able to learn basic patterns from pokémon names, but I noticed that it struggled when names had longer patterns because it could only see a small amount of information.To improve this, I built a WaveNet-style model. Instead of just making the model bigger, I changed the architecture so it could understand more context. Using FlattenConsecutive layers, the model slowly combined groups of characters together, increasing the context window from 3 characters to 8 characters.The hardest parts of this project were implementing everything manually and debugging how each part worked. Batch normalization was difficult because I had to keep track of running statistics for inference, and backpropagation required me to calculate the gradients for every layer instead of using automatic tools.After comparing the MLP and WaveNet models, I learned that improving a model is not always about adding more parameters. Sometimes changing how the model understands information, especially context, can make a bigger difference. I also deployed the final WaveNet model using Hugging Face Spaces and Gradio. The demo loads the trained numpy weights and generates new pokémon names without using any deep learning frameworks. This project helped me understand the foundations of language models and gave me a better idea of what is actually happening inside neural networks when they learn.
Finished pokepy a while ago. heres an update. pokepy is a character level language model that generates pokemon sounding names. It was trained on a list of all 1025 pokemon. This was made with ONLY numpy, no pytorch, no autograd, and no other deep learning libraries. It started as a simple MLP, then I expanded it into a WaveNet style architecture. I used Andrej Karpathy’s Zero to Hero series as inspiration. To run pokepy yourself, you just need to run the .command or .bat file from the source code. This runs it locally on http://0.0.0.0:10000 .
Ships:
what did you make? I built pokepy, a character-level language model that creates new pokémon sounding names from scratch using only numpy. The project started as a simple MLP and was later upgraded into a WaveNet-style architecture to explore how increasing the amount of context a model sees can improve generation. Instead of using PyTorch or other machine learning frameworks, I built the main parts of the neural network myself, including embeddings, linear layers, batch normalization, activations, loss functions, and backpropagation. what was challenging? The hardest part was understanding and implementing everything manually. Without autograd, I had to calculate the gradients for every layer and debug how information moved through the network during training. Another challenge was improving the model architecture. The first MLP only looked at 3 characters at a time, which limited what it could learn. Building the WaveNet-style model and increasing the context window to 8 characters required changing how the model combined information. what are you proud of? I am most proud that the entire project works without relying on deep learning libraries. Building a working neural network from just numpy helped me understand what is actually happening inside models instead of treating them like a black box. I am also proud that I was able to compare different architectures and see how changing the way a model processes context affects the results. what should people know so they can test your project? The project has a live demo hosted on Hugging Face Spaces where anyone can generate new pokémon names. The demo runs the trained WaveNet model and loads the saved numpy weights to generate names directly. No PyTorch or external ML frameworks are required. Try entering the demo and generate a few names, every result is created by the model’s learned character patterns, so outputs will be different each time. I also built this project by following and understanding Andrej Karpathy’s Zero to Hero, MakeMore...
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1792972224.5666945
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1793058624.5666945
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1862
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racing controller by @Notsteven | Stardance
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Notsteven
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1
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1.97
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T22:55:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My project is a racing/ driving gamepad that you can use on the go or at home. One of the most challenging parts of this project was deciding what to add in the beginning stages and what the main parts were to focus on to make it functional. One thing you should know is that, currently, my project is just a 3d model. I am waiting for the hardware fund to open so i can request the things I need. The demo link leads you to the Onshape where I’ve done most of the work. This lets you view the current model more in-depth", "repo": "https://github.com/tottallynotstevenp/steering-wheel-controller", "demo": ""}]...
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[{"post_id": 34895, "ts": "202 [{"post_id": 34895, "ts": "2026-07-25T23:58:58Z", "hours": 1.5631, "text": "7/25 update ive made the breadboard test and have made the code. in the following days i plan to add the holes or places for the components to fit in the actual controller body"}, {"post_id": 7855, "ts": "2026-06-13T03:08:51Z", "hours": 0.4108, "text": "i changed the top plate to make the assembly eassier and also moved somethings around so the extrude would be much better"}, {"post_id": 2982, "ts": "2026-06-05T22:15:58Z", "hours": 0.6658, "text": "added the sliders for the linear potentiometers for the gas and brake. ive also realised i havent really explaied how it all works so heres how it works The main steering component is a rotary encoder with a push button. This will send analog input to the ESP32, which will then send that input to the device it’s connected to. The shifting and turn signal controls are just simple buttons, which will also go to the ESP32. The gas and brake pedals are linear potentiometers with a travel of 20mm. This will allow you to control the speed of acceleration and braking as if you were using actual brake and gas pedals."}, {"post_id": 2573, "ts": "2026-06-05T04:31:35Z", "hours": 2.1989, "text": "Changes made I made a couple of changes, including moving the turn signals to right above the gear shifting. Another change i made is changing the steering wheel design from a realistic-looking one to a more ergonomic one for longer sessions. I’ve also made a lot of cosmetic changes, including adding arrows to signify what each button does and adding a hazards button in addition to the turn signal buttons. Near future Currently trying to figure out what would be better, a mix of two linear potentiometers for gas and brake, or a pair of triggers for the gas and brake. More than likely will go with the linear potentiometers because it gives you that sense of more control than triggers could give you. I am also trying to find more things i could add to make using the controller more of an experience"}, {"post_id": 1214, "ts": "2026-06-03T02:13:56Z", "hours": 1.2972, "text": "Hey my name is Steven, and I really like playing driving games, so I decided to create a steering-wheel controller you can use on the go. This is a really rough design I have started working on. The final version will include some extra buttons that you will be able to map to anything you want to"}]...
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Title: racing controller by @Notsteven | Stardance Title: racing controller by @Notsteven | Stardance
Devlogs:
Hey my name is Steven, and I really like playing driving games, so I decided to create a steering-wheel controller you can use on the go. This is a really rough design I have started working on. The final version will include some extra buttons that you will be able to map to anything you want to
Changes made I made a couple of changes, including moving the turn signals to right above the gear shifting. Another change i made is changing the steering wheel design from a realistic-looking one to a more ergonomic one for longer sessions. I’ve also made a lot of cosmetic changes, including adding arrows to signify what each button does and adding a hazards button in addition to the turn signal buttons. Near future Currently trying to figure out what would be better, a mix of two linear potentiometers for gas and brake, or a pair of triggers for the gas and brake. More than likely will go with the linear potentiometers because it gives you that sense of more control than triggers could give you. I am also trying to find more things i could add to make using the controller more of an experience
added the sliders for the linear potentiometers for the gas and brake. ive also realised i havent really explaied how it all works so heres how it works The main steering component is a rotary encoder with a push button. This will send analog input to the ESP32, which will then send that input to the device it’s connected to. The shifting and turn signal controls are just simple buttons, which will also go to the ESP32. The gas and brake pedals are linear potentiometers with a travel of 20mm. This will allow you to control the speed of acceleration and braking as if you were using actual brake and gas pedals.
i changed the top plate to make the assembly eassier and also moved somethings around so the extrude would be much better
7/25 update ive made the breadboard test and have made the code. in the following days i plan to add the holes or places for the components to fit in the actual controller body
Ships:
My project is a racing/ driving gamepad that you can use on the go or at home. One of the most challenging parts of this project was deciding what to add in the beginning stages and what the main parts were to focus on to make it functional. One thing you should know is that, currently, my project is just a 3d model. I am waiting for the hardware fund to open so i can request the things I need. The demo link leads you to the Onshape where I’ve done most of the work. This lets you view the current model more in-depth...
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1792997443.762306
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1793083843.762306
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1874
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Capybara Game by @itsleonwang1 | Stardance
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itsleonwang1
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T10:30:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a capybara roguelike action game in Godot!", "repo": "https://github.com/leonwangg1/capybara-evolved", "demo": "https://capybara-evolved.vercel.app/"}]...
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[{"post_id": 3605, "ts": "2026 [{"post_id": 3605, "ts": "2026-06-06T16:37:46Z", "hours": 1.5247, "text": "Developing a capybara roguelike survivor-like game in Godot. Player character and basic hud done."}]...
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Title: Capybara Game by @itsleonwang1 | Stardance
Title: Capybara Game by @itsleonwang1 | Stardance
Devlogs:
Developing a capybara roguelike survivor-like game in Godot. Player character and basic hud done.
Ships:
I made a capybara roguelike action game in Godot!...
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1792986531.3394449
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1793072931.3394449
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1877
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interstellarmath by @pranshi27123 | Stardance
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pranshi27123
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:53:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project on number theory + space , the challenging part was doing all the maths on my own and no usage of numpy and as I am new in this field I haven’t created that good project with some cool frontend I just made what I started thinking instantly a few days back and this is a terminal based python application", "repo": "https://github.com/pranshi532/interstellarmath", "demo": "https://github.com/pranshi532/interstellarmath/blob/main/main.py"}]...
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[{"post_id": 923, "ts": "2026- [{"post_id": 923, "ts": "2026-06-02T17:46:01Z", "hours": 1.4464, "text": "Finally the Maths has been done"}, {"post_id": 387, "ts": "2026-06-01T19:04:33Z", "hours": 0.9597, "text": "Finally one last main.py file left , spent the midnight building researchreport.py . Strictly stdlib, so I couldn’t lean on rich . Had to manually handle column alignment using f-string width specifiers. Took two iterations to get the spacing right when the sequence names or percentages varied in length"}, {"post_id": 327, "ts": "2026-06-01T16:55:46Z", "hours": 0.5353, "text": "Started the project today. Decided early on to lock myself into the standard library . No numpy ,no bin,no math shortcuts.If I’m testing mathematical structures survive cosmic noise,I should build the math from scratch .It forces me to actually understand the algorithms instead of leaning of abstraction"}]...
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Title: interstellarmath by @pranshi27123 | Stardan Title: interstellarmath by @pranshi27123 | Stardance
Devlogs:
Started the project today. Decided early on to lock myself into the standard library . No numpy ,no bin,no math shortcuts.If I’m testing mathematical structures survive cosmic noise,I should build the math from scratch .It forces me to actually understand the algorithms instead of leaning of abstraction
Finally one last main.py file left , spent the midnight building researchreport.py . Strictly stdlib, so I couldn’t lean on rich . Had to manually handle column alignment using f-string width specifiers. Took two iterations to get the spacing right when the sequence names or percentages varied in length
Finally the Maths has been done
Ships:
I made a project on number theory + space , the challenging part was doing all the maths on my own and no usage of numpy and as I am new in this field I haven’t created that good project with some cool frontend I just made what I started thinking instantly a few days back and this is a terminal based python application...
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1792968519.5796027
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1793054919.5796027
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1879
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sevasync by @hirdeykumar_topper | Stardance
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hirdeykumar_topper
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1
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27.36
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T17:36:59Z", "hours": 26.0, "multiplier": 5.13, "payout": 0, "blessing": "neutral", "text": "so i made an app publically known as seva details . it for SK & BSK to let them manage their seva records easily and efficiently and help them to digitalize their methods and search across their saved records and have reminder a day right before their seva(an event you can say) come . in this i have used ai like chat gpt and last claude for a quick ui refactor and this project is live on playstore and currently it has 71 downloads. so you can just search and download it to see how it looks . and challenging part was working with ai and with zero flutter knowledge and maintaining security .", "repo": "https://github.com/HNdevelopments/Data_Sync", "demo": "https://seva-details.web.app/"}]...
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[{"post_id": 69310, "ts": "202 [{"post_id": 69310, "ts": "2026-09-16T19:35:28Z", "hours": 1.3622, "text": "just working on new app"}, {"post_id": 33589, "ts": "2026-07-23T17:11:46Z", "hours": 4.5242, "text": "completed project info today and launched an update on play store with enhanced security and added git hub url"}, {"post_id": 27597, "ts": "2026-07-13T10:02:41Z", "hours": 2.9494, "text": "just wanna say that my project is on play store now"}, {"post_id": 9953, "ts": "2026-06-16T14:10:14Z", "hours": 8.4517, "text": "afrom last 10 days i have not posted a single devlog but i am happy to announce that i have finally made it i haev completed the project solved many bugs resolved many errors made the ui part and 3 x my app looks and feel now my app is all set for launchi have already started the closed testing before production release in play console"}, {"post_id": 3448, "ts": "2026-06-06T12:03:11Z", "hours": 3.4739, "text": "i alomost finalized my app and debug many issue and tried to make iit production ready but in the and when running flutter buil release it shows splash screen stuck error and i couldn’t fix it so tommorow i will release it for testers also added many oher fields and drop down in app to inrease productivity and convinience"}, {"post_id": 2742, "ts": "2026-06-05T14:45:16Z", "hours": 1.5378, "text": "so i almost finalized my application add a few buttons and search filters done deep testing and solved many critical bugs including many auth bugs and many other so data do not show to other users and add a coming soon poster for a feature planned and there a few more things which will be done shortly and i will send it for review tomorrow"}, {"post_id": 2240, "ts": "2026-06-04T16:59:56Z", "hours": 1.3211, "text": "finally everything about reminder system is sorted and tested and now my app is near to complete probably after 24 hours i will send it for review to google as i already hold a dev account and today i fought bugs and found some critical bugs too and created a few new buttons and save them in firestore and likely tomorrow i will finalize it and ship it (devlog 4) and can anyone tell me how to get start dust"}, {"post_id": 1961, "ts": "2026-06-04T06:38:19Z", "hours": 0.84, "text": "so auto reminder function is complete problem was reciever tag missing in flutter XML file i am attaching screenshot below and finally after a long battle me and chat gpt fought figured that out"}, {"post_id": 970, "ts": "2026-06-02T19:01:49Z", "hours": 2.0472, "text": "fougth a long battle with auto reminder scheduling in flutter and for looks like i lost but will try again issue is it drops instant notification but not scheduled one any solution ??"}, {"post_id": 360, "ts": "2026-06-01T18:03:41Z", "hours": 0.4325, "text": "Devlog — Sevasync Date:1 June 2026 Time worked:Late evening (~10 PM onward) What I worked on today Fixed - Stay Logged In -system using Firebase Auth persistence App now automatically opens Home Screen if already logged in ✅ Added Logout system inside Profile Screen Added logout confirmation dialog Fixed navigation after logout → back to Login Screen ✅ Existing systems tested Search Records working Check Records working Edit/Delete system working User-only records issue fixed (UID based filtering) Current MVP Status Core app flow is now functional: Login Profile S/BS Entry Search Records Check Records Edit/Delete Stay Logged In Logout Problems / Tech Debt Firestore structure still messy Need optimization later Reminder system pending (next major feature) Thoughts Funny milestone: Built and shipped most of the base app with almost zero Flutter knowledge and on a brand new laptop 😭🔥"}]...
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Title: sevasync by @hirdeykumar_topper | Stardance Title: sevasync by @hirdeykumar_topper | Stardance
Devlogs:
Devlog — Sevasync Date:1 June 2026 Time worked:Late evening (~10 PM onward) What I worked on today Fixed - Stay Logged In -system using Firebase Auth persistence App now automatically opens Home Screen if already logged in ✅ Added Logout system inside Profile Screen Added logout confirmation dialog Fixed navigation after logout → back to Login Screen ✅ Existing systems tested Search Records working Check Records working Edit/Delete system working User-only records issue fixed (UID based filtering) Current MVP Status Core app flow is now functional: Login Profile S/BS Entry Search Records Check Records Edit/Delete Stay Logged In Logout Problems / Tech Debt Firestore structure still messy Need optimization later Reminder system pending (next major feature) Thoughts Funny milestone: Built and shipped most of the base app with almost zero Flutter knowledge and on a brand new laptop 😭🔥
fougth a long battle with auto reminder scheduling in flutter and for looks like i lost but will try again issue is it drops instant notification but not scheduled one any solution ??
so auto reminder function is complete problem was reciever tag missing in flutter XML file i am attaching screenshot below and finally after a long battle me and chat gpt fought figured that out
finally everything about reminder system is sorted and tested and now my app is near to complete probably after 24 hours i will send it for review to google as i already hold a dev account and today i fought bugs and found some critical bugs too and created a few new buttons and save them in firestore and likely tomorrow i will finalize it and ship it (devlog 4) and can anyone tell me how to get start dust
so i almost finalized my application add a few buttons and search filters done deep testing and solved many critical bugs including many auth bugs and many other so data do not show to other users and add a coming soon poster for a feature planned and there a few more things which will be done shortly and i will send it for review tomorrow
i alomost finalized my app and debug many issue and tried to make iit production ready but in the and when running flutter buil release it shows splash screen stuck error and i couldn’t fix it so tommorow i will release it for testers also added many oher fields and drop down in app to inrease productivity and convinience
afrom last 10 days i have not posted a single devlog but i am happy to announce that i have finally made it i haev completed the project solved many bugs resolved many errors made the ui part and 3 x my app looks and feel now my app is all set for launchi have already started the closed testing before production release in play console
just wanna say that my project is on play store now
completed project info today and launched an update on play store with enhanced security and added git hub url
just working on new app
Ships:
so i made an app publically known as seva details . it for SK & BSK to let them manage their seva records easily and efficiently and help them to digitalize their methods and search across their saved records and have reminder a day right before their seva(an event you can say) come . in this i have used ai like chat gpt and last claude for a quick ui refactor and this project is live on playstore and currently it has 71 downloads. so you can just search and download it to see how it looks . and challenging part was working with ai and with zero flutter knowledge and maintaining security ....
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1792968686.6574943
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1793055086.6574943
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1884
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Edu-Quity by @SynthReaper | Stardance
|
SynthReaper
|
1
|
7.24
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T19:06:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight", "repo": "https://github.com/SynthReaper/EduQuity", "demo": "https://edu-quity.vercel.app/"}]...
|
[{"post_id": 6621, "ts": "2026 [{"post_id": 6621, "ts": "2026-06-11T03:21:09Z", "hours": 4.8431, "text": "changed from sandbox to live data improve ui ,animations etc and solving bugs"}, {"post_id": 4181, "ts": "2026-06-07T12:21:04Z", "hours": 1.3994, "text": "Upgraded my website to next level with new features"}, {"post_id": 1612, "ts": "2026-06-03T19:03:25Z", "hours": 1.0811, "text": "A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight"}]...
|
Title: Edu-Quity by @SynthReaper | Stardance
Devl Title: Edu-Quity by @SynthReaper | Stardance
Devlogs:
A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight
Upgraded my website to next level with new features
changed from sandbox to live data improve ui ,animations etc and solving bugs
Ships:
A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight...
|
1792990455.5890868
|
1793076855.5890868
|
|
1894
|
Boba Cats! by @Jewelia | Stardance
|
Jewelia
|
1
|
63.0
|
1069
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T20:19:28Z", "hours": 63.0, "multiplier": 17.55, "payout": 1069, "blessing": "neutral", "text": "Boba Cats! is a 2D adventure game about a cat’s quest to find the fabled brown sugar boba! After an entire summer of working on it, our team ( @graceyd , @kimeowsu , and I) are ready to present the first world of our game! This world takes place under the ocean! What might a cat be doing underwater, you might ask? You’ll see! 😉 The first world is fully playable, but the soundtrack and extra touches will be added in future versions! We hope you all enjoy the cute pixel art, fun platforming challenges, creative storyline, and easter eggs! You can play the game on the [itch app] ( https://itch.io/app ) or download it for Windows!", "repo": "https://github.com/graceyd1/Boba-Cats", "demo": "https://grassinabox.itch.io/boba-cats"}]...
|
[{"post_id": 44198, "ts": "202 [{"post_id": 44198, "ts": "2026-08-09T20:07:52Z", "hours": 3.2164, "text": "Quick devlog before shipping!! @graceyd and I had our sisters test the game, and we’ve been working on fixing some bugs this past week! File saving should be fixed now, as well as some issues with the miniboss and other minor visual bugs! Hope you enjoy the game! Ship coming right up —>"}, {"post_id": 39232, "ts": "2026-08-02T02:02:56Z", "hours": 11.4622, "text": "Today has been a rush to make final touches to our game! We hoped to be able to ship it today, but in favor of more thorough testing, we will probably end up shipping it later this week (hopefully tomorrow or the day after tomorrow or - 🤔 you get the idea right?) I’ve been working on the hidden pearls you can find in-game, as well as name labels to text boxes so it makes it easier for players to remember who is who! As for what the pearls do…I’ve taken a long time to work on that too! But you better come play our game to find out what they actually do 😉 if you can find them in the first place, that is! A couple hours were also spent adding major dialogue changes to one of the major plot points! We’re hoping with the new changes that the story will have more character depth and be more memorable for players! That’s it for now ~"}, {"post_id": 30183, "ts": "2026-07-17T15:31:42Z", "hours": 8.1886, "text": "As we near our final stage of completing the first world of our project, we are smoothing everything out as well as adding final touches and the last major additions such as the plant shop shown below (spoilers: it doesn’t sell you plants). I’ve smoothed out the camera movement in the miniboss arena and added a gate (as shown in the video). I’ve also had fun creating the UI for a multiple file save system and inventory! That’s it for now!! (If we’re not counting some stuff that would be better for you to experience when you actually play the game 😉😉)"}, {"post_id": 28367, "ts": "2026-07-14T16:12:56Z", "hours": 4.3056, "text": "We’ve been wrapping this game’s first level up, with some fixes and tweaks here and there, and adding the final cutscenes such as the one in the video! Aanddd….we might be getting a soundtrack from a special someone 😉"}, {"post_id": 25283, "ts": "2026-07-09T13:51:28Z", "hours": 11.0194, "text": "We’ve made a lot of progress on Boba Cats! Nearly all the rooms are added and we are close to finishing up the dialogue and story line! Thanks to @kimeowsu ’s amazing art and creativity and @graceyd ’s awesome coding and dedication, we hope to be able to ship the first level of our game very soon, so stay tuned!"}, {"post_id": 18439, "ts": "2026-06-29T16:24:00Z", "hours": 5.835, "text": "Dialogue and Story!! We’ve started to add the plot in the form of dialogue to our game, which we have decided to name Boba Cats! In order to get their ship fixed, the player must find brown sugar boba…but at what cost?"}, {"post_id": 14784, "ts": "2026-06-24T00:51:46Z", "hours": 3.7164, "text": "We got the underwater city art in by @kimeowsu !! Doesn’t it look amazing? 😍 I worked on the scene changes, which allow the player to go back and forth between rooms. Tell me why forwards scene changes took like 10 minutes and backwards took 2 and a half hours… at least it finally works!! 🥳 😅 🐈"}, {"post_id": 12215, "ts": "2026-06-19T22:47:01Z", "hours": 4.2386, "text": "We’ve moved on to ✨THE BIG BAD BOSS✨ of our underwater level: The SEA BUNNY. @graceyd and I worked on coding the bunny @kimeowsu drew. It can shoot bullets from its fur and launch a mad dash attack you can try to dodge! Who knew bunnies were so dangerous and…huge? 🫠 🧨 🐰"}, {"post_id": 11029, "ts": "2026-06-18T01:51:21Z", "hours": 3.1744, "text": "Oh yeah, that bomb that’s not supposed to explode and yet yeets you halfway across the screen? It’s not a bug……it’s a feature 😉 😎 😏"}, {"post_id": 7039, "ts": "2026-06-11T19:59:55Z", "hours": 2.1142, "text": "We got art for the cave the player will enter after passing the underwater level!! 🥳 @graceyd and I worked on coding a flashlight that will grow a vine to allow the player to climb it and reach the cliff! Enjoy the video 😊"}, {"post_id": 5996, "ts": "2026-06-10T01:39:28Z", "hours": 3.9172, "text": "Updates: We got some art by @graceyd ’s sister imported in! We’ve a few steps closer to creating an actual 2D scrolling game with the implementation of a camera to follow the player and factors in the environment (like fish and coral tubes!) that damage the player’s health. Video’s a bit laggy because my computer decided to be slow today XD but hope you enjoy!! Will bring more updates soon :D"}, {"post_id": 1637, "ts": "2026-06-03T19:22:49Z", "hours": 2.1739, "text": "@graceyd and I expanded on the coral tubes in our game by adding timers to make them turn off and on! When turned on, the tubes will suck the player in and cause damage in the future :C"}]...
|
Title: Boba Cats! by @Jewelia | Stardance
Devlogs Title: Boba Cats! by @Jewelia | Stardance
Devlogs:
@graceyd and I expanded on the coral tubes in our game by adding timers to make them turn off and on! When turned on, the tubes will suck the player in and cause damage in the future :C
Updates: We got some art by @graceyd ’s sister imported in! We’ve a few steps closer to creating an actual 2D scrolling game with the implementation of a camera to follow the player and factors in the environment (like fish and coral tubes!) that damage the player’s health. Video’s a bit laggy because my computer decided to be slow today XD but hope you enjoy!! Will bring more updates soon :D
We got art for the cave the player will enter after passing the underwater level!! 🥳 @graceyd and I worked on coding a flashlight that will grow a vine to allow the player to climb it and reach the cliff! Enjoy the video 😊
Oh yeah, that bomb that’s not supposed to explode and yet yeets you halfway across the screen? It’s not a bug……it’s a feature 😉 😎 😏
We’ve moved on to ✨THE BIG BAD BOSS✨ of our underwater level: The SEA BUNNY. @graceyd and I worked on coding the bunny @kimeowsu drew. It can shoot bullets from its fur and launch a mad dash attack you can try to dodge! Who knew bunnies were so dangerous and…huge? 🫠 🧨 🐰
We got the underwater city art in by @kimeowsu !! Doesn’t it look amazing? 😍 I worked on the scene changes, which allow the player to go back and forth between rooms. Tell me why forwards scene changes took like 10 minutes and backwards took 2 and a half hours… at least it finally works!! 🥳 😅 🐈
Dialogue and Story!! We’ve started to add the plot in the form of dialogue to our game, which we have decided to name Boba Cats! In order to get their ship fixed, the player must find brown sugar boba…but at what cost?
We’ve made a lot of progress on Boba Cats! Nearly all the rooms are added and we are close to finishing up the dialogue and story line! Thanks to @kimeowsu ’s amazing art and creativity and @graceyd ’s awesome coding and dedication, we hope to be able to ship the first level of our game very soon, so stay tuned!
We’ve been wrapping this game’s first level up, with some fixes and tweaks here and there, and adding the final cutscenes such as the one in the video! Aanddd….we might be getting a soundtrack from a special someone 😉
As we near our final stage of completing the first world of our project, we are smoothing everything out as well as adding final touches and the last major additions such as the plant shop shown below (spoilers: it doesn’t sell you plants). I’ve smoothed out the camera movement in the miniboss arena and added a gate (as shown in the video). I’ve also had fun creating the UI for a multiple file save system and inventory! That’s it for now!! (If we’re not counting some stuff that would be better for you to experience when you actually play the game 😉😉)
Today has been a rush to make final touches to our game! We hoped to be able to ship it today, but in favor of more thorough testing, we will probably end up shipping it later this week (hopefully tomorrow or the day after tomorrow or - 🤔 you get the idea right?) I’ve been working on the hidden pearls you can find in-game, as well as name labels to text boxes so it makes it easier for players to remember who is who! As for what the pearls do…I’ve taken a long time to work on that too! But you better come play our game to find out what they actually do 😉 if you can find them in the first place, that is! A couple hours were also spent adding major dialogue changes to one of the major plot points! We’re hoping with the new changes that the story will have more character depth and be more memorable for players! That’s it for now ~
Quick devlog before shipping!! @graceyd and I had our sisters test the game, and we’ve been working on fixing some bugs this past week! File saving should be fixed now, as well as some issues with the miniboss and other minor visual bugs! Hope you enjoy the game! Ship coming right up —>
Ships:
Boba Cats! is a 2D adventure game about a cat’s quest to find the fabled brown sugar boba! After an entire summer of working on it, our team ( @graceyd , @kimeowsu , and I) are ready to present the first world of our game! This world takes place under the ocean! What might a cat be doing underwater, you might ask? You’ll see! 😉 The first world is fully playable, but the soundtrack and extra touches will be added in future versions! We hope you all enjoy the cute pixel art, fun platforming challenges, creative storyline, and easter eggs! You can play the game on the [itch app] ( https://itch.io/app ) or download it for Windows!...
|
1792983329.0834324
|
1793069729.0834324
|
|
1910
|
Planet Trotter by @Atlus | Stardance
|
Atlus
|
1
|
59.0
|
583
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T19:40:39Z", "hours": 59.0, "multiplier": 9.84, "payout": 583, "blessing": "neutral", "text": "This is a very early version of my game Planet Trotter. I am very proud of the progress I’ve made as before this I didn’t know anything of game development. The game is still very early in development, but I thought I’d put something out and ship a working version. have fun playing my game! :D", "repo": "https://github.com/Atlus06/Planet-Trotter", "demo": "https://atlus06.itch.io/planet-trotter"}]...
|
[{"post_id": 56284, "ts": "202 [{"post_id": 56284, "ts": "2026-08-28T00:04:50Z", "hours": 6.2547, "text": "I tried adding a new game button. It did not work. the last for the last month or so and recorded 6 hours, I’ve been trying to create a system in my game to reset the player’s save. I SEVERELY underestimated how hard it’d be. It really is weird what gets you caught up in a project, if you wanna know more about my prosses and possibly help you can read below. So first I thought it would be as easy as deleting the save file that is already on the player’s system, that not only crashed, but after I fixed all of the bugs and errors I noticed it completely destroyed the saving system and the level loading system with it. after hours which turned to weeks of debugging, I figured it wasn’t worth it. At least not right now, this is a challenge I’ll tackle another day, or at least when I don’t have a time limit. But as they say, failure is apart of the process and I’m okay with that."}, {"post_id": 43368, "ts": "2026-08-08T15:57:40Z", "hours": 8.6789, "text": "Changes: Added state machine Added NPC with dialogue Added more menu options Added Debug mode"}, {"post_id": 36707, "ts": "2026-07-28T22:47:47Z", "hours": 6.5531, "text": "Changes: Added jump cutting - make platforming feel better/ more responsive added settings menu added controls rebinding menu"}, {"post_id": 32625, "ts": "2026-07-21T22:15:39Z", "hours": 2.1347, "text": "Changes: Made a checkpoint System After disagreeing with a bunch of tutorials I decided to reuse a system I already had. Used the code to set player position at the start of the level and a global variables scripts to remember the position of the checkpoint and respawn the player when their equaled to 0 Made a “return to checkpoint” button to give use to the checkpoints in the levels due to there being nothing that will kill the player yet"}, {"post_id": 30765, "ts": "2026-07-18T16:59:21Z", "hours": 2.66, "text": "Changes: Added UI with a working health, dash cooldown and collectable counting system -Tweaked dash adding a slight start lag and changed the way cooldowns work"}, {"post_id": 29869, "ts": "2026-07-17T00:59:28Z", "hours": 7.8633, "text": "Changes: Made 5 levels Finished first reeditions of levels that will be included in the demo Small Tweaks: Made wall slide way faster Changed how dash cooldown works Here are 2 level layouts and their renditions/ filled out versions"}, {"post_id": 24941, "ts": "2026-07-08T20:30:51Z", "hours": 3.9625, "text": "Changes Reworked double jump Other small Tweaks"}, {"post_id": 23631, "ts": "2026-07-06T18:23:24Z", "hours": 2.4867, "text": "Changes: -Added a placeholder level transition/ loading screen -Finally made level spawn points work -Added textures/ replaced placeholder platforms with actual assets The 2 photos are an example of making something unnecessarily complex. The few lines of code I used where the whole reason that the level spawn points took weeks the work out. So make sure you understand your code so you really know what’s actually helping and what’s bloat and holding you back."}, {"post_id": 19254, "ts": "2026-06-30T14:51:35Z", "hours": 2.7731, "text": "Changes: Added a Health System Re-added the Collectable counter Life Update: To explain the big gap in updates, I got burnout. while working on the project I ended up working too hard and too fast, and a certain point I stopped to take a break and couldn’t bring myself to work, but I’m back now and won’t let that happen again."}, {"post_id": 9581, "ts": "2026-06-15T23:19:01Z", "hours": 1.7408, "text": "Devlog 8: Did: -Started w/ fixing coyote time Reworked jump to make coyote time work Remade double jump by making double jump variable -Make System for changing levels Used signals w/ parameters to send path to next level -Fixed up collectables Turned of collisions for .1 seconds so collectables won’t be collected on start up (hopefully)"}, {"post_id": 9273, "ts": "2026-06-15T15:57:48Z", "hours": 2.4539, "text": "Changes: -Cleaned up backend more -added coyote time -make scene/ level changing work"}, {"post_id": 7007, "ts": "2026-06-11T19:14:31Z", "hours": 2.5389, "text": "Changes: -organized file system and scene tree"}, {"post_id": 2797, "ts": "2026-06-05T16:43:33Z", "hours": 2.0925, "text": "Changes: Changed dash mechanic so dashing downwards is possible Added sliding mechanic The sliding was strange to add, but I ended up figuring it out. Adding this I’ll make the game’s movement feel more fluid, like celeste. Later I’ll make a momentum system to increase the slide and the dash distance depending on speed"}, {"post_id": 2643, "ts": "2026-06-05T09:25:51Z", "hours": 1.1644, "text": "Changes: -Added camera zoom -Added collectable counter The camera zoom feature is mainly for testing, but I though while I work on a map system I’ll give a pseudo map that make traversing the test area easier."}, {"post_id": 1702, "ts": "2026-06-03T21:19:03Z", "hours": 3.9031, "text": "Changes: -Polished movement -player jumps off of walls -dash is stronger -Added collectables -Added camera movement The collectable system was the most challenges from collision errors to tracking & counting collectables, but I did figure it out and learned how to signal between scripts at the same time. I also learned about the camera positioning smoothing option in Godot which cut out a lot of learning and trial & error that I would need to figure out."}, {"post_id": 416, "ts": "2026-06-01T20:23:52Z", "hours": 2.0153, "text": "I and a couple friends are going to create a game about venturing unknown planets in search of a new earth to inhabit To start off I created a simple movement system with a double jump, dash and wall cling mechanic. the dash was hardest to implement because of all the small hiccups and things to keep track of, but I did manage to get a hold of it after a lot of trial and error. I started this project with the aim to learn composition and I’m happy that I was able to implement that into this project. If you don’t know composition makes your code more readable and modular. As you can tell there aren’t any sprites, but there will be in the future, but for now the Godot logo will be my placeholder."}]...
|
Title: Planet Trotter by @Atlus | Stardance
Devlo Title: Planet Trotter by @Atlus | Stardance
Devlogs:
I and a couple friends are going to create a game about venturing unknown planets in search of a new earth to inhabit To start off I created a simple movement system with a double jump, dash and wall cling mechanic. the dash was hardest to implement because of all the small hiccups and things to keep track of, but I did manage to get a hold of it after a lot of trial and error. I started this project with the aim to learn composition and I’m happy that I was able to implement that into this project. If you don’t know composition makes your code more readable and modular. As you can tell there aren’t any sprites, but there will be in the future, but for now the Godot logo will be my placeholder.
Changes: -Polished movement -player jumps off of walls -dash is stronger -Added collectables -Added camera movement The collectable system was the most challenges from collision errors to tracking & counting collectables, but I did figure it out and learned how to signal between scripts at the same time. I also learned about the camera positioning smoothing option in Godot which cut out a lot of learning and trial & error that I would need to figure out.
Changes: -Added camera zoom -Added collectable counter The camera zoom feature is mainly for testing, but I though while I work on a map system I’ll give a pseudo map that make traversing the test area easier.
Changes: Changed dash mechanic so dashing downwards is possible Added sliding mechanic The sliding was strange to add, but I ended up figuring it out. Adding this I’ll make the game’s movement feel more fluid, like celeste. Later I’ll make a momentum system to increase the slide and the dash distance depending on speed
Changes: -organized file system and scene tree
Changes: -Cleaned up backend more -added coyote time -make scene/ level changing work
Devlog 8: Did: -Started w/ fixing coyote time Reworked jump to make coyote time work Remade double jump by making double jump variable -Make System for changing levels Used signals w/ parameters to send path to next level -Fixed up collectables Turned of collisions for .1 seconds so collectables won’t be collected on start up (hopefully)
Changes: Added a Health System Re-added the Collectable counter Life Update: To explain the big gap in updates, I got burnout. while working on the project I ended up working too hard and too fast, and a certain point I stopped to take a break and couldn’t bring myself to work, but I’m back now and won’t let that happen again.
Changes: -Added a placeholder level transition/ loading screen -Finally made level spawn points work -Added textures/ replaced placeholder platforms with actual assets The 2 photos are an example of making something unnecessarily complex. The few lines of code I used where the whole reason that the level spawn points took weeks the work out. So make sure you understand your code so you really know what’s actually helping and what’s bloat and holding you back.
Changes Reworked double jump Other small Tweaks
Changes: Made 5 levels Finished first reeditions of levels that will be included in the demo Small Tweaks: Made wall slide way faster Changed how dash cooldown works Here are 2 level layouts and their renditions/ filled out versions
Changes: Added UI with a working health, dash cooldown and collectable counting system -Tweaked dash adding a slight start lag and changed the way cooldowns work
Changes: Made a checkpoint System After disagreeing with a bunch of tutorials I decided to reuse a system I already had. Used the code to set player position at the start of the level and a global variables scripts to remember the position of the checkpoint and respawn the player when their equaled to 0 Made a “return to checkpoint” button to give use to the checkpoints in the levels due to there being nothing that will kill the player yet
Changes: Added jump cutting - make platforming feel better/ more responsive added settings menu added controls rebinding menu
Changes: Added state machine Added NPC with dialogue Added more menu options Added Debug mode
I tried adding a new game button. It did not work. the last for the last month or so and recorded 6 hours, I’ve been trying to create a system in my game to reset the player’s save. I SEVERELY underestimated how hard it’d be. It really is weird what gets you caught up in a project, if you wanna know more about my prosses and possibly help you can read below. So first I thought it would be as easy as deleting the save file that is already on the player’s system, that not only crashed, but after I fixed all of the bugs and errors I noticed it completely destroyed the saving system and the level loading system with it. after hours which turned to weeks of debugging, I figured it wasn’t worth it. At least not right now, this is a challenge I’ll tackle another day, or at least when I don’t have a time limit. But as they say, failure is apart of the process and I’m okay with that.
Ships:
This is a very early version of my game Planet Trotter. I am very proud of the progress I’ve made as before this I didn’t know anything of game development. The game is still very early in development, but I thought I’d put something out and ship a working version. have fun playing my game! :D...
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1792968592.7421088
|
1793054992.7421088
|
|
1911
|
Ranked Bot by @Polokalap | Stardance
|
Polokalap
|
1
|
58.21
|
391
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T21:42:13Z", "hours": 51.0, "multiplier": 8.79, "payout": 391, "blessing": "neutral", "text": "This is a Discord bot for a Discord-based Minecraft pvp tierlist. Basically there are testers who are good players, and they can tier test people in queues. This bot manages those tests and some other stuff like moderation.", "repo": "https://github.com/Polokalap/Ranked_Bot", "demo": "https://dc.ranked.hu"}]...
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[{"post_id": 33736, "ts": "202 [{"post_id": 33736, "ts": "2026-07-23T21:48:41Z", "hours": 1.8114, "text": "Fixed admin-profile command, added banned rank and fixed some minor issues"}, {"post_id": 32081, "ts": "2026-07-21T00:08:57Z", "hours": 5.3975, "text": "I did some bug fixes and stuff, I wish I didn’t have to count 5 hours. I just need to post to resubmit, so I guess I made the readme actually useable and also fixed some minor issues."}, {"post_id": 9258, "ts": "2026-06-15T15:25:32Z", "hours": 5.2731, "text": "Added /admin-profile and retired tiers for normal /profile command (I also fixed some smaller stuff, but the bot is pretty much done at this point!)"}, {"post_id": 8416, "ts": "2026-06-13T23:58:29Z", "hours": 2.3478, "text": "Added /spin command"}, {"post_id": 8184, "ts": "2026-06-13T17:10:26Z", "hours": 3.1311, "text": "HT Tickets added woohoo"}, {"post_id": 7558, "ts": "2026-06-12T17:12:44Z", "hours": 2.8197, "text": "Did very little work today, I just cannot concentrate. Added a high tier ticket system ui, will make the backend later today or tomorrow."}, {"post_id": 7020, "ts": "2026-06-11T19:34:30Z", "hours": 16.2056, "text": "Added a queue system that I’ll make a video on when the bot releases. Yes 3 lines for 16h"}, {"post_id": 4553, "ts": "2026-06-07T21:59:21Z", "hours": 3.6322, "text": "Added queue ping selector :O Yes this took this many hours, because I had to create bugfixes, literally remake the db, and update the db creds. in the bot, the api."}, {"post_id": 3087, "ts": "2026-06-05T23:59:37Z", "hours": 0.5494, "text": "Added reaction emojis"}, {"post_id": 2920, "ts": "2026-06-05T20:30:29Z", "hours": 2.275, "text": "Added the ability to look up profiles by /profile minecraft_name:Polokalap Also started working on tier testing and swapped displaying tiers from text to emojis."}, {"post_id": 2441, "ts": "2026-06-04T22:48:11Z", "hours": 0.7422, "text": "Added welcome message HELLO"}, {"post_id": 2422, "ts": "2026-06-04T21:54:24Z", "hours": 2.4406, "text": "Added /profile command"}, {"post_id": 1747, "ts": "2026-06-03T22:42:48Z", "hours": 1.2375, "text": "Created ticket panel!"}, {"post_id": 1667, "ts": "2026-06-03T20:12:12Z", "hours": 0.79, "text": "I’m pretty sure I added archiving, I don’t really know. Also, I swapped out .env to data.json for channel ids"}, {"post_id": 1545, "ts": "2026-06-03T16:58:26Z", "hours": 1.9872, "text": "Now you can create and close tickets!! It also sends a cute lil’ embed that you can edit in json :D"}, {"post_id": 1019, "ts": "2026-06-02T20:14:40Z", "hours": 0.855, "text": "Hello :3 I made the bot time out the user if they spammed blocked content!"}, {"post_id": 947, "ts": "2026-06-02T18:28:30Z", "hours": 2.1811, "text": "Dear diary, Today, I added listeners when a message gets updated, so people can’t bypass the filter system by sending a message then editing it to a url, or something blocked. I also added another detection method that works the following way: Message is: “ https://youtube.com meow uwu :3 also look at this 18+ video https://blocked.url ” The old system would’ve allowed this, because it’s remove any white spaces, so the message becomes: “ https://youtube.commeowuwu:3alsolookatthis18+video https://blocked.url ” Then, it’d check if it contains a blocked sequence of characters, which is “://” in that case. Then, it’d check if it contains any of the “good” domains, and if it does, it’d allow the user to send the message. That was a bad system, and I rushed it. The new system does this: Message gets chunked: [“https://youtube.com”, “meow”, “uwu”, “:3”, “also”, “look”, “at”, “this”, “18+”, “video”, “https://blocked.url”] And it iterates trough every field. So now, if a url is present in a chunk, it’d only check that url. Also I added new translation keys."}, {"post_id": 461, "ts": "2026-06-01T22:14:14Z", "hours": 0.7564, "text": "I added a system that sends the moderators a report about a flag in their own channel. I also added flags for encouraging self-harm."}, {"post_id": 444, "ts": "2026-06-01T21:17:11Z", "hours": 3.4722, "text": "Added a language and a moderation system. You have a filter.json in src/resources and you can set up rules in it without ever touching code. Here’s the syntax: { “flags”: [ { “name”: “Gyűlölkődés”, “description”: “A gyűlölködő meggnyílvánulások nem megengedettek a szerveren!”, “punishment”: “ONE_HOUR”, “flags”: [ ], “ignore”: [ ], “always”: [ “nigger”, “nigga”, “cigány”, “cigris”, “cigo”, “nigris”, “nigg”, “buzi” ] } ] } When someone types one of the words out form “always”, it’ll punish them no matter what. If they send something that’s in “flags”, it’ll check if it also contains something from “ignore”. This is a bad system, but it works fine for now. Also, it punishes the user from the “punishment” field. You can set the following parameters: NONE, FIVE_MIN, ONE_HOUR, ONE_DAY, THREE_DAYS, SEVEN_DAYS, KICK, BAN. As you can see from the linked image, it lets people bypass the moderation system with one of the following permissions: MANAGE_CHANNEL, MESSAGE_MANAGE. I also added a language system, so what value you set in .env for “LANGUAGE”, it’ll use that +”.json” for every message. That’ll be useful when translating."}]...
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Title: Ranked Bot by @Polokalap | Stardance
Devlo Title: Ranked Bot by @Polokalap | Stardance
Devlogs:
Added a language and a moderation system. You have a filter.json in src/resources and you can set up rules in it without ever touching code. Here’s the syntax: { “flags”: [ { “name”: “Gyűlölkődés”, “description”: “A gyűlölködő meggnyílvánulások nem megengedettek a szerveren!”, “punishment”: “ONE_HOUR”, “flags”: [ ], “ignore”: [ ], “always”: [ “nigger”, “nigga”, “cigány”, “cigris”, “cigo”, “nigris”, “nigg”, “buzi” ] } ] } When someone types one of the words out form “always”, it’ll punish them no matter what. If they send something that’s in “flags”, it’ll check if it also contains something from “ignore”. This is a bad system, but it works fine for now. Also, it punishes the user from the “punishment” field. You can set the following parameters: NONE, FIVE_MIN, ONE_HOUR, ONE_DAY, THREE_DAYS, SEVEN_DAYS, KICK, BAN. As you can see from the linked image, it lets people bypass the moderation system with one of the following permissions: MANAGE_CHANNEL, MESSAGE_MANAGE. I also added a language system, so what value you set in .env for “LANGUAGE”, it’ll use that +”.json” for every message. That’ll be useful when translating.
I added a system that sends the moderators a report about a flag in their own channel. I also added flags for encouraging self-harm.
Dear diary, Today, I added listeners when a message gets updated, so people can’t bypass the filter system by sending a message then editing it to a url, or something blocked. I also added another detection method that works the following way: Message is: “ https://youtube.com meow uwu :3 also look at this 18+ video https://blocked.url ” The old system would’ve allowed this, because it’s remove any white spaces, so the message becomes: “ https://youtube.commeowuwu:3alsolookatthis18+video https://blocked.url ” Then, it’d check if it contains a blocked sequence of characters, which is “://” in that case. Then, it’d check if it contains any of the “good” domains, and if it does, it’d allow the user to send the message. That was a bad system, and I rushed it. The new system does this: Message gets chunked: [“https://youtube.com”, “meow”, “uwu”, “:3”, “also”, “look”, “at”, “this”, “18+”, “video”, “https://blocked.url”] And it iterates trough every field. So now, if a url is present in a chunk, it’d only check that url. Also I added new translation keys.
Hello :3 I made the bot time out the user if they spammed blocked content!
Now you can create and close tickets!! It also sends a cute lil’ embed that you can edit in json :D
I’m pretty sure I added archiving, I don’t really know. Also, I swapped out .env to data.json for channel ids
Created ticket panel!
Added /profile command
Added welcome message HELLO
Added the ability to look up profiles by /profile minecraft_name:Polokalap Also started working on tier testing and swapped displaying tiers from text to emojis.
Added reaction emojis
Added queue ping selector :O Yes this took this many hours, because I had to create bugfixes, literally remake the db, and update the db creds. in the bot, the api.
Added a queue system that I’ll make a video on when the bot releases. Yes 3 lines for 16h
Did very little work today, I just cannot concentrate. Added a high tier ticket system ui, will make the backend later today or tomorrow.
HT Tickets added woohoo
Added /spin command
Added /admin-profile and retired tiers for normal /profile command (I also fixed some smaller stuff, but the bot is pretty much done at this point!)
I did some bug fixes and stuff, I wish I didn’t have to count 5 hours. I just need to post to resubmit, so I guess I made the readme actually useable and also fixed some minor issues.
Fixed admin-profile command, added banned rank and fixed some minor issues
Ships:
This is a Discord bot for a Discord-based Minecraft pvp tierlist. Basically there are testers who are good players, and they can tier test people in queues. This bot manages those tests and some other stuff like moderation....
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1792993856.3096318
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1793080256.3096318
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1912
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Something in Hardware by @tejusj98 | Stardance
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tejusj98
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T03:46:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required.", "repo": "https://github.com/tejuas98/my-first-macropad", "demo": ""}]...
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[{"post_id": 1257, "ts": "2026 [{"post_id": 1257, "ts": "2026-06-03T03:43:18Z", "hours": 0.3667, "text": "Exploring KidCad features “it feels so tuff”"}, {"post_id": 955, "ts": "2026-06-02T18:40:23Z", "hours": 0.3667, "text": "My first thing in hardware is A Unique Hack Club Macropad"}]...
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Title: Something in Hardware by @tejusj98 | Starda Title: Something in Hardware by @tejusj98 | Stardance
Devlogs:
My first thing in hardware is A Unique Hack Club Macropad
Exploring KidCad features “it feels so tuff”
Ships:
What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required....
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1793000994.9766853
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1793087394.9766853
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|
1920
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Grove by @EthanK | Stardance
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EthanK
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1
|
6.94
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T19:07:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a desktop application that is available on all platforms, mobile coming soon. It is built on Tauri, a lightweight equivalent to electron with a bit of rust backend, and with its light infrastructure of majority being a single HTML file, this make the app very light, about 9MB. I developed this look through experimentation and brought it out to this project, designed to be a subscription free, nicer, opensource, simpler version of TickTick, an app I use very much everyday. Hope you all enjoy the feel of the carefully crafted animations and the simplicity of this app. As always, I am always open to suggestions and feedback and the landingpage it is hosted on even has a place for you to add your feedback with github issues or you can always send me an email. I will continue expanding on this project as I am getting more and more ideas for it and i will try my best to keep the releases always updated with the latest changes. Enjoy!", "repo": "https://github.com/3t1-1aN/Grove_organic_todo_website", "demo": "https://grove-todo.vercel.app"}]...
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[{"post_id": 6019, "ts": "2026 [{"post_id": 6019, "ts": "2026-06-10T02:50:40Z", "hours": 0.5522, "text": "In general for anyone checking out the app in its beta stage: if something’s unclear, start by checking the onboarding guide. Additionally, explanations for all the app’s features are covered on the landing page. if it is still not mentioned there or you find it really unclear, please put it as an issue for me to check out on my github and I will gladly make the required changes. Thank you"}, {"post_id": 3656, "ts": "2026-06-06T18:07:01Z", "hours": 3.3828, "text": "Made the app android compatible while adding quality of life features overall"}, {"post_id": 385, "ts": "2026-06-01T18:56:17Z", "hours": 3.3969, "text": "added a page to my product landing page to post screenshots of the actual product"}]...
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Title: Grove by @EthanK | Stardance
Devlogs:
adde Title: Grove by @EthanK | Stardance
Devlogs:
added a page to my product landing page to post screenshots of the actual product
Made the app android compatible while adding quality of life features overall
In general for anyone checking out the app in its beta stage: if something’s unclear, start by checking the onboarding guide. Additionally, explanations for all the app’s features are covered on the landing page. if it is still not mentioned there or you find it really unclear, please put it as an issue for me to check out on my github and I will gladly make the required changes. Thank you
Ships:
This is a desktop application that is available on all platforms, mobile coming soon. It is built on Tauri, a lightweight equivalent to electron with a bit of rust backend, and with its light infrastructure of majority being a single HTML file, this make the app very light, about 9MB. I developed this look through experimentation and brought it out to this project, designed to be a subscription free, nicer, opensource, simpler version of TickTick, an app I use very much everyday. Hope you all enjoy the feel of the carefully crafted animations and the simplicity of this app. As always, I am always open to suggestions and feedback and the landingpage it is hosted on even has a place for you to add your feedback with github issues or you can always send me an email. I will continue expanding on this project as I am getting more and more ideas for it and i will try my best to keep the releases always updated with the latest changes. Enjoy!...
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1792979765.0658946
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1793066165.0658946
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