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2593
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Live Space Tracker (working title) by @dspace1015 Live Space Tracker (working title) by @dspace1015 | Stardance...
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dspace1015
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1
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50.33
|
201
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T04:46:03Z", "hours": 48.0, "multiplier": 4.22, "payout": 201, "blessing": "neutral", "text": "I made a web app that lets you explore the positions of the planets in the solar system in real time. Change time with (< > /) keys to view the solar system in the past or future. Change your camera with the (c) key to view objects from their own orientation as they rotate around each other. Zoom out and see the positions of stars in our neighborhood. Plug in your home location on the map and you can view your own current night sky. Track the space station in low Earth orbit, and watch when it appears overhead.", "repo": "https://github.com/dspace1015/space", "demo": "https://dspace1015.github.io/space/"}]...
|
[{"post_id": 76034, "ts": "202 [{"post_id": 76034, "ts": "2026-10-02T04:28:06Z", "hours": 2.3267, "text": "Fixed some bugs that came up after launch Added text that when hovered shows controlls (most asked for feature) Fixed(mostly) the constant pop up bug, you may need to refresh the page once but it should be mostly gone by now"}, {"post_id": 75454, "ts": "2026-09-30T04:32:38Z", "hours": 3.7503, "text": "Final devlog for now, finished map view and added camera information I have added camera controls where you can change to view a planet from its own axis or rotation by pressing (c) to cycle through modes, and you can track objects by pressing (t). Also added more information on the ground view, light time calculation and finally the map view where once opened you can change your position by clicking on it."}, {"post_id": 74746, "ts": "2026-09-28T04:07:38Z", "hours": 8.5467, "text": "Finished all the continents, added saturns rings and and Mars and Jupiter’s moons. I have made decent progress, most of my time was spent debugging and optimizing since I’m only using the cpu to render everything. I also added more camera controls so that when you press (c) you can tilt the camera to match the planets axis tilt, or rotate along with it. The final parts I need to add at this point is a menu where you can choose your location and a information panel for the object that you select."}, {"post_id": 74325, "ts": "2026-09-27T05:34:21Z", "hours": 8.4517, "text": "Added continent outlines and object occlusion After spending way too much time trying to figure out webgl and three.js I decided that it was not worth the extra effort for slightly better graphics. Running out of time, I decided to stick to the system that I already had and decided to just draw the coastlines so you can make out the earths orientation better. Right now I have only added N&S America, Antarctica, and Australia. Ill add the rest later but for now this is what I got. Running out of time to ship this so I’m going to add a location selector and call this good."}, {"post_id": 40892, "ts": "2026-08-04T18:15:05Z", "hours": 2.5356, "text": "Added ground perspective and fixed stars Added a feature where you can select a position on the earth and view from there. You do have to manually add your latitude and longitude but eventually you will be able to select from a map or search for a specific city. (The demo shows London UK’s position so I don’t reveal my own) I also fixed the lag from the stars that was making the site slow, now it can display 3500 stars and all the other objects just fine."}, {"post_id": 11528, "ts": "2026-06-18T20:32:13Z", "hours": 5.48, "text": "Added grid based on your location, and stars from the Henry Draper (HD) catalogue. https://in-the-sky.org/data/catalogue.php?cat=HD&const=1&sort=1&view=1&page=1 Unfortunately now the framerate has dropped a lot, so I’ll need to figure out how to handle all the objects separately and only update the planets. Until then that’s enough programming for me today."}, {"post_id": 8955, "ts": "2026-06-14T22:02:27Z", "hours": 2.1864, "text": "Added TLE support https://en.wikipedia.org/wiki/Two-line_element_set (A common file format for earth orbit satellites). I’ve realized that I might have to switch to using a graphics api like webgl to improve the graphics from here, but for now I will focus on functionality. Better graphics should not matter at the moment from a ground level perspective."}, {"post_id": 7557, "ts": "2026-06-12T17:12:34Z", "hours": 6.3506, "text": "Finally added a way to read separate files into the web app. Objects are now stored in json files with all their orbital parameters and physical characteristics. Next steps for this project will be to start adding detail on the planets and reference frame transformations from your local position to space."}, {"post_id": 5140, "ts": "2026-06-08T20:33:11Z", "hours": 2.9439, "text": "You can now click on objects to select them. Orbits now also accurately precess. The moon’s orbit is now close enough to reality to predict solar eclipses, which is accurate enough for this project. All the inner rocky planet’s procession has been implemented as well according to NASA horizon’s approximation. They should now be reasonably accurate a few hundred yrs into the future. Next steps will be adding more objects like Jovian moons and spacecraft, as well as improving graphics."}, {"post_id": 2510, "ts": "2026-06-05T01:16:11Z", "hours": 3.0403, "text": "Added the main 8 planets in the solar system and a time control feature. You can now speed up, slow down, or reverse time to see the solar system on different dates, or reset to the current time. You can also scroll through the list of planets and watch from their perspective. As far as I can tell I succeeded in making the planets positions accurate (or at least enough for my project)."}, {"post_id": 1200, "ts": "2026-06-03T01:43:11Z", "hours": 0.8872, "text": "Added functionality for objects to orbit other objects. Progress is coming along nicely so far, all orbits of type e<1 are displayable and can be centered around any object. The next steps I plan on taking are plugging in the values for our actual solar system and switching camera controls to be centered on planets, then adding time control and other UI."}, {"post_id": 1103, "ts": "2026-06-02T22:39:41Z", "hours": 1.4622, "text": "I added mouse controls, Kepler’s 2nd law, and a grid that will come in handy for identifying places in the sky. Next I will continue to add features for adding celestial bodies and different spacecraft."}, {"post_id": 963, "ts": "2026-06-02T18:53:07Z", "hours": 0.8086, "text": "Added orbit calculations to the planetarium web app so I can start adding other objects in the display. A few more functions will need to be implemented but very soon I should be able to start plugging in data."}, {"post_id": 621, "ts": "2026-06-02T03:49:47Z", "hours": 1.2097, "text": "Starting the basic foundation of the web app, I plan on using only JavaScript and HTML5’s canvas to draw all the objects, using data from celestrack and NASA horizons to find all the data I need. Screenshot is just of a test of the basic 3d drawing function with axis visible. Because it is just night sky objects no fancy 3d engine will be needed."}]...
|
Title: Live Space Tracker (working title) by @dspa Title: Live Space Tracker (working title) by @dspace1015 | Stardance
Devlogs:
Starting the basic foundation of the web app, I plan on using only JavaScript and HTML5’s canvas to draw all the objects, using data from celestrack and NASA horizons to find all the data I need. Screenshot is just of a test of the basic 3d drawing function with axis visible. Because it is just night sky objects no fancy 3d engine will be needed.
Added orbit calculations to the planetarium web app so I can start adding other objects in the display. A few more functions will need to be implemented but very soon I should be able to start plugging in data.
I added mouse controls, Kepler’s 2nd law, and a grid that will come in handy for identifying places in the sky. Next I will continue to add features for adding celestial bodies and different spacecraft.
Added functionality for objects to orbit other objects. Progress is coming along nicely so far, all orbits of type e<1 are displayable and can be centered around any object. The next steps I plan on taking are plugging in the values for our actual solar system and switching camera controls to be centered on planets, then adding time control and other UI.
Added the main 8 planets in the solar system and a time control feature. You can now speed up, slow down, or reverse time to see the solar system on different dates, or reset to the current time. You can also scroll through the list of planets and watch from their perspective. As far as I can tell I succeeded in making the planets positions accurate (or at least enough for my project).
You can now click on objects to select them. Orbits now also accurately precess. The moon’s orbit is now close enough to reality to predict solar eclipses, which is accurate enough for this project. All the inner rocky planet’s procession has been implemented as well according to NASA horizon’s approximation. They should now be reasonably accurate a few hundred yrs into the future. Next steps will be adding more objects like Jovian moons and spacecraft, as well as improving graphics.
Finally added a way to read separate files into the web app. Objects are now stored in json files with all their orbital parameters and physical characteristics. Next steps for this project will be to start adding detail on the planets and reference frame transformations from your local position to space.
Added TLE support https://en.wikipedia.org/wiki/Two-line_element_set (A common file format for earth orbit satellites). I’ve realized that I might have to switch to using a graphics api like webgl to improve the graphics from here, but for now I will focus on functionality. Better graphics should not matter at the moment from a ground level perspective.
Added grid based on your location, and stars from the Henry Draper (HD) catalogue. https://in-the-sky.org/data/catalogue.php?cat=HD&const=1&sort=1&view=1&page=1 Unfortunately now the framerate has dropped a lot, so I’ll need to figure out how to handle all the objects separately and only update the planets. Until then that’s enough programming for me today.
Added ground perspective and fixed stars Added a feature where you can select a position on the earth and view from there. You do have to manually add your latitude and longitude but eventually you will be able to select from a map or search for a specific city. (The demo shows London UK’s position so I don’t reveal my own) I also fixed the lag from the stars that was making the site slow, now it can display 3500 stars and all the other objects just fine.
Added continent outlines and object occlusion After spending way too much time trying to figure out webgl and three.js I decided that it was not worth the extra effort for slightly better graphics. Running out of time, I decided to stick to the system that I already had and decided to just draw the coastlines so you can make out the earths orientation better. Right now I have only added N&S America, Antarctica, and Australia. Ill add the rest later but for now this is what I got. Running out of time to ship this so I’m going to add a location selector and call this good.
Finished all the continents, added saturns rings and and Mars and Jupiter’s moons. I have made decent progress, most of my time was spent debugging and optimizing since I’m only using the cpu to render everything. I also added more camera controls so that when you press (c) you can tilt the camera to match the planets axis tilt, or rotate along with it. The final parts I need to add at this point is a menu where you can choose your location and a information panel for the object that you select.
Final devlog for now, finished map view and added camera information I have added camera controls where you can change to view a planet from its own axis or rotation by pressing (c) to cycle through modes, and you can track objects by pressing (t). Also added more information on the ground view, light time calculation and finally the map view where once opened you can change your position by clicking on it.
Fixed some bugs that came up after launch Added text that when hovered shows controlls (most asked for feature) Fixed(mostly) the constant pop up bug, you may need to refresh the page once but it should be mostly gone by now
Ships:
I made a web app that lets you explore the positions of the planets in the solar system in real time. Change time with (< > /) keys to view the solar system in the past or future. Change your camera with the (c) key to view objects from their own orientation as they rotate around each other. Zoom out and see the positions of stars in our neighborhood. Plug in your home location on the map and you can view your own current night sky. Track the space station in low Earth orbit, and watch when it appears overhead....
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1793008165.409136
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1793094565.409136
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2597
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My first slack bot! by @GoshoBobcho | Stardance
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GoshoBobcho
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T14:34:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made 24/7 Slack bot. It is very simple. It only has 4 commands and all of them don’t require an input. What I am proud of: Starting the challenge and making my first every online base project. Before i didn’t any javascript and Node.js and how Slack or Nest worked. What I am proud of: I was able to do host everything through the terminal or PowerShell. (Before i only knew how to upload filles to Github by draging them to the browser). It was very fun trying to find my mistakes(Half the times i wrote my repo name wrong). What commands the bot can do: +/pesho-help - displays all the commands +/pesho-ping - check bot latency +/pesho-joke - get a cat fact +/pesho-joke - get a random joke", "repo": "https://github.com/GeorgiPGeorgiev/Slack-bot-Pesho", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8YSMV9BN"}]...
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[{"post_id": 4290, "ts": "2026 [{"post_id": 4290, "ts": "2026-06-07T15:28:41Z", "hours": 0.6389, "text": "Finally got the /ping command working. First time doing a project in hack club and it’s very fun"}]...
|
Title: My first slack bot! by @GoshoBobcho | Stard Title: My first slack bot! by @GoshoBobcho | Stardance
Devlogs:
Finally got the /ping command working. First time doing a project in hack club and it’s very fun
Ships:
I made 24/7 Slack bot. It is very simple. It only has 4 commands and all of them don’t require an input. What I am proud of: Starting the challenge and making my first every online base project. Before i didn’t any javascript and Node.js and how Slack or Nest worked. What I am proud of: I was able to do host everything through the terminal or PowerShell. (Before i only knew how to upload filles to Github by draging them to the browser). It was very fun trying to find my mistakes(Half the times i wrote my repo name wrong). What commands the bot can do: +/pesho-help - displays all the commands +/pesho-ping - check bot latency +/pesho-joke - get a cat fact +/pesho-joke - get a random joke...
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1792986906.3831775
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1793073306.3831775
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2600
|
StudentOS by @Gaxthecool | Stardance
|
Gaxthecool
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T15:38:29Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OS that helps students organize their academic life. It has a calculator app, todo-list app, notes app, change background app, ask ai app, and quiz app. Below are some aspects of my project: The challenging part: The challenging part of my project was to troubleshoot bugs and errors that were within my script.js code. I did this through generative ai and using the inspect feature on chrome. Another challenging part was trying to come with a new feature that wasn’t listed in the guide. That feature was to make the welcome screen have a hide/show feature and to have a feature to change the background of the OS. The Feature that I am most proud of: The feature that I am most proud of is the Quiz App. It was the most complex app to design, considering that it had multiple draggable windows within the app itself. I also had to come up with fair and reasonable questions that the users can answer. Overall, I was proud with how this app turned out along with the overall project.", "repo": "https://github.com/gaxthecool/StudentOS", "demo": "https://gaxthecool.github.io/StudentOS/"}]...
|
[{"post_id": 37813, "ts": "202 [{"post_id": 37813, "ts": "2026-07-30T19:18:09Z", "hours": 0.8808, "text": "Day 12: I started working on the Settings App for this project. I also made an icon and movable div for the app. My goal to finish this project is by around the end of this upcoming Wednesday"}, {"post_id": 37175, "ts": "2026-07-29T17:59:00Z", "hours": 1.1114, "text": "Day 11: Succsessfully finished the quiz app with questions for five different subjects: math, science, ela, spanish, and ss. Also made an add button feature to the todo list app( based on feedback from friends/family) for improved UI."}, {"post_id": 36535, "ts": "2026-07-28T18:30:38Z", "hours": 3.4253, "text": "Day 10: Made progress on the Quiz App. The next step is to add questions for ela, science, ss, and spanish subjects and to add a settings app, a new feature that wasn’t mentioned in the guide."}, {"post_id": 35863, "ts": "2026-07-27T16:03:24Z", "hours": 0.8917, "text": "Day 9: Made buttons for each quiz set. Hope to make the actual quizzes soon and add a new feature. Almost about to be published."}, {"post_id": 35197, "ts": "2026-07-26T13:51:40Z", "hours": 1.2514, "text": "Day 8: Started the Quiz App on StudentOS. So far, I have made an icon and window for the app. I also cleaned up the code in my html, css, and javascript files so that users can read it."}, {"post_id": 15808, "ts": "2026-06-25T18:07:58Z", "hours": 1.1156, "text": "Day 7: Notes App added! You can now make savable notes and jot down any ideas you have."}, {"post_id": 15210, "ts": "2026-06-24T18:34:36Z", "hours": 1.5461, "text": "Day 6: Finish ToDo List App. Below is a demo showing the apps functionality. Hope to add more apps soon."}, {"post_id": 14577, "ts": "2026-06-23T19:00:21Z", "hours": 2.1153, "text": "Day 5: Finished Calculator App. This app is designed for students. It has basic operations(+, -, /, *) as well as complex operations, like square roots, exponents, and trig functions."}, {"post_id": 13849, "ts": "2026-06-22T18:06:53Z", "hours": 1.5811, "text": "Day 4: Started Working on the Calculator App. I am following a tutorial for this and have created the display window and calculator buttons(that have not been styled yet). Please leave any feedback you have."}, {"post_id": 11470, "ts": "2026-06-18T19:03:36Z", "hours": 2.1606, "text": "Day 3: I made a window for my todo list and calculator app. I have not added functionality yet, but am trying to get the app selection functionality working first."}, {"post_id": 10786, "ts": "2026-06-17T18:15:49Z", "hours": 2.1342, "text": "Day 2: I have made two unusable app icons and edited some styling to my website. I put all css code and js code in seperate files and things so far are turning out good."}, {"post_id": 10114, "ts": "2026-06-16T18:23:18Z", "hours": 0.8797, "text": "Day 1 of StudentOS. I am basing this off of the WebOS 1 mission. My OS is designed for College/High School Students. This OS changes the things in the Android OS and iOS by limiting distractions and defaulting settings to the needs of the student. Various other default apps will be added like a planner and a study bot to make resources. So far, I have made a Welcome Screen Div and OS wallpaper background."}]...
|
Title: StudentOS by @Gaxthecool | Stardance
Devlo Title: StudentOS by @Gaxthecool | Stardance
Devlogs:
Day 1 of StudentOS. I am basing this off of the WebOS 1 mission. My OS is designed for College/High School Students. This OS changes the things in the Android OS and iOS by limiting distractions and defaulting settings to the needs of the student. Various other default apps will be added like a planner and a study bot to make resources. So far, I have made a Welcome Screen Div and OS wallpaper background.
Day 2: I have made two unusable app icons and edited some styling to my website. I put all css code and js code in seperate files and things so far are turning out good.
Day 3: I made a window for my todo list and calculator app. I have not added functionality yet, but am trying to get the app selection functionality working first.
Day 4: Started Working on the Calculator App. I am following a tutorial for this and have created the display window and calculator buttons(that have not been styled yet). Please leave any feedback you have.
Day 5: Finished Calculator App. This app is designed for students. It has basic operations(+, -, /, *) as well as complex operations, like square roots, exponents, and trig functions.
Day 6: Finish ToDo List App. Below is a demo showing the apps functionality. Hope to add more apps soon.
Day 7: Notes App added! You can now make savable notes and jot down any ideas you have.
Day 8: Started the Quiz App on StudentOS. So far, I have made an icon and window for the app. I also cleaned up the code in my html, css, and javascript files so that users can read it.
Day 9: Made buttons for each quiz set. Hope to make the actual quizzes soon and add a new feature. Almost about to be published.
Day 10: Made progress on the Quiz App. The next step is to add questions for ela, science, ss, and spanish subjects and to add a settings app, a new feature that wasn’t mentioned in the guide.
Day 11: Succsessfully finished the quiz app with questions for five different subjects: math, science, ela, spanish, and ss. Also made an add button feature to the todo list app( based on feedback from friends/family) for improved UI.
Day 12: I started working on the Settings App for this project. I also made an icon and movable div for the app. My goal to finish this project is by around the end of this upcoming Wednesday
Ships:
I made an OS that helps students organize their academic life. It has a calculator app, todo-list app, notes app, change background app, ask ai app, and quiz app. Below are some aspects of my project: The challenging part: The challenging part of my project was to troubleshoot bugs and errors that were within my script.js code. I did this through generative ai and using the inspect feature on chrome. Another challenging part was trying to come with a new feature that wasn’t listed in the guide. That feature was to make the welcome screen have a hide/show feature and to have a feature to change the background of the OS. The Feature that I am most proud of: The feature that I am most proud of is the Quiz App. It was the most complex app to design, considering that it had multiple draggable windows within the app itself. I also had to come up with fair and reasonable questions that the users can answer. Overall, I was proud with how this app turned out along with the overall project....
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1793001056.5866957
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1793087456.5866957
|
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2615
|
My website by @youshitsune | Stardance
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youshitsune
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T14:32:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have implemented and redesigned my personal website. Add tags, improved the design. I’m really proud of implementing metadata for posts.", "repo": "https://github.com/youshitsune/youshitsune.github.io", "demo": "https://youshitsune.top/"}]...
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[{"post_id": 11298, "ts": "202 [{"post_id": 11298, "ts": "2026-06-18T14:12:34Z", "hours": 0.7831, "text": "Finally finished the whole redesign, it looks much better, and tag system is working. Now I should start writing new blog posts."}, {"post_id": 10807, "ts": "2026-06-17T18:43:44Z", "hours": 1.505, "text": "Built a better parser for my posts. Next, I need to display tags and make posts searchable by those tags. There is a lot of improvement that could be done for the website design. So back at work."}]...
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Title: My website by @youshitsune | Stardance
Dev Title: My website by @youshitsune | Stardance
Devlogs:
Built a better parser for my posts. Next, I need to display tags and make posts searchable by those tags. There is a lot of improvement that could be done for the website design. So back at work.
Finally finished the whole redesign, it looks much better, and tag system is working. Now I should start writing new blog posts.
Ships:
I have implemented and redesigned my personal website. Add tags, improved the design. I’m really proud of implementing metadata for posts....
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1792986773.4618747
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1793073173.4618747
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2652
|
FrogPad by @FrogDude | Stardance
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FrogDude
|
1
|
0.96
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T01:21:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination.", "repo": "https://github.com/FrogDude7856/FrogPad", "demo": ""}]...
|
[{"post_id": 49290, "ts": "202 [{"post_id": 49290, "ts": "2026-08-18T00:40:22Z", "hours": 0.9589, "text": "FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)"}, {"post_id": 11373, "ts": "2026-06-18T16:42:32Z", "hours": 0.8497, "text": "FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)"}, {"post_id": 9642, "ts": "2026-06-16T01:36:37Z", "hours": 1.5094, "text": "FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README"}, {"post_id": 8464, "ts": "2026-06-14T02:18:16Z", "hours": 1.6506, "text": "Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!"}, {"post_id": 7658, "ts": "2026-06-12T20:02:43Z", "hours": 0.7131, "text": "FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️"}, {"post_id": 7142, "ts": "2026-06-11T22:36:54Z", "hours": 0.3486, "text": "FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow."}]...
|
Title: FrogPad by @FrogDude | Stardance
Devlogs:
Title: FrogPad by @FrogDude | Stardance
Devlogs:
FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow.
FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️
Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!
FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README
FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)
FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)
Ships:
FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination....
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1792990074.5296834
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1793076474.5296834
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2670
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Star Sign Project Hub by @JM | Stardance
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JM
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1
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6.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:18:42Z", "hours": 6.0, "multiplier": 6.2, "payout": 39, "blessing": "neutral", "text": "I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice.", "repo": "https://github.com/Not-JM/Star-Sign-Project-Hub", "demo": "https://star-sign-project-hub.vercel.app/"}]...
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[{"post_id": 4559, "ts": "2026 [{"post_id": 4559, "ts": "2026-06-07T22:04:24Z", "hours": 3.3678, "text": "Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!"}, {"post_id": 2988, "ts": "2026-06-05T22:19:52Z", "hours": 1.9583, "text": "Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!"}, {"post_id": 2572, "ts": "2026-06-05T04:26:46Z", "hours": 0.9611, "text": "Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner"}]...
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Title: Star Sign Project Hub by @JM | Stardance
D Title: Star Sign Project Hub by @JM | Stardance
Devlogs:
Devlog #1 I set up node and everything and now relearning how to create a website. I am planning to have sections laid out for the home page as well as links to each section. A summary of what this is going to be, it is going to be a site to put all my stuff projects in for this summer, a sort of portfolio of my work. The design looks a bit barren right now but I will work on the details after I section off everything. Let me know what you think about this idea and what I shall add to this homepage! I’m thinking of adding a footer, maybe another section, and creating an image for the banner
Devlog #2 I made a banner and project page with links to each project page. (do not question why it says Star Space Project hub) I have an idea for an about me page with information about me the dev. In the projects page there it’s only some templates I will add more when I complete more projects. I decided for each project box it will have Project: _____ for each star sign, but including a separate title for the project. Each project box links to its own page with the link and description of each one. I am going to make a footer, add to the recent projects section in the home page, and complete the about me page. So in my next devlog I will be pushing and posting my project. See you guys in the next Devlog! Share any ideas or suggestions you have for this project if you want!
Devlog #3 I just published the entire project and added a quote section, created an about me section, created a template for all of the project pages for each individual project, and ran some polishes with design. This is the final product of the front page and I feel like it turned out great with everything looking clean and smooth. See you guys in the next Devlog and Project. I had so much fun creating this project hub and will start adding to it soon. Let me know if you have any suggestions!
Ships:
I made a project hub that stores all the projects I will make this summer into one website. Styling everything was the hardest part because it was hard to figure where everything was supposed to go to look nice....
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1793000949.0902805
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1793087349.0902805
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2687
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Pseudo E-commerce website (PE-CW) by @AuraMonster Pseudo E-commerce website (PE-CW) by @AuraMonster | Stardance...
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AuraMonster
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1
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45.0
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317
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T17:59:53Z", "hours": 45.0, "multiplier": 8.56, "payout": 317, "blessing": "neutral", "text": "This is my Pseudo E-commerce Website (website that sells fake stuff) I made this to learn and because it was fun. This journey was frustrating at times, but taking a break just got me more motivated.", "repo": "https://github.com/mdmutahhar24-pixel/Pseudo-E-Commerce-Website", "demo": "https://pseudo-e-commerce-website-vjx4.vercel.app/"}]...
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[{"post_id": 10061, "ts": "202 [{"post_id": 10061, "ts": "2026-06-16T17:13:40Z", "hours": 1.5636, "text": "Sixth and Final devlog for Pseudo E-Commerce Website Changes Admin features completed Featured Products added Placeholders added incase of no product Added finishing touches Completed project: https://pseudo-e-commerce-website-vjx4.vercel.app/"}, {"post_id": 9986, "ts": "2026-06-16T14:56:42Z", "hours": 6.3531, "text": "Fifth Devlog for Psuedo E-Commerce Website Changes Included a Log out and Delete option that works Finished About Me page Added product create feature Added add to cart feature Finished Products page Added admin page Expect the next devlog to be the final one."}, {"post_id": 9340, "ts": "2026-06-15T17:48:14Z", "hours": 17.6847, "text": "Fourth Devlog for Psuedo E-Commerce Website So far, I kept restarting. I guess you could say this is my way of venting out my frustration. Since I just restarted. However, every restart gives me better ideas. After a learning break, these are the updates to my third restarted project: dark/light mode dark/light mode toggleable button logo fake advertising banners better backend better frontend heavy changes to project (approach, ideas, etc.) Next time, I do not plan to restart my project. I am going to keep continuing as I feel like I have enough experience now."}, {"post_id": 6556, "ts": "2026-06-11T00:31:02Z", "hours": 9.0075, "text": "Third Devlog for PE-CW (Psuedo E-Commerce Website) Changes: Products page now fully has a create item as well as backend for items. Account Page added Navbar updates to look different based on sign up status Future plans: Account page Log out Ability to edit products made by yourself Ability to add things to cart Ability to view your cart"}, {"post_id": 3231, "ts": "2026-06-06T01:56:29Z", "hours": 6.8661, "text": "Hello everyone, this is my second devlog. What Changed: I had to scrap my previous project because of an unknown error. However the idea hasn’t changed, so I created a new project. I Revamped the entire design, added better backend, and used appealing design choices. For backend, I used Neon’s PostgreSQL and it’s system for authentication and Next.JS’s API routes (along with Prisma) to connect my project to the Neon database. For frontend, I used React, ShadCN’s UI library, and RadixUI’s UI library. For CSS, I used Tailwind CSS. Why I made all of those changes: This is simple: I watched some YouTube tutorials and they inspired me. For backend, it was too useful to ignore. Summary: Restarted Project Integrated Backend Connected PostgreSQL database Updated Design Watched YouTube Tutorials *Image below is the updated landing page."}, {"post_id": 532, "ts": "2026-06-02T00:25:42Z", "hours": 3.2842, "text": "Worked on landing page and am currently working on sign in/sign up page."}]...
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Title: Pseudo E-commerce website (PE-CW) by @AuraM Title: Pseudo E-commerce website (PE-CW) by @AuraMonster | Stardance
Devlogs:
Worked on landing page and am currently working on sign in/sign up page.
Hello everyone, this is my second devlog. What Changed: I had to scrap my previous project because of an unknown error. However the idea hasn’t changed, so I created a new project. I Revamped the entire design, added better backend, and used appealing design choices. For backend, I used Neon’s PostgreSQL and it’s system for authentication and Next.JS’s API routes (along with Prisma) to connect my project to the Neon database. For frontend, I used React, ShadCN’s UI library, and RadixUI’s UI library. For CSS, I used Tailwind CSS. Why I made all of those changes: This is simple: I watched some YouTube tutorials and they inspired me. For backend, it was too useful to ignore. Summary: Restarted Project Integrated Backend Connected PostgreSQL database Updated Design Watched YouTube Tutorials *Image below is the updated landing page.
Third Devlog for PE-CW (Psuedo E-Commerce Website) Changes: Products page now fully has a create item as well as backend for items. Account Page added Navbar updates to look different based on sign up status Future plans: Account page Log out Ability to edit products made by yourself Ability to add things to cart Ability to view your cart
Fourth Devlog for Psuedo E-Commerce Website So far, I kept restarting. I guess you could say this is my way of venting out my frustration. Since I just restarted. However, every restart gives me better ideas. After a learning break, these are the updates to my third restarted project: dark/light mode dark/light mode toggleable button logo fake advertising banners better backend better frontend heavy changes to project (approach, ideas, etc.) Next time, I do not plan to restart my project. I am going to keep continuing as I feel like I have enough experience now.
Fifth Devlog for Psuedo E-Commerce Website Changes Included a Log out and Delete option that works Finished About Me page Added product create feature Added add to cart feature Finished Products page Added admin page Expect the next devlog to be the final one.
Sixth and Final devlog for Pseudo E-Commerce Website Changes Admin features completed Featured Products added Placeholders added incase of no product Added finishing touches Completed project: https://pseudo-e-commerce-website-vjx4.vercel.app/
Ships:
This is my Pseudo E-commerce Website (website that sells fake stuff) I made this to learn and because it was fun. This journey was frustrating at times, but taking a break just got me more motivated....
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1792982937.3847592
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1793069337.3847592
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2693
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Stitch-Craft by @Peneroni | Stardance
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Peneroni
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1
|
44.0
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798
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T04:42:02Z", "hours": 44.0, "multiplier": 17.93, "payout": 798, "blessing": "neutral", "text": "#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!", "repo": "https://github.com/Penn-the-Great/Stitch-Craft", "demo": "https://peneroni.itch.io/stitch-craft"}]...
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[{"post_id": 81159, "ts": "202 [{"post_id": 81159, "ts": "2026-10-20T04:29:34Z", "hours": 1.5197, "text": "Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED"}, {"post_id": 81141, "ts": "2026-10-20T02:13:05Z", "hours": 3.3975, "text": "Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP"}, {"post_id": 81089, "ts": "2026-10-19T20:37:54Z", "hours": 2.4767, "text": "Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping"}, {"post_id": 63920, "ts": "2026-09-07T23:26:53Z", "hours": 4.2289, "text": "Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes"}, {"post_id": 63687, "ts": "2026-09-07T16:52:49Z", "hours": 3.8639, "text": "Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI"}, {"post_id": 30341, "ts": "2026-07-17T20:20:26Z", "hours": 4.4286, "text": "Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count"}, {"post_id": 12889, "ts": "2026-06-21T03:34:51Z", "hours": 2.4853, "text": "Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade"}, {"post_id": 12221, "ts": "2026-06-19T22:59:05Z", "hours": 2.6964, "text": "Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button"}, {"post_id": 11410, "ts": "2026-06-18T17:53:30Z", "hours": 3.8108, "text": "Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets"}, {"post_id": 2556, "ts": "2026-06-05T03:19:02Z", "hours": 3.45, "text": "First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets"}, {"post_id": 2361, "ts": "2026-06-04T20:18:29Z", "hours": 2.135, "text": "Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend"}, {"post_id": 1797, "ts": "2026-06-04T00:26:59Z", "hours": 2.9922, "text": "Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes"}, {"post_id": 1280, "ts": "2026-06-03T05:15:27Z", "hours": 6.6208, "text": "Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely."}, {"post_id": 428, "ts": "2026-06-01T20:38:44Z", "hours": 0.3897, "text": "First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on."}]...
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Title: Stitch-Craft by @Peneroni | Stardance
Devl Title: Stitch-Craft by @Peneroni | Stardance
Devlogs:
First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on.
Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely.
Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes
Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend
First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets
Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets
Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button
Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade
Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count
Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI
Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes
Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping
Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP
Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED
Ships:
#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!...
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1793051284.8271317
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1793137684.8271317
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Underwater Submarine Adventure by @NC | Stardance
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NC
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1
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81.0
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1715
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T09:00:20Z", "hours": 81.0, "multiplier": 17.91, "payout": 1715, "blessing": "neutral", "text": "I built Abysmal Echo. This is by far my most comprehensive project I have EVER made using the Godot Engine. I put a lot of effort into it and I hope you enjoy playing it This game is about recovering some nuclear warheads at the bottom of the sea while navigating fields of sea mines, cavernous tunnels and mutated sharks. Good Luck! P.S. Please read the controls on how to play the game. PLEEASE", "repo": "https://github.com/NCGameMaking/STEM-Video-Game-2026", "demo": "https://github.com/NCGameMaking/STEM-Video-Game-2026/releases/tag/V1.1"}]...
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[{"post_id": 62767, "ts": "202 [{"post_id": 62767, "ts": "2026-09-06T08:57:09Z", "hours": 0.3867, "text": "Devlog 15: Exported Game & Ready for Submission! This is the last devlog until submissions, I was just getting the export templates and etc. I also finished with the README No actual progress…"}, {"post_id": 62603, "ts": "2026-09-06T02:18:32Z", "hours": 7.5394, "text": "Devlog 14: Received 2nd Round of Feedback and Implemented it. What have I accomplished: I went to my coding club and asked fellow Godot/Unity enthusiasts to test my game! Here’s basically what they said… They couldn’t find the tunnel entrances The Radio Messages don’t stand out enough Make the Flashlight brighter (again…) Add some sort of Sonar Scan circle thingy on the periscope - make it more useful rather than a wall of text Make the main menu brighter, can’t see the submarine Do not exactly know the initial objective of the game/where to go Make Arrows or hints to show player what to do in Finale sequence When the player escapes through the tunnel, add some decorations make it less boring. Additionally, I got a 2nd round of feedback from my Dad… He said the UI is much better, less cluttered and the flashlight is better as well as the other features, but he has some more feedback. He wants a minimap, so he can see where to go because he is lost and does not understand the compass heading. He wants a clearer font for the submarine UI as the current one is too blurry for him He wants me to put radioactive trifoils on the missiles So onto how I implemented their feedback I made some vines on blender, I did it fairly quicky i didn’t bother putting it on Lapse. So, I implemented the vines with a glowing green shader, so it is easily visible to the player. I placed them in paths leading to the entrance and tunnels, so player knows where to go. As for the radio messages I added a yellow flashing border around them to attract player attention. As for the flashlight, I just cranked the energy up to like 50+, did the job pretty well. I added a sonar scan because the testers believe that the beacon signal is too generic and not really helpful, thus making the periscope itself not useful. In order to improve this, I added a sonar scan, the circular map that actual submarines use. After looking at some tutorials, checking documentation and reddit posts, I realized that I just have to somehow convert my prior knowledge of polar coordinates and convert them into game code. After a while, I got the red dots (sea mines) to appear on the map when the player presses the scan button (x). Additionally, using groups, I got the warheads to come up as yellow dots on the sonar map. The main menu was an easy fix, just had to increase the energy of the light. As for the initial objective, I made an animation where the camera shows the player where the warheads are located and the journey they have to take, it like shows the whole path so the player has some knowledge of knowing if they are going on the right path. Also just added another hint telling the player of the direction (80-90° East.) As for the Finale sequence, I just added a spinning arrow that points to the warhead signalling that the player has to ram it with their hull. Additionally, there are radio messages telling the player what to do. When the player escapes, I added a tall, enclosed tunnel with hanging vines for the player to escape through. Makes the game design much more intentional and doesn’t confuse players into thinking they just broke through the map. For the minimap, I used a SubViewportContainer with a camera being referenced to the actual SubViewport Node. The camera is in Orthogonal mode, and just facing down on the player 30metres away. The input is being displayed on the SubViewport. For the submarine font, I changed some of the colors so the font stands out more and becomes more CRISP and changed the font so the player can easily understand what’s on the dashboard. Another quick and easy fix was the radioactive logos. Just got a MeshInstance3D and slapped the texture on there and stuck it on the side of the warhead. This is probably the last devlog until submission."}, {"post_id": 59511, "ts": "2026-09-01T11:47:53Z", "hours": 2.0072, "text": "Devlog 13 : Recieved Tester Feedback and implemented it What have I accomplished: I have asked a tester (Dad) to test my game. He started playing the game and gave me a sheet of feedback. Upon deciphering the handwriting I made a list of main list of what needs to be improved. Here is the list Give more screen-space for player to see ocean Do something about the radio messages being sent as they are very annoying when the player is exploring and they just appear and block the player’s screen Also the radio messages go away too quickly The flashlight isn’t crisp. It like bleeds into the ocean and doesn’t look nice The ocean environment is too dark, make it brigher What/How did I implement the feedback? As a result, I merged the top panel into the bottom panel while replacing the top section with the radio messages. This time the player has much more screen-space to play in while the radio messages just briefly appear on the screen, not blocking the player’s view. As for the flashlight, I used a MeshInstance3D equipped with an emission Material so the flashlight looks much “crisper”. I also increased the show time for the radio messages from 3 seconds to 5 seconds so player will realise that a message has popped and has sufficient time to read it. As for the ocean environment, I just boosted the emission of the volumetric fog while make the background color slightly lighter rather than leaving it pitch black (Made it like a really dark navy blue). Bonus bug patch! While testing the game, I also found a bug with the Restart button in the pause screen. The bug was that when the player pressed restart, the scene tree was still paused, so the intro animation wouldn’t start until you unpaused it. So in order to fix this I just added another single line of code. func _on_restart_button_pressed(): get_tree().paused = false#This was the line of code needed get_tree().reload_current_scene() That is it so far, definitely getting more people to test it (Family, friends etc…) and implementing more feedback!"}, {"post_id": 56260, "ts": "2026-08-27T23:09:35Z", "hours": 1.4308, "text": "Devlog 12 : Finished Death screen as well as added help features What have I accomplished: Added a death screen Added a ‘help’ feature and hints in the submarine Made a death screen The death screen was fairly easy, I just repurposed the pause screen to become the death screen when the player dies. Added a help feature Put a help option on the home screen. If you hover your mouse over the help button, the hints will appear on the side, similar to FNAF. Additionally, I added a scrolling bar that goes from right to left on the submarine UI. I didn’t want to add another button to the pause menu because it would look too cluttered. This new addition looks pretty neat. What’s Next? Making the README document Getting people to test my game Implement some of their feedback"}, {"post_id": 54076, "ts": "2026-08-24T20:58:15Z", "hours": 10.3475, "text": "Devlog 11: Working on UI as well as Prologue/Epilogue animations What have I accomplished: Made a main menu Made a mission de/briefing scene Made a pause menu Finished with the Prologue/Epilogue animations Added a bonus cutscene during the retrieval of the warheads Made a main menu I went for an extreme horror vibe, dark environment, low light, eerie background noises and single sonar ping. I also animated the camera so that it ‘floats’ around as well as a nearly invisible figure moving in the background to give that eerie feeling that you are not safe and something is watching you. This was done in response to my research on what makes a horror game so scary from the menu only. Mission de/briefing scene Using the visible characters setting in the Label node, I made this niche typewriter/coding briefing scene. With a single ‘ACCEPT’ button. Upon clicking it, player gets sent to the play scene. Pause screen I made a fairly simple pause screen. Nothing fancy, but vital at the same time. Press ‘Escape’, game paused. I am considering reusing the pause menu, change the text with code to use it as a death screen The intro/outro animations The animations are just the player being transported on the tugboat. The same one I modelled in the previous devlog. Intro takes the player to the site. Outro has 5/6 warheads on it and taking the player away from the site. This is to add cohesion so the player doesn’t get confused between scene transitions. However, I realised during the animations, the sky in the environment goes MAD. It starts rapidly flashing between white and blue, similar to lightning, but I am not a fan of it, must remove. BONUS scene! I decided to spice things up by adding a little bit of drama at the end. The player will collect the 6th warhead, uh-oh it’s jammed AND at the SAME time, the ceiling’s going to collapse! The player ram their hull with the warhead to trigger the ignition. The warhead will launch itself at the wall creating a huge hole for the player to escape through, they rise up to the surface and the epilogue cutscene plays. What’s Next? Making a death screen (Should be easy) Making a tutorial on the submarine functionality. Doing the README document"}, {"post_id": 51897, "ts": "2026-08-21T20:01:17Z", "hours": 10.3164, "text": "Devlog 10: Finished map layout and small tweaks to submarine started working on story and UI What have I accomplished: Finished making the environment Coded the sharks to move around the map Added clues for the player Started the story, the lore, the introduction Finished the environment: Making the environment definitely took the longest but it wasn’t the hardest task, just a lot of copy and paste of walls. However finding any gaps or holes in which the player can creep down into was annoying. After a few hours of looking around, banging into walls, I did find and patch up a few but am not sure if that is all of them. Hopefully, to discourage/guide the player away from the corners and edges, I put huge sharks guarding the walls as well as rows of sea mines to tell the player to look somewhere else, not here. Also, I added a couple of underwater ruins, like a wrecked ship and a submarine. The actual warhead retrieval process is working now, when the submarine touches it, a parachute will come up and lift the warhead to the surface, where hopefully the boat will collect. Coding the sharks! Coding the sharks was fairly easy (Literally 2 lines of code) as I used a Path3D and a PathFollow3D node to just map out the path in the inspector. func _process(delta): progress += 20*delta That is all the code, the progress, is how far the shark is along the track and the integer determines how fast the shark moves. I could’ve used an AnimationTree node but with my prior experience to that, just thinking of the whole coding part, setting the animations up, the chase player code made me cringe a lot, also there’s not enough time. Giving the player clues So in addition to the current features of the MMS scanner, it can also track the ‘SOS beacon’ of the abandoned target submarine by taking its position and comparing it to the player’s and using ranges of signal strength with distance to see how ‘strong’ the signal is. Additionally, it does the exact same for angle, so the scanner can tell player which direction the submarine was found. Started the introduction The plan in mind is like some cool visual graphics telling you, your objective, a brief map layout telling you of hazards, some lore, like ‘Secret weapon’s mission gone wrong, must retrieve warheads before enemies do so’ the submarine is on a tugboat sailing on the sea, the crane will pick it up and dump it in the water Full lapse of tugboat here : https://lapse.hackclub.com/timelapse/lsYzC1wA-xLH What’s next? Adding UI to the game, pause menu, main menu, death screen Finishing lore of game, animations, mission objective, win scene."}, {"post_id": 47824, "ts": "2026-08-16T01:16:04Z", "hours": 9.85, "text": "Devlog 9: Major Change of Plans and Coded Assets What have I accomplished: Started Making the environment Made a scanner for the periscope to detect objects Coded the sea mine Added explosion Particles The part that took the longest was the environment, taking in the lengths, finding hidden collision gaps, setting each zone up and placing obstacles. The sea mine code was fairly simple, I also added some explosion particles when it exploded. That was really fun. Additionally, I made a periscope scanner that can scan the ocean for any relics/mines/sharks in sight. The most aesthetic addition to the submarine and it gives the periscope a proper purpose rather than just a fun extra. I was heavily inspired by Call of Duty with their MMS (Milimeter scanner). This scanner can see through walls and highlight enemies! Major change in plans : Before we would have relics being the prized possession to retrieve. However, after realising how vast the map was and the extreme likelihood of players not being able to find all relics was too high to ignore. So instead of the player collecting relics, I have decided that they will go on an extremely difficult mission to retrieve some nuclear warheads/missiles on a U.S. nuclear submarine. The abandoned submarine will lie at the very bottom of 300m. The player must dodge sea mines, explore the other shipwrecks/submarines all before some rivals get their hands on it. Something like that for the briefing screen The player will deploy buoys/parachutes on the missiles, and they will float to the surface. A boat will come and collect them. Mission Complete! What’s Next? I will be using a similar layout but with a different set of decorations, more submarines/shipwrecks, signs of naval warfare, mines and the warhead finally."}, {"post_id": 45414, "ts": "2026-08-11T20:57:09Z", "hours": 10.4542, "text": "Devlog 8: Imported Environmental Assets and Hazards What I have accomplished: Using Blender 5.0 I hand modelled all the 3D assets. RUINS For some ruins where the relic might be, I have added some crumbled pillars, ruined archways, cracked stone slabs and an altar for the relic to rest on. I did some basic extruding to get the original shape down, then just pulled and twitched with the vertexes to give it the run down effect Sea mines! Additionally, the sea mine was fairly easy to make, a sphere, cylinders and a chain. Making the chain to the base was by far was the most satisfying part of the build as you just copy, paste, rotate and within seconds you get a neat, professional looking chain. Relics The relics were pretty easy, a glowing orb with unique patterns drawn across it and a shield. The plan is to just change the colour of the hues so the player has a common sense of what an orb looks like. Colours can be blue, violet, pink, red, yellow, gold, orange, and vice versa for the shield. Underwater Predator Now, the main event, the shark. I spent 6 hours and 32 minutes, modelling, texturing, rigging and animating this thing. This is by far the most complex project I have ever done (maybe even the most successful in terms of rigging!) Below is the link of all my lapses for the shark only https://lapse.hackclub.com/user/@NCGAMEMAKING I’ve set the basic environment up, just a big square with rocks as barriers. What’s next? Using all of these assets to make the environment. I have to layout the relics, ruins, sea mines, sharks. I have to code out the sea mine so it explodes with explosion graphics (not that hard) Code the shark so it like swims in its patrol area and so if the player’s flashlight is shining on the shark it will start chasing the player, hurt the player and move on with its basic patrol."}, {"post_id": 39279, "ts": "2026-08-02T04:45:38Z", "hours": 8.3853, "text": "Devlog 7: Finished Adding Submarine Polish and started working on building an environment Submarine Controls: Fixed and Polished During further testing of the submarine on new features, I felt like steering the submarine felt awkward as it was locked on a flat horizontal plane. Pitching up and down required extra key binds. So I decided to change/improve the physics and input methods of the submarine so driving it feels much more smoother. From Third person Camera to Periscope: I decided to change my third person camera into a periscope to give my game a more ‘claustrophobic’ feel hoping to get the element to show how small you are in such a big ocean. Well, the periscope has a open and shut animation and well as audio polish. The player can see through a small circle and see their surroundings. (Also for visual polish when the submarine is at low health the glass will even appear cracked!) Full Axis mouse control: Moving the mouse left and right handles the Yaw (left and right) but now I made it so that it can handle the pitch (up and down) so the player can point the sub’s nose up when ascending. Keyboard Axis controls: The player does have the direct keys for vertical changes like diving and climbing still giving players all the options when using the submarine. Full Audio Response: I have added dynamics pitch scaling so the background engine hum will go change when in different states. Quiet for idle. Loud for moving. I added hiss and bubble effects just like how real submarine use their ballasts to rise and fall, hull breach alarms, collision thuds, warning sounds as well deep pressure creaking of the hull. Death Animation and Warning Collision: When the player reaches 0(Zero) health, the sub will like spin out of control and ‘crash land’ in the water. The screens will show errors and soon fade away. The scene then reloads. Also using a Shapecast3D , I managed to make a collisions system. The bottom left text will say ‘COLLISION : FINE’ if there are no objects in the enlarged ShapeCast but if there are objects in that shape the text will go red and say ‘COLLISION : WARNING’ Responsive Steering Controls: I also added a script to the steering wheel so it would turn as the player is moving the mouse to give it more responsiveness. Much better than a static wheel in the front. Marine Particles: Additionally, to give that immersive feel I made simple marine particles. These are like your pieces of plankton or dust in the ocean. They just float around the screen and even rush by appropriate to the sub’s velocity. Upgrading the Ocean: Boujie Water Shader After the player features and movement was locked in. It was time for environmental visuals. I realised that my basic volumetric fog wasn’t quite cutting it for an immersive ocean. After some research, I stumbled upon the fantastic Boujie Water Shader created by Cory Petkovsek (GodotNite / Boujie) I love this addon. It really brings the ocean to life using Gerstner waves this is really good for optimization in the future! What’s Next? With Submarine movement, UI and audio out of the way, the focus is now entirely towards Level Design and Gameplay loops. Here is my todo list: Mapping out ocean zones: I will have 3 zones and each zone has 4 artifacts. Each zone will get darker, and more scarier. Relic Retrieval: Now that I am changing my placeholder of ‘RINGS : 0/12’ to Relics I am thinking of making 12 ancient, artifacts scattered across the map waiting for the player to collect them. Potential Underwater Hazards: By placing environmental obstacles, tight squeeze caverns, minefields or even patrolling enemies this will make the gameplay much more exciting! See you in the next devlog where we explore level design!"}, {"post_id": 31071, "ts": "2026-07-19T05:19:25Z", "hours": 6.3125, "text": "Devlog 6 Finished Making the Interactive UI Took a little while but in the end, totally worth it! What have I accomplished: Real-Time Telemetry Arrays: Dynamic Navigation Tools: Integrated a fully functional Compass Heading indicator, alongside precise Speed (m/s) and Depth trackers linked directly to the sub’s 3D transform and linear physics state. Not to mention there is also a compass, a progress tracker and a warning system Vital Resource Gauges: The console now cleanly maps out real-time Stamina and Exhaustion meters to handle high-speed maneuvering and sprint cooldowns smoothly. Smart Health & “Frame-Before” Velocity Systems: Implemented a custom predictive physics calculation that catches the sub’s exact velocity right before a collision occurs. This completely bypasses physics-engine quirks (like velocity instantly dropping to zero on impact frames), ensuring blunt collisions register perfectly every time. Dynamic Hull Integrity Status: The hull damage bar dynamically recalculates color states and screen readouts: Above 66%: Status reads STABLE with green theme aesthetics.25% to 66%: Automatically shifts to a warning state (DAMAGED) with an orange alert profile. Emergency Visual Alert System (Dynamic Warning Lights): When structural health drops below the 25% Critical Zone, a time-accumulating sine wave engine takes over the console mesh arrays. This triggers an aggressive, high-speed visual flashing sequence across the interior status plates to warn the player of if its gonna die. Terminal Polish & Hacking Decorations: To capture that retro, high-tech submarine atmosphere, the dashboard now features a multi-layered background Parallax Hacking Screen that slides continuously behind the telemetry values. Combined with sudden flickering screen effects, the terminal reacts heavily to impact forces, making the player feel every heavy rattle when diving too fast into rocky corridors. What’s next? I want to make my 3rd person camera a periscope with the cute little spyglass on top of the submarine and allow to have a 360 degree of motion Adding a death screen and animation, not so sure of seeing myself still being able to run Also doing something about this Collision Warning alert in the bottom left corner. Definitely add some visual juice (screen shake, glass crack) but that’s low priority Also some audio! See you guys later!"}, {"post_id": 27098, "ts": "2026-07-12T11:19:19Z", "hours": 2.7919, "text": "Devlog 5 : Actual progress coming in about UI! By carefully placing each and every word, section, icon and evaluating every single number… the top screen of the submarine is officially done! What’s on the screen right now: Hull Integrity: A functioning system variable. Custom Healthbar: A sick-looking visual health layout. Rings / Checkpoint tracking: Keeps tabs on your current objectives. Status Alarms: Two red dots on the wings (which will flash for critical signs or dangers once I code the triggers). I got so excited that I even found a cool hacking matrix background and threw a Parallax2D on it so it looks like the sub is constantly processing code in the background On top of that, I added a custom shader flicker effect so it feels like a real, raw electronic monitor. As you can see in the screenshot, I just slapped a ColorRect2D added some code (with the help of AI as shader code is way beyond my coding capabilities. The big game-changer: I just switched the viewport texture configuration from the default Albedo slot over to the Emission channel so the cockpit doesn’t look so dull. Because the display now literally emits its own light into the dark, I was able to delete the temporary OmniLight3D from the scene entirely. The cockpit lighting looks way more natural now. Next Up: Now that the formula is down, I’m moving on to complete the other two viewports: the primary speedometer display right on the steering wheel, and the auxiliary bottom viewport sitting behind it."}, {"post_id": 14954, "ts": "2026-06-24T09:13:03Z", "hours": 3.8142, "text": "Fixing the Submarine Screen Layout Spent some time wrestling with Godot’s SubViewport system today to get the submarine’s overhead display screen actually working. What went down: The Layout Battle: Setting up the UI scene with clean container nodes ( CenterContainer and VBoxContainer ) so the labels stay organized and readable. The UV Stretch Crisis: For a while, the text was completely giant and blown out across the entire 3D mesh. Turns out the mesh’s UV unwrapping stretched the texture out like crazy. After a lot of tweaking, setting a custom UV1 scale of -2.0 on the material ended up being the magic number to force everything to shrink down and fit right onto the screen arch. Viewport Quirks: Dealt with some classic Godot issues where the texture kept disappearing or turning bright purple when making edits, but finally got the paths reconnected and running. Next Steps: I have to now fix and test these screens and to make sure they display the text flawlessly. Next up is prettying it up to make the text layouts look nice and crisp and then getting the rest of the cockpit dashboard screens mapped out."}, {"post_id": 13059, "ts": "2026-06-21T11:14:31Z", "hours": 1.9336, "text": "Submarine Devlog Update: Polishing the Pilot Experience! What’s New? I have decided to shelf the torpedoes and missiles for a bit. The absolute priority right now is making the submarine movement feel completely seamless before adding combat mechanics! Here is what just went live: ** Dynamic Camera Sway:** Added procedural camera sway that reacts directly to the submarine’s velocity and turn angles, making the underwater physics feel incredibly weighty! ** Dual-Perspective Toggle:** Implemented a first-person cockpit view. Players can now seamlessly toggle between 3rd-person and 1st-person perspectives by tapping the V key! Current Roadblocks & Design Hurdles 1. Overwhelming Cockpit Screens I am starting to build out the internal monitors and pilot UI. However, in my opinion, the current setup of these screens covers the view a bit too much. The player can’t really see the outside environment! 2. Camera Clipping Through Walls Also, something I am discovering is that despite using a standard SpringArm3D node for my third-person view, the camera is still clipping into the walls. I have been banging my head for so long trying to stop it from clipping! What’s Next? Over the next few days, my primary focus will be making the cockpit interior more lively: ** Adding Submarine UI:** Actively building and designing the interface systems for the dashboard. Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry. Some questions I have been asking my friends regarding my issues. How should I handle the screen layout? What are your favorite tricks for keeping a cockpit UI highly functional without completely blocking the player’s view of the outside world? How can I fix the camera clipping? If you have experience with SpringArm3D or collision detection in this engine, what am I missing to keep the camera outside the cave walls? How can I make the screens look properly sci-fi? What kind of design elements, color palettes, or visual details should I add to give the terminal text that high-tech, futuristic submarine vibe?"}, {"post_id": 12471, "ts": "2026-06-20T11:15:19Z", "hours": 1.0014, "text": "Devlog 2 : Added some visual juice and added full direction movement logic What have I accomplished? Finished submarine movement as well as bubble particles Realistic Bubbles : I created a sphere and slapped on a realistic transparent bubble shader that I had spent hours looking over the internet on how to code in shader text and finally got something working. Dynamic Trails : I duplicated a few of the GPU particles and put them on all sides of the submarine. Full Directional Logic : Then with a few lines of code, I got them to dynamically emit bubbles wherever I go. It works for the strafing side-to-side as well as climbing and diving. Overall, a good start to the movement of the submarine. What’s next? I will start working on UI for the submarine, maybe add a few monitors inside it for the player to see"}, {"post_id": 12321, "ts": "2026-06-20T03:16:57Z", "hours": 4.3461, "text": "Making Movement for the Submarine"}]...
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Title: Underwater Submarine Adventure by @NC | Sta Title: Underwater Submarine Adventure by @NC | Stardance
Devlogs:
Making Movement for the Submarine
Devlog 2 : Added some visual juice and added full direction movement logic What have I accomplished? Finished submarine movement as well as bubble particles Realistic Bubbles : I created a sphere and slapped on a realistic transparent bubble shader that I had spent hours looking over the internet on how to code in shader text and finally got something working. Dynamic Trails : I duplicated a few of the GPU particles and put them on all sides of the submarine. Full Directional Logic : Then with a few lines of code, I got them to dynamically emit bubbles wherever I go. It works for the strafing side-to-side as well as climbing and diving. Overall, a good start to the movement of the submarine. What’s next? I will start working on UI for the submarine, maybe add a few monitors inside it for the player to see
Submarine Devlog Update: Polishing the Pilot Experience! What’s New? I have decided to shelf the torpedoes and missiles for a bit. The absolute priority right now is making the submarine movement feel completely seamless before adding combat mechanics! Here is what just went live: ** Dynamic Camera Sway:** Added procedural camera sway that reacts directly to the submarine’s velocity and turn angles, making the underwater physics feel incredibly weighty! ** Dual-Perspective Toggle:** Implemented a first-person cockpit view. Players can now seamlessly toggle between 3rd-person and 1st-person perspectives by tapping the V key! Current Roadblocks & Design Hurdles 1. Overwhelming Cockpit Screens I am starting to build out the internal monitors and pilot UI. However, in my opinion, the current setup of these screens covers the view a bit too much. The player can’t really see the outside environment! 2. Camera Clipping Through Walls Also, something I am discovering is that despite using a standard SpringArm3D node for my third-person view, the camera is still clipping into the walls. I have been banging my head for so long trying to stop it from clipping! What’s Next? Over the next few days, my primary focus will be making the cockpit interior more lively: ** Adding Submarine UI:** Actively building and designing the interface systems for the dashboard. Filling Empty Screens: Populating those blank monitors with live text, data feeds, and telemetry. Some questions I have been asking my friends regarding my issues. How should I handle the screen layout? What are your favorite tricks for keeping a cockpit UI highly functional without completely blocking the player’s view of the outside world? How can I fix the camera clipping? If you have experience with SpringArm3D or collision detection in this engine, what am I missing to keep the camera outside the cave walls? How can I make the screens look properly sci-fi? What kind of design elements, color palettes, or visual details should I add to give the terminal text that high-tech, futuristic submarine vibe?
Fixing the Submarine Screen Layout Spent some time wrestling with Godot’s SubViewport system today to get the submarine’s overhead display screen actually working. What went down: The Layout Battle: Setting up the UI scene with clean container nodes ( CenterContainer and VBoxContainer ) so the labels stay organized and readable. The UV Stretch Crisis: For a while, the text was completely giant and blown out across the entire 3D mesh. Turns out the mesh’s UV unwrapping stretched the texture out like crazy. After a lot of tweaking, setting a custom UV1 scale of -2.0 on the material ended up being the magic number to force everything to shrink down and fit right onto the screen arch. Viewport Quirks: Dealt with some classic Godot issues where the texture kept disappearing or turning bright purple when making edits, but finally got the paths reconnected and running. Next Steps: I have to now fix and test these screens and to make sure they display the text flawlessly. Next up is prettying it up to make the text layouts look nice and crisp and then getting the rest of the cockpit dashboard screens mapped out.
Devlog 5 : Actual progress coming in about UI! By carefully placing each and every word, section, icon and evaluating every single number… the top screen of the submarine is officially done! What’s on the screen right now: Hull Integrity: A functioning system variable. Custom Healthbar: A sick-looking visual health layout. Rings / Checkpoint tracking: Keeps tabs on your current objectives. Status Alarms: Two red dots on the wings (which will flash for critical signs or dangers once I code the triggers). I got so excited that I even found a cool hacking matrix background and threw a Parallax2D on it so it looks like the sub is constantly processing code in the background On top of that, I added a custom shader flicker effect so it feels like a real, raw electronic monitor. As you can see in the screenshot, I just slapped a ColorRect2D added some code (with the help of AI as shader code is way beyond my coding capabilities. The big game-changer: I just switched the viewport texture configuration from the default Albedo slot over to the Emission channel so the cockpit doesn’t look so dull. Because the display now literally emits its own light into the dark, I was able to delete the temporary OmniLight3D from the scene entirely. The cockpit lighting looks way more natural now. Next Up: Now that the formula is down, I’m moving on to complete the other two viewports: the primary speedometer display right on the steering wheel, and the auxiliary bottom viewport sitting behind it.
Devlog 6 Finished Making the Interactive UI Took a little while but in the end, totally worth it! What have I accomplished: Real-Time Telemetry Arrays: Dynamic Navigation Tools: Integrated a fully functional Compass Heading indicator, alongside precise Speed (m/s) and Depth trackers linked directly to the sub’s 3D transform and linear physics state. Not to mention there is also a compass, a progress tracker and a warning system Vital Resource Gauges: The console now cleanly maps out real-time Stamina and Exhaustion meters to handle high-speed maneuvering and sprint cooldowns smoothly. Smart Health & “Frame-Before” Velocity Systems: Implemented a custom predictive physics calculation that catches the sub’s exact velocity right before a collision occurs. This completely bypasses physics-engine quirks (like velocity instantly dropping to zero on impact frames), ensuring blunt collisions register perfectly every time. Dynamic Hull Integrity Status: The hull damage bar dynamically recalculates color states and screen readouts: Above 66%: Status reads STABLE with green theme aesthetics.25% to 66%: Automatically shifts to a warning state (DAMAGED) with an orange alert profile. Emergency Visual Alert System (Dynamic Warning Lights): When structural health drops below the 25% Critical Zone, a time-accumulating sine wave engine takes over the console mesh arrays. This triggers an aggressive, high-speed visual flashing sequence across the interior status plates to warn the player of if its gonna die. Terminal Polish & Hacking Decorations: To capture that retro, high-tech submarine atmosphere, the dashboard now features a multi-layered background Parallax Hacking Screen that slides continuously behind the telemetry values. Combined with sudden flickering screen effects, the terminal reacts heavily to impact forces, making the player feel every heavy rattle when diving too fast into rocky corridors. What’s next? I want to make my 3rd person camera a periscope with the cute little spyglass on top of the submarine and allow to have a 360 degree of motion Adding a death screen and animation, not so sure of seeing myself still being able to run Also doing something about this Collision Warning alert in the bottom left corner. Definitely add some visual juice (screen shake, glass crack) but that’s low priority Also some audio! See you guys later!
Devlog 7: Finished Adding Submarine Polish and started working on building an environment Submarine Controls: Fixed and Polished During further testing of the submarine on new features, I felt like steering the submarine felt awkward as it was locked on a flat horizontal plane. Pitching up and down required extra key binds. So I decided to change/improve the physics and input methods of the submarine so driving it feels much more smoother. From Third person Camera to Periscope: I decided to change my third person camera into a periscope to give my game a more ‘claustrophobic’ feel hoping to get the element to show how small you are in such a big ocean. Well, the periscope has a open and shut animation and well as audio polish. The player can see through a small circle and see their surroundings. (Also for visual polish when the submarine is at low health the glass will even appear cracked!) Full Axis mouse control: Moving the mouse left and right handles the Yaw (left and right) but now I made it so that it can handle the pitch (up and down) so the player can point the sub’s nose up when ascending. Keyboard Axis controls: The player does have the direct keys for vertical changes like diving and climbing still giving players all the options when using the submarine. Full Audio Response: I have added dynamics pitch scaling so the background engine hum will go change when in different states. Quiet for idle. Loud for moving. I added hiss and bubble effects just like how real submarine use their ballasts to rise and fall, hull breach alarms, collision thuds, warning sounds as well deep pressure creaking of the hull. Death Animation and Warning Collision: When the player reaches 0(Zero) health, the sub will like spin out of control and ‘crash land’ in the water. The screens will show errors and soon fade away. The scene then reloads. Also using a Shapecast3D , I managed to make a collisions system. The bottom left text will say ‘COLLISION : FINE’ if there are no objects in the enlarged ShapeCast but if there are objects in that shape the text will go red and say ‘COLLISION : WARNING’ Responsive Steering Controls: I also added a script to the steering wheel so it would turn as the player is moving the mouse to give it more responsiveness. Much better than a static wheel in the front. Marine Particles: Additionally, to give that immersive feel I made simple marine particles. These are like your pieces of plankton or dust in the ocean. They just float around the screen and even rush by appropriate to the sub’s velocity. Upgrading the Ocean: Boujie Water Shader After the player features and movement was locked in. It was time for environmental visuals. I realised that my basic volumetric fog wasn’t quite cutting it for an immersive ocean. After some research, I stumbled upon the fantastic Boujie Water Shader created by Cory Petkovsek (GodotNite / Boujie) I love this addon. It really brings the ocean to life using Gerstner waves this is really good for optimization in the future! What’s Next? With Submarine movement, UI and audio out of the way, the focus is now entirely towards Level Design and Gameplay loops. Here is my todo list: Mapping out ocean zones: I will have 3 zones and each zone has 4 artifacts. Each zone will get darker, and more scarier. Relic Retrieval: Now that I am changing my placeholder of ‘RINGS : 0/12’ to Relics I am thinking of making 12 ancient, artifacts scattered across the map waiting for the player to collect them. Potential Underwater Hazards: By placing environmental obstacles, tight squeeze caverns, minefields or even patrolling enemies this will make the gameplay much more exciting! See you in the next devlog where we explore level design!
Devlog 8: Imported Environmental Assets and Hazards What I have accomplished: Using Blender 5.0 I hand modelled all the 3D assets. RUINS For some ruins where the relic might be, I have added some crumbled pillars, ruined archways, cracked stone slabs and an altar for the relic to rest on. I did some basic extruding to get the original shape down, then just pulled and twitched with the vertexes to give it the run down effect Sea mines! Additionally, the sea mine was fairly easy to make, a sphere, cylinders and a chain. Making the chain to the base was by far was the most satisfying part of the build as you just copy, paste, rotate and within seconds you get a neat, professional looking chain. Relics The relics were pretty easy, a glowing orb with unique patterns drawn across it and a shield. The plan is to just change the colour of the hues so the player has a common sense of what an orb looks like. Colours can be blue, violet, pink, red, yellow, gold, orange, and vice versa for the shield. Underwater Predator Now, the main event, the shark. I spent 6 hours and 32 minutes, modelling, texturing, rigging and animating this thing. This is by far the most complex project I have ever done (maybe even the most successful in terms of rigging!) Below is the link of all my lapses for the shark only https://lapse.hackclub.com/user/@NCGAMEMAKING I’ve set the basic environment up, just a big square with rocks as barriers. What’s next? Using all of these assets to make the environment. I have to layout the relics, ruins, sea mines, sharks. I have to code out the sea mine so it explodes with explosion graphics (not that hard) Code the shark so it like swims in its patrol area and so if the player’s flashlight is shining on the shark it will start chasing the player, hurt the player and move on with its basic patrol.
Devlog 9: Major Change of Plans and Coded Assets What have I accomplished: Started Making the environment Made a scanner for the periscope to detect objects Coded the sea mine Added explosion Particles The part that took the longest was the environment, taking in the lengths, finding hidden collision gaps, setting each zone up and placing obstacles. The sea mine code was fairly simple, I also added some explosion particles when it exploded. That was really fun. Additionally, I made a periscope scanner that can scan the ocean for any relics/mines/sharks in sight. The most aesthetic addition to the submarine and it gives the periscope a proper purpose rather than just a fun extra. I was heavily inspired by Call of Duty with their MMS (Milimeter scanner). This scanner can see through walls and highlight enemies! Major change in plans : Before we would have relics being the prized possession to retrieve. However, after realising how vast the map was and the extreme likelihood of players not being able to find all relics was too high to ignore. So instead of the player collecting relics, I have decided that they will go on an extremely difficult mission to retrieve some nuclear warheads/missiles on a U.S. nuclear submarine. The abandoned submarine will lie at the very bottom of 300m. The player must dodge sea mines, explore the other shipwrecks/submarines all before some rivals get their hands on it. Something like that for the briefing screen The player will deploy buoys/parachutes on the missiles, and they will float to the surface. A boat will come and collect them. Mission Complete! What’s Next? I will be using a similar layout but with a different set of decorations, more submarines/shipwrecks, signs of naval warfare, mines and the warhead finally.
Devlog 10: Finished map layout and small tweaks to submarine started working on story and UI What have I accomplished: Finished making the environment Coded the sharks to move around the map Added clues for the player Started the story, the lore, the introduction Finished the environment: Making the environment definitely took the longest but it wasn’t the hardest task, just a lot of copy and paste of walls. However finding any gaps or holes in which the player can creep down into was annoying. After a few hours of looking around, banging into walls, I did find and patch up a few but am not sure if that is all of them. Hopefully, to discourage/guide the player away from the corners and edges, I put huge sharks guarding the walls as well as rows of sea mines to tell the player to look somewhere else, not here. Also, I added a couple of underwater ruins, like a wrecked ship and a submarine. The actual warhead retrieval process is working now, when the submarine touches it, a parachute will come up and lift the warhead to the surface, where hopefully the boat will collect. Coding the sharks! Coding the sharks was fairly easy (Literally 2 lines of code) as I used a Path3D and a PathFollow3D node to just map out the path in the inspector. func _process(delta): progress += 20*delta That is all the code, the progress, is how far the shark is along the track and the integer determines how fast the shark moves. I could’ve used an AnimationTree node but with my prior experience to that, just thinking of the whole coding part, setting the animations up, the chase player code made me cringe a lot, also there’s not enough time. Giving the player clues So in addition to the current features of the MMS scanner, it can also track the ‘SOS beacon’ of the abandoned target submarine by taking its position and comparing it to the player’s and using ranges of signal strength with distance to see how ‘strong’ the signal is. Additionally, it does the exact same for angle, so the scanner can tell player which direction the submarine was found. Started the introduction The plan in mind is like some cool visual graphics telling you, your objective, a brief map layout telling you of hazards, some lore, like ‘Secret weapon’s mission gone wrong, must retrieve warheads before enemies do so’ the submarine is on a tugboat sailing on the sea, the crane will pick it up and dump it in the water Full lapse of tugboat here : https://lapse.hackclub.com/timelapse/lsYzC1wA-xLH What’s next? Adding UI to the game, pause menu, main menu, death screen Finishing lore of game, animations, mission objective, win scene.
Devlog 11: Working on UI as well as Prologue/Epilogue animations What have I accomplished: Made a main menu Made a mission de/briefing scene Made a pause menu Finished with the Prologue/Epilogue animations Added a bonus cutscene during the retrieval of the warheads Made a main menu I went for an extreme horror vibe, dark environment, low light, eerie background noises and single sonar ping. I also animated the camera so that it ‘floats’ around as well as a nearly invisible figure moving in the background to give that eerie feeling that you are not safe and something is watching you. This was done in response to my research on what makes a horror game so scary from the menu only. Mission de/briefing scene Using the visible characters setting in the Label node, I made this niche typewriter/coding briefing scene. With a single ‘ACCEPT’ button. Upon clicking it, player gets sent to the play scene. Pause screen I made a fairly simple pause screen. Nothing fancy, but vital at the same time. Press ‘Escape’, game paused. I am considering reusing the pause menu, change the text with code to use it as a death screen The intro/outro animations The animations are just the player being transported on the tugboat. The same one I modelled in the previous devlog. Intro takes the player to the site. Outro has 5/6 warheads on it and taking the player away from the site. This is to add cohesion so the player doesn’t get confused between scene transitions. However, I realised during the animations, the sky in the environment goes MAD. It starts rapidly flashing between white and blue, similar to lightning, but I am not a fan of it, must remove. BONUS scene! I decided to spice things up by adding a little bit of drama at the end. The player will collect the 6th warhead, uh-oh it’s jammed AND at the SAME time, the ceiling’s going to collapse! The player ram their hull with the warhead to trigger the ignition. The warhead will launch itself at the wall creating a huge hole for the player to escape through, they rise up to the surface and the epilogue cutscene plays. What’s Next? Making a death screen (Should be easy) Making a tutorial on the submarine functionality. Doing the README document
Devlog 12 : Finished Death screen as well as added help features What have I accomplished: Added a death screen Added a ‘help’ feature and hints in the submarine Made a death screen The death screen was fairly easy, I just repurposed the pause screen to become the death screen when the player dies. Added a help feature Put a help option on the home screen. If you hover your mouse over the help button, the hints will appear on the side, similar to FNAF. Additionally, I added a scrolling bar that goes from right to left on the submarine UI. I didn’t want to add another button to the pause menu because it would look too cluttered. This new addition looks pretty neat. What’s Next? Making the README document Getting people to test my game Implement some of their feedback
Devlog 13 : Recieved Tester Feedback and implemented it What have I accomplished: I have asked a tester (Dad) to test my game. He started playing the game and gave me a sheet of feedback. Upon deciphering the handwriting I made a list of main list of what needs to be improved. Here is the list Give more screen-space for player to see ocean Do something about the radio messages being sent as they are very annoying when the player is exploring and they just appear and block the player’s screen Also the radio messages go away too quickly The flashlight isn’t crisp. It like bleeds into the ocean and doesn’t look nice The ocean environment is too dark, make it brigher What/How did I implement the feedback? As a result, I merged the top panel into the bottom panel while replacing the top section with the radio messages. This time the player has much more screen-space to play in while the radio messages just briefly appear on the screen, not blocking the player’s view. As for the flashlight, I used a MeshInstance3D equipped with an emission Material so the flashlight looks much “crisper”. I also increased the show time for the radio messages from 3 seconds to 5 seconds so player will realise that a message has popped and has sufficient time to read it. As for the ocean environment, I just boosted the emission of the volumetric fog while make the background color slightly lighter rather than leaving it pitch black (Made it like a really dark navy blue). Bonus bug patch! While testing the game, I also found a bug with the Restart button in the pause screen. The bug was that when the player pressed restart, the scene tree was still paused, so the intro animation wouldn’t start until you unpaused it. So in order to fix this I just added another single line of code. func _on_restart_button_pressed(): get_tree().paused = false#This was the line of code needed get_tree().reload_current_scene() That is it so far, definitely getting more people to test it (Family, friends etc…) and implementing more feedback!
Devlog 14: Received 2nd Round of Feedback and Implemented it. What have I accomplished: I went to my coding club and asked fellow Godot/Unity enthusiasts to test my game! Here’s basically what they said… They couldn’t find the tunnel entrances The Radio Messages don’t stand out enough Make the Flashlight brighter (again…) Add some sort of Sonar Scan circle thingy on the periscope - make it more useful rather than a wall of text Make the main menu brighter, can’t see the submarine Do not exactly know the initial objective of the game/where to go Make Arrows or hints to show player what to do in Finale sequence When the player escapes through the tunnel, add some decorations make it less boring. Additionally, I got a 2nd round of feedback from my Dad… He said the UI is much better, less cluttered and the flashlight is better as well as the other features, but he has some more feedback. He wants a minimap, so he can see where to go because he is lost and does not understand the compass heading. He wants a clearer font for the submarine UI as the current one is too blurry for him He wants me to put radioactive trifoils on the missiles So onto how I implemented their feedback I made some vines on blender, I did it fairly quicky i didn’t bother putting it on Lapse. So, I implemented the vines with a glowing green shader, so it is easily visible to the player. I placed them in paths leading to the entrance and tunnels, so player knows where to go. As for the radio messages I added a yellow flashing border around them to attract player attention. As for the flashlight, I just cranked the energy up to like 50+, did the job pretty well. I added a sonar scan because the testers believe that the beacon signal is too generic and not really helpful, thus making the periscope itself not useful. In order to improve this, I added a sonar scan, the circular map that actual submarines use. After looking at some tutorials, checking documentation and reddit posts, I realized that I just have to somehow convert my prior knowledge of polar coordinates and convert them into game code. After a while, I got the red dots (sea mines) to appear on the map when the player presses the scan button (x). Additionally, using groups, I got the warheads to come up as yellow dots on the sonar map. The main menu was an easy fix, just had to increase the energy of the light. As for the initial objective, I made an animation where the camera shows the player where the warheads are located and the journey they have to take, it like shows the whole path so the player has some knowledge of knowing if they are going on the right path. Also just added another hint telling the player of the direction (80-90° East.) As for the Finale sequence, I just added a spinning arrow that points to the warhead signalling that the player has to ram it with their hull. Additionally, there are radio messages telling the player what to do. When the player escapes, I added a tall, enclosed tunnel with hanging vines for the player to escape through. Makes the game design much more intentional and doesn’t confuse players into thinking they just broke through the map. For the minimap, I used a SubViewportContainer with a camera being referenced to the actual SubViewport Node. The camera is in Orthogonal mode, and just facing down on the player 30metres away. The input is being displayed on the SubViewport. For the submarine font, I changed some of the colors so the font stands out more and becomes more CRISP and changed the font so the player can easily understand what’s on the dashboard. Another quick and easy fix was the radioactive logos. Just got a MeshInstance3D and slapped the texture on there and stuck it on the side of the warhead. This is probably the last devlog until submission.
Devlog 15: Exported Game & Ready for Submission! This is the last devlog until submissions, I was just getting the export templates and etc. I also finished with the README No actual progress…
Ships:
I built Abysmal Echo. This is by far my most comprehensive project I have EVER made using the Godot Engine. I put a lot of effort into it and I hope you enjoy playing it This game is about recovering some nuclear warheads at the bottom of the sea while navigating fields of sea mines, cavernous tunnels and mutated sharks. Good Luck! P.S. Please read the controls on how to play the game. PLEEASE...
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Robotics Game Center by @Stellar | Stardance
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Stellar
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67.0
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359
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T04:36:34Z", "hours": 67.0, "multiplier": 5.38, "payout": 359, "blessing": "neutral", "text": "This is a robotics game website built specifically for the FIRST Robotics Competition (FRC) community. It has three games: FRCdle (wordle), FRC trivia, and FRC clicker. FRCdle lets you choose the region and difficulty of the team you want to guess. FRC trivia is a trivia game that lets you filter questions based on a core category, time period, difficulty, and question type. Trivia will be getting more and more questions over time. FRC clicker is like any other clicker game out there (the most famous being Cookie Clicker): buy upgrades that scale exponentially in price in return for linear gains. This project took me a lot longer than I expected it to, so I really hope you enjoy this project!", "repo": "https://github.com/Ansh2021/Flux_Robotics", "demo": "https://fluxrobotics.vercel.app"}]...
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[{"post_id": 25943, "ts": "202 [{"post_id": 25943, "ts": "2026-07-10T13:38:25Z", "hours": 4.9681, "text": "I’m Promise I’m Done Now Devlog #12 I know I said I was done with this project in the last devlog, but I lied (I’m sorry). Why I Wasn’t Actually Finished The short answer is that I didn’t properly check my website (rookie mistake). The long answer is much more long-winded (obviously). After I fixed the issue of my static assets not showing up, I forgot to check whether FRCdle and FRC Trivia were working. Spoiler alert, they weren’t. Every time I tried fetching data from my backend, the request would always bounce back with a 404 server not found error because my backend wasn’t actually running. I eventually found that Vercel Services was a thing and tried using that to have both my Next.js frontend and Express backend run on the same project. Another spoiler alert, it didn’t work. I tried basically everything to get Vercel Services to work, but to no avail. Like before, my backend was never started by Vercel which caused requests to bounce back with a 404 error. Sometimes, I’d even have my frontend code not show up at all because Vercel would occasionally show a 404 no code error. After all this trial and error, I eventually decided to ditch Vercel Services in favor of hosting my backend on Render, a dedicated backend hosting service (my frontend is still on Vercel). Getting Render to work was so much easier than getting Vercel Services to work. It took me around half an hour to get up and running compared to probably over five hours to try and get Vercel Services running. The only potential issue with Render is that after 15 minutes of inactivity, the server “spins down” (becomes inactive) and takes around one minute to reactivate. Last Steps Get this project finally shipped! I still need to add more trivia questions (I haven’t added any since I found out that my backend fetches didn’t work). Feel free to check it out at fluxrobotics.vercel.app !"}, {"post_id": 24631, "ts": "2026-07-08T11:01:14Z", "hours": 9.4203, "text": "Done and Dusted Devlog #11 I’m finally done with this project (technically speaking). I hosted this project on Vercel which wasn’t as smooth as it should have been. The Hosting Process I ran into so many errors while hosting. WAY TOO MANY. Connecting my GitHub repository to Vercel was straightforward but everything else wasn’t at all. I first ran into build errors when pushing code to GitHub which would then get deployed to my Vercel project. If I remember correctly, the fix was to make sure Vercel tracked the correct root folder (my frontend folder in this case because that’s what it serves to the client side/frontend). After that, my website couldn’t access my Express backend. The fix to that was to have different URL fetch paths depending on whether I was running my code in my development environment or on Vercel. I believe I also had to change where my backend controller was mounted in Express (I had to add “/api” to the front of the path). My last issue was my static assets not loading while in production (they loaded just fine in development). The solution was found in my vercel.json file. I originally had a global catch all path that Vercel used to catch all frontend requests. This global path, however, caught requests that asked for my static assets, thereby not letting them appear on the frontend. Removing the global path and only having my backend redirect path solved this issue. That’s it! I will ship this project as soon as I get more questions into FRC Trivia!"}, {"post_id": 21341, "ts": "2026-07-03T07:05:44Z", "hours": 7.87, "text": "FRCdle Again Devlog #10 THE STATBOTICS API IS BACK UP AGAIN (we’re so back). This means I can finally polish up FRCdle again. Big Improvement I finally got to implement Supabase into FRCdle just like I said I would do for a while now. I’d say this makes FRCdle more fault tolerant since Supabase acts as a backup for whenever either the Blue Alliance or Statbotics API is down (or both). Essentially what I’ve done is have the user fetch data from the two APIs whenever they want area and/or team data. If one or both of these requests fail, the request(s) will fall back to the Supabase backup where a version of the data is stored. This data updates every six hours only when a user actually requests for it. This has proven to be very beneficial as large area requests such as the request for all FRC team data or regional FRC team data tend to bounce back with API error codes. What about FRC Clicker? There’s not much to say about this for this devlog. I added a few more upgrades and items, but that’s really it. Next Steps Finish up FRC Clicker Get the last items done Get their corresponding one-time upgrades done"}, {"post_id": 17394, "ts": "2026-06-28T04:46:15Z", "hours": 10.1503, "text": "I’ve Been Busy Devlog #9 It’s been way too long since my last devlog, but I’ve gotten a pretty decent amount of progress on my FRC clicker game! Progress I’ve modeled my game off of popular idle clicker games, with Cookie Clicker being my main inspiration. My game, just like Cookie Clicker, allows you to buy items such as motors and cameras (just like cursors and grandmas in Cookie Clicker) in return for more game pieces (the default is currently fuel and I plan on letting the user change which game piece from previous years they want). The prices for these items, like all clicker games, increases exponentially (around 1.2 to 1.3 times so far) while only promising linear gains. Cookie Clicker also has one-time upgrades that give permanent boosts to either your items or overall production. I have this too (though not many of them right now)! Annoying Little Thing Tooltips. They provide little bits of additional information as a sort of clarifier for what is presented before you. Creating them seemed deceptively easy. Make the child tooltip absolutely positioned in relation to your relatively positioned parent container and you’re all set, right? Wrong. The way my side bar/container is set up has the tooltip nested so far within divs that even if I were to apply the relative and absolute structure, the tooltip would be cut off by one of the ancestor divs. Literally all I had to do to fix this was not make the tooltip’s parent container relative (the tooltip is still absolute). I don’t fully know why this works, but I’m not complaining. Next Steps Get the next upgrades into FRC clicker. Also revisit FRCdle to get Supabase implemented for it (really only will happen once the Statbotics API is back up again)."}, {"post_id": 13808, "ts": "2026-06-22T17:02:35Z", "hours": 4.2469, "text": "Finished FRC Trivia Devlog #8 It has been a while since my last devlog and I haven’t gotten too much done hours wise on this project (I’ve been busy with life). I did just finish FRC Trivia though! The Game FRC Trivia is exactly what it sounds like: the user is prompted with an FRC themed trivia question that they must attempt to answer correctly. Before the questions start rolling in, the user is prompted to select items from four different categories that will affect the questions they receive: the core category (general FIRST knowledge, events, awards, team), era/time period (historical, current, upcoming), difficulty (easy, medium, hard), and answer type (MCQ, FRQ, true or false). After selecting their preferred question categories, the correct questions will be fetched from Supabase and shown on the user’s screen. I haven’t added many questions yet (I have a grand total of 53) and most of them are Hall of Fame questions that I barely know anything about. Next Steps I really want to make sure FRCdle is working, but with the Statbotics API down, there’s not much I can really do with that. I could add modes to FRC Trivia (like lightning round) but that is a low priority. I will probably shift my attention to another FRC game."}, {"post_id": 11603, "ts": "2026-06-18T21:50:23Z", "hours": 6.3392, "text": "Rough Implementation of Supabase Devlog #7 I decided to implement Supabase due to how frequently the Statbotics API has been down recently. It also doubles as a place to store hundreds of trivia questions (I currently only have 40). Since Supabase is an SQL database, data within it is stored in tables, making it much more structured compared to No-SQL databases such as Firestore. Issue (and Solution) It took me much longer than it should have to get question filtering properly implemented for FRC trivia. Each question has a core category, era (time period), difficulty (easy, medium, or hard), and answer type (multiple choice, true or false, free response). Using the Supabase typescript .in() operator (used with the WHERE function in an SQL Editor), I can filter questions by their properties using .in() as a sort of shorthand for the logical OR operator. The issue with this is that .in() only accepts a string parameter (which is easy enough) and a parameter with the type (string | readonly | null)[] (which is the issue here). Since I’m getting my second parameter from req.query, my Express backend will automatically group duplicate queries into a string array. However, any queries that are not duplicated will be saved as a string instead of a string array (even if I try forcing it to be a string array by using as string[] ). This causes .in() to break since the second parameter has to be a string array. The fix here, which took me way too long to figure out, was to create a new variable for each query requirement and assign it a value depending on if the original requirement is an array or not. If the original requirement was an array, then the new variable will just be the exact same as the original requirement (since we need a string array anyways). On the other hand, if the original requirement wasn’t a string array already, we can just wrap the original requirement in brackets. To make sure the types of this new variable and the second parameter for .in() sufficiently overlap, we get the new variable as (string | null)[] . For example, const eras = (Array.isArray(era) ? era : [era]) as (string | null)[] . This ensures that eras will be a string array (or potentially null) and lets us use it within .in() . And now I can finally fetch questions from Supabase! Next Steps Get questions to show up on the frontend (that’s really it)."}, {"post_id": 9567, "ts": "2026-06-15T22:52:17Z", "hours": 2.8628, "text": "Done With FRCdle (technically) Devlog #6 I’m finally finished with FRCdle (it took me way too long). Statbotics broke again so I’ve only been able to test with hardcoded data. I will go back and retest FRCdle once Statbotics is back up. Issues I really only faced one problem and that was my use effect refusing to fire again when I clicked on a button in the parent element. This use effect was supposed to reset FRCdle to its starting state and I fixed it by adding another use effect (fighting fire with fire here). Accomplishments The obvious one is that I finished FRCdle! The background colors for each cell in the table update based on how close the guess was to the randomly selected team. The text in each cell also indicates whether the guess was too high or too low where applicable. Next Steps I will be working on the robotics trivia portion of the app now. I’ll eventually come back and retest FRCdle when the Statbotics API is fixed (I hope it happens soon). edit : I just realized that if I wanted to circumvent the issue of Statbotics (or maybe even the Blue Alliance) API down, I could have new, changed data be pushed to a database, that way if either API goes down, the user will still be able to play albeit with potentially outdated data. My only issue with this is how annoying it was to host one of my past projects that used Firestore/Firebase (it took me around two weeks of constant debugging to get my backend properly hosted). This might be too big of an improvement to ignore though, so I might add a database. Should I stick with Firebase/Firestore or should I switch to another database like MongoDB or Supabase?"}, {"post_id": 9027, "ts": "2026-06-15T01:55:56Z", "hours": 6.4381, "text": "Mostly Done With FRCdle Devlog #5 I am nearly done with FRCdle (finally). While Statbotics was down (it’s finally back up!), I essentially had to create “pseudodata” in order to properly test adding teams to the table. Issues I had a lot of trouble with async function timings. The async function I had fetching the data for a random team tried running at the same time as the async function that fetched the data for teams in an area. This caused an error in the former function since it was trying to fetch a team before it even knew what area to fetch it from. The fix was really simple: I added another useEffect that ran whenever the area data was fully pushed to its useState or whenever the difficulty changed. Accomplishments The difficulty calculation works. It takes the EPA rank and area (points) rank for each team in an area, scales them in reverse order (in an area with 75 teams, 1st place gets 75 points all the way down to 75th place which gets 1 point), and averages the two new point values with a higher score making a team easier to guess. For example, if the user selects California in easy difficulty, the randomly selected team might be 4414 or 254 since their scores are much higher than most of the teams in their district. Next Steps I can finally get the actual guessing portion of FRCdle done (I know I’ve been saying this for several devlogs, but I will actually do it now)."}, {"post_id": 7519, "ts": "2026-06-12T15:39:29Z", "hours": 3.6486, "text": "Major Roadblock Devlog #4 Development was going pretty smoothly with my request for every single FRC team being implemented. The Roadblock As I was about to start getting the guessing part of FRCdle actually implemented, I got hit with a 500 from Statbotics. I tried again and again and again but I just couldn’t get the API data no matter how hard I tried. I tried clearing my cache and restarting my development environment to no avail. I eventually went to the REST API documentation on Statbotics and tried fetching data directly from there, but I was hit with an error where Statbotics asked me for an API key. I don’t have an API key. I asked a few other people about this issue and they were facing it as well. So now, I think that Statbotics itself is down which means I’ll have to stop backend development for who knows how long. Next Steps There isn’t much I can do. I can work more on the frontend but as long as Statbotics is down, I won’t be getting much progress."}, {"post_id": 6599, "ts": "2026-06-11T02:28:16Z", "hours": 6.015, "text": "FRC Wordle Clone Almost Complete Devlog #3 I am (finally) almost done with the data fetching portion of “FRCdle.” I’ve been fetching data from both the Blue Alliance API and Statbotics API. Annoying Issues (and Odd Solution) I had to figure out how to fetch data for teams in the regional system from the Statbotics API. This API, unlike the Blue Alliance API, doesn’t have a designated method for fetching teams in this system (as compared to the district system which it does let you directly fetch data for). To circumvent this, I used the same endpoint the API uses to send district data. However, I kept the district parameter empty, thereby (mostly) forcing the API to return regional teams. Since this particular API request can only return 1000 teams at once, I had to fetch several times, increasing the offset by 1000 each time until the length of the returned data was less than 1000. This may not be the best development practice, but it is one of, if not the only way to get regional data from Statbotics (luckily it is much easier to get regional data from the Blue Alliance API). Next Steps I have to finish the API request for fetching all FRC teams. Next, I have to finish my difficulty calculations by taking in a team’s EPA rank within the user-chosen area and their area rank (points rank), scaling them from 1-10 (the higher the rank, the higher the number from 1-10), and then taking the average of the two new values. Lastly, I have to implement the wordle part of this game (guessing teams along with color indicators for how close a player is to the correct team)."}, {"post_id": 4649, "ts": "2026-06-08T01:44:12Z", "hours": 3.8564, "text": "Beginnings of a Wordle Clone Devlog #2 I started making lots of progress on the wordle page (specifically FRC wordle). It took me way longer than I’d admit to (even though I can’t hide how much time I’ve logged on this one devlog). Big Accomplishment I finally got my backend up and running! It took me way too long mostly in part due to nodemon and express acting up. I spent way too long trying to figure out why my fetch statement on the frontend wasn’t actually fetching anything from the backend (it was basically a one line fix too). Next Steps I need to add a user input that lets the user dictate where their game of wordle goes. Right now, the only way to change the data on the table is to change the hardcoded team number (users can’t do that). Then I need to add the colors (green, yellow, and grey) for guesses and actually have new rows add onto the table (styling the table is also a priority)."}, {"post_id": 4313, "ts": "2026-06-07T15:57:01Z", "hours": 1.2669, "text": "Landing Page Devlog #1 I’m still kind of new to all of this so please bear with me! (How does one format a devlog? Is it like a READme?) This project (as the project title somewhat suggests) houses several robotics (specifically FIRST Robotics) themed games. I guess you can think of it as a neal.fun knockoff for robotics (but maybe not as fun). I did start this project before Stardance, but I didn’t get too much done with it before. The majority of the time I have spent thus far (after the start of Stardance) was spent familiarizing myself with Next JS and Tailwind as I have really only used React JS and Native along with straight CSS files before. I tried going for the effect that large companies (mainly Google from what I’ve seen) have done with their buttons and other parts of their UI with a gradient effect with their border. I think it’s coming along pretty nicely but Tailwind has a lot of constraints that make replicating it nicely very annoying (either that or I’m just not good at Tailwind). I’ve also created four buttons so far with the same border gradient effect with each button leading the user to a different game page (none of them are set up yet and each one might take a bit). You do have to scroll down to see the buttons so they aren’t included in the screenshot of the landing page. (Please name suggestions please. Flux is just an arbitrary name I chose.)"}]...
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Title: Robotics Game Center by @Stellar | Stardanc Title: Robotics Game Center by @Stellar | Stardance
Devlogs:
Landing Page Devlog #1 I’m still kind of new to all of this so please bear with me! (How does one format a devlog? Is it like a READme?) This project (as the project title somewhat suggests) houses several robotics (specifically FIRST Robotics) themed games. I guess you can think of it as a neal.fun knockoff for robotics (but maybe not as fun). I did start this project before Stardance, but I didn’t get too much done with it before. The majority of the time I have spent thus far (after the start of Stardance) was spent familiarizing myself with Next JS and Tailwind as I have really only used React JS and Native along with straight CSS files before. I tried going for the effect that large companies (mainly Google from what I’ve seen) have done with their buttons and other parts of their UI with a gradient effect with their border. I think it’s coming along pretty nicely but Tailwind has a lot of constraints that make replicating it nicely very annoying (either that or I’m just not good at Tailwind). I’ve also created four buttons so far with the same border gradient effect with each button leading the user to a different game page (none of them are set up yet and each one might take a bit). You do have to scroll down to see the buttons so they aren’t included in the screenshot of the landing page. (Please name suggestions please. Flux is just an arbitrary name I chose.)
Beginnings of a Wordle Clone Devlog #2 I started making lots of progress on the wordle page (specifically FRC wordle). It took me way longer than I’d admit to (even though I can’t hide how much time I’ve logged on this one devlog). Big Accomplishment I finally got my backend up and running! It took me way too long mostly in part due to nodemon and express acting up. I spent way too long trying to figure out why my fetch statement on the frontend wasn’t actually fetching anything from the backend (it was basically a one line fix too). Next Steps I need to add a user input that lets the user dictate where their game of wordle goes. Right now, the only way to change the data on the table is to change the hardcoded team number (users can’t do that). Then I need to add the colors (green, yellow, and grey) for guesses and actually have new rows add onto the table (styling the table is also a priority).
FRC Wordle Clone Almost Complete Devlog #3 I am (finally) almost done with the data fetching portion of “FRCdle.” I’ve been fetching data from both the Blue Alliance API and Statbotics API. Annoying Issues (and Odd Solution) I had to figure out how to fetch data for teams in the regional system from the Statbotics API. This API, unlike the Blue Alliance API, doesn’t have a designated method for fetching teams in this system (as compared to the district system which it does let you directly fetch data for). To circumvent this, I used the same endpoint the API uses to send district data. However, I kept the district parameter empty, thereby (mostly) forcing the API to return regional teams. Since this particular API request can only return 1000 teams at once, I had to fetch several times, increasing the offset by 1000 each time until the length of the returned data was less than 1000. This may not be the best development practice, but it is one of, if not the only way to get regional data from Statbotics (luckily it is much easier to get regional data from the Blue Alliance API). Next Steps I have to finish the API request for fetching all FRC teams. Next, I have to finish my difficulty calculations by taking in a team’s EPA rank within the user-chosen area and their area rank (points rank), scaling them from 1-10 (the higher the rank, the higher the number from 1-10), and then taking the average of the two new values. Lastly, I have to implement the wordle part of this game (guessing teams along with color indicators for how close a player is to the correct team).
Major Roadblock Devlog #4 Development was going pretty smoothly with my request for every single FRC team being implemented. The Roadblock As I was about to start getting the guessing part of FRCdle actually implemented, I got hit with a 500 from Statbotics. I tried again and again and again but I just couldn’t get the API data no matter how hard I tried. I tried clearing my cache and restarting my development environment to no avail. I eventually went to the REST API documentation on Statbotics and tried fetching data directly from there, but I was hit with an error where Statbotics asked me for an API key. I don’t have an API key. I asked a few other people about this issue and they were facing it as well. So now, I think that Statbotics itself is down which means I’ll have to stop backend development for who knows how long. Next Steps There isn’t much I can do. I can work more on the frontend but as long as Statbotics is down, I won’t be getting much progress.
Mostly Done With FRCdle Devlog #5 I am nearly done with FRCdle (finally). While Statbotics was down (it’s finally back up!), I essentially had to create “pseudodata” in order to properly test adding teams to the table. Issues I had a lot of trouble with async function timings. The async function I had fetching the data for a random team tried running at the same time as the async function that fetched the data for teams in an area. This caused an error in the former function since it was trying to fetch a team before it even knew what area to fetch it from. The fix was really simple: I added another useEffect that ran whenever the area data was fully pushed to its useState or whenever the difficulty changed. Accomplishments The difficulty calculation works. It takes the EPA rank and area (points) rank for each team in an area, scales them in reverse order (in an area with 75 teams, 1st place gets 75 points all the way down to 75th place which gets 1 point), and averages the two new point values with a higher score making a team easier to guess. For example, if the user selects California in easy difficulty, the randomly selected team might be 4414 or 254 since their scores are much higher than most of the teams in their district. Next Steps I can finally get the actual guessing portion of FRCdle done (I know I’ve been saying this for several devlogs, but I will actually do it now).
Done With FRCdle (technically) Devlog #6 I’m finally finished with FRCdle (it took me way too long). Statbotics broke again so I’ve only been able to test with hardcoded data. I will go back and retest FRCdle once Statbotics is back up. Issues I really only faced one problem and that was my use effect refusing to fire again when I clicked on a button in the parent element. This use effect was supposed to reset FRCdle to its starting state and I fixed it by adding another use effect (fighting fire with fire here). Accomplishments The obvious one is that I finished FRCdle! The background colors for each cell in the table update based on how close the guess was to the randomly selected team. The text in each cell also indicates whether the guess was too high or too low where applicable. Next Steps I will be working on the robotics trivia portion of the app now. I’ll eventually come back and retest FRCdle when the Statbotics API is fixed (I hope it happens soon). edit : I just realized that if I wanted to circumvent the issue of Statbotics (or maybe even the Blue Alliance) API down, I could have new, changed data be pushed to a database, that way if either API goes down, the user will still be able to play albeit with potentially outdated data. My only issue with this is how annoying it was to host one of my past projects that used Firestore/Firebase (it took me around two weeks of constant debugging to get my backend properly hosted). This might be too big of an improvement to ignore though, so I might add a database. Should I stick with Firebase/Firestore or should I switch to another database like MongoDB or Supabase?
Rough Implementation of Supabase Devlog #7 I decided to implement Supabase due to how frequently the Statbotics API has been down recently. It also doubles as a place to store hundreds of trivia questions (I currently only have 40). Since Supabase is an SQL database, data within it is stored in tables, making it much more structured compared to No-SQL databases such as Firestore. Issue (and Solution) It took me much longer than it should have to get question filtering properly implemented for FRC trivia. Each question has a core category, era (time period), difficulty (easy, medium, or hard), and answer type (multiple choice, true or false, free response). Using the Supabase typescript .in() operator (used with the WHERE function in an SQL Editor), I can filter questions by their properties using .in() as a sort of shorthand for the logical OR operator. The issue with this is that .in() only accepts a string parameter (which is easy enough) and a parameter with the type (string | readonly | null)[] (which is the issue here). Since I’m getting my second parameter from req.query, my Express backend will automatically group duplicate queries into a string array. However, any queries that are not duplicated will be saved as a string instead of a string array (even if I try forcing it to be a string array by using as string[] ). This causes .in() to break since the second parameter has to be a string array. The fix here, which took me way too long to figure out, was to create a new variable for each query requirement and assign it a value depending on if the original requirement is an array or not. If the original requirement was an array, then the new variable will just be the exact same as the original requirement (since we need a string array anyways). On the other hand, if the original requirement wasn’t a string array already, we can just wrap the original requirement in brackets. To make sure the types of this new variable and the second parameter for .in() sufficiently overlap, we get the new variable as (string | null)[] . For example, const eras = (Array.isArray(era) ? era : [era]) as (string | null)[] . This ensures that eras will be a string array (or potentially null) and lets us use it within .in() . And now I can finally fetch questions from Supabase! Next Steps Get questions to show up on the frontend (that’s really it).
Finished FRC Trivia Devlog #8 It has been a while since my last devlog and I haven’t gotten too much done hours wise on this project (I’ve been busy with life). I did just finish FRC Trivia though! The Game FRC Trivia is exactly what it sounds like: the user is prompted with an FRC themed trivia question that they must attempt to answer correctly. Before the questions start rolling in, the user is prompted to select items from four different categories that will affect the questions they receive: the core category (general FIRST knowledge, events, awards, team), era/time period (historical, current, upcoming), difficulty (easy, medium, hard), and answer type (MCQ, FRQ, true or false). After selecting their preferred question categories, the correct questions will be fetched from Supabase and shown on the user’s screen. I haven’t added many questions yet (I have a grand total of 53) and most of them are Hall of Fame questions that I barely know anything about. Next Steps I really want to make sure FRCdle is working, but with the Statbotics API down, there’s not much I can really do with that. I could add modes to FRC Trivia (like lightning round) but that is a low priority. I will probably shift my attention to another FRC game.
I’ve Been Busy Devlog #9 It’s been way too long since my last devlog, but I’ve gotten a pretty decent amount of progress on my FRC clicker game! Progress I’ve modeled my game off of popular idle clicker games, with Cookie Clicker being my main inspiration. My game, just like Cookie Clicker, allows you to buy items such as motors and cameras (just like cursors and grandmas in Cookie Clicker) in return for more game pieces (the default is currently fuel and I plan on letting the user change which game piece from previous years they want). The prices for these items, like all clicker games, increases exponentially (around 1.2 to 1.3 times so far) while only promising linear gains. Cookie Clicker also has one-time upgrades that give permanent boosts to either your items or overall production. I have this too (though not many of them right now)! Annoying Little Thing Tooltips. They provide little bits of additional information as a sort of clarifier for what is presented before you. Creating them seemed deceptively easy. Make the child tooltip absolutely positioned in relation to your relatively positioned parent container and you’re all set, right? Wrong. The way my side bar/container is set up has the tooltip nested so far within divs that even if I were to apply the relative and absolute structure, the tooltip would be cut off by one of the ancestor divs. Literally all I had to do to fix this was not make the tooltip’s parent container relative (the tooltip is still absolute). I don’t fully know why this works, but I’m not complaining. Next Steps Get the next upgrades into FRC clicker. Also revisit FRCdle to get Supabase implemented for it (really only will happen once the Statbotics API is back up again).
FRCdle Again Devlog #10 THE STATBOTICS API IS BACK UP AGAIN (we’re so back). This means I can finally polish up FRCdle again. Big Improvement I finally got to implement Supabase into FRCdle just like I said I would do for a while now. I’d say this makes FRCdle more fault tolerant since Supabase acts as a backup for whenever either the Blue Alliance or Statbotics API is down (or both). Essentially what I’ve done is have the user fetch data from the two APIs whenever they want area and/or team data. If one or both of these requests fail, the request(s) will fall back to the Supabase backup where a version of the data is stored. This data updates every six hours only when a user actually requests for it. This has proven to be very beneficial as large area requests such as the request for all FRC team data or regional FRC team data tend to bounce back with API error codes. What about FRC Clicker? There’s not much to say about this for this devlog. I added a few more upgrades and items, but that’s really it. Next Steps Finish up FRC Clicker Get the last items done Get their corresponding one-time upgrades done
Done and Dusted Devlog #11 I’m finally done with this project (technically speaking). I hosted this project on Vercel which wasn’t as smooth as it should have been. The Hosting Process I ran into so many errors while hosting. WAY TOO MANY. Connecting my GitHub repository to Vercel was straightforward but everything else wasn’t at all. I first ran into build errors when pushing code to GitHub which would then get deployed to my Vercel project. If I remember correctly, the fix was to make sure Vercel tracked the correct root folder (my frontend folder in this case because that’s what it serves to the client side/frontend). After that, my website couldn’t access my Express backend. The fix to that was to have different URL fetch paths depending on whether I was running my code in my development environment or on Vercel. I believe I also had to change where my backend controller was mounted in Express (I had to add “/api” to the front of the path). My last issue was my static assets not loading while in production (they loaded just fine in development). The solution was found in my vercel.json file. I originally had a global catch all path that Vercel used to catch all frontend requests. This global path, however, caught requests that asked for my static assets, thereby not letting them appear on the frontend. Removing the global path and only having my backend redirect path solved this issue. That’s it! I will ship this project as soon as I get more questions into FRC Trivia!
I’m Promise I’m Done Now Devlog #12 I know I said I was done with this project in the last devlog, but I lied (I’m sorry). Why I Wasn’t Actually Finished The short answer is that I didn’t properly check my website (rookie mistake). The long answer is much more long-winded (obviously). After I fixed the issue of my static assets not showing up, I forgot to check whether FRCdle and FRC Trivia were working. Spoiler alert, they weren’t. Every time I tried fetching data from my backend, the request would always bounce back with a 404 server not found error because my backend wasn’t actually running. I eventually found that Vercel Services was a thing and tried using that to have both my Next.js frontend and Express backend run on the same project. Another spoiler alert, it didn’t work. I tried basically everything to get Vercel Services to work, but to no avail. Like before, my backend was never started by Vercel which caused requests to bounce back with a 404 error. Sometimes, I’d even have my frontend code not show up at all because Vercel would occasionally show a 404 no code error. After all this trial and error, I eventually decided to ditch Vercel Services in favor of hosting my backend on Render, a dedicated backend hosting service (my frontend is still on Vercel). Getting Render to work was so much easier than getting Vercel Services to work. It took me around half an hour to get up and running compared to probably over five hours to try and get Vercel Services running. The only potential issue with Render is that after 15 minutes of inactivity, the server “spins down” (becomes inactive) and takes around one minute to reactivate. Last Steps Get this project finally shipped! I still need to add more trivia questions (I haven’t added any since I found out that my backend fetches didn’t work). Feel free to check it out at fluxrobotics.vercel.app !
Ships:
This is a robotics game website built specifically for the FIRST Robotics Competition (FRC) community. It has three games: FRCdle (wordle), FRC trivia, and FRC clicker. FRCdle lets you choose the region and difficulty of the team you want to guess. FRC trivia is a trivia game that lets you filter questions based on a core category, time period, difficulty, and question type. Trivia will be getting more and more questions over time. FRC clicker is like any other clicker game out there (the most famous being Cookie Clicker): buy upgrades that scale exponentially in price in return for linear gains. This project took me a lot longer than I expected it to, so I really hope you enjoy this project!...
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1792993693.0771954
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1793080093.0771954
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2737
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Neural Network from Scratch by @stockifab | Starda Neural Network from Scratch by @stockifab | Stardance...
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stockifab
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1
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12.0
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135
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T13:47:27Z", "hours": 12.0, "multiplier": 13.41, "payout": 135, "blessing": "neutral", "text": "Neural Network from Scratch A fully functional neural network built using nothing but NumPy, capable of classifying MNIST handwritten digits with 90% test accuracy. My goal was actually understanding what happens under the hood. My implementation includes backpropagation from scratch, sigmoid and softmax activations, binary and categorical cross-entropy loss functions and mini-batch gradient descent. I wrapped all of this in an easy to use API: network = Network ( [ Layer ( 64 , activation = \" input \" ), Layer ( 50 ), Layer ( 30 ), Layer ( 10 , activation = \" softmax \" ), ], loss = \" categorical_crossentropy \" , ) network . fit ( X_train , y_train , epochs = 8000 , learning_rate = 1 , batch_size = 0.1 ) The math and backpropagation were the hardest parts, I derived the gradients of the cost function by hand and backpropagation didn’t really make sense to me at first. I started with mean squared error, and the gradients exploded quickly. Switching to cross-entropy fixed it. I’m really proud that I now understand why these networks are able to learn, seeing your own network learn feels amazing. You can try it out on MNIST yourself and play with the parameters in your browser without installing anything at https://neural-network-from-scratch-stockifab.streamlit.app .", "repo": "https://github.com/stockifab/Neural-Network", "demo": "https://neural-network-from-scratch-stockifab.streamlit.app/"}]...
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[{"post_id": 8669, "ts": "2026 [{"post_id": 8669, "ts": "2026-06-14T12:24:56Z", "hours": 1.3572, "text": "Demo + Readme The network is fully working, however its difficult to see it in action. That’s why (with the help of Claude) I created a Streamlit app, so that you can try different parameters for the network in the browser. Without having to install anything locally. I also spent some time making the readme prettier and more informative."}, {"post_id": 8610, "ts": "2026-06-14T09:48:35Z", "hours": 1.2111, "text": "Training API + OneHotEncoder Cleaned up a lot of the boilerplate inside main.py . The training loop is now inside the network itself and can be called with a single fit() call handling batching, epochs, and logging: network . fit ( X_train , y_train , learning_rate = 0.1 , batch_size = 0.1 ) I also renamed a few things that were always named imprecisely. run() is now forward() , and the old fit() (which only did a single gradient step) became epoch() . This made the code much easier to read. The one-hot encoding is now its own class instead of a one-liner scattered in main.py. This was necessary because you need to decode predictions back to the original labels afterwards: encoder = OneHotEncoder () y = encoder . encode ( digits . target ) encoder . decode ( network . forward ( X_test )) I also added a train_test_split utility so I don’t have to manually slice arrays anymore."}, {"post_id": 8260, "ts": "2026-06-13T18:59:49Z", "hours": 4.2894, "text": "Softmax Activation and Digits I modified the API so that cost and activation functions can easily be changed. After opting for softmax activation at the output layer and changing the cost function to categorical cross-entropy, the model classified the numbers with 85.59% accuracy after 10.000 epochs. I’m surprised it works this well despite the small network and no regularization or tuning at all. While interesting, the math is getting really complicated now, especially deriving the softmax function is still a mystery to me, i had to look up its derivative online. I want to spend some more time understanding how the cost and the activation function “influence” each other before implementing an API to more easily train the network."}, {"post_id": 2211, "ts": "2026-06-04T16:20:36Z", "hours": 3.3214, "text": "Backpropagation It’s learning! I tried the network with a small synthetic dataset and it learned the pattern flawlessly, at least when you don’t let it run for too long: Below you can see the network’s performance (cost) at each epoch, it starts out strong - reducing the cost and getting better and better - until all of a sudden there is a massive spike and the cost goes way up again. I have no idea why this is happening, but overall I’m extremely happy that the network is learning. Next I’m going to fix this issue and then I want it to predict numbers from the MNIST dataset."}, {"post_id": 1579, "ts": "2026-06-03T18:00:35Z", "hours": 1.8164, "text": "Network Architecture + Forward Pass Wrote a basic API for modelling the network. When untrained it initializes weights and biases random. With these random values it is already capable of running a forward pass with some input data. Next I want to implement backpropagation so that the network can actually learn patterns in data."}]...
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Title: Neural Network from Scratch by @stockifab | Title: Neural Network from Scratch by @stockifab | Stardance
Devlogs:
Network Architecture + Forward Pass Wrote a basic API for modelling the network. When untrained it initializes weights and biases random. With these random values it is already capable of running a forward pass with some input data. Next I want to implement backpropagation so that the network can actually learn patterns in data.
Backpropagation It’s learning! I tried the network with a small synthetic dataset and it learned the pattern flawlessly, at least when you don’t let it run for too long: Below you can see the network’s performance (cost) at each epoch, it starts out strong - reducing the cost and getting better and better - until all of a sudden there is a massive spike and the cost goes way up again. I have no idea why this is happening, but overall I’m extremely happy that the network is learning. Next I’m going to fix this issue and then I want it to predict numbers from the MNIST dataset.
Softmax Activation and Digits I modified the API so that cost and activation functions can easily be changed. After opting for softmax activation at the output layer and changing the cost function to categorical cross-entropy, the model classified the numbers with 85.59% accuracy after 10.000 epochs. I’m surprised it works this well despite the small network and no regularization or tuning at all. While interesting, the math is getting really complicated now, especially deriving the softmax function is still a mystery to me, i had to look up its derivative online. I want to spend some more time understanding how the cost and the activation function “influence” each other before implementing an API to more easily train the network.
Training API + OneHotEncoder Cleaned up a lot of the boilerplate inside main.py . The training loop is now inside the network itself and can be called with a single fit() call handling batching, epochs, and logging: network . fit ( X_train , y_train , learning_rate = 0.1 , batch_size = 0.1 ) I also renamed a few things that were always named imprecisely. run() is now forward() , and the old fit() (which only did a single gradient step) became epoch() . This made the code much easier to read. The one-hot encoding is now its own class instead of a one-liner scattered in main.py. This was necessary because you need to decode predictions back to the original labels afterwards: encoder = OneHotEncoder () y = encoder . encode ( digits . target ) encoder . decode ( network . forward ( X_test )) I also added a train_test_split utility so I don’t have to manually slice arrays anymore.
Demo + Readme The network is fully working, however its difficult to see it in action. That’s why (with the help of Claude) I created a Streamlit app, so that you can try different parameters for the network in the browser. Without having to install anything locally. I also spent some time making the readme prettier and more informative.
Ships:
Neural Network from Scratch A fully functional neural network built using nothing but NumPy, capable of classifying MNIST handwritten digits with 90% test accuracy. My goal was actually understanding what happens under the hood. My implementation includes backpropagation from scratch, sigmoid and softmax activations, binary and categorical cross-entropy loss functions and mini-batch gradient descent. I wrapped all of this in an easy to use API: network = Network ( [ Layer ( 64 , activation = " input " ), Layer ( 50 ), Layer ( 30 ), Layer ( 10 , activation = " softmax " ), ], loss = " categorical_crossentropy " , ) network . fit ( X_train , y_train , epochs = 8000 , learning_rate = 1 , batch_size = 0.1 ) The math and backpropagation were the hardest parts, I derived the gradients of the cost function by hand and backpropagation didn’t really make sense to me at first. I started with mean squared error, and the gradients exploded quickly. Switching to cross-entropy fixed it. I’m really proud that I now understand why these networks are able to learn, seeing your own network learn feels amazing. You can try it out on MNIST yourself and play with the parameters in your browser without installing anything at https://neural-network-from-scratch-stockifab.streamlit.app ....
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1792975926.0631745
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1793062326.0631745
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2777
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the world of moths by @julesthecrow | Stardance
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julesthecrow
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1
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13.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T03:17:47Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive website full of fun moments of joy. the hardest part of this project was getting the website to work well with the aesthetics and design, and also getting the color swatches to work. when testing my project. I’m overall very happy with this project and It definitely my favourite project I’ve made yet! I hope you enjoy it as much as I do!! enjoy!!", "repo": "https://github.com/gamingwithjulesk-blip/joy.com", "demo": ""}]...
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[{"post_id": 19704, "ts": "202 [{"post_id": 19704, "ts": "2026-07-01T03:09:08Z", "hours": 0.8558, "text": "added another feature"}, {"post_id": 9265, "ts": "2026-06-15T15:39:57Z", "hours": 2.5347, "text": "AGHHHHHHH IT FINALLY WORKS!!!!!!!!!!!! I am so happy! that took so many tries lol . I decided to go for a pastel rainbow moth theme cause I love moths and rainbows and I thought it would be cute and calming."}, {"post_id": 6518, "ts": "2026-06-10T23:20:23Z", "hours": 5.1753, "text": "in the last five hours I have finished almost all of the code for the website, tried running the site for the first time (the entire thing crashed immediately), debuged and tried again…twice, began working on the web design, ran it again, made two whole new fetures which brought me back to square one with the whole crashing issue, and now I’m writing this while crashing out on my bed. so a pretty productive 5 hours if you ask me. I also am trying to decide what ascetic I wanna make the website…I’m thinking whimsical maybe moth themed? I’m open to any suggestions"}, {"post_id": 3256, "ts": "2026-06-06T03:10:13Z", "hours": 3.1036, "text": "I’ve finished most of the base code for the main features and image uploading software now I’m going to work on expanding the data base for the generation options, and the actual website designing part! wish me luck!"}, {"post_id": 1254, "ts": "2026-06-03T03:36:25Z", "hours": 1.1122, "text": "today I spent a full hour writing and re writhing the same lines of code 17 times and the problem is not even fixed yet. my brain is officially mush."}, {"post_id": 559, "ts": "2026-06-02T01:41:52Z", "hours": 0.4092, "text": "today I started the noble journey of making joy.com. joy.com is the cosiest corner of the internet, having everything from free colouring pages designed by me, to daily affirmations. joy.com is a place for kindness, love, and cozy entertainment, no matter who you are."}]...
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Title: the world of moths by @julesthecrow | Stard Title: the world of moths by @julesthecrow | Stardance
Devlogs:
today I started the noble journey of making joy.com. joy.com is the cosiest corner of the internet, having everything from free colouring pages designed by me, to daily affirmations. joy.com is a place for kindness, love, and cozy entertainment, no matter who you are.
today I spent a full hour writing and re writhing the same lines of code 17 times and the problem is not even fixed yet. my brain is officially mush.
I’ve finished most of the base code for the main features and image uploading software now I’m going to work on expanding the data base for the generation options, and the actual website designing part! wish me luck!
in the last five hours I have finished almost all of the code for the website, tried running the site for the first time (the entire thing crashed immediately), debuged and tried again…twice, began working on the web design, ran it again, made two whole new fetures which brought me back to square one with the whole crashing issue, and now I’m writing this while crashing out on my bed. so a pretty productive 5 hours if you ask me. I also am trying to decide what ascetic I wanna make the website…I’m thinking whimsical maybe moth themed? I’m open to any suggestions
AGHHHHHHH IT FINALLY WORKS!!!!!!!!!!!! I am so happy! that took so many tries lol . I decided to go for a pastel rainbow moth theme cause I love moths and rainbows and I thought it would be cute and calming.
added another feature
Ships:
I made an interactive website full of fun moments of joy. the hardest part of this project was getting the website to work well with the aesthetics and design, and also getting the color swatches to work. when testing my project. I’m overall very happy with this project and It definitely my favourite project I’ve made yet! I hope you enjoy it as much as I do!! enjoy!!...
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1792990529.8866675
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1793076929.8866675
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2801
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The 8x8 shootout by @Yikang | Stardance
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Yikang
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1
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12.53
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77
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T19:03:11Z", "hours": 11.0, "multiplier": 7.09, "payout": 77, "blessing": "neutral", "text": "This is my summer hackclub project with 3 minigames that you can play. A 2d shooter, chess puzzles, and a soccer penalty shooter. Spent a lot of time coding this but i also thought is was really fun. The 2d shooter was a project i did years and years ago on scratch and coding it in java was really cool thing to see. Chess puzzle was also really fun(but also very difficult). As well as the soccer penalty shooter, as I like soccer. Enjoy!", "repo": "https://github.com/Yikang2010/Summer-Hackclub-Project", "demo": "https://github.com/Yikang2010/Summer-Hackclub-Project/releases/tag/v1.0.0"}]...
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[{"post_id": 17214, "ts": "202 [{"post_id": 17214, "ts": "2026-06-27T22:32:22Z", "hours": 1.5281, "text": "Devlog - Ending screen! There are also cool effects. I also added it so that when you lose a level that you can now restart, instead of having to close the app to play again. I also just made everything looking very polished and made some balance changes as the speed changes when exporting the project."}, {"post_id": 16435, "ts": "2026-06-26T19:01:50Z", "hours": 2.1528, "text": "Devlog - During this time I added a main screen with button to press depending on which game you want to play. I also had to change some of code that read the files in the code so that java could actually read the code when exporting the files. It ran on my ide but when exporting the art didn’t show up. I also tried to make the project available though website using cheerpj but was a large waste of time as it runs way too slow. But yeah, i think i’m ready to ship! Devlog - Ending screen! There are also cool effects. I also added it so that when you lose a level that you can now restart, instead of having to close the app to play again. I also just made everything looking very polished and made some balance changes as the speed changes when exporting the project."}, {"post_id": 13513, "ts": "2026-06-22T03:38:07Z", "hours": 3.2336, "text": "Devlog - After a very long time I have finally got everything to work perfectly, I have connect all of the games so that when you win you move on to the next mine game. I also made it so that the screen when playing the games also changes the game size instead of being a fixed size. Everything is now connected seamlessly! All the games and code: 2D Shooter: Setting up player movement, shooting mechanics, enemy spawning, collision detection, and a basic scoring system. As well as the art and the waves. Chess Puzzle: Coding the rules of chess, each pieces, turn logic, win/loss conditions, and a grid system. Also adding capture animations and the layout of the puzzle. Absolutely the longest and most difficult to code by far. Soccer Shooter (PK / Penalty Kick): Implementing a aiming mechanic, a goalkeeper AI, moving target, smooth UI and ball physics. As well as hitboxes for the goal/goalie and the UI."}, {"post_id": 10174, "ts": "2026-06-16T19:46:26Z", "hours": 1.8222, "text": "Devlog: Chess Game Design After a long and tough development cycle I finally got the chess board to work! It was like climbing a mountain just getting all the pieces to show up on the board correctly.. The hard work paid off. Everything works as it should: all the pieces are the size and their positions are accurate. Architecture and Class Breakdown My game code uses object-oriented programming. The structure is broken down into two parts: Piece Classes: Classes for each chess piece. Each piece has its movement rules, boundary checks and capture rules. For example Pawns, Knights, Bishops, Rooks, Queens and Kings all have rules. The Board Class: The Board class the most difficult by far. It took a lot of time to get all the pieces to show up in the places. Dealing with Layout The development process had alignment problems. First I had to figure out the correct board size for screen resolutions. It was a headache. If there was any space around the grid it broke the rendering math. That made it hard to calculate coordinates. When the board grid was fixed the piece sizes looked weird. I tried to scale the vector assets. It didn’t work. I decided to take an approach. I took a screenshot of chess pieces cut them into sprites and used those. It worked. Future Plans (next devlog - finishing touches): Next I’m planning on fitting the theme better with using chess puzzles (It just fits the theme more, like a puzzle fits with the other mini games more) Then I want to connect the minigames together like after finishing one level you go to next."}, {"post_id": 7106, "ts": "2026-06-11T21:34:58Z", "hours": 1.3978, "text": "Devlog 2 - After the first game in the project, this is now game number 2, it is a soccer penalty shooter where you drag on the ball the shoot into goal. Classes used were a ball class a balltrajectory class where you see where the ball will be able to shoot, a game manager class that controls every thing, then a goal class to show where the goal is inside goal outside miss. 5 goals you win 2 misses your out. Goalie class that tries to stop you and last just a UImanager that handles mostly everything you see on screen. Besides the background and other art. How to play: Place your mouse on the ball and drag to aim, then try to score."}, {"post_id": 6466, "ts": "2026-06-10T21:34:43Z", "hours": 2.2611, "text": "Devlog 1 First project is the 2D shooter. In this time the classes that were coded was the player, zombie, background, frame, bullets, health and health classes. There is also waves where if you beat the first level of zombies then you can move to the next. Along with that there are also waves. You can use wasd to move and the mouse to shoot. When the zombies spawn, on the top of the screen they will always walk towards you and point in your direction. The waves differ in speed and health. There is also a health bar so try staying alive! The picture is only the first wave, I don’t know how to add other pictures. But all the zombies and the player I created."}]...
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Title: The 8x8 shootout by @Yikang | Stardance
De Title: The 8x8 shootout by @Yikang | Stardance
Devlogs:
Devlog 1 First project is the 2D shooter. In this time the classes that were coded was the player, zombie, background, frame, bullets, health and health classes. There is also waves where if you beat the first level of zombies then you can move to the next. Along with that there are also waves. You can use wasd to move and the mouse to shoot. When the zombies spawn, on the top of the screen they will always walk towards you and point in your direction. The waves differ in speed and health. There is also a health bar so try staying alive! The picture is only the first wave, I don’t know how to add other pictures. But all the zombies and the player I created.
Devlog 2 - After the first game in the project, this is now game number 2, it is a soccer penalty shooter where you drag on the ball the shoot into goal. Classes used were a ball class a balltrajectory class where you see where the ball will be able to shoot, a game manager class that controls every thing, then a goal class to show where the goal is inside goal outside miss. 5 goals you win 2 misses your out. Goalie class that tries to stop you and last just a UImanager that handles mostly everything you see on screen. Besides the background and other art. How to play: Place your mouse on the ball and drag to aim, then try to score.
Devlog: Chess Game Design After a long and tough development cycle I finally got the chess board to work! It was like climbing a mountain just getting all the pieces to show up on the board correctly.. The hard work paid off. Everything works as it should: all the pieces are the size and their positions are accurate. Architecture and Class Breakdown My game code uses object-oriented programming. The structure is broken down into two parts: Piece Classes: Classes for each chess piece. Each piece has its movement rules, boundary checks and capture rules. For example Pawns, Knights, Bishops, Rooks, Queens and Kings all have rules. The Board Class: The Board class the most difficult by far. It took a lot of time to get all the pieces to show up in the places. Dealing with Layout The development process had alignment problems. First I had to figure out the correct board size for screen resolutions. It was a headache. If there was any space around the grid it broke the rendering math. That made it hard to calculate coordinates. When the board grid was fixed the piece sizes looked weird. I tried to scale the vector assets. It didn’t work. I decided to take an approach. I took a screenshot of chess pieces cut them into sprites and used those. It worked. Future Plans (next devlog - finishing touches): Next I’m planning on fitting the theme better with using chess puzzles (It just fits the theme more, like a puzzle fits with the other mini games more) Then I want to connect the minigames together like after finishing one level you go to next.
Devlog - After a very long time I have finally got everything to work perfectly, I have connect all of the games so that when you win you move on to the next mine game. I also made it so that the screen when playing the games also changes the game size instead of being a fixed size. Everything is now connected seamlessly! All the games and code: 2D Shooter: Setting up player movement, shooting mechanics, enemy spawning, collision detection, and a basic scoring system. As well as the art and the waves. Chess Puzzle: Coding the rules of chess, each pieces, turn logic, win/loss conditions, and a grid system. Also adding capture animations and the layout of the puzzle. Absolutely the longest and most difficult to code by far. Soccer Shooter (PK / Penalty Kick): Implementing a aiming mechanic, a goalkeeper AI, moving target, smooth UI and ball physics. As well as hitboxes for the goal/goalie and the UI.
Devlog - During this time I added a main screen with button to press depending on which game you want to play. I also had to change some of code that read the files in the code so that java could actually read the code when exporting the files. It ran on my ide but when exporting the art didn’t show up. I also tried to make the project available though website using cheerpj but was a large waste of time as it runs way too slow. But yeah, i think i’m ready to ship! Devlog - Ending screen! There are also cool effects. I also added it so that when you lose a level that you can now restart, instead of having to close the app to play again. I also just made everything looking very polished and made some balance changes as the speed changes when exporting the project.
Devlog - Ending screen! There are also cool effects. I also added it so that when you lose a level that you can now restart, instead of having to close the app to play again. I also just made everything looking very polished and made some balance changes as the speed changes when exporting the project.
Ships:
This is my summer hackclub project with 3 minigames that you can play. A 2d shooter, chess puzzles, and a soccer penalty shooter. Spent a lot of time coding this but i also thought is was really fun. The 2d shooter was a project i did years and years ago on scratch and coding it in java was really cool thing to see. Chess puzzle was also really fun(but also very difficult). As well as the soccer penalty shooter, as I like soccer. Enjoy!...
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1792968620.7307298
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1793055020.7307298
|
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2828
|
FLUX CASE by @ANNAHAKI | Stardance
|
ANNAHAKI
|
1
|
8.0
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T21:34:08Z", "hours": 8.0, "multiplier": 17.3, "payout": 25, "blessing": "neutral", "text": "I MAKED AN INALAMBRIC POWER BANK USING COIL JEJEJEJEJ", "repo": "https://github.com/annaastrs-svg/INALAMBRIC-POWER-BANK", "demo": ""}]...
|
[{"post_id": 7778, "ts": "2026 [{"post_id": 7778, "ts": "2026-06-13T00:05:37Z", "hours": 1.4475, "text": "JUST FINISHED THE INALAMBRIC POWER BANK YEYYYYYYYYY! it uses just 5 components and u can charge ur phone with or without a charger ! it uses Electromagnetic induction cus i use a coil of the inalambric use. ima explain a bit cus i studied a lot for this project, also sorry cus the bad grammar and that stuff, english is my 3rd lenguage :b So in our phone we have a RX coil, we do (buy in this case) a TX coil that gives the electromagnetic energy for our phone to charge up ! this tx use inductancia (inductance theory ) to sebd energy by making an electromagnetic field , and etc cus my brain is cooked of traduction."}, {"post_id": 7608, "ts": "2026-06-12T18:33:03Z", "hours": 1.4847, "text": "If u want an in alambric power bank i have the complete project in github :D I did the pcb (rlly pro one it have a pibble) and the bom :B"}, {"post_id": 7222, "ts": "2026-06-12T01:47:33Z", "hours": 1.6242, "text": "I lit baught all the components again to make it work the mhcd is broken, i need to get another one, i spend 30 min with multimeters and batterys just to see that its broken…. but now i undertsnd totally the complete functionality of the theory of (inductancia alterna (idk how to say it on english)) and all the stuff of electromagnetism and tesla :B"}, {"post_id": 1863, "ts": "2026-06-04T02:25:27Z", "hours": 0.2556, "text": "assembly speed run (i burn the MH-CD i just bought)"}, {"post_id": 1705, "ts": "2026-06-03T21:22:08Z", "hours": 0.6061, "text": "the power bank isnt working :C i think the mhcd module is not a good one, i need to buy a new one so the poject work"}, {"post_id": 1170, "ts": "2026-06-03T00:48:24Z", "hours": 1.4061, "text": "halooo i did a cad for the power bank :B in github is the file !"}, {"post_id": 1121, "ts": "2026-06-02T23:07:00Z", "hours": 1.5639, "text": "I did a inalambric power bank jejjejee"}]...
|
Title: FLUX CASE by @ANNAHAKI | Stardance
Devlogs Title: FLUX CASE by @ANNAHAKI | Stardance
Devlogs:
I did a inalambric power bank jejjejee
halooo i did a cad for the power bank :B in github is the file !
the power bank isnt working :C i think the mhcd module is not a good one, i need to buy a new one so the poject work
assembly speed run (i burn the MH-CD i just bought)
I lit baught all the components again to make it work the mhcd is broken, i need to get another one, i spend 30 min with multimeters and batterys just to see that its broken…. but now i undertsnd totally the complete functionality of the theory of (inductancia alterna (idk how to say it on english)) and all the stuff of electromagnetism and tesla :B
If u want an in alambric power bank i have the complete project in github :D I did the pcb (rlly pro one it have a pibble) and the bom :B
JUST FINISHED THE INALAMBRIC POWER BANK YEYYYYYYYYY! it uses just 5 components and u can charge ur phone with or without a charger ! it uses Electromagnetic induction cus i use a coil of the inalambric use. ima explain a bit cus i studied a lot for this project, also sorry cus the bad grammar and that stuff, english is my 3rd lenguage :b So in our phone we have a RX coil, we do (buy in this case) a TX coil that gives the electromagnetic energy for our phone to charge up ! this tx use inductancia (inductance theory ) to sebd energy by making an electromagnetic field , and etc cus my brain is cooked of traduction.
Ships:
I MAKED AN INALAMBRIC POWER BANK USING COIL JEJEJEJEJ...
|
1792997436.2766807
|
1793083836.2766807
|
|
2838
|
give me stardust by @sudo | Stardance
|
sudo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T00:57:27Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just wanted a few stardust to get some AI credits lol. this is just some junky site I made in 10 minutes", "repo": "https://github.com/Scutoidzz/boring-useless-site", "demo": "https://scutoidzz.github.io/boring-useless-site/"}]...
|
[{"post_id": 481, "ts": "2026- [{"post_id": 481, "ts": "2026-06-01T22:54:57Z", "hours": 0.3281, "text": "I’m a lazy person who wants to get stardust so I’m going to make a lazy site and try to get high votes (/s)"}]...
|
Title: give me stardust by @sudo | Stardance
Devl Title: give me stardust by @sudo | Stardance
Devlogs:
I’m a lazy person who wants to get stardust so I’m going to make a lazy site and try to get high votes (/s)
Ships:
I just wanted a few stardust to get some AI credits lol. this is just some junky site I made in 10 minutes...
|
1792993876.8883746
|
1793080276.8883746
|
|
2839
|
Mr Weather by @Devin | Stardance
|
Devin
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T18:22:47Z", "hours": 1.0, "multiplier": 2.05, "payout": 3, "blessing": "neutral", "text": "I made a weather bot with commands that tell you a city’s forecast, weather and can even compare the weather of two cities", "repo": "https://github.com/Melangert/Mr-Weather", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*6ze08j*_gcl_au*NTg2NTIxMTEuMTc3OTQ5ODgzMA.."}]...
|
[{"post_id": 13357, "ts": "202 [{"post_id": 13357, "ts": "2026-06-21T21:36:24Z", "hours": 0.8903, "text": "Added more commands like weather in a city, forecast, weather in a week and city comparisms"}, {"post_id": 13285, "ts": "2026-06-21T19:05:49Z", "hours": 0.5947, "text": "First ping on my weather bot"}]...
|
Title: Mr Weather by @Devin | Stardance
Devlogs:
Title: Mr Weather by @Devin | Stardance
Devlogs:
First ping on my weather bot
Added more commands like weather in a city, forecast, weather in a week and city comparisms
Ships:
I made a weather bot with commands that tell you a city’s forecast, weather and can even compare the weather of two cities...
|
1792968605.675443
|
1793055005.675443
|
|
2846
|
John Pork by @Vasilakos | Stardance
|
Vasilakos
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T18:03:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished my John Pork Slack Bot in a day and honestly feel quite accomplished. He can do some nice things like tell Quran verses or the weather or even show you some nice food! It wasn’t a really complicated project but still it had some difficulties for example hosting it on Ngrok so it’s downloadable for everyone took some time but in the end with a little bit of troubleshooting help from Google Gemini I got it done. Thanks to @amateur_tech_guy for inspiration on how to make a nice README and hope you all use John Pork for your daily weather forecast or a funny joke!", "repo": "https://github.com/Vasilakos1821/John-Pork-SlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BV0LNMFNZ"}]...
|
[{"post_id": 61462, "ts": "202 [{"post_id": 61462, "ts": "2026-09-04T12:08:29Z", "hours": 1.135, "text": "Finally figured out how to actually make John Pork not only exist as a Slack Bot but actually be downloadable on Slack because I struggled a bit with the redirect URLs and with cloud networking but figured it out in the end (with a little bit of LLM help)."}]...
|
Title: John Pork by @Vasilakos | Stardance
Devlog Title: John Pork by @Vasilakos | Stardance
Devlogs:
Finally figured out how to actually make John Pork not only exist as a Slack Bot but actually be downloadable on Slack because I struggled a bit with the redirect URLs and with cloud networking but figured it out in the end (with a little bit of LLM help).
Ships:
Finished my John Pork Slack Bot in a day and honestly feel quite accomplished. He can do some nice things like tell Quran verses or the weather or even show you some nice food! It wasn’t a really complicated project but still it had some difficulties for example hosting it on Ngrok so it’s downloadable for everyone took some time but in the end with a little bit of troubleshooting help from Google Gemini I got it done. Thanks to @amateur_tech_guy for inspiration on how to make a nice README and hope you all use John Pork for your daily weather forecast or a funny joke!...
|
1792990098.9568934
|
1793076498.9568934
|
|
2851
|
My first slack bot! by @alfie_nicholls | Stardance
|
alfie_nicholls
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:03:24Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple slack bot. it has 4 features so far (looking to add some in the near future). Parts were relatively straight forward using the hack club guide, however other parts were more challenging and really taught me alot about JavaScript and Slack bots. 8^)", "repo": "https://github.com/AlfieNico/First-slack-bot", "demo": "https://app.slack.com/"}]...
|
[{"post_id": 826, "ts": "2026- [{"post_id": 826, "ts": "2026-06-02T14:48:29Z", "hours": 0.2714, "text": "Finished things off and polished it all off (also sorry for putting peter in the slack whoopsie)"}, {"post_id": 799, "ts": "2026-06-02T13:57:48Z", "hours": 0.3419, "text": "I added peteh gruffen"}, {"post_id": 776, "ts": "2026-06-02T13:13:25Z", "hours": 0.3989, "text": "I followed the guide pretty much, more to come soon!"}]...
|
Title: My first slack bot! by @alfie_nicholls | St Title: My first slack bot! by @alfie_nicholls | Stardance
Devlogs:
I followed the guide pretty much, more to come soon!
I added peteh gruffen
Finished things off and polished it all off (also sorry for putting peter in the slack whoopsie)
Ships:
I made a simple slack bot. it has 4 features so far (looking to add some in the near future). Parts were relatively straight forward using the hack club guide, however other parts were more challenging and really taught me alot about JavaScript and Slack bots. 8^)...
|
1792972217.7719362
|
1793058617.7719362
|
|
2856
|
Scheduline by @mile | Stardance
|
mile
|
1
|
2.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T01:22:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Manage your schedule by a day. By using keyboard !", "repo": "https://github.com/chi1180/scheduline", "demo": "https://github.com/chi1180/scheduline/releases/latest"}]...
|
[{"post_id": 12974, "ts": "202 [{"post_id": 12974, "ts": "2026-06-21T07:09:38Z", "hours": 0.6153, "text": "CI added !"}, {"post_id": 11005, "ts": "2026-06-18T01:01:25Z", "hours": 2.4169, "text": "done!"}]...
|
Title: Scheduline by @mile | Stardance
Devlogs:
d Title: Scheduline by @mile | Stardance
Devlogs:
done!
CI added !
Ships:
Manage your schedule by a day. By using keyboard !...
|
1792972198.8326693
|
1793058598.8326693
|
|
2868
|
football-analysis-app by @mile | Stardance
|
mile
|
1
|
1.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:47:15Z", "hours": 1.0, "multiplier": 4.96, "payout": 7, "blessing": "neutral", "text": "I made single html file — for football analysis support record data, make its visual.", "repo": "https://github.com/chi1180/football-analysis-app", "demo": "https://chi1180.github.io/football-analysis-app/"}]...
|
[{"post_id": 10991, "ts": "202 [{"post_id": 10991, "ts": "2026-06-18T00:39:06Z", "hours": 1.3947, "text": "done"}]...
|
Title: football-analysis-app by @mile | Stardance
Title: football-analysis-app by @mile | Stardance
Devlogs:
done
Ships:
I made single html file — for football analysis support record data, make its visual....
|
1792983419.3159604
|
1793069819.3159604
|
|
2872
|
My portfolio! by @kewlcactus13 | Stardance
|
kewlcactus13
|
1
|
2.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T23:50:38Z", "hours": 2.0, "multiplier": 4.96, "payout": 9, "blessing": "neutral", "text": "Ive made a portfolio about myself! it was pretty hard picking up my fluency in html and css from school but i got the hang of it eventually lol, Im really proud of it so far and plan to add wayy more!", "repo": "https://github.com/kewlcactus13-arch/My-portfolio", "demo": "https://kewlcactus13-arch.github.io/My-portfolio/"}]...
|
[{"post_id": 3883, "ts": "2026 [{"post_id": 3883, "ts": "2026-06-06T23:47:36Z", "hours": 0.4647, "text": "Added a 2nd page with more of my hobbies!"}, {"post_id": 2398, "ts": "2026-06-04T21:09:42Z", "hours": 0.6425, "text": "Added some more info abt myself!"}, {"post_id": 1045, "ts": "2026-06-02T20:59:16Z", "hours": 0.4042, "text": "Added some padding, a seperator, a gradient bg, and some symbols for the title!"}, {"post_id": 667, "ts": "2026-06-02T06:41:18Z", "hours": 0.4078, "text": "Added some info about me, and some pictures of my cat! charely!!"}]...
|
Title: My portfolio! by @kewlcactus13 | Stardance
Title: My portfolio! by @kewlcactus13 | Stardance
Devlogs:
Added some info about me, and some pictures of my cat! charely!!
Added some padding, a seperator, a gradient bg, and some symbols for the title!
Added some more info abt myself!
Added a 2nd page with more of my hobbies!
Ships:
Ive made a portfolio about myself! it was pretty hard picking up my fluency in html and css from school but i got the hang of it eventually lol, Im really proud of it so far and plan to add wayy more!...
|
1792986711.9427888
|
1793073111.9427888
|
|
2873
|
project timeline creator by @az01pak | Stardance
|
az01pak
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T19:25:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project timeline creator that helps people manage their events with a team or by themselves. The hardest part was picking a set of matching colors", "repo": "https://github.com/az01pak/projectimelinecreator", "demo": "https://projectimeline.w3spaces.com/"}]...
|
[{"post_id": 553, "ts": "2026- [{"post_id": 553, "ts": "2026-06-02T01:31:37Z", "hours": 1.0086, "text": "Basically i have made the barebones of this project i am going to continue working on editing the colors etc. Making the work flow better soon after the next devlog"}]...
|
Title: project timeline creator by @az01pak | Star Title: project timeline creator by @az01pak | Stardance
Devlogs:
Basically i have made the barebones of this project i am going to continue working on editing the colors etc. Making the work flow better soon after the next devlog
Ships:
I made a project timeline creator that helps people manage their events with a team or by themselves. The hardest part was picking a set of matching colors...
|
1792986534.1476674
|
1793072934.1476674
|
|
2874
|
My Portfolio by @time | Stardance
|
time
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T22:31:15Z", "hours": 3.0, "multiplier": 1.09, "payout": 3, "blessing": "neutral", "text": "This is my Portfolio! I made it over the course of a few hours (some I accidentally didn’t log oops) and I’m so happy to finally ship it! Lets get into the features! Features: Top navigator Social media link Home page Art page Coding page (like the types of work I’ve done etc etc) It feels great to ship this quick test of my beginner abilities for you guys! Please feel free to use assets from it for your own work! Let me know if there are any issues or things I could do better next site! I’m still improving. See you guys in the next project!", "repo": "https://github.com/TimeWithNoTime/Portfolioproject/", "demo": "https://timewithnotime.github.io/Portfolioproject/"}]...
|
[{"post_id": 17108, "ts": "202 [{"post_id": 17108, "ts": "2026-06-27T19:42:00Z", "hours": 1.4467, "text": "Added the top layout to my coding work site and art site! might ship later this week!"}, {"post_id": 1140, "ts": "2026-06-02T23:53:07Z", "hours": 0.8033, "text": "Just made a large amount of progress on my portfolio! I added a name card and a link to social media Hopefully I can put in a few more hours and finish up the website"}, {"post_id": 943, "ts": "2026-06-02T18:21:51Z", "hours": 0.2694, "text": "I started making my website! Its simple for the time I spent but I’m kinda just relearning as I see the need to! (I have like 45 minutes of unlogged work because I accidentally forgot to start recording twice)"}]...
|
Title: My Portfolio by @time | Stardance
Devlogs: Title: My Portfolio by @time | Stardance
Devlogs:
I started making my website! Its simple for the time I spent but I’m kinda just relearning as I see the need to! (I have like 45 minutes of unlogged work because I accidentally forgot to start recording twice)
Just made a large amount of progress on my portfolio! I added a name card and a link to social media Hopefully I can put in a few more hours and finish up the website
Added the top layout to my coding work site and art site! might ship later this week!
Ships:
This is my Portfolio! I made it over the course of a few hours (some I accidentally didn’t log oops) and I’m so happy to finally ship it! Lets get into the features! Features: Top navigator Social media link Home page Art page Coding page (like the types of work I’ve done etc etc) It feels great to ship this quick test of my beginner abilities for you guys! Please feel free to use assets from it for your own work! Let me know if there are any issues or things I could do better next site! I’m still improving. See you guys in the next project!...
|
1792968557.8370154
|
1793054957.8370154
|
|
2879
|
productive home by @Tony1292 | Stardance
|
Tony1292
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:07:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems.", "repo": "https://github.com/tonymurilloambriz-bit/My-personal-webiste", "demo": "https://hom22.oneapp.dev/"}]...
|
[{"post_id": 74694, "ts": "202 [{"post_id": 74694, "ts": "2026-09-28T00:42:32Z", "hours": 0.5506, "text": "I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project."}, {"post_id": 47188, "ts": "2026-08-14T22:20:39Z", "hours": 1.1003, "text": "I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code."}, {"post_id": 7218, "ts": "2026-06-12T01:33:32Z", "hours": 1.3825, "text": "I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code."}, {"post_id": 5160, "ts": "2026-06-08T20:54:21Z", "hours": 2.7561, "text": "I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu."}, {"post_id": 4532, "ts": "2026-06-07T21:29:51Z", "hours": 1.1172, "text": "So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready."}, {"post_id": 3751, "ts": "2026-06-06T20:00:00Z", "hours": 1.0525, "text": "I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page."}, {"post_id": 3205, "ts": "2026-06-06T01:11:34Z", "hours": 1.3958, "text": "I got the the buttons to work so when you click the button it brings you to another page."}, {"post_id": 2978, "ts": "2026-06-05T22:02:21Z", "hours": 1.0089, "text": "So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends."}]...
|
Title: productive home by @Tony1292 | Stardance
D Title: productive home by @Tony1292 | Stardance
Devlogs:
So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends.
I got the the buttons to work so when you click the button it brings you to another page.
I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page.
So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready.
I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu.
I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code.
I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code.
I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project.
Ships:
I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems....
|
1793008149.973047
|
1793094549.973047
|
|
2884
|
Easy AI by @easypeasy | Stardance
|
easypeasy
|
1
|
7.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T00:37:58Z", "hours": 7.0, "multiplier": 4.1, "payout": 28, "blessing": "neutral", "text": "I made a basic chatbot using static HTML and a mini backend, for a quick fun project. Chatbot is free to use and is powered by APIfreeLLM (linked in readme). Rate limiting is high and annoying but it’s completely free, so worth it in my opinion. If anyone knows of better sources please comment them! Features include: Free chat Infinite messages Bot can view past 10 messages as context Bot can tell time Bot knows what day it is I also added a whole bunch of random CSS stuff to make it look nice. Mostly just made this as an easy way to kick my profile off. Hope you all like it!", "repo": "https://github.com/joe-dude/easyai", "demo": "https://easy-ai-alpha.vercel.app"}]...
|
[{"post_id": 2551, "ts": "2026 [{"post_id": 2551, "ts": "2026-06-05T02:58:46Z", "hours": 2.0358, "text": "This is my final log for easyAI for a while! I’ve finished a large sum of updates, including: Making bot remember past messages Allowing bot to tell the time Making bot attempt to use text markup less (sorry, just tired and didn’t want to add it) Making the bot respond slightly faster Updating readme (that’s a given) I’ll still come back to this project later, but I’m taking a break now! I’ve added a few Easter eggs into the chat too, just because."}, {"post_id": 1444, "ts": "2026-06-03T14:18:57Z", "hours": 0.9208, "text": "Getting closer to finishing my AI chatbot! Cleaned up and made the site look better. You can’t send more then one message at a time anymore, and other errors are fixed so this works as a complete chat now! Pretty much finished, though I may add an ETA for how long it’s gonna take for the AI to respond. Sorry, I don’t have the money to get a better AI model, so it’s pretty slow."}, {"post_id": 1390, "ts": "2026-06-03T12:11:46Z", "hours": 0.3869, "text": "Added a queue to the backend so that you don’t get a rate limit or high usage error when messaging easyAI! There were a lot of messages coming through with “No response” or rate limit errors. I fixed this by changing the mini backend so that instead of just sending the requests to the AI, it also queues the requests and only delivers them back when the AI is available and they are at the front of the queue line. I learned a bit about react and typescript, as that is what most of the backend is built out of. I also had to mess with SQL so I got to know that better too. I decided not to make a visible queue line, that’s a bit too complicated and I just wanted to make sure users didn’t have any gaps in the AI returning responses."}, {"post_id": 1173, "ts": "2026-06-03T01:03:59Z", "hours": 0.9283, "text": "Fixed the animation bug from my last log! That was the biggest thing I did. I also had Lovable create a mini backend for me. I didn’t include that in my time though, since it wasn’t me doing it. A huge issue is chat response time, it takes a long time for the AI to respond to prompts. No fix besides a better model, but I don’t have the money for that. Sorry guys :/ I learned a bit more about backends, and how they interact with frontends. Again, dabbled in it before, but learning it more fully this time around! I chose to use Lovable because of their proxy (they already proxy requests to my backend without any extra setup) and their free hosting. Also security. It’s nice to have a good setup, plus, anyone can use it for free! An animation issue I had when the user first presses send turned out looking pretty good after I got rid of the transition. It jumps now but I thought it still looked good!"}, {"post_id": 1074, "ts": "2026-06-02T21:45:57Z", "hours": 2.4725, "text": "Finished most of the frontend and animations besides the actual AI typing text! Plan to integrate APIfreeLLM once I finish setting up my backend. Had trouble setting up the animation after you click the send button, finally just gave up and left it without the animation. I learned a lot about CSS mostly, from animations to transitions and effects. I’ve dabbled in this before, but now I’m trying to learn as much as I can. I chose green cause I liked the color. Just messed around with CSS for the design, kept effects I liked and got rid of ones I didn’t."}]...
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Title: Easy AI by @easypeasy | Stardance
Devlogs: Title: Easy AI by @easypeasy | Stardance
Devlogs:
Finished most of the frontend and animations besides the actual AI typing text! Plan to integrate APIfreeLLM once I finish setting up my backend. Had trouble setting up the animation after you click the send button, finally just gave up and left it without the animation. I learned a lot about CSS mostly, from animations to transitions and effects. I’ve dabbled in this before, but now I’m trying to learn as much as I can. I chose green cause I liked the color. Just messed around with CSS for the design, kept effects I liked and got rid of ones I didn’t.
Fixed the animation bug from my last log! That was the biggest thing I did. I also had Lovable create a mini backend for me. I didn’t include that in my time though, since it wasn’t me doing it. A huge issue is chat response time, it takes a long time for the AI to respond to prompts. No fix besides a better model, but I don’t have the money for that. Sorry guys :/ I learned a bit more about backends, and how they interact with frontends. Again, dabbled in it before, but learning it more fully this time around! I chose to use Lovable because of their proxy (they already proxy requests to my backend without any extra setup) and their free hosting. Also security. It’s nice to have a good setup, plus, anyone can use it for free! An animation issue I had when the user first presses send turned out looking pretty good after I got rid of the transition. It jumps now but I thought it still looked good!
Added a queue to the backend so that you don’t get a rate limit or high usage error when messaging easyAI! There were a lot of messages coming through with “No response” or rate limit errors. I fixed this by changing the mini backend so that instead of just sending the requests to the AI, it also queues the requests and only delivers them back when the AI is available and they are at the front of the queue line. I learned a bit about react and typescript, as that is what most of the backend is built out of. I also had to mess with SQL so I got to know that better too. I decided not to make a visible queue line, that’s a bit too complicated and I just wanted to make sure users didn’t have any gaps in the AI returning responses.
Getting closer to finishing my AI chatbot! Cleaned up and made the site look better. You can’t send more then one message at a time anymore, and other errors are fixed so this works as a complete chat now! Pretty much finished, though I may add an ETA for how long it’s gonna take for the AI to respond. Sorry, I don’t have the money to get a better AI model, so it’s pretty slow.
This is my final log for easyAI for a while! I’ve finished a large sum of updates, including: Making bot remember past messages Allowing bot to tell the time Making bot attempt to use text markup less (sorry, just tired and didn’t want to add it) Making the bot respond slightly faster Updating readme (that’s a given) I’ll still come back to this project later, but I’m taking a break now! I’ve added a few Easter eggs into the chat too, just because.
Ships:
I made a basic chatbot using static HTML and a mini backend, for a quick fun project. Chatbot is free to use and is powered by APIfreeLLM (linked in readme). Rate limiting is high and annoying but it’s completely free, so worth it in my opinion. If anyone knows of better sources please comment them! Features include: Free chat Infinite messages Bot can view past 10 messages as context Bot can tell time Bot knows what day it is I also added a whole bunch of random CSS stuff to make it look nice. Mostly just made this as an easy way to kick my profile off. Hope you all like it!...
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1792975736.8578763
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1793062136.8578763
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2890
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Simple html helper page! by @kewlcactus13 | Starda Simple html helper page! by @kewlcactus13 | Stardance...
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kewlcactus13
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:42:35Z", "hours": 1.0, "multiplier": 1.33, "payout": 1, "blessing": "neutral", "text": "Ive made a simple html helper for super basic html tags!", "repo": "https://github.com/kewlcactus13-arch/HTML-Helper", "demo": "https://kewlcactus13-arch.github.io/HTML-Helper/"}]...
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[{"post_id": 24476, "ts": "202 [{"post_id": 24476, "ts": "2026-07-08T01:41:34Z", "hours": 0.5464, "text": "changed the background and added some more tips!"}, {"post_id": 10546, "ts": "2026-06-17T09:59:07Z", "hours": 0.5667, "text": "Created a basic page with CSS and some info"}]...
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Title: Simple html helper page! by @kewlcactus13 | Title: Simple html helper page! by @kewlcactus13 | Stardance
Devlogs:
Created a basic page with CSS and some info
changed the background and added some more tips!
Ships:
Ive made a simple html helper for super basic html tags!...
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1792997762.9641366
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1793084162.9641366
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2919
|
BeepBoop by @uv | Stardance
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uv
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1
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7.0
|
85
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T13:24:50Z", "hours": 7.0, "multiplier": 11.76, "payout": 85, "blessing": "neutral", "text": "I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)", "repo": "https://tangled.org/did:plc:d5jrs5wulhmeintiheql6c57", "demo": "https://hackclub.slack.com/archives/C0BAR80SFLJ/p1781550544278579"}]...
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[{"post_id": 16895, "ts": "202 [{"post_id": 16895, "ts": "2026-06-27T13:03:52Z", "hours": 0.9431, "text": "Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659"}, {"post_id": 15290, "ts": "2026-06-24T20:40:11Z", "hours": 0.8339, "text": "Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit"}, {"post_id": 8958, "ts": "2026-06-14T22:13:37Z", "hours": 1.0764, "text": "Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit"}, {"post_id": 8911, "ts": "2026-06-14T20:42:13Z", "hours": 0.5561, "text": "View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit"}, {"post_id": 5178, "ts": "2026-06-08T21:27:39Z", "hours": 2.1414, "text": "Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit"}, {"post_id": 5061, "ts": "2026-06-08T18:44:36Z", "hours": 1.325, "text": "Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit"}, {"post_id": 482, "ts": "2026-06-01T22:56:22Z", "hours": 0.4092, "text": "Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next"}]...
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Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next
Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit
Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit
View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit
Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit
Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit
Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659
Ships:
I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)...
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1792982850.922972
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1793069250.922972
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2937
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Lexicon - Reading Tracker by @SilverCanvas | Stard Lexicon - Reading Tracker by @SilverCanvas | Stardance...
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SilverCanvas
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1
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23.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T12:57:17Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Lexicon - a reading tracking web app to keep track of books. This project allowed me to progress my python skills while also making an application accessible on the web by using the Streamlit python library. This was my first project that I used OOP in, with the use of books as objects of the book class. Additionally this was the first time I used an API, which is used to get the book data including name, author, publication year and cover image. If you want to test the app, head to the search page and add your favourite book. A books tags can be changed from the library page and books tagged as “reading” can have progress added from the homepage.", "repo": "https://github.com/SilverCanvas72/Lexicon-ReadingTracker", "demo": "https://lexiconreadingtracker.streamlit.app"}]...
|
[{"post_id": 41118, "ts": "202 [{"post_id": 41118, "ts": "2026-08-05T03:28:10Z", "hours": 5.2314, "text": "Ive been working on the library page and allowing the books to be filtered. This involved figuring out how to make images clickable which apparently is not a native feature with streamlit. The filtering now works for the book’s statuses but I am yet to fix an error meaning the wrong popup is displayed when clicking on the book from the library page"}, {"post_id": 38182, "ts": "2026-07-31T13:30:36Z", "hours": 6.0869, "text": "I have linked up the input widgets to actually save to the user’s local JSON file. The status input was not displaying properly and was showing the same status for each of the books no matter what was saved, after I fixed this I had a bug relating to the status and tag inputs that had to do with the save not writting properly before the popup was closed, resulting in the user having to double click everything. This is now fixed and the current inputs all work, save and reload properly!"}, {"post_id": 32724, "ts": "2026-07-22T01:45:23Z", "hours": 5.3981, "text": "Layouts for Popups and JSON Storage Functions. I have made the popups layout, though this data does not currently save anywhere. I have also setup the save and load functions so that the users data can be reloaded when they leave and re-enter the site."}, {"post_id": 18841, "ts": "2026-06-30T01:23:03Z", "hours": 1.4942, "text": "Test Data and Book Rendering I created some test data for developing the basic functionality of the app before I try to incorporate the Open Libraries API to import books. I then worked on rendering the books on the homepage how I plan to place them in the currently reading section, this included creating a method to display a books cover given its isbn."}, {"post_id": 17470, "ts": "2026-06-28T08:27:59Z", "hours": 4.485, "text": "Setup, Sidebar Navigation & Classes. I have setup my project and its pages. I am using Streamlit to make this website - something I have not used before. I have implemented a sidebar for navigation between the pages. I then planned out and wrote the basis for the classes and objects for the program. I also figured out how to inject the css to the python file so I can write the css for the application in a seperate file, as well as configuring the fonts for the headings."}]...
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Title: Lexicon - Reading Tracker by @SilverCanvas Title: Lexicon - Reading Tracker by @SilverCanvas | Stardance
Devlogs:
Setup, Sidebar Navigation & Classes. I have setup my project and its pages. I am using Streamlit to make this website - something I have not used before. I have implemented a sidebar for navigation between the pages. I then planned out and wrote the basis for the classes and objects for the program. I also figured out how to inject the css to the python file so I can write the css for the application in a seperate file, as well as configuring the fonts for the headings.
Test Data and Book Rendering I created some test data for developing the basic functionality of the app before I try to incorporate the Open Libraries API to import books. I then worked on rendering the books on the homepage how I plan to place them in the currently reading section, this included creating a method to display a books cover given its isbn.
Layouts for Popups and JSON Storage Functions. I have made the popups layout, though this data does not currently save anywhere. I have also setup the save and load functions so that the users data can be reloaded when they leave and re-enter the site.
I have linked up the input widgets to actually save to the user’s local JSON file. The status input was not displaying properly and was showing the same status for each of the books no matter what was saved, after I fixed this I had a bug relating to the status and tag inputs that had to do with the save not writting properly before the popup was closed, resulting in the user having to double click everything. This is now fixed and the current inputs all work, save and reload properly!
Ive been working on the library page and allowing the books to be filtered. This involved figuring out how to make images clickable which apparently is not a native feature with streamlit. The filtering now works for the book’s statuses but I am yet to fix an error meaning the wrong popup is displayed when clicking on the book from the library page
Ships:
I made Lexicon - a reading tracking web app to keep track of books. This project allowed me to progress my python skills while also making an application accessible on the web by using the Streamlit python library. This was my first project that I used OOP in, with the use of books as objects of the book class. Additionally this was the first time I used an API, which is used to get the book data including name, author, publication year and cover image. If you want to test the app, head to the search page and add your favourite book. A books tags can be changed from the library page and books tagged as “reading” can have progress added from the homepage....
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1793004690.7441776
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1793091090.7441776
|
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2957
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Antimatter by @Hengtime787 | Stardance
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Hengtime787
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:03:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format).", "repo": "https://github.com/Hengtime787/Antimatter", "demo": "https://aur.archlinux.org/packages/amctl"}]...
|
[{"post_id": 37490, "ts": "202 [{"post_id": 37490, "ts": "2026-07-30T08:37:44Z", "hours": 0.9711, "text": "Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager)."}, {"post_id": 6653, "ts": "2026-06-11T04:43:36Z", "hours": 5.4633, "text": "Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!"}, {"post_id": 4001, "ts": "2026-06-07T04:36:26Z", "hours": 0.9997, "text": "My python cli calculator project part of my main cli, using Typer + Python."}]...
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Title: Antimatter by @Hengtime787 | Stardance
Dev Title: Antimatter by @Hengtime787 | Stardance
Devlogs:
My python cli calculator project part of my main cli, using Typer + Python.
Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!
Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager).
Ships:
A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format)....
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1793004810.4909563
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1793091210.4909563
|
|
2969
|
Libera by @weeewwwwwwww | Stardance
|
weeewwwwwwww
|
1
|
31.0
|
559
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T18:24:52Z", "hours": 31.0, "multiplier": 18.79, "payout": 559, "blessing": "neutral", "text": "I made an open source cross-platform tv shows and movies streaming app with torrent capabilities :D You can try it by installing the file for your platform (mind that some platforms may require extra setup)", "repo": "https://github.com/notwewnothing/libera", "demo": "https://github.com/notwewnothing/libera/releases/"}]...
|
[{"post_id": 12037, "ts": "202 [{"post_id": 12037, "ts": "2026-06-19T17:09:03Z", "hours": 10.6394, "text": "Devlog #6:The finale this is actually the largest change , it’s been mainly focused on backend, i have not only added full download support but also added full torrenting support with streaming and downlaod capabilities I have also added a settings menu but it’s rlly limited at the time The app is ready to be tested in daily driving so i am shipping it Ngl the last devlog was a week ago i forgot a lot of stuff i did and the github commit history doesn’t help much rlly :) everything should THEORETICALLY work fine there are still a lot of bugs in the app but ngl they are more of an inconvenience than a deal breaker I added limited stremIO support too since i was heavily inspired by that project and wanted to create an app that provides similar performancee without the tedious setup Changelog Fix Windows MSVC coroutine error + web icon tree-shaking crash Fix Windows MSVC coroutine error + web icon tree-shaking crash Fix CI: secrets.dart, AGP9 proguard, libtorrent Windows symlink Release v1 Desktop + web support Added torrenting + offline player Download : WIP NO WAY THIS WORKS (downloading backend + offline player) More Downloading UI + added New players and ability to change between them Downloading UI + learning the Downloading website backend I don’t have to provide a vid this time since you can install and test the app for yourself noww :DDDDD pleeaseeeeee if u doooo find any issues open a github issue telling me about itttt tnxx"}, {"post_id": 7773, "ts": "2026-06-13T00:01:32Z", "hours": 6.2378, "text": "Devlog #5 THE BIG REHALL : this might’ve been the largest update since the beginning of the project, simply put I have done a FULL UI redesign along side completing the streaming functionality along side other cool features , also the project has matured as a real project with commits to github and tests instead of just remembering what i have changed, unfortunately i can’t upload videos directly because of network issues so i have to upload to youtube So the main changes are : A heavily apple tv / apple music inspired design , I took a bunch of ss from my phone and tried to copy them as close as possible Added a watchlist and continue watching with progress parse , so you can get back from where you left off A side note here FOR SOME REASON when i tried to force it to start the video from the saved last time , the player got stuck on that specific timestamp BUT when i removed the code and returned it just to play the video from the start IT SOMEHOW WORKED , the player API FOR SOMEREASON hates when you try to force it to play from a specific time stamp , and have it’s down continue function IDK man :/ Did some Bug fixes that i didn’t notice before , it’s quite hard to find bugs since I am the only play tester and the app is not really complete so I can’t use it for a daily user case yet Performance improvements since I was working before with an android emulator so i thought performance issues were with the emulator but got to try it on bare metal now and THIS APP STILL MANAGES TO FREEZE MY S22 so i can only think what it will do to lesser phones There is just so much added I cannot talk about all of it the video should be more informative To do : The next thing is most def going to be downloads, but i am quite sure it’s the thing that’s going to take the most amount of time cuz I am going to have to somehow curl or fetch them since there is no api or somehow implement torrenting , but that’s going to be my last resort , I already have a good website in mind that acts more like a directory and it have everything in it , exactly like torrenting , but since it’s a WEBSITE , i am gonna have to try find a way to get only the stuff i am going to need I think i am going to work on the UI first Yes ik i am procrastinating but it’s HARD yk :) also here is a dancing lain since i need to upload photos"}, {"post_id": 5197, "ts": "2026-06-08T21:51:44Z", "hours": 3.7311, "text": "Devlog #4: It seems that i was able to upload vids after all :D oopppssieee , Anywayssss the main Changes in this devlog where Adding a search screen, Ik it’s UI looks awefull rn i just wanted to check that everything is working rn created a github repo (ik i am a real developer now) The UI of the whole app looks a bit bad , I started looking on the UI of the popular streaming apps and apple tv’s rllyyy looks good but it’s not that different tho soo i might borrow sm ideas from them :) I am leaving the downloads page last thing cuz it’s gonna have it’s own API (it’s not rlly an API but ill explain when i get to it ;) update; Umm it seems that the vid was too large to upload sooo here it is link enjoy this photo from a random folder for now :)"}, {"post_id": 2522, "ts": "2026-06-05T01:50:31Z", "hours": 4.3072, "text": "Devlog #3: The fact that i can only upload one photo is really bugging me , ik that i am meant to devlog each 30m but tbh most of the time i spend setting up the services and models for the API so the full UI additions will still happen in a single devlog but now there are 3 filler ones of repetitive backed work So added a detailed screen for movies and tv shows and yes i am separating them because they are separated in the code because simple TMDB doesn’t have a unified ID var but the movies have their own set of IDs so do TV shows and these IDs can overlap so to save on headache i just copied the page changed the backend to correspond to tv shows and even added the Seasons var to the text The page when loaded shows the cover art of the movie for a hardcoded 3 second (might be 6 in the code i am lazy to change it back now) and then does a fade in transition for the trailer which is taken from youtube with the youtube explode which allows me to show the vid without any overalys then comes movie title , release year , rating, runtime, and in the right the providers to it , there is an issue where a lot of the time especially is it’s a single or 2 providers it shows duplicates it’s because of the API i can fix it but it’s low priority now then under it shows the genres play add button which are placeholders now a description the cast with photos their real names and roles and finally but it’s not showing a related section that is stolen code from the home screen sidebars with correct api backend next would be probably getting to either search or fixing all the issues at one , once for all so they never bother me again prob gnna go for the search"}, {"post_id": 1837, "ts": "2026-06-04T01:38:44Z", "hours": 4.9453, "text": "Devlog #2: Sooo Home screen front end mostly done, it fetches data from TMDB but i have my own api key inserted i should add a way for users to give their own api keys So all buttons and icons are there just for show and don’t do anything yet The home screen consists of 3 main parts: -The header at the top with logo and 2 buttons -The main Box which have all relevant stuff like tv shows and movies ext -The Lists which are very modular so i can add or change them very easily later on now i have Trending Movies and Tv shows along side most popular movies from each genre The UI might not be the greatest but it works for now at least"}, {"post_id": 1161, "ts": "2026-06-03T00:25:38Z", "hours": 0.6247, "text": "Devlog #1: Since I got the proof of concept working now it’s time for a real UI , So i started working on a navbar , the app is gonna be simple with a home screen , search and downloads , I might add settings later if I found a good reason , but for now it’s staying simple :D Next thing the home screen , I found some projects with TMDB integration so I know it’s possible so no need for no proof of concept"}, {"post_id": 1091, "ts": "2026-06-02T22:24:22Z", "hours": 0.7525, "text": "Devlog #0: The start Soooo it seems that there is no good FREE streaming app for IOS/Android (especially IOS) and the ones that so either lack extremely important features or have complicated Setup, So the idea of Libera is to fix all of that and no I am not making big claims out of nothing So the implementation is already decided I am going to use TMDB api for movies/tv shows indexing since they have a free api , Vidking Player for https streaming which convininently integrates with TMDB and I think i am gonna try to find a way to curl a cool website i found with a collection to all tv shows What happened so far I got the Streaming part working fine , the api is nothing more than a customized fancy iframe that you add to websites , I just added a webviewer in the app with the ability to fullscreen , but it seems that there was an issue at first sine sometimes it would just send me to google or give me a Webpage not available , it seems that these where ads mostly which i fixed by adding a check if the website adress changed to something different and blocker the intent:// protocol which seems to only be used for ads These 2 quick fixes resulted in the player working great without ads too :D and now the player works great"}]...
|
Title: Libera by @weeewwwwwwww | Stardance
Devlog Title: Libera by @weeewwwwwwww | Stardance
Devlogs:
Devlog #0: The start Soooo it seems that there is no good FREE streaming app for IOS/Android (especially IOS) and the ones that so either lack extremely important features or have complicated Setup, So the idea of Libera is to fix all of that and no I am not making big claims out of nothing So the implementation is already decided I am going to use TMDB api for movies/tv shows indexing since they have a free api , Vidking Player for https streaming which convininently integrates with TMDB and I think i am gonna try to find a way to curl a cool website i found with a collection to all tv shows What happened so far I got the Streaming part working fine , the api is nothing more than a customized fancy iframe that you add to websites , I just added a webviewer in the app with the ability to fullscreen , but it seems that there was an issue at first sine sometimes it would just send me to google or give me a Webpage not available , it seems that these where ads mostly which i fixed by adding a check if the website adress changed to something different and blocker the intent:// protocol which seems to only be used for ads These 2 quick fixes resulted in the player working great without ads too :D and now the player works great
Devlog #1: Since I got the proof of concept working now it’s time for a real UI , So i started working on a navbar , the app is gonna be simple with a home screen , search and downloads , I might add settings later if I found a good reason , but for now it’s staying simple :D Next thing the home screen , I found some projects with TMDB integration so I know it’s possible so no need for no proof of concept
Devlog #2: Sooo Home screen front end mostly done, it fetches data from TMDB but i have my own api key inserted i should add a way for users to give their own api keys So all buttons and icons are there just for show and don’t do anything yet The home screen consists of 3 main parts: -The header at the top with logo and 2 buttons -The main Box which have all relevant stuff like tv shows and movies ext -The Lists which are very modular so i can add or change them very easily later on now i have Trending Movies and Tv shows along side most popular movies from each genre The UI might not be the greatest but it works for now at least
Devlog #3: The fact that i can only upload one photo is really bugging me , ik that i am meant to devlog each 30m but tbh most of the time i spend setting up the services and models for the API so the full UI additions will still happen in a single devlog but now there are 3 filler ones of repetitive backed work So added a detailed screen for movies and tv shows and yes i am separating them because they are separated in the code because simple TMDB doesn’t have a unified ID var but the movies have their own set of IDs so do TV shows and these IDs can overlap so to save on headache i just copied the page changed the backend to correspond to tv shows and even added the Seasons var to the text The page when loaded shows the cover art of the movie for a hardcoded 3 second (might be 6 in the code i am lazy to change it back now) and then does a fade in transition for the trailer which is taken from youtube with the youtube explode which allows me to show the vid without any overalys then comes movie title , release year , rating, runtime, and in the right the providers to it , there is an issue where a lot of the time especially is it’s a single or 2 providers it shows duplicates it’s because of the API i can fix it but it’s low priority now then under it shows the genres play add button which are placeholders now a description the cast with photos their real names and roles and finally but it’s not showing a related section that is stolen code from the home screen sidebars with correct api backend next would be probably getting to either search or fixing all the issues at one , once for all so they never bother me again prob gnna go for the search
Devlog #4: It seems that i was able to upload vids after all :D oopppssieee , Anywayssss the main Changes in this devlog where Adding a search screen, Ik it’s UI looks awefull rn i just wanted to check that everything is working rn created a github repo (ik i am a real developer now) The UI of the whole app looks a bit bad , I started looking on the UI of the popular streaming apps and apple tv’s rllyyy looks good but it’s not that different tho soo i might borrow sm ideas from them :) I am leaving the downloads page last thing cuz it’s gonna have it’s own API (it’s not rlly an API but ill explain when i get to it ;) update; Umm it seems that the vid was too large to upload sooo here it is link enjoy this photo from a random folder for now :)
Devlog #5 THE BIG REHALL : this might’ve been the largest update since the beginning of the project, simply put I have done a FULL UI redesign along side completing the streaming functionality along side other cool features , also the project has matured as a real project with commits to github and tests instead of just remembering what i have changed, unfortunately i can’t upload videos directly because of network issues so i have to upload to youtube So the main changes are : A heavily apple tv / apple music inspired design , I took a bunch of ss from my phone and tried to copy them as close as possible Added a watchlist and continue watching with progress parse , so you can get back from where you left off A side note here FOR SOME REASON when i tried to force it to start the video from the saved last time , the player got stuck on that specific timestamp BUT when i removed the code and returned it just to play the video from the start IT SOMEHOW WORKED , the player API FOR SOMEREASON hates when you try to force it to play from a specific time stamp , and have it’s down continue function IDK man :/ Did some Bug fixes that i didn’t notice before , it’s quite hard to find bugs since I am the only play tester and the app is not really complete so I can’t use it for a daily user case yet Performance improvements since I was working before with an android emulator so i thought performance issues were with the emulator but got to try it on bare metal now and THIS APP STILL MANAGES TO FREEZE MY S22 so i can only think what it will do to lesser phones There is just so much added I cannot talk about all of it the video should be more informative To do : The next thing is most def going to be downloads, but i am quite sure it’s the thing that’s going to take the most amount of time cuz I am going to have to somehow curl or fetch them since there is no api or somehow implement torrenting , but that’s going to be my last resort , I already have a good website in mind that acts more like a directory and it have everything in it , exactly like torrenting , but since it’s a WEBSITE , i am gonna have to try find a way to get only the stuff i am going to need I think i am going to work on the UI first Yes ik i am procrastinating but it’s HARD yk :) also here is a dancing lain since i need to upload photos
Devlog #6:The finale this is actually the largest change , it’s been mainly focused on backend, i have not only added full download support but also added full torrenting support with streaming and downlaod capabilities I have also added a settings menu but it’s rlly limited at the time The app is ready to be tested in daily driving so i am shipping it Ngl the last devlog was a week ago i forgot a lot of stuff i did and the github commit history doesn’t help much rlly :) everything should THEORETICALLY work fine there are still a lot of bugs in the app but ngl they are more of an inconvenience than a deal breaker I added limited stremIO support too since i was heavily inspired by that project and wanted to create an app that provides similar performancee without the tedious setup Changelog Fix Windows MSVC coroutine error + web icon tree-shaking crash Fix Windows MSVC coroutine error + web icon tree-shaking crash Fix CI: secrets.dart, AGP9 proguard, libtorrent Windows symlink Release v1 Desktop + web support Added torrenting + offline player Download : WIP NO WAY THIS WORKS (downloading backend + offline player) More Downloading UI + added New players and ability to change between them Downloading UI + learning the Downloading website backend I don’t have to provide a vid this time since you can install and test the app for yourself noww :DDDDD pleeaseeeeee if u doooo find any issues open a github issue telling me about itttt tnxx
Ships:
I made an open source cross-platform tv shows and movies streaming app with torrent capabilities :D You can try it by installing the file for your platform (mind that some platforms may require extra setup)...
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1792993957.3185134
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1793080357.3185134
|
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2972
|
Image to ASCII by @eli | Stardance
|
eli
|
1
|
16.0
|
264
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T17:48:46Z", "hours": 16.0, "multiplier": 17.82, "payout": 264, "blessing": "neutral", "text": "I made Ghostchar, a desktop app that lets you join any video call with a ASCII filter! It was my first dive into ML but it was so worth it!", "repo": "https://github.com/Papaya-Voldemort/GhostChar", "demo": "https://ghostchar.elinelson.dev/demo"}]...
|
[{"post_id": 28431, "ts": "202 [{"post_id": 28431, "ts": "2026-07-14T17:47:13Z", "hours": 0.2933, "text": "Hey everyone I shipping this for the first time! I might go back and ship again for the other OSes but for now I can finally take a little break! Thank you guys so much for the support. And please enjoy Ghostchar!"}, {"post_id": 25385, "ts": "2026-07-09T17:22:58Z", "hours": 2.2831, "text": "Sorry its been a REALLY long time, I just got back from a national business competition and have this weird burnout but I am finally back for the finishing touches! I made the desktop app and with AI a quick web page to download it (also github release as well!). I am going to ship very soon so I can get an apple dev license and sign it! Technically the app is not quite what I wanted, I used Python instead of rust of an easier GUI and just hooked off of the OBS virtual camera. It still runs pretty quick and was fine for my needs! Thank you guys for the incredible support, and enjoy joining video cams with an ASCII filter!"}, {"post_id": 5951, "ts": "2026-06-09T23:18:10Z", "hours": 4.3983, "text": "Sorry for the delay! Had quite a few issues along the way! Getting the model running in the browser was quite a issue but I ended up making it work with the web run time for onnx! The model is still quite slow but its fast enough for the time being. I will add some fun conversion tools soon but for now go ahead and try out the site here PS: Added basic full color support!"}, {"post_id": 3637, "ts": "2026-06-06T17:36:55Z", "hours": 1.2708, "text": "Updated the repo with better folder structure for future expansion. Currently the model itself is finished and does not need improvement. Now I am building a nice front end so you can convert images and videos to ASCII, test a live web cam demo, and download the desktop app. Speaking of the desktop app (Name idea: GhostChar) it will be a camera filter that converts you live into ASCII to protect your identity while still showing enough to get things done. The app will be a GUI built with Rust running the ONNX model for FPS. PS: I am adding color themes to the app!"}, {"post_id": 3209, "ts": "2026-06-06T01:15:06Z", "hours": 3.1256, "text": "I worked a LOT today! Ran into a few issues with not committing my models so I lost good ones :( But I eventually thought to do a second round of training on real images not just synthetic data and that made the model a LOT better. Still room for improvement like full color, more data, longer training, etc. But the model is getting really good and I will build a web UI soon!"}, {"post_id": 2344, "ts": "2026-06-04T19:46:36Z", "hours": 1.9886, "text": "So I started working on the actual program behind this, its a CNN vision model designed to take real time camera feed and turn it into ASCII art! Its soo cool!"}, {"post_id": 1050, "ts": "2026-06-02T21:06:26Z", "hours": 2.1131, "text": "Spent quite some time learning more about AI! Finally graduated from sklearn into full TensorFlow which has been really fun! I have built a few small neural networks and those are awesome!"}, {"post_id": 473, "ts": "2026-06-01T22:39:08Z", "hours": 0.4553, "text": "Finished Unit 1! I learned about splitting your data so you can grade/test the model later, and advanced testing methods like using a matrix to see where the model might have messed up!"}, {"post_id": 459, "ts": "2026-06-01T22:08:43Z", "hours": 0.3069, "text": "Completed my first lesson on ML! I learned about LogisticRegression models and the amazing library called: sklearn!"}]...
|
Title: Image to ASCII by @eli | Stardance
Devlogs Title: Image to ASCII by @eli | Stardance
Devlogs:
Completed my first lesson on ML! I learned about LogisticRegression models and the amazing library called: sklearn!
Finished Unit 1! I learned about splitting your data so you can grade/test the model later, and advanced testing methods like using a matrix to see where the model might have messed up!
Spent quite some time learning more about AI! Finally graduated from sklearn into full TensorFlow which has been really fun! I have built a few small neural networks and those are awesome!
So I started working on the actual program behind this, its a CNN vision model designed to take real time camera feed and turn it into ASCII art! Its soo cool!
I worked a LOT today! Ran into a few issues with not committing my models so I lost good ones :( But I eventually thought to do a second round of training on real images not just synthetic data and that made the model a LOT better. Still room for improvement like full color, more data, longer training, etc. But the model is getting really good and I will build a web UI soon!
Updated the repo with better folder structure for future expansion. Currently the model itself is finished and does not need improvement. Now I am building a nice front end so you can convert images and videos to ASCII, test a live web cam demo, and download the desktop app. Speaking of the desktop app (Name idea: GhostChar) it will be a camera filter that converts you live into ASCII to protect your identity while still showing enough to get things done. The app will be a GUI built with Rust running the ONNX model for FPS. PS: I am adding color themes to the app!
Sorry for the delay! Had quite a few issues along the way! Getting the model running in the browser was quite a issue but I ended up making it work with the web run time for onnx! The model is still quite slow but its fast enough for the time being. I will add some fun conversion tools soon but for now go ahead and try out the site here PS: Added basic full color support!
Sorry its been a REALLY long time, I just got back from a national business competition and have this weird burnout but I am finally back for the finishing touches! I made the desktop app and with AI a quick web page to download it (also github release as well!). I am going to ship very soon so I can get an apple dev license and sign it! Technically the app is not quite what I wanted, I used Python instead of rust of an easier GUI and just hooked off of the OBS virtual camera. It still runs pretty quick and was fine for my needs! Thank you guys for the incredible support, and enjoy joining video cams with an ASCII filter!
Hey everyone I shipping this for the first time! I might go back and ship again for the other OSes but for now I can finally take a little break! Thank you guys so much for the support. And please enjoy Ghostchar!
Ships:
I made Ghostchar, a desktop app that lets you join any video call with a ASCII filter! It was my first dive into ML but it was so worth it!...
|
1792993808.6293883
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1793080208.6293883
|
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2973
|
Connect 4 ☆ by @lilly | Stardance
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lilly
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1
|
12.39
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T09:14:14Z", "hours": 11.0, "multiplier": 2.65, "payout": 30, "blessing": "neutral", "text": "I made a simple terminal-based Connect Four game using Java. A lot of things were challenging, but the main challenges I had were figuring out how to check if a match was won horizontally, vertically, or specifically diagonally. There was also the loop logic for the play again feature. Initially, I had two loops, but I then realized only one was necessary. What I’m most proud of is figuring out the logic for the custom boards. If you test out the project, make sure to try out the tic-tac-toe version by making a 3-by-3 board!", "repo": "https://github.com/laelHI/Connect-4", "demo": "https://github.com/laelHI/Connect-4/releases/download/Connect4-v1/Connect-4.jar"}]...
|
[{"post_id": 22464, "ts": "202 [{"post_id": 22464, "ts": "2026-07-04T22:41:16Z", "hours": 1.3864, "text": "Added a proper GitHub release by making a jar file that is runnable in the terminal. At first, I tried to do this with Gradle, but that didn’t work out, so this way it works! Also edited the ReadMe with steps on how to run in your terminal"}, {"post_id": 20643, "ts": "2026-07-02T09:12:52Z", "hours": 0.3458, "text": "Edited the code so it stated whose turn it was, so that it was a little more presentable. Also added a read me and a demo link to the project"}, {"post_id": 20610, "ts": "2026-07-02T07:44:08Z", "hours": 5.7692, "text": "Fixed the win logic and added a loop so you can play again. Also edited how things appear in the terminal, since I thought I could make it look better. It still looks simple, but I’m fine with it for now. Happy that it’s working at least! Maybe in the future I will make the computer mode more complicated."}, {"post_id": 5847, "ts": "2026-06-09T19:51:56Z", "hours": 2.9914, "text": "Edited the game logic so it checks if there are 4 pieces in a row or not. Also made some changes to the structure of the game so that it checks inputs correctly and actually says who won. Idk what i did though because it checks if someone won and ends the game but it lets both players go before it does that so im going to fix that next."}, {"post_id": 745, "ts": "2026-06-02T11:35:33Z", "hours": 2.2022, "text": "Making a connect 4 game in java"}]...
|
Title: Connect 4 ☆ by @lilly | Stardance
Devlogs: Title: Connect 4 ☆ by @lilly | Stardance
Devlogs:
Making a connect 4 game in java
Edited the game logic so it checks if there are 4 pieces in a row or not. Also made some changes to the structure of the game so that it checks inputs correctly and actually says who won. Idk what i did though because it checks if someone won and ends the game but it lets both players go before it does that so im going to fix that next.
Fixed the win logic and added a loop so you can play again. Also edited how things appear in the terminal, since I thought I could make it look better. It still looks simple, but I’m fine with it for now. Happy that it’s working at least! Maybe in the future I will make the computer mode more complicated.
Edited the code so it stated whose turn it was, so that it was a little more presentable. Also added a read me and a demo link to the project
Added a proper GitHub release by making a jar file that is runnable in the terminal. At first, I tried to do this with Gradle, but that didn’t work out, so this way it works! Also edited the ReadMe with steps on how to run in your terminal
Ships:
I made a simple terminal-based Connect Four game using Java. A lot of things were challenging, but the main challenges I had were figuring out how to check if a match was won horizontally, vertically, or specifically diagonally. There was also the loop logic for the play again feature. Initially, I had two loops, but I then realized only one was necessary. What I’m most proud of is figuring out the logic for the custom boards. If you test out the project, make sure to try out the tic-tac-toe version by making a 3-by-3 board!...
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1792968938.641613
|
1793055338.641613
|
|
2977
|
3D Portfolio by @kingjamesh | Stardance
|
kingjamesh
|
1
|
18.89
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T02:58:58Z", "hours": 11.0, "multiplier": 15.96, "payout": 172, "blessing": "neutral", "text": "I built an interactive 3D portfolio with Next.js, React Three Fiber, and Three.js. I’m most proud of the 3d models in my engineering page. I took my 3d models from fusion and took them to blender, where I decimated them. I then exported them as glbs and was able to add them to the website as components that the user can interact with from their browser. There were also lots of other fun aspects that I added, including a custom cursor, lots of gsap scroll triggers and animations, and background particles. I also have a live github contribution calendar in my programming portfolio. You can see it at: www.jameshou28.com", "repo": "", "demo": "https://www.jameshou28.com"}]...
|
[{"post_id": 63303, "ts": "202 [{"post_id": 63303, "ts": "2026-09-07T01:41:19Z", "hours": 2.0694, "text": "Devlog 9: Portfolio View Gallery buttons and information updates stardance just crashed on me so im writing this again. Its been a month since my last devlog, since then I’ve been super busy and have really just been updating information around the website. I made my view portfolio buttons high contrast and black so they’re more noticable compared to my old green outlined buttons. The project is almost ready to be shipped, I just have ot add a guide/tutorial upon opening the hardware portfolio so the user knows the renders can be manipulated"}, {"post_id": 39224, "ts": "2026-08-02T01:43:07Z", "hours": 3.5669, "text": "Devlog 8: Revamp Programming Portfolio This has kinda been a work in progress for the past week or so but I’ve been busy with exams so I didn’t have a chance to finish it until now. I made some changes to my programming portfolio, mainly with the image sizing. In my old version, all of my app screenshots would be super tall and made scrolling annoying, so I addressed this by capping the height of the imgs. I also updated all of my information again and added (& replaced) some projects in my portfolio. To do: ddd some sort of overlay in eng. portfolio that tells the user that they can move the models around deal with the bg particles deal with the mouse (maybe)"}, {"post_id": 33807, "ts": "2026-07-24T01:25:48Z", "hours": 2.25, "text": "Devlog 7: Addressing comments + small changes I started to address some of the comments from my reviewers. So far, I’ve changed my GitHub contribution bar colors to match the actual gh colors instead of the old lighter colors that matched my color scheme. I also updated all of my information to make it more updated. To do: Background dots effect - make it stick to hero so user can just scroll past it, maybe change them so they look less like a dirty screen Redo my programming portfolio - looks kinda ugly rn ngl Cursor - Someone commented that the trailing circle was a bit annoying, so I’m going to look into other things I can change it"}, {"post_id": 11055, "ts": "2026-06-18T02:43:54Z", "hours": 0.2858, "text": "Devlog 6: build readme + finish seo I finished my readme. The repo now explains everything in the site and how i built it. I also finished my seo."}, {"post_id": 8205, "ts": "2026-06-13T17:26:07Z", "hours": 6.4292, "text": "Devlog 5: Portfolio galleries + SEO metadata I redesigned my portfolio so now each item has a gallery that you can click into. This way, I can show more pictures and videos without jamming everything into the page I also started working on my SEO metadata. Almost done!"}, {"post_id": 6861, "ts": "2026-06-11T14:48:58Z", "hours": 1.6744, "text": "Devlog #4: Mobile optimization + contact page I worked on mainly my mobile navigation and repsonsive layout. I added a hamburger menu for mobile, and made some layout changes to prevent the page from overflowing and looking weird on mobile Mouse parallax is now disabled on touch devices, and 3d project models now have static fallbacks in case webgl isn’t available. This basically makes sure the engineering portfolio is still usable, even on mobile phones"}, {"post_id": 3601, "ts": "2026-06-06T16:28:49Z", "hours": 1.2278, "text": "Devlog #3: Loading screen I built a first-visit loading screen so the site can preload the big assets like 3d models and videos before letting visitors into the homepage. The progress bar is staggered, and I added status changes such as “Warming up 3D scenes” and “Loading assets”. Once everything is preloaded, it reveals an “Enter Portfolio” button. Entering uses a circular GSAP reveal animation so it looks like the page is opening up kinda and then it saves a local storage flag so if someone opens the site again the loader doesn’t popup"}, {"post_id": 1252, "ts": "2026-06-03T03:23:11Z", "hours": 0.6903, "text": "Devlog #2: Homepage particles + project details I added an interactive particle background to make the homepage feel less static. It’s basically a canvas animation with particles that drift in the background. They also react to the mouse, and spring back toward their original positions. I also filled in the homepage a bit more with information about me"}, {"post_id": 555, "ts": "2026-06-02T01:34:45Z", "hours": 1.0758, "text": "Devlog #1: implemented interactive 3d models into engineering portfolio of personal website exported pre-existing 3d models from fusion360 as an fbx took the fbx files to blender and decimated them, then exported as glb used react-three with useGLTF to load models into website Note: This is a continuation of my personal website that I started before stardance, that’s why my devlogs look like they’re kinda starting in the middle of the project"}]...
|
Title: 3D Portfolio by @kingjamesh | Stardance
De Title: 3D Portfolio by @kingjamesh | Stardance
Devlogs:
Devlog #1: implemented interactive 3d models into engineering portfolio of personal website exported pre-existing 3d models from fusion360 as an fbx took the fbx files to blender and decimated them, then exported as glb used react-three with useGLTF to load models into website Note: This is a continuation of my personal website that I started before stardance, that’s why my devlogs look like they’re kinda starting in the middle of the project
Devlog #2: Homepage particles + project details I added an interactive particle background to make the homepage feel less static. It’s basically a canvas animation with particles that drift in the background. They also react to the mouse, and spring back toward their original positions. I also filled in the homepage a bit more with information about me
Devlog #3: Loading screen I built a first-visit loading screen so the site can preload the big assets like 3d models and videos before letting visitors into the homepage. The progress bar is staggered, and I added status changes such as “Warming up 3D scenes” and “Loading assets”. Once everything is preloaded, it reveals an “Enter Portfolio” button. Entering uses a circular GSAP reveal animation so it looks like the page is opening up kinda and then it saves a local storage flag so if someone opens the site again the loader doesn’t popup
Devlog #4: Mobile optimization + contact page I worked on mainly my mobile navigation and repsonsive layout. I added a hamburger menu for mobile, and made some layout changes to prevent the page from overflowing and looking weird on mobile Mouse parallax is now disabled on touch devices, and 3d project models now have static fallbacks in case webgl isn’t available. This basically makes sure the engineering portfolio is still usable, even on mobile phones
Devlog 5: Portfolio galleries + SEO metadata I redesigned my portfolio so now each item has a gallery that you can click into. This way, I can show more pictures and videos without jamming everything into the page I also started working on my SEO metadata. Almost done!
Devlog 6: build readme + finish seo I finished my readme. The repo now explains everything in the site and how i built it. I also finished my seo.
Devlog 7: Addressing comments + small changes I started to address some of the comments from my reviewers. So far, I’ve changed my GitHub contribution bar colors to match the actual gh colors instead of the old lighter colors that matched my color scheme. I also updated all of my information to make it more updated. To do: Background dots effect - make it stick to hero so user can just scroll past it, maybe change them so they look less like a dirty screen Redo my programming portfolio - looks kinda ugly rn ngl Cursor - Someone commented that the trailing circle was a bit annoying, so I’m going to look into other things I can change it
Devlog 8: Revamp Programming Portfolio This has kinda been a work in progress for the past week or so but I’ve been busy with exams so I didn’t have a chance to finish it until now. I made some changes to my programming portfolio, mainly with the image sizing. In my old version, all of my app screenshots would be super tall and made scrolling annoying, so I addressed this by capping the height of the imgs. I also updated all of my information again and added (& replaced) some projects in my portfolio. To do: ddd some sort of overlay in eng. portfolio that tells the user that they can move the models around deal with the bg particles deal with the mouse (maybe)
Devlog 9: Portfolio View Gallery buttons and information updates stardance just crashed on me so im writing this again. Its been a month since my last devlog, since then I’ve been super busy and have really just been updating information around the website. I made my view portfolio buttons high contrast and black so they’re more noticable compared to my old green outlined buttons. The project is almost ready to be shipped, I just have ot add a guide/tutorial upon opening the hardware portfolio so the user knows the renders can be manipulated
Ships:
I built an interactive 3D portfolio with Next.js, React Three Fiber, and Three.js. I’m most proud of the 3d models in my engineering page. I took my 3d models from fusion and took them to blender, where I decimated them. I then exported them as glbs and was able to add them to the website as components that the user can interact with from their browser. There were also lots of other fun aspects that I added, including a custom cursor, lots of gsap scroll triggers and animations, and background particles. I also have a live github contribution calendar in my programming portfolio. You can see it at: www.jameshou28.com...
|
1792875232.5000713
|
1793739232.5000713
|
|
2981
|
College Filter by @Quantalabs | Stardance
|
Quantalabs
|
1
|
4.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T01:51:51Z", "hours": 4.0, "multiplier": 8.28, "payout": 33, "blessing": "neutral", "text": "I made a simple web app that filters through colleges using public Common Data Set data. Currently, CDS files aren’t accessible to the public to filter through in a central space, so this app lets you enter in different preferences. There’s a lot of things I want to add, such as better layout and more filtering options, as well as displaying more useful information on the frontend. One of the hardest parts was figuring out how to reduce the time it took to find the colleges, since I have to send a lot of different request. I realized, since most of this data is constant for basically the entire year, until a new class of students are admitted, I can cache the data once and use a local copy. Adding this drastically reduced loading times to roughly <1 second per request.", "repo": "https://github.com/Quantalabs/filter", "demo": "https://proj.rvind.cc/filter/"}]...
|
[{"post_id": 16631, "ts": "202 [{"post_id": 16631, "ts": "2026-06-27T01:41:37Z", "hours": 0.7819, "text": "I had a lot of issues when deploying, mainly because the server took too long to respond. So, I added a cache file that just stores gpa and private/public school data for each school, so that the app doesn’t need to send thousands of requests for a valid school. Now, response times are down to a couple seconds at most, but usually <1 second, which I’m okay with for now."}, {"post_id": 14164, "ts": "2026-06-23T04:40:54Z", "hours": 2.2414, "text": "Added actual filtering functionality using collegedata.fyi to get CDS data. I’m having issues distinguishing between public and private, so I may remove that functionality or try and distinguish schools by if they charge different in- and out-of-state tuition. (yes i did create an object that has all 50 states split among 5 different regions)"}, {"post_id": 13972, "ts": "2026-06-22T22:42:34Z", "hours": 1.0111, "text": "I setup the express project and landing page so far. I used the MD.css retro framework to style the website. I added a bit of other CSS to make the form look a bit better. I currently have a couple criteria by which users can filter schools (the actual filtering functionality will be implemented soon)"}]...
|
Title: College Filter by @Quantalabs | Stardance
Title: College Filter by @Quantalabs | Stardance
Devlogs:
I setup the express project and landing page so far. I used the MD.css retro framework to style the website. I added a bit of other CSS to make the form look a bit better. I currently have a couple criteria by which users can filter schools (the actual filtering functionality will be implemented soon)
Added actual filtering functionality using collegedata.fyi to get CDS data. I’m having issues distinguishing between public and private, so I may remove that functionality or try and distinguish schools by if they charge different in- and out-of-state tuition. (yes i did create an object that has all 50 states split among 5 different regions)
I had a lot of issues when deploying, mainly because the server took too long to respond. So, I added a cache file that just stores gpa and private/public school data for each school, so that the app doesn’t need to send thousands of requests for a valid school. Now, response times are down to a couple seconds at most, but usually <1 second, which I’m okay with for now.
Ships:
I made a simple web app that filters through colleges using public Common Data Set data. Currently, CDS files aren’t accessible to the public to filter through in a central space, so this app lets you enter in different preferences. There’s a lot of things I want to add, such as better layout and more filtering options, as well as displaying more useful information on the frontend. One of the hardest parts was figuring out how to reduce the time it took to find the colleges, since I have to send a lot of different request. I realized, since most of this data is constant for basically the entire year, until a new class of students are admitted, I can cache the data once and use a local copy. Adding this drastically reduced loading times to roughly <1 second per request....
|
1792990571.194829
|
1793076971.194829
|
|
2988
|
Gispy Danger Jaeger by @jean | Stardance
|
jean
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T00:49:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made half a Gispy danger refrenced off this", "repo": "https://github.com/jeanyo522/Onshape-", "demo": "https://cad.onshape.com/documents/3215e1e81c96c186c5453f17/w/8feaad947c81818f98f18f82/e/e380815161bde11dc2e32c6b"}]...
|
[{"post_id": 6297, "ts": "2026 [{"post_id": 6297, "ts": "2026-06-10T16:19:49Z", "hours": 2.1189, "text": "Just to log hours"}, {"post_id": 1152, "ts": "2026-06-03T00:16:01Z", "hours": 1.4433, "text": "The lower body of Gispy is starter"}, {"post_id": 795, "ts": "2026-06-02T13:47:48Z", "hours": 1.1764, "text": "The gispy danger has had some errors when extruding so it has ben fixed"}, {"post_id": 542, "ts": "2026-06-02T00:45:01Z", "hours": 1.6261, "text": "Finished building the upper body torso head and shoulder sensors/blades"}, {"post_id": 463, "ts": "2026-06-01T22:16:07Z", "hours": 0.3317, "text": "This is the Gispy Danger from Pacific Rim,full 3d Model with colors"}]...
|
Title: Gispy Danger Jaeger by @jean | Stardance
D Title: Gispy Danger Jaeger by @jean | Stardance
Devlogs:
This is the Gispy Danger from Pacific Rim,full 3d Model with colors
Finished building the upper body torso head and shoulder sensors/blades
The gispy danger has had some errors when extruding so it has ben fixed
The lower body of Gispy is starter
Just to log hours
Ships:
I made half a Gispy danger refrenced off this...
|
1792979462.30375
|
1793065862.30375
|
|
2992
|
Roamly by @Waxn | Stardance
|
Waxn
|
1
|
29.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T01:01:15Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a comprehensive location tracking app. I have a very bad memory of places I have been and wanted a way to more easily see. Currently only available for Android.", "repo": "https://github.com/waxn/roamly", "demo": "https://roamly.cyou"}]...
|
[{"post_id": 23196, "ts": "202 [{"post_id": 23196, "ts": "2026-07-06T00:49:10Z", "hours": 3.6064, "text": "Focused on UI/UX for the first time."}, {"post_id": 18038, "ts": "2026-06-29T00:31:04Z", "hours": 2.4281, "text": "Added an admin page for the server admin"}, {"post_id": 17230, "ts": "2026-06-27T22:56:13Z", "hours": 5.8906, "text": "Fixed the mobile app location sending"}, {"post_id": 9590, "ts": "2026-06-15T23:47:51Z", "hours": 2.2314, "text": "Improved tracking reliability with the app"}, {"post_id": 9241, "ts": "2026-06-15T14:53:12Z", "hours": 4.2867, "text": "Fixed bug that resulted in CPU being pinned to 100%"}, {"post_id": 6332, "ts": "2026-06-10T17:36:13Z", "hours": 1.7381, "text": "WOrking on ai summaries"}, {"post_id": 5357, "ts": "2026-06-09T03:02:09Z", "hours": 1.7519, "text": "location-based journals anyone?"}, {"post_id": 4653, "ts": "2026-06-08T01:54:02Z", "hours": 3.8231, "text": "Working on making Nominatim not have limits by hosting locally"}, {"post_id": 2985, "ts": "2026-06-05T22:18:49Z", "hours": 3.6017, "text": "Worked on efficiency in mobile app"}]...
|
Title: Roamly by @Waxn | Stardance
Devlogs:
Worke Title: Roamly by @Waxn | Stardance
Devlogs:
Worked on efficiency in mobile app
Working on making Nominatim not have limits by hosting locally
location-based journals anyone?
WOrking on ai summaries
Fixed bug that resulted in CPU being pinned to 100%
Improved tracking reliability with the app
Fixed the mobile app location sending
Added an admin page for the server admin
Focused on UI/UX for the first time.
Ships:
I made a comprehensive location tracking app. I have a very bad memory of places I have been and wanted a way to more easily see. Currently only available for Android....
|
1792982997.8607774
|
1793069397.8607774
|
|
3022
|
matthew.heng.org by @Hengtime787 | Stardance
|
Hengtime787
|
1
|
8.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:32:29Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me.", "repo": "https://github.com/Hengtime787/Astra", "demo": "https://matthew.heng.org"}]...
|
[{"post_id": 72051, "ts": "202 [{"post_id": 72051, "ts": "2026-09-22T02:38:54Z", "hours": 0.3775, "text": "Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much."}, {"post_id": 71037, "ts": "2026-09-20T07:29:06Z", "hours": 0.6561, "text": "Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!"}, {"post_id": 64059, "ts": "2026-09-08T06:02:51Z", "hours": 1.0256, "text": "Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –"}, {"post_id": 49342, "ts": "2026-08-18T03:30:49Z", "hours": 6.1972, "text": "Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank."}, {"post_id": 631, "ts": "2026-06-02T04:34:59Z", "hours": 0.5153, "text": "My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it."}]...
|
Title: matthew.heng.org by @Hengtime787 | Stardanc Title: matthew.heng.org by @Hengtime787 | Stardance
Devlogs:
My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it.
Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank.
Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –
Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!
Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much.
Ships:
I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me....
|
1793008193.7317605
|
1793094593.7317605
|
|
3033
|
Marcellus slackbot by @marcell | Stardance
|
marcell
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:26:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made this project but added the feature that it can respond to @ mentions. Now it runs on Anthropics claude sonnet 4.5 which doesnt use much but still usesmy tokens that run from my own money. but other than that i think it turned out very good and funny.", "repo": "https://github.com/urgeny99/SlackBot/", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8CCK0UGH"}]...
|
[{"post_id": 2139, "ts": "2026 [{"post_id": 2139, "ts": "2026-06-04T13:55:03Z", "hours": 0.9006, "text": "I created the Slack Bot called Marcellus it is a bot that has a few basic slash commands and has a way to answer with AI (Claude) if you tag them in any channel. It is pretty funny since i made it a little mean and sarcastic but it is still able to help with some questions. I also pushed it to the hack club nest so it runs 24/7 not just locally on my pc. Here is a screenshot of the working bot."}]...
|
Title: Marcellus slackbot by @marcell | Stardance
Title: Marcellus slackbot by @marcell | Stardance
Devlogs:
I created the Slack Bot called Marcellus it is a bot that has a few basic slash commands and has a way to answer with AI (Claude) if you tag them in any channel. It is pretty funny since i made it a little mean and sarcastic but it is still able to help with some questions. I also pushed it to the hack club nest so it runs 24/7 not just locally on my pc. Here is a screenshot of the working bot.
Ships:
So i made this project but added the feature that it can respond to @ mentions. Now it runs on Anthropics claude sonnet 4.5 which doesnt use much but still usesmy tokens that run from my own money. but other than that i think it turned out very good and funny....
|
1792975812.363724
|
1793062212.363724
|
|
3052
|
Witchsky by @xan | Stardance
|
xan
|
1
|
40.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T00:46:48Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Witchsky is a fork of Bluesky’s social app, made for power users or anyone who wants a slightly more enjoyable microblogging experience. With custom themes, markdown link support, options to hide distracting elements, the ability to use different servers, a pho-edit functionality, the ability to download images and videos (the latter in any format you want!), view people’s pronouns & websites, and maybe a dozen or 2 other features…", "repo": "https://tangled.org/jollywhoppers.com/witchsky.app/", "demo": "https://witchsky.app"}]...
|
[{"post_id": 42992, "ts": "202 [{"post_id": 42992, "ts": "2026-08-08T00:39:55Z", "hours": 5.1703, "text": "updated the web app to include a few new things from bluesky’s app upstream! also moved around a few settings to make them easier to find, added a toggle to only show people’s handles in place of display names, and made changing app server & other infrastructure settings easier (with dropdowns and speedier access). I have more plans (like mobile apps) but i think this is shippable now!"}, {"post_id": 29310, "ts": "2026-07-16T04:45:26Z", "hours": 10.9917, "text": "I added a toggle to only show handles, a thread reader mode from another bsky fork, a new sign-up/better login flow, vastly improved the repost carousels, fixed numerous bugs, and added a secret 67-related feature! 👀"}, {"post_id": 22083, "ts": "2026-07-04T10:35:34Z", "hours": 23.6497, "text": "I’m working on a fork of Bluesky’s open source microblogging client called Witchsky, available at https://witchsky.app . I’ve been working on this for a bit but forgot to ship 💀 so don’t mind the total time logged; oops… I’ve done a TON (ong I don’t think I’ll be able to remember it all; it’s been a while)! I fixed a huge number of small things and kept it up-to-date (working through merge conflicts might be a majority of the time spent working on all this… I need to find out how to be more efficient). Also made some strides in updating all the settings and making chat access more powerful here than upstream (you can access chats with deactivated accounts! but still need to make it clear that they cannot be messaged). Also made the long-press/right-click on post interaction buttons respect reply-gates (so if your reply wouldn’t show up, it won’t let you make a post replying)."}]...
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Title: Witchsky by @xan | Stardance
Devlogs:
I’m Title: Witchsky by @xan | Stardance
Devlogs:
I’m working on a fork of Bluesky’s open source microblogging client called Witchsky, available at https://witchsky.app . I’ve been working on this for a bit but forgot to ship 💀 so don’t mind the total time logged; oops… I’ve done a TON (ong I don’t think I’ll be able to remember it all; it’s been a while)! I fixed a huge number of small things and kept it up-to-date (working through merge conflicts might be a majority of the time spent working on all this… I need to find out how to be more efficient). Also made some strides in updating all the settings and making chat access more powerful here than upstream (you can access chats with deactivated accounts! but still need to make it clear that they cannot be messaged). Also made the long-press/right-click on post interaction buttons respect reply-gates (so if your reply wouldn’t show up, it won’t let you make a post replying).
I added a toggle to only show handles, a thread reader mode from another bsky fork, a new sign-up/better login flow, vastly improved the repost carousels, fixed numerous bugs, and added a secret 67-related feature! 👀
updated the web app to include a few new things from bluesky’s app upstream! also moved around a few settings to make them easier to find, added a toggle to only show people’s handles in place of display names, and made changing app server & other infrastructure settings easier (with dropdowns and speedier access). I have more plans (like mobile apps) but i think this is shippable now!
Ships:
Witchsky is a fork of Bluesky’s social app, made for power users or anyone who wants a slightly more enjoyable microblogging experience. With custom themes, markdown link support, options to hide distracting elements, the ability to use different servers, a pho-edit functionality, the ability to download images and videos (the latter in any format you want!), view people’s pronouns & websites, and maybe a dozen or 2 other features…...
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1792975730.3825421
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1793062130.3825421
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3087
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Poetry E-Reader by @I_Winters | Stardance
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I_Winters
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1
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8.0
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38
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T17:52:22Z", "hours": 8.0, "multiplier": 5.0, "payout": 38, "blessing": "neutral", "text": "I made a handheld Poetry E-Reader for my dad, who loves to read poetry but doesn’t want to carry around heavy books. I used LittleFS to store ~300 poems on an esp32c3, and soldered it to a 1.5” IIC OLED screen along with six buttons (navigation buttons + one power button). There were two large setbacks for this project: I realized that it wouldn’t be feasible to get the PCB I had designed manufactured, so I needed to switch gears and learn how to use perfboard, and my 3D-printer stopped working during the project so I needed to rush to fix it in order to make my case.", "repo": "https://github.com/imhwinters/Poetry-Reader", "demo": ""}]...
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[{"post_id": 8824, "ts": "2026 [{"post_id": 8824, "ts": "2026-06-14T17:46:23Z", "hours": 2.6386, "text": "I finished the project! Soldered the components on perfboard, 3d-printed a case (I don’t have heatset inserts/screws so I just made it tight enough to friction fit), and finished the source code."}, {"post_id": 5309, "ts": "2026-06-09T01:22:45Z", "hours": 2.5422, "text": "I fixed two major bugs and started working on a new feature. I realized I won’t be able to have the PCB manufactured by my deadline (this weekend) so I’m going to assemble the project on perfboard."}, {"post_id": 4448, "ts": "2026-06-07T19:29:32Z", "hours": 0.9053, "text": "I’ve worked on the source code and sent the PCB off for manufacturing."}, {"post_id": 1877, "ts": "2026-06-04T02:50:10Z", "hours": 1.7733, "text": "Today I re-did the PCB and schematic so that the MCU could be flipped to the other side of the board, saving space."}, {"post_id": 1263, "ts": "2026-06-03T04:37:12Z", "hours": 0.5447, "text": "I started the project by making a simple schematic and PCB layout in kicad. I’m very new to kicad, so if I’ve made any glaring errors please point them out. Soon I’m going to route the board and design a case, as well as complete the code."}]...
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Title: Poetry E-Reader by @I_Winters | Stardance
Title: Poetry E-Reader by @I_Winters | Stardance
Devlogs:
I started the project by making a simple schematic and PCB layout in kicad. I’m very new to kicad, so if I’ve made any glaring errors please point them out. Soon I’m going to route the board and design a case, as well as complete the code.
Today I re-did the PCB and schematic so that the MCU could be flipped to the other side of the board, saving space.
I’ve worked on the source code and sent the PCB off for manufacturing.
I fixed two major bugs and started working on a new feature. I realized I won’t be able to have the PCB manufactured by my deadline (this weekend) so I’m going to assemble the project on perfboard.
I finished the project! Soldered the components on perfboard, 3d-printed a case (I don’t have heatset inserts/screws so I just made it tight enough to friction fit), and finished the source code.
Ships:
I made a handheld Poetry E-Reader for my dad, who loves to read poetry but doesn’t want to carry around heavy books. I used LittleFS to store ~300 poems on an esp32c3, and soldered it to a 1.5” IIC OLED screen along with six buttons (navigation buttons + one power button). There were two large setbacks for this project: I realized that it wouldn’t be feasible to get the PCB I had designed manufactured, so I needed to switch gears and learn how to use perfboard, and my 3D-printer stopped working during the project so I needed to rush to fix it in order to make my case....
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1792986491.3768811
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1793072891.3768811
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3091
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Super Slack Sidekick V2 by @svatsaa | Stardance
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svatsaa
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1
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2.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T00:43:44Z", "hours": 2.0, "multiplier": 18.23, "payout": 39, "blessing": "neutral", "text": "I made a Slack bot called Super Slack Sidekick hosted on Hack Club’s Nest server. It has some simple utility commands, webscrapes using OpenAI’s GPT 4o API, can be used for ALS awareness, and fuels your (legal) gambling addiction through Blackjack! Some things that challenged me along the way : Getting ssh permissions working, as my computer was facing issues and I hadn’t used the powershell terminal in a long time. Commanding and sourcing OpenAI API on JavaScript (I’ve mainly used Python to work with API keys) Working with JS syntax (have very minor JavaScript experience, so spent a good 2 hours looking at documentation in my second monitor) I am most proud of adding the amyotrophic lateral sclerosis (ALS) awareness commands to the slack bot. I believe this disorder is severely unknown in our modern generation even with its high stakes and many patients diagnosed with it in the United States. Additionally, I am proud of getting all my syntax right with the JavaScript blackjack, as I faced issues getting it to work on C++ and debugged so much when making it for the first time a year ago in Python. To test it, you must be in the Hack Club Stack. Invite the bot to a channel with /invite @Sid ’s Second Super Slack Sidekick (or similar) /sv-help shows all commands README available on the github page. Minimal AI coding: used to fix missing parenthesis and autocomplete repetitive tasks, such as updating the help menu with available commands.", "repo": "https://github.com/svat44/SlackSidekick", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 1155, "ts": "2026 [{"post_id": 1155, "ts": "2026-06-03T00:21:27Z", "hours": 0.6233, "text": "Realized the bot would be a perfect thing to use to spread awareness of amyotrophic lateral sclerosis (ALS). ALS affects nerve cells in the brain and spinal cord, taking away the ability to use muscles. I added three commands dedicated to it: /sv-als-stats for current statistics, /sv-als-research for recent breakthroughs, /sv-als-donate to encourage donating to the cause. Inspired by what Discord bot Dyno did during COVID, when it showed COVID stats by country. A simple Slack bot won’t solve the problem, but if even one person donates to the cause, that’s worth making the whole thing. In /sv-als-stats , AI webscrapes the data and presents it in a easy-to-read format. For ...-research , 4o looks for recent research and developments for ALS (side note, I need to refine this better because sources are often outdated even with the specific system instructions) For ...-donate , 4o finds large ALS charities, clinics, nonprofits, etc for you to donate to, spreading awareness."}, {"post_id": 1120, "ts": "2026-06-02T23:06:19Z", "hours": 0.3817, "text": "Turned some of my previously-written Python code into JavaScript to add my biggest change to the bot: the sidekick can now play Blackjack with you! This was pretty straightforward because I already had blackjack code written in Python, all I really needed was to convert it into JS and make it work with the Slack API. bold markdown test"}, {"post_id": 1096, "ts": "2026-06-02T22:31:13Z", "hours": 0.8042, "text": "Added a couple more commands to Sid’s Second Super Slack Sidekick today! Made one BIG fumble when the responses were sent in channel ( await respond ({ response_type: “in-channel”}) but have now pushed the new changes and private chats work just fine :D Added my OpenAI API to here to get access to more versatility with my commands Searches the web for headlines (gpt-4o) /sv-weekly-headlines Does math step-by-step, in the slack /sv-math Suggests your replies to other peoples’ messages with /sv-whatdoisay"}, {"post_id": 603, "ts": "2026-06-02T03:11:25Z", "hours": 0.3331, "text": "Just added a Joke API command onto my slack bot 17 minutes in!"}]...
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Title: Super Slack Sidekick V2 by @svatsaa | Stard Title: Super Slack Sidekick V2 by @svatsaa | Stardance
Devlogs:
Just added a Joke API command onto my slack bot 17 minutes in!
Added a couple more commands to Sid’s Second Super Slack Sidekick today! Made one BIG fumble when the responses were sent in channel ( await respond ({ response_type: “in-channel”}) but have now pushed the new changes and private chats work just fine :D Added my OpenAI API to here to get access to more versatility with my commands Searches the web for headlines (gpt-4o) /sv-weekly-headlines Does math step-by-step, in the slack /sv-math Suggests your replies to other peoples’ messages with /sv-whatdoisay
Turned some of my previously-written Python code into JavaScript to add my biggest change to the bot: the sidekick can now play Blackjack with you! This was pretty straightforward because I already had blackjack code written in Python, all I really needed was to convert it into JS and make it work with the Slack API. bold markdown test
Realized the bot would be a perfect thing to use to spread awareness of amyotrophic lateral sclerosis (ALS). ALS affects nerve cells in the brain and spinal cord, taking away the ability to use muscles. I added three commands dedicated to it: /sv-als-stats for current statistics, /sv-als-research for recent breakthroughs, /sv-als-donate to encourage donating to the cause. Inspired by what Discord bot Dyno did during COVID, when it showed COVID stats by country. A simple Slack bot won’t solve the problem, but if even one person donates to the cause, that’s worth making the whole thing. In /sv-als-stats , AI webscrapes the data and presents it in a easy-to-read format. For ...-research , 4o looks for recent research and developments for ALS (side note, I need to refine this better because sources are often outdated even with the specific system instructions) For ...-donate , 4o finds large ALS charities, clinics, nonprofits, etc for you to donate to, spreading awareness.
Ships:
I made a Slack bot called Super Slack Sidekick hosted on Hack Club’s Nest server. It has some simple utility commands, webscrapes using OpenAI’s GPT 4o API, can be used for ALS awareness, and fuels your (legal) gambling addiction through Blackjack! Some things that challenged me along the way : Getting ssh permissions working, as my computer was facing issues and I hadn’t used the powershell terminal in a long time. Commanding and sourcing OpenAI API on JavaScript (I’ve mainly used Python to work with API keys) Working with JS syntax (have very minor JavaScript experience, so spent a good 2 hours looking at documentation in my second monitor) I am most proud of adding the amyotrophic lateral sclerosis (ALS) awareness commands to the slack bot. I believe this disorder is severely unknown in our modern generation even with its high stakes and many patients diagnosed with it in the United States. Additionally, I am proud of getting all my syntax right with the JavaScript blackjack, as I faced issues getting it to work on C++ and debugged so much when making it for the first time a year ago in Python. To test it, you must be in the Hack Club Stack. Invite the bot to a channel with /invite @Sid ’s Second Super Slack Sidekick (or similar) /sv-help shows all commands README available on the github page. Minimal AI coding: used to fix missing parenthesis and autocomplete repetitive tasks, such as updating the help menu with available commands....
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1792990528.762289
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1793076928.762289
|
|
3131
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My first slack bot! by @JJ | Stardance
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JJ
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T20:33:52Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first ever slack bot. I’ve just started to learn js, (well I learned js through making this bot) in the future i’ll work on creating more of such programs. The guide was doable for sure, and by the time i set up everything I had nest access! Crazy Work!", "repo": "https://github.com/JJ-os-2026/FirstSlackBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C6C026NHJ?_gl=1*1ejs7jq*_gcl_au*NzAzNTU0NTg3LjE3NzQ1Mzc4MDU."}]...
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[{"post_id": 1032, "ts": "2026 [{"post_id": 1032, "ts": "2026-06-02T20:28:50Z", "hours": 1.0553, "text": "First Slack bot done 👍 Followed the guide, regardless it was doable lol.. [ prolly spent 1h learning everything and it only logged 28mins :( ]"}]...
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Title: My first slack bot! by @JJ | Stardance
Dev Title: My first slack bot! by @JJ | Stardance
Devlogs:
First Slack bot done 👍 Followed the guide, regardless it was doable lol.. [ prolly spent 1h learning everything and it only logged 28mins :( ]
Ships:
I built my first ever slack bot. I’ve just started to learn js, (well I learned js through making this bot) in the future i’ll work on creating more of such programs. The guide was doable for sure, and by the time i set up everything I had nest access! Crazy Work!...
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1792975794.3693616
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1793062194.3693616
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3140
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禅文 Zenwen by @dylank | Stardance
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dylank
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1
|
21.0
|
243
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T00:49:03Z", "hours": 21.0, "multiplier": 11.65, "payout": 243, "blessing": "neutral", "text": "🏯 禅文 Zenwen Ship #1 Learning Chinese is hard, Zenwen makes it easier. Use the live page here: Zenwen Demo Bear in mind, it’s a demo, so no data is saved. As soon as you reload it’ll be lost. More info on running locally here: Main Repository What even is 禅文 Zenwen? Zenwen is an app to help you learn Chinese, and other languages if you wish. As of this ship, Zenwen is a vocab system designed to work for just about any need a user wants, while simple and easy to use. What was challenging First and foremost, learning Flutter was challenging. Dart is simple enough, but Flutter was something I had never seen before. The second challenge was figuring out an efficient data structure to store the many things users can create. This was challenging because I had to figure out how to store many decks with many vocab, while also being able to sort through them, search them, delete data, and access them quickly. Why I am proud! What makes me proud is that I learned an entire new framework and a lot about data storage that I had previously never touched. Learning this unlocks a whole world of coding opportunities that I’m excited to explore! Another thing I’m proud about is that I’ve learned how to debug better. I have learned how to use print functions usefully as well as things I previously didn’t know would cause errors.", "repo": "https://github.com/RandoWhoCodes/Zenwen/", "demo": "https://randowhocodes.github.io/Zenwen_Demo/"}]...
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[{"post_id": 21193, "ts": "202 [{"post_id": 21193, "ts": "2026-07-03T00:20:20Z", "hours": 0.4414, "text": "🏯 禅文 Zenwen Day 11: SHIIIIIIIP!!!! Finally! Zenwen is shipped for the first time! (but expect lots more to come) Live demo here: Zenwen Demo , bear in mind all data is temporary and will be lost if you refresh. QoL Improvements Learning languages is no longer tedious. Handle everything you need in 1 place without complications. Supports every language! There are 3 things you can add when creating vocab: character, pronunciation, meaning. This means you could translate Egyptian hieroglyphics to Hindi as a French speaker if you really wanted to. Search for decks, and vocab! Forgot what deck some vocab is in, or just have way too many decks? No worries, just search for it! My Dictionary, all your vocab in 1 place! Simply want to see how much vocab you have or are just skimming through what you know? This is the perfect feature for you. 🐉 Chinese word of the day: 进步: progress, to make progress Pronounced: jìnbù Example: “我有了一点进步”, “I have made a little progress”"}, {"post_id": 20482, "ts": "2026-07-02T02:45:29Z", "hours": 0.7764, "text": "🏯 禅文 Zenwen Day 10: EVERYTHING WORKS!!! Finally! What I did during these 44 minutes Long story short, there was an indexing error when a search result wasn’t found. It was supposed to give a message like “no results matched your search”, but instead, it gave a big scary red screen saying “index is supposed to be less than 1: 1”. I had no clue what was wrong. Took a while to figure it out. Turns out I was stupid and trying to do widget.myDictionary.length when I was supposed to do widget.myDictionary[\"vocab\"].length . What’s coming next Ship! Everything is ready. Expect a ship tomorrow if I can set up the demo correctly! 🀄 Chinese word of the day Word: 买 Pronounced: mǎi Example: “我买了筷子。“ - “I bought chopsticks.”"}, {"post_id": 16117, "ts": "2026-06-26T06:28:13Z", "hours": 0.8953, "text": "🏯 Zenwen Day 9: everything works! Well, for now, at least. Overall, pretty quick and easy day. Simple bug fixes, simple feature expansions. What I did Fixed logic for when it was searching through My Dictionary for Strings that match the search Switched some 0s to 1s and stuff so it wouldn’t make duplicate search results or have indexing errors Added a search bar to the edit deck page so now you can search from every screen! What this means I’m almost ready to ship! Project works well enough to be tested, GitHub is up to date with commits. All I need to do is make the README and get a live web demo up and running! 🀄 Chinese word of the day 绿茶 (lǜ chá): Green Tea 我喜欢喝绿茶! I like drinking green tea!"}, {"post_id": 13968, "ts": "2026-06-22T22:33:18Z", "hours": 2.3914, "text": "🏯 禅文 Zenwen Day 8, SEARCH BAR WORKS (mostly)!!!! Learning Chinese is hard. Zenwen makes it easier. Create infinite decks and vocab and find them easily! Apparently Expanded() widgets can only go in certain other widgets, so I was stuck solving bugs for nearly 45 minutes. Sometimes I question why I like coding. The logic for searching vocab is broken, but that was just me being dumb. Should be easy enough to fix. Will need to do heavy optimizing after I ship because I wrote it in probably the least efficient way possible, but it’s fine for now. Chinese word of the day: 飞机 (fēi jī) Means “airplane” ”这是飞机” = “this is an airplane”"}, {"post_id": 12895, "ts": "2026-06-21T03:44:53Z", "hours": 3.4953, "text": "🏯 禅文 Zenwen Day 6 & 7 (I swear that isn’t on purpose) TL;DR Finished My Dictionary; now there’s a master list of all your vocab! Great for if you want to see your progress or just forget a word. Starded working on a search bar! Worked on making my computer less laggy (no time logged for this) The Search Bar What’s the point in being able to make a bunch of decks and vocab if it takes too long to find them? Exactly, there is none. Today I started working on adding a search bar to the header of the app. Surprisingly, the logic behind it is pretty simple. Just iterate through the Maps and Lists . If an item matches your search, add it to a results Map . What I Learned You know those simple, boring headers at the top of basically every app? That’s what us Flutter devs call an AppBar . Apparently, AppBars have multiple parts: leading title (already knew about this one) trailing actions bottom The bottom is what I use for the search bar. Essentially, the bottom is an extension of widgets that are below the title. In order to make it work, you need to give the Scaffold (the parent of the AppBar ) specific details about the extension so that it renders properly. Specifically the height, which can’t be dynamic. 🀄 Since you made it this far Chinese word of the day: 吗 (pronounced “ma”) used to turn a statement into a yes or no question 你喜欢茶: You like tea. 你喜欢茶 吗 : Do you like tea?"}, {"post_id": 11430, "ts": "2026-06-18T18:14:30Z", "hours": 2.6472, "text": "🏯 禅文 Zenwen Day 5: documenting & my favorite feature! (and fixing 1028 issues with my computer) ⌚ TL;DR I added lots of comments to the code so that future me & other people can easily understand the code. Also started adding a cool feature called My Dictionary. 📝 Adding comments (finally) Wanna know something I never do? Add comments. Well at least not until today. Today I spent most of my time doing a well needed cleanup of the codebase, adding comments and making it readable to future me and other people. Since flutter can quickly start looking like a random jumble of widgets, adding these comments really helped me understand exactly what everything is doing and will help others understand as well. 📕 My Dictionary, my favorite feature! I also started working on adding a major QoL improvement, a deck that contains all the vocab you’ve created. Have you ever had a word on the tip of your tongue but just can’t quite remember it? That’s no longer a problem. With My Dictionary, you can open it up and quickly search up that word in just 3 clicks. You can also see how much vocab you have created, which feels amazing when you see how much you’ve learned! 🪲 1028 issues with my computer Don’t ask. I don’t have any answers for you. I checked Lenovo Vantage and now it finally makes sense why my computer struggled to run the file explorer. After a few hours of a well needed scan and fix by Lenovo Smart Performance, my computer now runs (mostly) smoothly once again."}, {"post_id": 10470, "ts": "2026-06-17T06:26:24Z", "hours": 2.2861, "text": "🏯 禅文 Zenwen - Devlog 4️⃣ 👋 你好! Zenwen is an app to help people learn Chinese. As someone with a 970 day Duolingo streak, I know what us language learners need. ⌚ TL;DR HIT THE 10 HOUR MARK 🎉 Today I made the vocab page and made it so you can delete decks. I also polished up the graphics a bit. 📕 What I Learned Today I learned lots of useful things! I learned about some new styling for Material() widgets, along with 4 new widgets: Stack() IntrinsicHeight() Expanded() Padding() Also learned how to make if else statements in ListView.builders! 🗣️ In depth summary Today’s main objective was making the vocab page. To do this I used a simple ListView.builder to iterate through the vocab lists. One issue I had was the layout of the vocab. I wanted an equally spaced horizontal layout with a delete button floating at the right. This was a problem because I only knew about the Row() widget. In order to get the layout I wanted, I had to learn about Stack() and IntrinsicHeight() and Padding() and Expanded(). Another thing I ran into was that it crashed when I deleted all the decks or all the vocab. In order to fix this I learned about if else statements to create different widgets based on the conditions! 👣 Next Steps I’m almost ready to ship! I still have to make a few things though: a master vocab deck, and ideally a search bar. If the search bar goes well then I can also add filters for the decks if I decide it’s worth it."}, {"post_id": 9750, "ts": "2026-06-16T05:30:36Z", "hours": 2.9556, "text": "🏯 禅文 Zenwen - Devlog 3️⃣ 你好! Zenwen is an app to help people ACTUALLY learn languages. As someone with a 970 day Duolingo streak, I know what us learners need. The first thing I’m making for the app is vocab decks, and I’m almost ready to ship this! Today was focused on displaying the actual vocab in the decks as well as being able to add new vocab. Learned a lot about how to handle inputs in Flutter. This morning I realized my button layout wasn’t very convenient for users, so I had to rearrange it, which forced me to learn about InkWell, which will help me learn a lot moving forward."}, {"post_id": 9005, "ts": "2026-06-15T00:43:06Z", "hours": 1.8233, "text": "🏯 禅文 Zenwen - Devlog 2️⃣ 你好! Zenwen is an app I’m making with Flutter to help people ACRUALLY learn languages. As someone with a 970 day Duolingo streak, I know what us language learners need to actually be successful. Made a lot of progress today! I developed a basic display of vocab decks, which includes: title, description, practice button, edit button. Also made a way to create new vocab decks, by clicking the button at the bottom right. You can’t view or add vocab yet, that’s hopefully coming tomorrow. The UI is pretty bare bones right now. I’m focused on functionality before I make it look good. As for bugs I encountered, the entire app crashed when I switched from using a stateless widget to a stateful widget. Quickly discovered this was me being stupid because I forgot to restart the app. Apparently hot reload doesn’t like big changes between stateless and stateful."}, {"post_id": 8526, "ts": "2026-06-14T05:35:36Z", "hours": 3.3131, "text": "🏯 禅文 Zenwen - Devlog 1️⃣ Zenwen is (will be) an app to help people ACTUALLY learn languages like Chinese. As someone with a 960 day Duolingo streak, I know exactly what us language learners need. My first ship will be a tool for making and studying vocab decks to seamlessly fit in with your day. Today was a short but productive. The app is basically just a blank screen on the front end, but the systems are falling into place in the code. Today I developed the system for storing vocab decks. Now it should be fairly easy to add flashcards and other study tools. The first hour or so of the day was spent fixing VSCode because lots of things were breaking. It said my phone was connected, but it wouldn’t show up. The Flutter extension also stopped working. Changed the name from Zhenwen to Zenwen. Zhenwen has religious cultural meanings, so I want to respect that. 真文 means “true text”, which has meanings in Taoism. 禅文 (technically chánwén) essentially means “peaceful language”. For your entertainment here is a screenshot of a stupid bug that confused me for 30 minutes. 99k pixel overflow. Can’t wait to see what the next week will bring and watch this app come to life!"}]...
|
Title: 禅文 Zenwen by @dylank | Stardance
Devlogs:
Title: 禅文 Zenwen by @dylank | Stardance
Devlogs:
🏯 禅文 Zenwen - Devlog 1️⃣ Zenwen is (will be) an app to help people ACTUALLY learn languages like Chinese. As someone with a 960 day Duolingo streak, I know exactly what us language learners need. My first ship will be a tool for making and studying vocab decks to seamlessly fit in with your day. Today was a short but productive. The app is basically just a blank screen on the front end, but the systems are falling into place in the code. Today I developed the system for storing vocab decks. Now it should be fairly easy to add flashcards and other study tools. The first hour or so of the day was spent fixing VSCode because lots of things were breaking. It said my phone was connected, but it wouldn’t show up. The Flutter extension also stopped working. Changed the name from Zhenwen to Zenwen. Zhenwen has religious cultural meanings, so I want to respect that. 真文 means “true text”, which has meanings in Taoism. 禅文 (technically chánwén) essentially means “peaceful language”. For your entertainment here is a screenshot of a stupid bug that confused me for 30 minutes. 99k pixel overflow. Can’t wait to see what the next week will bring and watch this app come to life!
🏯 禅文 Zenwen - Devlog 2️⃣ 你好! Zenwen is an app I’m making with Flutter to help people ACRUALLY learn languages. As someone with a 970 day Duolingo streak, I know what us language learners need to actually be successful. Made a lot of progress today! I developed a basic display of vocab decks, which includes: title, description, practice button, edit button. Also made a way to create new vocab decks, by clicking the button at the bottom right. You can’t view or add vocab yet, that’s hopefully coming tomorrow. The UI is pretty bare bones right now. I’m focused on functionality before I make it look good. As for bugs I encountered, the entire app crashed when I switched from using a stateless widget to a stateful widget. Quickly discovered this was me being stupid because I forgot to restart the app. Apparently hot reload doesn’t like big changes between stateless and stateful.
🏯 禅文 Zenwen - Devlog 3️⃣ 你好! Zenwen is an app to help people ACTUALLY learn languages. As someone with a 970 day Duolingo streak, I know what us learners need. The first thing I’m making for the app is vocab decks, and I’m almost ready to ship this! Today was focused on displaying the actual vocab in the decks as well as being able to add new vocab. Learned a lot about how to handle inputs in Flutter. This morning I realized my button layout wasn’t very convenient for users, so I had to rearrange it, which forced me to learn about InkWell, which will help me learn a lot moving forward.
🏯 禅文 Zenwen - Devlog 4️⃣ 👋 你好! Zenwen is an app to help people learn Chinese. As someone with a 970 day Duolingo streak, I know what us language learners need. ⌚ TL;DR HIT THE 10 HOUR MARK 🎉 Today I made the vocab page and made it so you can delete decks. I also polished up the graphics a bit. 📕 What I Learned Today I learned lots of useful things! I learned about some new styling for Material() widgets, along with 4 new widgets: Stack() IntrinsicHeight() Expanded() Padding() Also learned how to make if else statements in ListView.builders! 🗣️ In depth summary Today’s main objective was making the vocab page. To do this I used a simple ListView.builder to iterate through the vocab lists. One issue I had was the layout of the vocab. I wanted an equally spaced horizontal layout with a delete button floating at the right. This was a problem because I only knew about the Row() widget. In order to get the layout I wanted, I had to learn about Stack() and IntrinsicHeight() and Padding() and Expanded(). Another thing I ran into was that it crashed when I deleted all the decks or all the vocab. In order to fix this I learned about if else statements to create different widgets based on the conditions! 👣 Next Steps I’m almost ready to ship! I still have to make a few things though: a master vocab deck, and ideally a search bar. If the search bar goes well then I can also add filters for the decks if I decide it’s worth it.
🏯 禅文 Zenwen Day 5: documenting & my favorite feature! (and fixing 1028 issues with my computer) ⌚ TL;DR I added lots of comments to the code so that future me & other people can easily understand the code. Also started adding a cool feature called My Dictionary. 📝 Adding comments (finally) Wanna know something I never do? Add comments. Well at least not until today. Today I spent most of my time doing a well needed cleanup of the codebase, adding comments and making it readable to future me and other people. Since flutter can quickly start looking like a random jumble of widgets, adding these comments really helped me understand exactly what everything is doing and will help others understand as well. 📕 My Dictionary, my favorite feature! I also started working on adding a major QoL improvement, a deck that contains all the vocab you’ve created. Have you ever had a word on the tip of your tongue but just can’t quite remember it? That’s no longer a problem. With My Dictionary, you can open it up and quickly search up that word in just 3 clicks. You can also see how much vocab you have created, which feels amazing when you see how much you’ve learned! 🪲 1028 issues with my computer Don’t ask. I don’t have any answers for you. I checked Lenovo Vantage and now it finally makes sense why my computer struggled to run the file explorer. After a few hours of a well needed scan and fix by Lenovo Smart Performance, my computer now runs (mostly) smoothly once again.
🏯 禅文 Zenwen Day 6 & 7 (I swear that isn’t on purpose) TL;DR Finished My Dictionary; now there’s a master list of all your vocab! Great for if you want to see your progress or just forget a word. Starded working on a search bar! Worked on making my computer less laggy (no time logged for this) The Search Bar What’s the point in being able to make a bunch of decks and vocab if it takes too long to find them? Exactly, there is none. Today I started working on adding a search bar to the header of the app. Surprisingly, the logic behind it is pretty simple. Just iterate through the Maps and Lists . If an item matches your search, add it to a results Map . What I Learned You know those simple, boring headers at the top of basically every app? That’s what us Flutter devs call an AppBar . Apparently, AppBars have multiple parts: leading title (already knew about this one) trailing actions bottom The bottom is what I use for the search bar. Essentially, the bottom is an extension of widgets that are below the title. In order to make it work, you need to give the Scaffold (the parent of the AppBar ) specific details about the extension so that it renders properly. Specifically the height, which can’t be dynamic. 🀄 Since you made it this far Chinese word of the day: 吗 (pronounced “ma”) used to turn a statement into a yes or no question 你喜欢茶: You like tea. 你喜欢茶 吗 : Do you like tea?
🏯 禅文 Zenwen Day 8, SEARCH BAR WORKS (mostly)!!!! Learning Chinese is hard. Zenwen makes it easier. Create infinite decks and vocab and find them easily! Apparently Expanded() widgets can only go in certain other widgets, so I was stuck solving bugs for nearly 45 minutes. Sometimes I question why I like coding. The logic for searching vocab is broken, but that was just me being dumb. Should be easy enough to fix. Will need to do heavy optimizing after I ship because I wrote it in probably the least efficient way possible, but it’s fine for now. Chinese word of the day: 飞机 (fēi jī) Means “airplane” ”这是飞机” = “this is an airplane”
🏯 Zenwen Day 9: everything works! Well, for now, at least. Overall, pretty quick and easy day. Simple bug fixes, simple feature expansions. What I did Fixed logic for when it was searching through My Dictionary for Strings that match the search Switched some 0s to 1s and stuff so it wouldn’t make duplicate search results or have indexing errors Added a search bar to the edit deck page so now you can search from every screen! What this means I’m almost ready to ship! Project works well enough to be tested, GitHub is up to date with commits. All I need to do is make the README and get a live web demo up and running! 🀄 Chinese word of the day 绿茶 (lǜ chá): Green Tea 我喜欢喝绿茶! I like drinking green tea!
🏯 禅文 Zenwen Day 10: EVERYTHING WORKS!!! Finally! What I did during these 44 minutes Long story short, there was an indexing error when a search result wasn’t found. It was supposed to give a message like “no results matched your search”, but instead, it gave a big scary red screen saying “index is supposed to be less than 1: 1”. I had no clue what was wrong. Took a while to figure it out. Turns out I was stupid and trying to do widget.myDictionary.length when I was supposed to do widget.myDictionary["vocab"].length . What’s coming next Ship! Everything is ready. Expect a ship tomorrow if I can set up the demo correctly! 🀄 Chinese word of the day Word: 买 Pronounced: mǎi Example: “我买了筷子。“ - “I bought chopsticks.”
🏯 禅文 Zenwen Day 11: SHIIIIIIIP!!!! Finally! Zenwen is shipped for the first time! (but expect lots more to come) Live demo here: Zenwen Demo , bear in mind all data is temporary and will be lost if you refresh. QoL Improvements Learning languages is no longer tedious. Handle everything you need in 1 place without complications. Supports every language! There are 3 things you can add when creating vocab: character, pronunciation, meaning. This means you could translate Egyptian hieroglyphics to Hindi as a French speaker if you really wanted to. Search for decks, and vocab! Forgot what deck some vocab is in, or just have way too many decks? No worries, just search for it! My Dictionary, all your vocab in 1 place! Simply want to see how much vocab you have or are just skimming through what you know? This is the perfect feature for you. 🐉 Chinese word of the day: 进步: progress, to make progress Pronounced: jìnbù Example: “我有了一点进步”, “I have made a little progress”
Ships:
🏯 禅文 Zenwen Ship #1 Learning Chinese is hard, Zenwen makes it easier. Use the live page here: Zenwen Demo Bear in mind, it’s a demo, so no data is saved. As soon as you reload it’ll be lost. More info on running locally here: Main Repository What even is 禅文 Zenwen? Zenwen is an app to help you learn Chinese, and other languages if you wish. As of this ship, Zenwen is a vocab system designed to work for just about any need a user wants, while simple and easy to use. What was challenging First and foremost, learning Flutter was challenging. Dart is simple enough, but Flutter was something I had never seen before. The second challenge was figuring out an efficient data structure to store the many things users can create. This was challenging because I had to figure out how to store many decks with many vocab, while also being able to sort through them, search them, delete data, and access them quickly. Why I am proud! What makes me proud is that I learned an entire new framework and a lot about data storage that I had previously never touched. Learning this unlocks a whole world of coding opportunities that I’m excited to explore! Another thing I’m proud about is that I’ve learned how to debug better. I have learned how to use print functions usefully as well as things I previously didn’t know would cause errors....
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1792986545.5278752
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1793072945.5278752
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3183
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Tambola by @Irwin | Stardance
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Irwin
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T23:22:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Tambola app.", "repo": "https://github.com/irwinpannu/Tambola", "demo": "https://irwinpannu.github.io/Tambola/"}]...
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[{"post_id": 488, "ts": "2026- [{"post_id": 488, "ts": "2026-06-01T23:17:45Z", "hours": 0.3997, "text": "Tambola App"}]...
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Title: Tambola by @Irwin | Stardance
Devlogs:
Tam Title: Tambola by @Irwin | Stardance
Devlogs:
Tambola App
Ships:
I made a Tambola app....
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1792997639.8526397
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1793084039.8526397
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3189
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Portfolio by @PEPERI | Stardance
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PEPERI
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1
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9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T15:45:27Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio. It was challenging to get it to work on smaller screens and for there not to be wonky spacing on smaller screens. I’m proud of the about me and home page redesign as I started this earlier but sort of re-did the whole thing.", "repo": "https://github.com/peppapigX10/Portfolio", "demo": "https://peppapigx10.github.io/Portfolio/"}]...
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[{"post_id": 30729, "ts": "202 [{"post_id": 30729, "ts": "2026-07-18T15:31:19Z", "hours": 0.5581, "text": "What I worked on: Making the about me compatible with smaller screens Challenges: Fixing the spacing so its not wonky on smaller screens Done!"}, {"post_id": 29947, "ts": "2026-07-17T04:08:49Z", "hours": 2.4228, "text": "What I worked on: Fixing the padding for about me making the projects grid compatible for smaller screens (display less projects for smaller screens) -fix the home page so its not wonky on smaller screens -fixing the about me page so its not wonky on smaller screens Challenges: some bugs here and there, learning how to use grid Future note: continue fixing about me so its compatible on smaller screens"}, {"post_id": 29684, "ts": "2026-07-16T19:06:26Z", "hours": 3.3617, "text": "What I worked on: took me so long to redo the about me page added some projects Challenges: It was hard to get the squiggly border since if I use an image of a squiggly box when screen size changes it would end up wonky Future note: Add padding to about me compatibility for smaller screens"}, {"post_id": 29499, "ts": "2026-07-16T14:04:04Z", "hours": 2.8553, "text": "I worked on this before and am continuing this project. What I worked on: Fixed a bug where the background (picture of me) wasn’t covered completely and other bugs made it more adaptable for smaller screens (not finished) added a project I worked on Challenges: fixing the bugs and finding solutions getting the smaller screens to work Future note: adding more projects making it fully adaptable for smaller screens"}]...
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Title: Portfolio by @PEPERI | Stardance
Devlogs:
Title: Portfolio by @PEPERI | Stardance
Devlogs:
I worked on this before and am continuing this project. What I worked on: Fixed a bug where the background (picture of me) wasn’t covered completely and other bugs made it more adaptable for smaller screens (not finished) added a project I worked on Challenges: fixing the bugs and finding solutions getting the smaller screens to work Future note: adding more projects making it fully adaptable for smaller screens
What I worked on: took me so long to redo the about me page added some projects Challenges: It was hard to get the squiggly border since if I use an image of a squiggly box when screen size changes it would end up wonky Future note: Add padding to about me compatibility for smaller screens
What I worked on: Fixing the padding for about me making the projects grid compatible for smaller screens (display less projects for smaller screens) -fix the home page so its not wonky on smaller screens -fixing the about me page so its not wonky on smaller screens Challenges: some bugs here and there, learning how to use grid Future note: continue fixing about me so its compatible on smaller screens
What I worked on: Making the about me compatible with smaller screens Challenges: Fixing the spacing so its not wonky on smaller screens Done!
Ships:
I made a portfolio. It was challenging to get it to work on smaller screens and for there not to be wonky spacing on smaller screens. I’m proud of the about me and home page redesign as I started this earlier but sort of re-did the whole thing....
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1792986563.778039
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1793072963.778039
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3228
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gnn pcna by @advay_awesomer | Stardance
|
advay_awesomer
|
1
|
16.0
|
188
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T20:17:45Z", "hours": 16.0, "multiplier": 18.82, "payout": 188, "blessing": "neutral", "text": "Made GNN-PCNA: a graph neural network that scores which residues on PCNA — a notoriously hard cancer drug target — are worth investigating as hidden (“cryptic”) pockets. It reads a protein as two graphs at once (3D contacts + backbone chain) and fuses them with a learned attention gate — a GATv2 design the standard baseline (PocketMiner) doesn’t use. Hardest part wasn’t the model — it was catching homology leakage in my own data. My first benchmark looked great until I ran MMseqs2 and found near-identical proteins (99% identity!) sitting across the train/test split. So I deleted my own headline numbers and rebuilt everything on a clean 30%-homology split. The honest score came out lower — and that’s the whole point. Proud of: it’s engineered to not overclaim. Every output is framed as “hypothesis generation,” an automated verifier catches my own mistakes, and an ablation proves how much comes from sequence vs. structure. To test it: open the demo, pick a PCNA structure (try 8GLA or 1W60), and watch it score every residue in ~2s with a 3D viewer + heatmap. Heads-up: the live demo runs the lightweight model; the headline AUPRC/AUROC come from a heavier ESM2 model (too big to host free). Full story in the repo’s DEVLOG.", "repo": "https://github.com/advaycode/gnnpcna", "demo": "https://advaycode.github.io/gnnpcna/"}]...
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[{"post_id": 13820, "ts": "202 [{"post_id": 13820, "ts": "2026-06-22T17:19:21Z", "hours": 15.8911, "text": "first making a memory base for the gnn"}]...
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Title: gnn pcna by @advay_awesomer | Stardance
De Title: gnn pcna by @advay_awesomer | Stardance
Devlogs:
first making a memory base for the gnn
Ships:
Made GNN-PCNA: a graph neural network that scores which residues on PCNA — a notoriously hard cancer drug target — are worth investigating as hidden (“cryptic”) pockets. It reads a protein as two graphs at once (3D contacts + backbone chain) and fuses them with a learned attention gate — a GATv2 design the standard baseline (PocketMiner) doesn’t use. Hardest part wasn’t the model — it was catching homology leakage in my own data. My first benchmark looked great until I ran MMseqs2 and found near-identical proteins (99% identity!) sitting across the train/test split. So I deleted my own headline numbers and rebuilt everything on a clean 30%-homology split. The honest score came out lower — and that’s the whole point. Proud of: it’s engineered to not overclaim. Every output is framed as “hypothesis generation,” an automated verifier catches my own mistakes, and an ablation proves how much comes from sequence vs. structure. To test it: open the demo, pick a PCNA structure (try 8GLA or 1W60), and watch it score every residue in ~2s with a 3D viewer + heatmap. Heads-up: the live demo runs the lightweight model; the headline AUPRC/AUROC come from a heavier ESM2 model (too big to host free). Full story in the repo’s DEVLOG....
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1792982977.555013
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1793069377.555013
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3236
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Apex Scholar by @Anvith | Stardance
|
Anvith
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1
|
34.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T17:47:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!", "repo": "https://github.com/AnvithPothula/apex-scholar", "demo": "https://apex-scholar.com"}]...
|
[{"post_id": 80442, "ts": "202 [{"post_id": 80442, "ts": "2026-10-17T17:11:00Z", "hours": 6.3394, "text": "There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback."}, {"post_id": 79400, "ts": "2026-10-13T20:16:43Z", "hours": 26.7125, "text": "I’ve done a lot of changes, mostly with adding a practice hub."}, {"post_id": 2897, "ts": "2026-06-05T20:03:06Z", "hours": 0.5667, "text": "I am starting to make a Learn section"}]...
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Title: Apex Scholar by @Anvith | Stardance
Devlog Title: Apex Scholar by @Anvith | Stardance
Devlogs:
I am starting to make a Learn section
I’ve done a lot of changes, mostly with adding a practice hub.
There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback.
Ships:
I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!...
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1793048018.2983444
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1793134418.2983444
|
|
3273
|
Buddy Pal Buddy by @Drwhomust | Stardance
|
Drwhomust
|
1
|
5.0
|
31
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T03:50:50Z", "hours": 5.0, "multiplier": 7.09, "payout": 31, "blessing": "neutral", "text": "I made a tamagotchi like game for the raspberry pi with the sense hat! It was hard programming because i rarely program in python but I find learning more as a really fun experience and i had a lot of friends. I was really proud of making the custom buddy feature. Only thing people should know is that it’s better to play using the real hardware but using a emulator is also good enough to play (it will be less challenging)", "repo": "https://github.com/Drwhomust/buddy-pal-buddy", "demo": ""}]...
|
[{"post_id": 1892, "ts": "2026 [{"post_id": 1892, "ts": "2026-06-04T03:34:30Z", "hours": 2.1908, "text": "I finished custom characters! Using the build in API for the sense hat i could get it working! I did also make it easy to make your own without any coding needed (just drawing :3) so now you can make a tamagotchi of anything! I also figured out a better shipping than publishing it on PyPi. using Curl and piping the output to python seems to work so i am doing that. Anyways That’s it for my joinery! I will be shipping this and I hope people can enjoy this cool thing I made!"}, {"post_id": 1297, "ts": "2026-06-03T06:19:06Z", "hours": 1.5083, "text": "Right now I have made all the logic and added all the features. However i didn’t have time to test them fully yet and I am planing to soon. But overall the project is mostly ready to be shipped. I just again need to do a fully test, smash the bugs and ship! so yeah"}, {"post_id": 940, "ts": "2026-06-02T18:18:18Z", "hours": 1.4733, "text": "I started working on this. I got some of the basics done but needs more work. Like getting some of the basic functions done. So far I got screen controls. I will keep working!"}]...
|
Title: Buddy Pal Buddy by @Drwhomust | Stardance
Title: Buddy Pal Buddy by @Drwhomust | Stardance
Devlogs:
I started working on this. I got some of the basics done but needs more work. Like getting some of the basic functions done. So far I got screen controls. I will keep working!
Right now I have made all the logic and added all the features. However i didn’t have time to test them fully yet and I am planing to soon. But overall the project is mostly ready to be shipped. I just again need to do a fully test, smash the bugs and ship! so yeah
I finished custom characters! Using the build in API for the sense hat i could get it working! I did also make it easy to make your own without any coding needed (just drawing :3) so now you can make a tamagotchi of anything! I also figured out a better shipping than publishing it on PyPi. using Curl and piping the output to python seems to work so i am doing that. Anyways That’s it for my joinery! I will be shipping this and I hope people can enjoy this cool thing I made!
Ships:
I made a tamagotchi like game for the raspberry pi with the sense hat! It was hard programming because i rarely program in python but I find learning more as a really fun experience and i had a lot of friends. I was really proud of making the custom buddy feature. Only thing people should know is that it’s better to play using the real hardware but using a emulator is also good enough to play (it will be less challenging)...
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1792979723.1619503
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1793066123.1619503
|
|
3291
|
ContextGuard Lite by @Siddharth | Stardance
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Siddharth
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1
|
0.52
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:22:35Z", "hours": 0.0, "multiplier": 3.47, "payout": 1, "blessing": "neutral", "text": "I made ContextGuard Lite, a local-first browser extension that helps people remove private information before pasting text into AI tools. The extension detects things like emails, phone numbers, API keys, passwords, URLs, student IDs, SSN-like numbers, and card-like patterns. It can replace them with safe labels like [EMAIL] or [PHONE]. I also added a Grammarly-style feature where risky text can be underlined, then clicked or hovered over to replace it. The hardest part was making the detection accurate without sending anything to a server. I’m proud that it has no backend, no login, no tracking, no paid API, and no API keys. To test it, load the extension in Chrome/Edge, open the popup, paste text with private info, and click the redaction button. You can also test the underline replacement flow on supported AI text boxes.", "repo": "https://github.com/FlashSpeedie/contextguard-lite", "demo": "https://github.com/FlashSpeedie/ContextGuard-Lite/releases/tag/v1.0.0"}]...
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[{"post_id": 13232, "ts": "202 [{"post_id": 13232, "ts": "2026-06-21T17:45:39Z", "hours": 0.5158, "text": "Today I fixed the shipping issue for ContextGuard Lite by creating a proper GitHub Release with a downloadable .crx file. The project was already working, but the demo link needed to point to an actual release asset instead of only the repository. I packaged the Chrome/Edge extension, uploaded contextguard-lite.crx to the v1.0.0 release, and added a clear release description. Now testers can download the extension directly from the GitHub Release and try the local-first redaction features, including the popup scanner, file scanner, privacy risk score, and AI-site floating ContextGuard button. Next, I want to keep improving the inline Grammarly-style underline replacement flow and test it on more AI websites."}, {"post_id": 10975, "ts": "2026-06-18T00:15:35Z", "hours": 0.415, "text": "Today I worked on making ContextGuard Lite more polished and closer to production-ready. I reviewed the project files, checked the extension flow, and improved the idea for the Grammarly-style privacy warnings. The goal is for detected private information to be underlined directly in the page or text area, then show a small popup when the user hovers or clicks it. From there, the user can replace the risky text with a safe label like [EMAIL], [PHONE], [API_KEY], or [PASSWORD]. I also focused on keeping the extension local-first. There is still no backend, no login, no tracking, and no paid API. Everything should run inside the browser so users can redact private information before pasting text into AI tools. Next, I want to test more websites, improve false-positive detection, and polish the popup/tooltip UI."}]...
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Title: ContextGuard Lite by @Siddharth | Stardance Title: ContextGuard Lite by @Siddharth | Stardance
Devlogs:
Today I worked on making ContextGuard Lite more polished and closer to production-ready. I reviewed the project files, checked the extension flow, and improved the idea for the Grammarly-style privacy warnings. The goal is for detected private information to be underlined directly in the page or text area, then show a small popup when the user hovers or clicks it. From there, the user can replace the risky text with a safe label like [EMAIL], [PHONE], [API_KEY], or [PASSWORD]. I also focused on keeping the extension local-first. There is still no backend, no login, no tracking, and no paid API. Everything should run inside the browser so users can redact private information before pasting text into AI tools. Next, I want to test more websites, improve false-positive detection, and polish the popup/tooltip UI.
Today I fixed the shipping issue for ContextGuard Lite by creating a proper GitHub Release with a downloadable .crx file. The project was already working, but the demo link needed to point to an actual release asset instead of only the repository. I packaged the Chrome/Edge extension, uploaded contextguard-lite.crx to the v1.0.0 release, and added a clear release description. Now testers can download the extension directly from the GitHub Release and try the local-first redaction features, including the popup scanner, file scanner, privacy risk score, and AI-site floating ContextGuard button. Next, I want to keep improving the inline Grammarly-style underline replacement flow and test it on more AI websites.
Ships:
I made ContextGuard Lite, a local-first browser extension that helps people remove private information before pasting text into AI tools. The extension detects things like emails, phone numbers, API keys, passwords, URLs, student IDs, SSN-like numbers, and card-like patterns. It can replace them with safe labels like [EMAIL] or [PHONE]. I also added a Grammarly-style feature where risky text can be underlined, then clicked or hovered over to replace it. The hardest part was making the detection accurate without sending anything to a server. I’m proud that it has no backend, no login, no tracking, no paid API, and no API keys. To test it, load the extension in Chrome/Edge, open the popup, paste text with private info, and click the redaction button. You can also test the underline replacement flow on supported AI text boxes....
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1792994103.533967
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1793080503.533967
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3329
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RAG App by @revankotapati | Stardance
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revankotapati
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1
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7.01
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T14:07:24Z", "hours": 2.0, "multiplier": 2.98, "payout": 5, "blessing": "neutral", "text": "For this project, I engineered a containerized, cloud-native Retrieval-Augmented Generation (RAG) assistant deployed on Hugging Face Spaces that enables users to securely upload documentation and query it in real time through a Streamlit chat interface. Writing native code directly with the modern google-genai and Pinecone Python SDKs allowed me to bypass bulky orchestrator frameworks, resulting in a lightweight, zero-local-storage pipeline that uses text-embedding-004 and gemini-1.5-flash. Navigating this build came with distinct engineering challenges, particularly resolving rigid SDK endpoint routing mismatches and optimizing a vector dimensionality gap by implementing types.EmbedContentConfig to dynamically truncate embedding outputs down to 768 dimensions to match the Pinecone serverless index. I am incredibly proud of how fast, clean, and cost-effective this standalone architecture turned out, as well as the strict system prompt guardrails that prevent hallucinations by defaulting to a clean fallback response whenever a query falls outside the uploaded context. To thoroughly test the live application, users simply need to verify their API keys, paste a technical text block into the ingestion sidebar to index the cloud vectors, and then run a mix of specific domain questions and out-of-domain prompts to observe the system’s precise retrieval performance and defensive constraints.", "repo": "https://github.com/RevanK10/Cloud-RAG-Portfolio", "demo": "https://fqzwezlqbnjuuardqco54c.streamlit.app/"}]...
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[{"post_id": 18306, "ts": "202 [{"post_id": 18306, "ts": "2026-06-29T12:41:01Z", "hours": 3.8533, "text": "For this project, I scrapped the UI and remade it. The base setup is still there. The sidebar and the main content area is still present, but I removed the ability to index and clear history. In the new UI, the sidebar allows the user to upload files, and the UI will show how many sections were indexed automatically. When the file is deleted, history and its related context will also be deleted. The QA part of the algorithm now answers more cleanly and provides follow-up questions as well. Moreover, the chat also shows its sources, the document’s text, when answering a question. Coming to backend of the algorithm, I remade it as well. I first went to an OpenRouter API, which I had to fix for a long time as the file was not being converted to text properly, so the answers generated by the model were not correct. Then, I switched back to use a free Gemini Model for the answer generation and used a local embedding model to save tokens."}, {"post_id": 2226, "ts": "2026-06-04T16:44:05Z", "hours": 1.1536, "text": "Added an OCR feature to allow handwritten text to be used. I also updated the user-query feature by allowing the user to select their own settings for the RAG pipeline. Moreover, I was able to allow the user to upload files and improved the UI to make it look better."}, {"post_id": 804, "ts": "2026-06-02T14:05:24Z", "hours": 0.7336, "text": "Finished backend and frontend connection."}, {"post_id": 767, "ts": "2026-06-02T12:56:39Z", "hours": 1.0078, "text": "I built the frontend and backend of this RAG pipeline using Python, GoogleGenAI, and Pinecone"}]...
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Title: RAG App by @revankotapati | Stardance
Devl Title: RAG App by @revankotapati | Stardance
Devlogs:
I built the frontend and backend of this RAG pipeline using Python, GoogleGenAI, and Pinecone
Finished backend and frontend connection.
Added an OCR feature to allow handwritten text to be used. I also updated the user-query feature by allowing the user to select their own settings for the RAG pipeline. Moreover, I was able to allow the user to upload files and improved the UI to make it look better.
For this project, I scrapped the UI and remade it. The base setup is still there. The sidebar and the main content area is still present, but I removed the ability to index and clear history. In the new UI, the sidebar allows the user to upload files, and the UI will show how many sections were indexed automatically. When the file is deleted, history and its related context will also be deleted. The QA part of the algorithm now answers more cleanly and provides follow-up questions as well. Moreover, the chat also shows its sources, the document’s text, when answering a question. Coming to backend of the algorithm, I remade it as well. I first went to an OpenRouter API, which I had to fix for a long time as the file was not being converted to text properly, so the answers generated by the model were not correct. Then, I switched back to use a free Gemini Model for the answer generation and used a local embedding model to save tokens.
Ships:
For this project, I engineered a containerized, cloud-native Retrieval-Augmented Generation (RAG) assistant deployed on Hugging Face Spaces that enables users to securely upload documentation and query it in real time through a Streamlit chat interface. Writing native code directly with the modern google-genai and Pinecone Python SDKs allowed me to bypass bulky orchestrator frameworks, resulting in a lightweight, zero-local-storage pipeline that uses text-embedding-004 and gemini-1.5-flash. Navigating this build came with distinct engineering challenges, particularly resolving rigid SDK endpoint routing mismatches and optimizing a vector dimensionality gap by implementing types.EmbedContentConfig to dynamically truncate embedding outputs down to 768 dimensions to match the Pinecone serverless index. I am incredibly proud of how fast, clean, and cost-effective this standalone architecture turned out, as well as the strict system prompt guardrails that prevent hallucinations by defaulting to a clean fallback response whenever a query falls outside the uploaded context. To thoroughly test the live application, users simply need to verify their API keys, paste a technical text block into the ingestion sidebar to index the cloud vectors, and then run a mix of specific domain questions and out-of-domain prompts to observe the system’s precise retrieval performance and defensive constraints....
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1792976011.058795
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1793062411.058795
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