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5999
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Tungsten by @DrewRat | Stardance
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DrewRat
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1
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34.0
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613
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T19:35:33Z", "hours": 34.0, "multiplier": 17.84, "payout": 613, "blessing": "neutral", "text": "Tungsten is a simple, self-hosted WYSIWYG Markdown editor. It serves as an open-source alternative to Obsidian. It’s got many features, including highlighted code blocks, KaTeX editing, and much more! To try the demo, open the website and click “Try the Demo”!", "repo": "https://github.com/MrDiamondDog/tungsten", "demo": "https://tungsten-demo.drewrat.dev"}]...
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[{"post_id": 23038, "ts": "202 [{"post_id": 23038, "ts": "2026-07-05T19:28:28Z", "hours": 1.1903, "text": "Shipping time!!! VOTERS: OPEN THE WEBSITE AND CLICK “Try the Demo”!!!!! Did some quick bug fixes with the demo and we’re ready for launch! Specifically, making new files was completely broken for some reason, and I added the stardance logo to the README. Additionally, the readme is also fetched from github so I can update it on the fly if necessary. Error handling This was last on the list (for some reason), but all network errors are handled with a toast at the top of the screen, which makes it much clearer for everyone what went wrong."}, {"post_id": 22535, "ts": "2026-07-05T01:52:12Z", "hours": 2.1239, "text": "Themes, more bugs squashed! All the themes are based on the Catppuccin color palettes because they are wonderful, and allowed me to focus on other things instead of making a color palette. And it looks phenomenal! The theme switcher is painfully simple. React’s Context API is so underrated. It saves your theme in localstorage and loads it every time you open the page! File name restrictions This one was a little tricky to get correct. I had to go through a bunch of the old logic in the sidebar to ensure that no file names collided, and if they did, make sure that state doesn’t get pushed. Additionally, I had to make creating files look at the rest of the files in the folder and append a 1, 2, 3, etc. to “New File” so the names didn’t collide as soon as you created them. I was going to put these same restrictions on the server and realized that would take forever with little benefit, as if you break the client to send requests like that, then you’re going to break it. It doesn’t even break that badly, the files work perfectly fine, it’s really just links. After all, these are self-hosted instances, so if you forge some stupid requests I could not care less. Link handling Speaking of links, cross page links are functional again! I procrastinated this one too much but I just needed to make a new helper function, nodeFromPath . It takes an array of strings, being the path to a node, and give you the node (or undefined) that path leads to. I just love working with trees so much, recursive functions are my favorite"}, {"post_id": 21923, "ts": "2026-07-04T03:24:40Z", "hours": 4.4356, "text": "Self hosting, GitHub actions, SO MANY BUGS!!! Yay!!! Big updates!!! Almost ready to ship!!! (optimistically) Self hosting This is a big one. It also took me forever. But self hosting is fully functional through Docker! Not displayed is the 5 hours it took me to actually learn Docker… I have used it before but I haven’t actually learned what I was doing. Containers, images, volumes, compose, blah blag. But, it’s worth it because self-hosting is now just one or two commands away. A lot of the hours listed on this devlog is writing + refining the SELFHOST.md file! It’s a detailed document that describes Tungsten’s stack and how to host it on your hardware. Soon I hope to bring this to an actual website like the landing page for Tungsten. GitHub actions This is slightly less interesting, but gh actions are set up! It’ll test building the full project, then push a docker image, and do a quick codeql check. I copied most of this from Filatrack, I’ll be honest, but what can I say? It works great! Bugs I tried uploading an image while I was testing stuff and realized that Next.JS limits the body size of server actions quite a lot. Luckily there was an option to change it, and now you can change it to what you want! Also, the state of which files were unsaved got messed up somehow. When you clicked between an unsaved tab and a saved tab, the saved one would become unsaved! Quick fix but was pretty funny. What’s Next Well, my todo list is only getting fuller as the days go on. I pretty much add one or two things for every one I cross off. But all I’ve got left is to fix cross-page links (I broke them last devlog), file name restrictions (like a real filesystem), an options page, and proper error handling. After that (and whatever else I add), we’ll ship!"}, {"post_id": 20345, "ts": "2026-07-01T22:25:34Z", "hours": 3.1394, "text": "Landing page, demo mode (for you!) MANY bug fixes! The landing page is pretty simple. I’m not an artist by any means, so this will do. It’s mostly for you voters/reviewers to get an overview and try the demo! The demo is super simple. It’s a simple env flag that will change the landing page to what you see now. The demo button simply tries to log you in to the user “ [email protected] ” with password “demodemo”. This is the only user that will exist in the database, so it will just log in to that. All the server actions have their behavior changed in the demo to not make any changes to the database as well, so whatever you do isn’t saved. Bug fixes As you can see in the second image, I fixed many things that were bugging me. Namely, the URL bar. That’s how files would be selected, but it caused some really stupid state issues that caused a multitude of bugs and like 2 hours of headaches. That’s gone, and so is autosaving. Everything is now more performant as well!"}, {"post_id": 19680, "ts": "2026-07-01T02:15:07Z", "hours": 1.4117, "text": "Super not interesting update!! The editor now has a raw and read only view! The raw view lets you edit the raw markdown, and read only does exactly what you think it does. I ended up rewriting the logic for saving/loading in the editor, because it got extremely messy and was breaking down with all the features I’ve been adding. You won’t notice anything different, but it’s much more reliable!"}, {"post_id": 18627, "ts": "2026-06-29T20:28:21Z", "hours": 0.8939, "text": "Bug fixes, tables and a logo! We’re getting close to release. I’ve got a couple features I’d like to add and we’ll get going. Firstly, the logo! I made it myself of a reference image of actual tungsten, cause it’s a cool element. I based the style around the Obsidian logo, with distinct sections each with their own gradients to simulate lighting. My take on this uses all straight lines, as that’s part of the design of the UI. This is my first time really making SVG art, I think it looks pretty decent! Next, tables! and an upgraded menu bar! Surprisingly, tables were one of the easiest plugins to add. All my CSS work from like a week ago carried over here and it looks great. There might be some changes I do later on however. And a bunch of unrelated bug fixes that had to be done, as always."}, {"post_id": 18546, "ts": "2026-06-29T18:45:39Z", "hours": 2.6778, "text": "Cross file links! Links to different files work great! There’s a small dialog to edit the link and whatnot and it’ll take you to the specified page!! As much as I want to use wikilinks for this, that would require a custom plugin I don’t know how to make (I don’t even know if it’s really possible with MDXEditor). I’m gonna leave it at this for now, as the create link dialog works great for making them. I had to make some pretty major changes to how selecting files works, however. If you look at the URL bar, it now shows the selected file in it. That is now what determines the selected file, which I’ve been meaning to do for a while and makes links infinitely easier."}, {"post_id": 17984, "ts": "2026-06-28T22:56:11Z", "hours": 2.2972, "text": "Big updates today!!! Math and images!! Math was probably the hardest thing to add due to the lack of extensibility of the MDXEditor component I’m using. The plugin system is overly complex and makes zero sense since there is hardly any documentation on how to actually use it. Luckily, there is a jsxPlugin that lets the user make custom jsx components of your choosing. The other hard part was finding a suitable editor for the job. After much googling, I found MathLive, which is a currently unmaintained editor that does exactly what I need it to. Internally it uses KaTeX, which is what I was looking for. Now the problem arises: combining these libraries. This wasn’t easy; it took a lot of trial and error, as the documentation is limited. But the final result is incredibly worth it. A couple bugs still exist; notably, pressing the left or right arrow into the math editor does not focus your cursor in it; and similarly for moving out of it. I have no clue how to fix these, MDXEditor is not helpful in the slightest. A minor bug I can fix however is the autosaver not saving if only the MathEditor has changed. Images This one was so much easier! There’s a built in plugin for it. It even handles image resizing! I just have to handle uploading images to the server. I decided to make a table in the database that simply stores filenames and their associated users, just so you can’t access other user’s images. When you upload a file, it gives the editor a link to api/image/random-uuid.png . The api route checks the user id against the database and gives you the image in response. Possibly the dumbest thing ever is the fact that the image plugin limits the minimum size of the image at 100x100px. I don’t like this however cause I want to be able to put emojis in my markdown files, with possible support for later uploading custom emojis and using them in the editor. There is no customizing this value, it is hardcoded in the library. Luckily, pnpm natively supports patching node modules, and that’s exactly what I did. The minimum size is now 10x10!"}, {"post_id": 15955, "ts": "2026-06-25T22:24:57Z", "hours": 2.1378, "text": "Creating, renaming, and deleting files/folders! This one took a hot minute but it works really great! It’s so much better than using a modal to do everything! I didn’t actually know this but the tree component has support for creating files like this out of the box, it’s just not listed in any documentation so it took me a bit to find. It actually starts by creating a file named “New File”, then just immediately renaming it, which is a much cleaner solution than what I was planning Renaming is painfully simple, as it handles a bunch of the work too but it’s actually a completely different component it changes to when you start renaming, which ended up being so much easier to work with. I ran into one of the stupidest bugs ever while implementing renaming. The best way to describe it is “When renaming a file, if it is the open tab, whenever it autosaves it will reset the rename input cause it rerenders.” But basically, the autosaver would save the selected file, causing everything that uses useEditor to rerender, including the sidebar, which makes it re-render the input component for renaming, which resets the text to it’s initialName . It wasn’t hard to fix, I just made the autosaver not save if the content hasn’t changed, which I’ve been meaning to do anyway. For now, that is most of the hard features done the last hurdle that I’m not excited to implement is links between pages. I have no clue how that will work, especially with the component I’m using. But that’s next!"}, {"post_id": 14021, "ts": "2026-06-23T00:20:01Z", "hours": 2.2783, "text": "Code blocks!!! Now without major lag!! A very annoying bug with a solution I can’t believe I missed. Basically, to get large code blocks to work, MDXEditor gives you a codeMirrorPlugin . This plugin lets you pass a list of languages to have in the selector and to have syntax highlighting support for (codemirror provides a very large data set of them, luckily). The problem was, this list was very large and caused lag when typing. I ended up asking the discussions page and (after an unhelpful AI response), we figured out my onChange handler setting a content state that the markdown editor used was causing the whole thing to re-render every time you typed, and with the large language array, causing a lot of lag. You’ll notice in the video the language selector in the toolbar. So it was a very, very simple fix. I even went through and implemented auto-saving instead (every 5 seconds). It even stops you from leaving if it hasn’t saved yet! I also fixed a whole slew of scrolling issues with long markdown files. It was the stupidest thing ever and I’m not proud of the fix, but it works now."}, {"post_id": 12956, "ts": "2026-06-21T06:31:52Z", "hours": 1.0881, "text": "Little more work before the end of the day! (well, it’s past midnight so I guess not) Large code blocks work and are horribly laggy, will be fixing very soon. They are a pain to style properly since MDXEditor is heavily opinionated and makes everything hard to style. You can now drag and drop tabs! I only had to install a second library for DnD to make it work! (Drag and drop is the worst thing. Ever.) I love making my bundle size 10% larger with bloated libraries"}, {"post_id": 12901, "ts": "2026-06-21T04:02:48Z", "hours": 3.9036, "text": "The sidebar is fully functional!! You can drag and drop all your files and folders around, nest them as much as you want, and it will retain all of this information in the database. It only took a database rework and many hours of my life Let’s talk about it… So. The database was originally structured with file and folder tables. Both of them had parentId fields and folders had children . Unfortunately this complicated the code more when I tried implementing this as I had to get all the files and folders and combine them into one array. I looked up the proper way to do this because I clearly was not doing it correctly, and switched to just one table, nodes. This simplified just about everything, and this made me split off the file contents as another table as well. I was meaning to do that anyway just to save on memory, as otherwise all the content of every file would be in memory all the time. Now this node table has all the same fields as before. How do I render this tree? I looked around for good libraries (there’s almost none), and found react-arborist . Looked great, had alright documentation. I started implementing it, and realized I needed to implement the control functions for moving the elements. That’s easy, I said. It wasn’t After like an hour it still was just not working. It was really close but was being weird. I looked up the proper way to do it with this library and apparently there’s a class that has a move function that does all the work for you. And yep. It works. For some reason it turned folders back into files but ended up being an easy fix. So that was a mess but here we are. It works flawlessly. Now I’ve got to implement context menus in this mess, including creating files in folders, etc."}, {"post_id": 12670, "ts": "2026-06-20T18:14:56Z", "hours": 1.2053, "text": "You can now save files! The dot indicator works similarly to basically every IDE ever and has surprisingly complicated logic with the close button as well. The Markdown editor I’m using is kinda a pain, but a lot better than making one from scratch. I had to implement the key listener on the div container for it. Soon I’ll implement the key listener on the whole page with a special handler that components can listen to. The only reason I even implemented the save system is to make it easier on the database. Without saving, it would write to the database every key press. I like this style better anyway, I think it’s pretty cool that it feels like an IDE!"}, {"post_id": 10195, "ts": "2026-06-16T20:09:06Z", "hours": 2.8036, "text": "Made the sidebar, tabs, and creating files work! You can open tabs for each file you’re working on and see the content of them in the editor. I actually went to the react documentation to learn some best practices… as I wanted to avoid passing a million props down through the component tree and passing a bunch of callbacks back up. This is called “prop drilling” and it’s the worst thing ever. I learned how to use React’s context system to “teleport” the props I need to the part of the tree that needs them. As you can see, it works flawlessly! Most of the components you see don’t even have props, which makes it so much easier to work with."}, {"post_id": 9069, "ts": "2026-06-15T04:30:34Z", "hours": 2.8292, "text": "Log in page and basic editor UI! I used Auth.JS for the credentials login. I actually hate that framework and could do it myself but I’m lazy. It probably took longer to set it up than to figure out how JWTs work. The editor is a WYSIWYG markdown editor called MDXEditor. It’s a struggle to work with cause they use their own stupid styling with no real way to style it other than overriding CSS that I can tell. Next up is getting pages working in the database!"}]...
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Title: Tungsten by @DrewRat | Stardance
Devlogs:
Title: Tungsten by @DrewRat | Stardance
Devlogs:
Log in page and basic editor UI! I used Auth.JS for the credentials login. I actually hate that framework and could do it myself but I’m lazy. It probably took longer to set it up than to figure out how JWTs work. The editor is a WYSIWYG markdown editor called MDXEditor. It’s a struggle to work with cause they use their own stupid styling with no real way to style it other than overriding CSS that I can tell. Next up is getting pages working in the database!
Made the sidebar, tabs, and creating files work! You can open tabs for each file you’re working on and see the content of them in the editor. I actually went to the react documentation to learn some best practices… as I wanted to avoid passing a million props down through the component tree and passing a bunch of callbacks back up. This is called “prop drilling” and it’s the worst thing ever. I learned how to use React’s context system to “teleport” the props I need to the part of the tree that needs them. As you can see, it works flawlessly! Most of the components you see don’t even have props, which makes it so much easier to work with.
You can now save files! The dot indicator works similarly to basically every IDE ever and has surprisingly complicated logic with the close button as well. The Markdown editor I’m using is kinda a pain, but a lot better than making one from scratch. I had to implement the key listener on the div container for it. Soon I’ll implement the key listener on the whole page with a special handler that components can listen to. The only reason I even implemented the save system is to make it easier on the database. Without saving, it would write to the database every key press. I like this style better anyway, I think it’s pretty cool that it feels like an IDE!
The sidebar is fully functional!! You can drag and drop all your files and folders around, nest them as much as you want, and it will retain all of this information in the database. It only took a database rework and many hours of my life Let’s talk about it… So. The database was originally structured with file and folder tables. Both of them had parentId fields and folders had children . Unfortunately this complicated the code more when I tried implementing this as I had to get all the files and folders and combine them into one array. I looked up the proper way to do this because I clearly was not doing it correctly, and switched to just one table, nodes. This simplified just about everything, and this made me split off the file contents as another table as well. I was meaning to do that anyway just to save on memory, as otherwise all the content of every file would be in memory all the time. Now this node table has all the same fields as before. How do I render this tree? I looked around for good libraries (there’s almost none), and found react-arborist . Looked great, had alright documentation. I started implementing it, and realized I needed to implement the control functions for moving the elements. That’s easy, I said. It wasn’t After like an hour it still was just not working. It was really close but was being weird. I looked up the proper way to do it with this library and apparently there’s a class that has a move function that does all the work for you. And yep. It works. For some reason it turned folders back into files but ended up being an easy fix. So that was a mess but here we are. It works flawlessly. Now I’ve got to implement context menus in this mess, including creating files in folders, etc.
Little more work before the end of the day! (well, it’s past midnight so I guess not) Large code blocks work and are horribly laggy, will be fixing very soon. They are a pain to style properly since MDXEditor is heavily opinionated and makes everything hard to style. You can now drag and drop tabs! I only had to install a second library for DnD to make it work! (Drag and drop is the worst thing. Ever.) I love making my bundle size 10% larger with bloated libraries
Code blocks!!! Now without major lag!! A very annoying bug with a solution I can’t believe I missed. Basically, to get large code blocks to work, MDXEditor gives you a codeMirrorPlugin . This plugin lets you pass a list of languages to have in the selector and to have syntax highlighting support for (codemirror provides a very large data set of them, luckily). The problem was, this list was very large and caused lag when typing. I ended up asking the discussions page and (after an unhelpful AI response), we figured out my onChange handler setting a content state that the markdown editor used was causing the whole thing to re-render every time you typed, and with the large language array, causing a lot of lag. You’ll notice in the video the language selector in the toolbar. So it was a very, very simple fix. I even went through and implemented auto-saving instead (every 5 seconds). It even stops you from leaving if it hasn’t saved yet! I also fixed a whole slew of scrolling issues with long markdown files. It was the stupidest thing ever and I’m not proud of the fix, but it works now.
Creating, renaming, and deleting files/folders! This one took a hot minute but it works really great! It’s so much better than using a modal to do everything! I didn’t actually know this but the tree component has support for creating files like this out of the box, it’s just not listed in any documentation so it took me a bit to find. It actually starts by creating a file named “New File”, then just immediately renaming it, which is a much cleaner solution than what I was planning Renaming is painfully simple, as it handles a bunch of the work too but it’s actually a completely different component it changes to when you start renaming, which ended up being so much easier to work with. I ran into one of the stupidest bugs ever while implementing renaming. The best way to describe it is “When renaming a file, if it is the open tab, whenever it autosaves it will reset the rename input cause it rerenders.” But basically, the autosaver would save the selected file, causing everything that uses useEditor to rerender, including the sidebar, which makes it re-render the input component for renaming, which resets the text to it’s initialName . It wasn’t hard to fix, I just made the autosaver not save if the content hasn’t changed, which I’ve been meaning to do anyway. For now, that is most of the hard features done the last hurdle that I’m not excited to implement is links between pages. I have no clue how that will work, especially with the component I’m using. But that’s next!
Big updates today!!! Math and images!! Math was probably the hardest thing to add due to the lack of extensibility of the MDXEditor component I’m using. The plugin system is overly complex and makes zero sense since there is hardly any documentation on how to actually use it. Luckily, there is a jsxPlugin that lets the user make custom jsx components of your choosing. The other hard part was finding a suitable editor for the job. After much googling, I found MathLive, which is a currently unmaintained editor that does exactly what I need it to. Internally it uses KaTeX, which is what I was looking for. Now the problem arises: combining these libraries. This wasn’t easy; it took a lot of trial and error, as the documentation is limited. But the final result is incredibly worth it. A couple bugs still exist; notably, pressing the left or right arrow into the math editor does not focus your cursor in it; and similarly for moving out of it. I have no clue how to fix these, MDXEditor is not helpful in the slightest. A minor bug I can fix however is the autosaver not saving if only the MathEditor has changed. Images This one was so much easier! There’s a built in plugin for it. It even handles image resizing! I just have to handle uploading images to the server. I decided to make a table in the database that simply stores filenames and their associated users, just so you can’t access other user’s images. When you upload a file, it gives the editor a link to api/image/random-uuid.png . The api route checks the user id against the database and gives you the image in response. Possibly the dumbest thing ever is the fact that the image plugin limits the minimum size of the image at 100x100px. I don’t like this however cause I want to be able to put emojis in my markdown files, with possible support for later uploading custom emojis and using them in the editor. There is no customizing this value, it is hardcoded in the library. Luckily, pnpm natively supports patching node modules, and that’s exactly what I did. The minimum size is now 10x10!
Cross file links! Links to different files work great! There’s a small dialog to edit the link and whatnot and it’ll take you to the specified page!! As much as I want to use wikilinks for this, that would require a custom plugin I don’t know how to make (I don’t even know if it’s really possible with MDXEditor). I’m gonna leave it at this for now, as the create link dialog works great for making them. I had to make some pretty major changes to how selecting files works, however. If you look at the URL bar, it now shows the selected file in it. That is now what determines the selected file, which I’ve been meaning to do for a while and makes links infinitely easier.
Bug fixes, tables and a logo! We’re getting close to release. I’ve got a couple features I’d like to add and we’ll get going. Firstly, the logo! I made it myself of a reference image of actual tungsten, cause it’s a cool element. I based the style around the Obsidian logo, with distinct sections each with their own gradients to simulate lighting. My take on this uses all straight lines, as that’s part of the design of the UI. This is my first time really making SVG art, I think it looks pretty decent! Next, tables! and an upgraded menu bar! Surprisingly, tables were one of the easiest plugins to add. All my CSS work from like a week ago carried over here and it looks great. There might be some changes I do later on however. And a bunch of unrelated bug fixes that had to be done, as always.
Super not interesting update!! The editor now has a raw and read only view! The raw view lets you edit the raw markdown, and read only does exactly what you think it does. I ended up rewriting the logic for saving/loading in the editor, because it got extremely messy and was breaking down with all the features I’ve been adding. You won’t notice anything different, but it’s much more reliable!
Landing page, demo mode (for you!) MANY bug fixes! The landing page is pretty simple. I’m not an artist by any means, so this will do. It’s mostly for you voters/reviewers to get an overview and try the demo! The demo is super simple. It’s a simple env flag that will change the landing page to what you see now. The demo button simply tries to log you in to the user “ [email protected] ” with password “demodemo”. This is the only user that will exist in the database, so it will just log in to that. All the server actions have their behavior changed in the demo to not make any changes to the database as well, so whatever you do isn’t saved. Bug fixes As you can see in the second image, I fixed many things that were bugging me. Namely, the URL bar. That’s how files would be selected, but it caused some really stupid state issues that caused a multitude of bugs and like 2 hours of headaches. That’s gone, and so is autosaving. Everything is now more performant as well!
Self hosting, GitHub actions, SO MANY BUGS!!! Yay!!! Big updates!!! Almost ready to ship!!! (optimistically) Self hosting This is a big one. It also took me forever. But self hosting is fully functional through Docker! Not displayed is the 5 hours it took me to actually learn Docker… I have used it before but I haven’t actually learned what I was doing. Containers, images, volumes, compose, blah blag. But, it’s worth it because self-hosting is now just one or two commands away. A lot of the hours listed on this devlog is writing + refining the SELFHOST.md file! It’s a detailed document that describes Tungsten’s stack and how to host it on your hardware. Soon I hope to bring this to an actual website like the landing page for Tungsten. GitHub actions This is slightly less interesting, but gh actions are set up! It’ll test building the full project, then push a docker image, and do a quick codeql check. I copied most of this from Filatrack, I’ll be honest, but what can I say? It works great! Bugs I tried uploading an image while I was testing stuff and realized that Next.JS limits the body size of server actions quite a lot. Luckily there was an option to change it, and now you can change it to what you want! Also, the state of which files were unsaved got messed up somehow. When you clicked between an unsaved tab and a saved tab, the saved one would become unsaved! Quick fix but was pretty funny. What’s Next Well, my todo list is only getting fuller as the days go on. I pretty much add one or two things for every one I cross off. But all I’ve got left is to fix cross-page links (I broke them last devlog), file name restrictions (like a real filesystem), an options page, and proper error handling. After that (and whatever else I add), we’ll ship!
Themes, more bugs squashed! All the themes are based on the Catppuccin color palettes because they are wonderful, and allowed me to focus on other things instead of making a color palette. And it looks phenomenal! The theme switcher is painfully simple. React’s Context API is so underrated. It saves your theme in localstorage and loads it every time you open the page! File name restrictions This one was a little tricky to get correct. I had to go through a bunch of the old logic in the sidebar to ensure that no file names collided, and if they did, make sure that state doesn’t get pushed. Additionally, I had to make creating files look at the rest of the files in the folder and append a 1, 2, 3, etc. to “New File” so the names didn’t collide as soon as you created them. I was going to put these same restrictions on the server and realized that would take forever with little benefit, as if you break the client to send requests like that, then you’re going to break it. It doesn’t even break that badly, the files work perfectly fine, it’s really just links. After all, these are self-hosted instances, so if you forge some stupid requests I could not care less. Link handling Speaking of links, cross page links are functional again! I procrastinated this one too much but I just needed to make a new helper function, nodeFromPath . It takes an array of strings, being the path to a node, and give you the node (or undefined) that path leads to. I just love working with trees so much, recursive functions are my favorite
Shipping time!!! VOTERS: OPEN THE WEBSITE AND CLICK “Try the Demo”!!!!! Did some quick bug fixes with the demo and we’re ready for launch! Specifically, making new files was completely broken for some reason, and I added the stardance logo to the README. Additionally, the readme is also fetched from github so I can update it on the fly if necessary. Error handling This was last on the list (for some reason), but all network errors are handled with a toast at the top of the screen, which makes it much clearer for everyone what went wrong.
Ships:
Tungsten is a simple, self-hosted WYSIWYG Markdown editor. It serves as an open-source alternative to Obsidian. It’s got many features, including highlighted code blocks, KaTeX editing, and much more! To try the demo, open the website and click “Try the Demo”!...
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1792993890.9644158
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1793080290.9644158
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6007
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Verge by @Saatvik_K | Stardance
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Saatvik_K
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1
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1.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T19:28:28Z", "hours": 1.0, "multiplier": 11.77, "payout": 15, "blessing": "neutral", "text": "Here’s my AP Calc Study Game for Series! Players spin the wheel and gamble on whether the series converges or diverges, placing their bets along the way. I enjoyed exploring Unity Animations and more UI Designs to create a better user experience. I also learned more about script animations, animations through the engine, and using audio through scripts and AudioSource Components. I hope you enjoy playing and learning!", "repo": "https://github.com/saatvikKundoor/Verge", "demo": "https://saatvikk.itch.io/verge"}]...
|
[{"post_id": 3713, "ts": "2026 [{"post_id": 3713, "ts": "2026-06-06T19:21:32Z", "hours": 1.2703, "text": "I’ve been working on my AP Calc Study game about Series Tests. Here’s what I’ve recently added: A reload button with animations that automatically shows once you’ve bottomed out, and an updated ReadMe. I’m relatively new to animations in Unity, and it took me some time to figure out how to animate simple up, diagonal, and side movements. Eventually, I learnt about the Record Feature, and with the use of keyframes, I was able to implement all three arrow animations. Why use animations instead of a simple movement script? Using the built in animation maker in Unity didn’t require any code, and I wanted to explore something new!"}]...
|
Title: Verge by @Saatvik_K | Stardance
Devlogs:
I Title: Verge by @Saatvik_K | Stardance
Devlogs:
I’ve been working on my AP Calc Study game about Series Tests. Here’s what I’ve recently added: A reload button with animations that automatically shows once you’ve bottomed out, and an updated ReadMe. I’m relatively new to animations in Unity, and it took me some time to figure out how to animate simple up, diagonal, and side movements. Eventually, I learnt about the Record Feature, and with the use of keyframes, I was able to implement all three arrow animations. Why use animations instead of a simple movement script? Using the built in animation maker in Unity didn’t require any code, and I wanted to explore something new!
Ships:
Here’s my AP Calc Study Game for Series! Players spin the wheel and gamble on whether the series converges or diverges, placing their bets along the way. I enjoyed exploring Unity Animations and more UI Designs to create a better user experience. I also learned more about script animations, animations through the engine, and using audio through scripts and AudioSource Components. I hope you enjoy playing and learning!...
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1792968988.2245483
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1793055388.2245483
|
|
6012
|
Personal Website by @Yare | Stardance
|
Yare
|
1
|
2.59
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T01:15:15Z", "hours": 2.0, "multiplier": 1.11, "payout": 2, "blessing": "neutral", "text": "I made a basic website to start off, since I am still learning, but it was fun trying to personalize it. Even though I did have some trouble with centering items and needed to ask google on how to make a navigation bar in HTML, I had a really good time with CSS. (When you click the Try Project, and it takes you to my website, it may take you to a page that would ask you whether or not you trust the sender)", "repo": "https://github.com/Yare746/Personal-Website-6-2-2026", "demo": "https://yare746.github.io/Personal-Website-6-2-2026/"}]...
|
[{"post_id": 5326, "ts": "2026 [{"post_id": 5326, "ts": "2026-06-09T01:54:41Z", "hours": 0.2531, "text": "I am trying to resubmit my project. I have now added the README and hope it works this time"}, {"post_id": 3901, "ts": "2026-06-07T00:26:15Z", "hours": 0.3386, "text": "I am going to do a contact information page for blog information. I noticed that GitHub is not connecting to what I am adding, but I will make sure to refresh the pages."}, {"post_id": 1267, "ts": "2026-06-03T04:42:03Z", "hours": 1.7322, "text": "I am working on a basic Personal website that says some stuff about me and my favorite hobbies. I feel like I could add more stuff but I don’t know what. Any ideas?"}]...
|
Title: Personal Website by @Yare | Stardance
Devl Title: Personal Website by @Yare | Stardance
Devlogs:
I am working on a basic Personal website that says some stuff about me and my favorite hobbies. I feel like I could add more stuff but I don’t know what. Any ideas?
I am going to do a contact information page for blog information. I noticed that GitHub is not connecting to what I am adding, but I will make sure to refresh the pages.
I am trying to resubmit my project. I have now added the README and hope it works this time
Ships:
I made a basic website to start off, since I am still learning, but it was fun trying to personalize it. Even though I did have some trouble with centering items and needed to ask google on how to make a navigation bar in HTML, I had a really good time with CSS. (When you click the Try Project, and it takes you to my website, it may take you to a page that would ask you whether or not you trust the sender)...
|
1792982857.9704788
|
1793069257.9704788
|
|
6026
|
Logic Engine by @AvianAlloy | Stardance
|
AvianAlloy
|
1
|
5.0
|
35
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T06:24:05Z", "hours": 5.0, "multiplier": 7.24, "payout": 35, "blessing": "neutral", "text": "Logic Engine is an FTC autonomous control system designed for automation and competition use. The internals use bidirectional A* pathfinding, vision based localization, and a reactive command scheduler; all built from scratch.", "repo": "https://github.com/AlloyedBird/Logic-Engine", "demo": "https://alloyedbird.github.io/Logic-Engine/index.html"}]...
|
[{"post_id": 12312, "ts": "202 [{"post_id": 12312, "ts": "2026-06-20T02:55:57Z", "hours": 2.0831, "text": "I made a few changes: I fixed a few bugs with ending paths with the A* pathing I added a few unit tests to allow me to test the code without the robot I added velocity profiles for the paths run, so that the robot can be tuned for paths Update: The tests dont work at all :("}, {"post_id": 2826, "ts": "2026-06-05T17:35:35Z", "hours": 1.7664, "text": "So I was able to implement Bidirectional A* pathing, from unidirectional, and Im pretty proud of the change. I also wrote a small visualizer to help show how the pathing works"}, {"post_id": 1294, "ts": "2026-06-03T06:07:06Z", "hours": 1.0319, "text": "I was able to write out a robot detecting class for my pathing :D"}]...
|
Title: Logic Engine by @AvianAlloy | Stardance
De Title: Logic Engine by @AvianAlloy | Stardance
Devlogs:
I was able to write out a robot detecting class for my pathing :D
So I was able to implement Bidirectional A* pathing, from unidirectional, and Im pretty proud of the change. I also wrote a small visualizer to help show how the pathing works
I made a few changes: I fixed a few bugs with ending paths with the A* pathing I added a few unit tests to allow me to test the code without the robot I added velocity profiles for the paths run, so that the robot can be tuned for paths Update: The tests dont work at all :(
Ships:
Logic Engine is an FTC autonomous control system designed for automation and competition use. The internals use bidirectional A* pathfinding, vision based localization, and a reactive command scheduler; all built from scratch....
|
1792983397.1599598
|
1793069797.1599598
|
|
6029
|
Lucrose-C by @learningppcb | Stardance
|
learningppcb
|
1
|
14.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T06:25:14Z", "hours": 14.0, "multiplier": 8.89, "payout": 126, "blessing": "neutral", "text": "I create a domain specific language, in this the hard part was not to create the lexer or parser but was on deciding what to create, I guess I can say that it was a pretty fun experience… I learned a lot from this. I finally understood what lexer and parser was. To tell the truth I did not actually want to do this, i wanted to make a general purpose language, and the first version was something like that… But after some trial and error i could not make it proper. So we are here. Now the language itself, is a pretty small language, with small usability, this is aimed to be like a database system. Why was this created? It was created to make lists better. To tell the truth i felt the prices were constantly changing on flavortown shop, and it made me annoyed. So I wanted to make a language in which u can easily save the prices, and then make lists, make programs around it… but then i thought while trying to build it, Why? who would even use it? so i planned on creating a general domain specific language. also i forgot to mention that in the GitHub i might have added the wrong test.lcr i think the one attached is the one with error… so ya change it. The syntax is easy and self explained so ya i hope u understand it", "repo": "https://github.com/CrowCrow611/Lucrose-C", "demo": "https://github.com/CrowCrow611/Lucrose-C/releases"}]...
|
[{"post_id": 8150, "ts": "2026 [{"post_id": 8150, "ts": "2026-06-13T16:23:30Z", "hours": 2.1833, "text": "added errors… In this mega update, i finally added errors, and warnings, for stuff like leaving colons(error), repeating numbers in {} and for price and count being 0"}, {"post_id": 4790, "ts": "2026-06-08T08:54:51Z", "hours": 3.4528, "text": "after some incredible works, after working my bines out… And screaming at myself, trying to debug using AI… We present you this… Yes i haven’t fixed a problem, instead added a fancier windoww!!!!!!!!!"}, {"post_id": 2095, "ts": "2026-06-04T12:53:10Z", "hours": 1.46, "text": "Debugged, and added automatic size!!1 in code type let width x (the x is a number, if none specified automatic) it looks amazing right? RIGHT!!!"}, {"post_id": 2043, "ts": "2026-06-04T10:21:55Z", "hours": 0.5056, "text": "after some insane debugging"}, {"post_id": 2017, "ts": "2026-06-04T09:19:38Z", "hours": 1.7186, "text": "um created the format, the display… it works, but still has a small problem"}, {"post_id": 1666, "ts": "2026-06-03T20:06:19Z", "hours": 2.4431, "text": "Is this tears of happniess? The parser has some mistakes, which needs to be corrected, but still it works, and is not crasing!!"}, {"post_id": 1451, "ts": "2026-06-03T14:27:34Z", "hours": 2.4042, "text": "Umm this is a small project, hence it took a little less time then other projects… I have done the Lexer… This reads the .lcr files and breaks them down"}]...
|
Title: Lucrose-C by @learningppcb | Stardance
Dev Title: Lucrose-C by @learningppcb | Stardance
Devlogs:
Umm this is a small project, hence it took a little less time then other projects… I have done the Lexer… This reads the .lcr files and breaks them down
Is this tears of happniess? The parser has some mistakes, which needs to be corrected, but still it works, and is not crasing!!
um created the format, the display… it works, but still has a small problem
after some insane debugging
Debugged, and added automatic size!!1 in code type let width x (the x is a number, if none specified automatic) it looks amazing right? RIGHT!!!
after some incredible works, after working my bines out… And screaming at myself, trying to debug using AI… We present you this… Yes i haven’t fixed a problem, instead added a fancier windoww!!!!!!!!!
added errors… In this mega update, i finally added errors, and warnings, for stuff like leaving colons(error), repeating numbers in {} and for price and count being 0
Ships:
I create a domain specific language, in this the hard part was not to create the lexer or parser but was on deciding what to create, I guess I can say that it was a pretty fun experience… I learned a lot from this. I finally understood what lexer and parser was. To tell the truth I did not actually want to do this, i wanted to make a general purpose language, and the first version was something like that… But after some trial and error i could not make it proper. So we are here. Now the language itself, is a pretty small language, with small usability, this is aimed to be like a database system. Why was this created? It was created to make lists better. To tell the truth i felt the prices were constantly changing on flavortown shop, and it made me annoyed. So I wanted to make a language in which u can easily save the prices, and then make lists, make programs around it… but then i thought while trying to build it, Why? who would even use it? so i planned on creating a general domain specific language. also i forgot to mention that in the GitHub i might have added the wrong test.lcr i think the one attached is the one with error… so ya change it. The syntax is easy and self explained so ya i hope u understand it...
|
1792968807.866687
|
1793055207.866687
|
|
6065
|
N Gram Model by @Muhammad_Ahmad | Stardance
|
Muhammad_Ahmad
|
1
|
12.78
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T11:25:39Z", "hours": 12.0, "multiplier": 10.44, "payout": 124, "blessing": "neutral", "text": "I made a N Gram Model in C++, which is a fundamental and early NLP model used for text generation and text suggestion in search engines. The hardest part was understanding the theoretical concepts and applying them in code. The project files are released on github and also published as a release for easy download. The readme states clear simple instruction to run the model (it’s very easy, trust, just one command). You can interact with it on the CLI (for now i guess).", "repo": "https://github.com/ahmad777x86/N-Gram-Model", "demo": "https://github.com/ahmad777x86/N-Gram-Model/releases/tag/Stable"}]...
|
[{"post_id": 20644, "ts": "202 [{"post_id": 20644, "ts": "2026-07-02T09:13:55Z", "hours": 0.7842, "text": "Changes Made the I/O interface more colourful Pushed the binary to repo, and attached it with the release Some bug fixes"}, {"post_id": 19124, "ts": "2026-06-30T11:21:12Z", "hours": 1.6831, "text": "Final touches Added a bigger corpus i.e. wikitext2 by salesforce AI Research. Credited corpus and linked associated license. Wrote a python script to read the parquet format corpus and turn it into .txt format. Some minor changes in code."}, {"post_id": 17559, "ts": "2026-06-28T12:00:52Z", "hours": 1.6025, "text": "Progress Better CLI interface Wrote Readme for shipping. Bug fixes (unigram model input vectors processing without checks, etc)."}, {"post_id": 15485, "ts": "2026-06-25T05:29:13Z", "hours": 1.3133, "text": "Implemented Model Evaluation with Perplexity Perplexity (a metric borrowed from information theory) acts a summarized evaluation metric for your model, that intuitively evaluates how much your model branches off in generating texts. Mathematically, it’s a geometric mean of the inverse probabilities as calculated by the model, normalized by sequence length. For seen texts, my model achieved a perplexity around 20-30, and for unseen texts it varied alot due to random picking of tokens in that case."}, {"post_id": 14294, "ts": "2026-06-23T11:06:22Z", "hours": 1.0531, "text": "Implemented Laplace Smoothing in the model Smoothing refers to generalization of n gram model to texts they haven’t seen before. Laplace smoothing (also known as add-one smoothing) is the simplest type of smoothing that avoids the probability estimates to reach zero when handling unseen token or sequences. It is quite easy to implement this in code, just add one in the numerator of probability formula and add vocabulary size in the denominator."}, {"post_id": 12948, "ts": "2026-06-21T05:55:39Z", "hours": 1.0297, "text": "Implemented probability estimates of each word using the formula: Counts of gram sequence in corpus/ Counts of context window sequence in corpus Improved the I/O logic a bit aswell, the debug statements are there but commented."}, {"post_id": 9846, "ts": "2026-06-16T09:34:58Z", "hours": 1.8994, "text": "Made module for estimating probabilities of words given a context window using MLE (Maximum Likelihood Estimation). Fixed the mapping of tokens back to strings, by using temporary dynamically allocated array and copying it into vector."}, {"post_id": 9107, "ts": "2026-06-15T07:15:53Z", "hours": 2.0847, "text": "Made NGram class that can count occurences of the specified n grams in the corpus. Also, the tokenizer now has another module to map unique tokens to ints for memory efficiency. Now, I shall move onto estimating probabilities of each token given a context window."}, {"post_id": 2178, "ts": "2026-06-04T15:10:54Z", "hours": 1.2806, "text": "Overview: N Gram Model is a fundamental model in Natural Language Processing used to predict next word in a given sequence. It relies on markov’s assumption that the probability estimate of a word relies on it’s immediate preceding words rather than the whole text/sentence. What I have made uptill now: I have made the first module required for this project which is a Tokenizer, a tokenizer takes a text corpus and separately stores each word or token in a lookup table. Future Direction: The core mechanism of N gram models, which is probability estimates for each n word sequence using frequency found in the corpus. Further, I would want to add smoothing to these probability estimates and add model evaluating metrics like perplexity."}]...
|
Title: N Gram Model by @Muhammad_Ahmad | Stardance Title: N Gram Model by @Muhammad_Ahmad | Stardance
Devlogs:
Overview: N Gram Model is a fundamental model in Natural Language Processing used to predict next word in a given sequence. It relies on markov’s assumption that the probability estimate of a word relies on it’s immediate preceding words rather than the whole text/sentence. What I have made uptill now: I have made the first module required for this project which is a Tokenizer, a tokenizer takes a text corpus and separately stores each word or token in a lookup table. Future Direction: The core mechanism of N gram models, which is probability estimates for each n word sequence using frequency found in the corpus. Further, I would want to add smoothing to these probability estimates and add model evaluating metrics like perplexity.
Made NGram class that can count occurences of the specified n grams in the corpus. Also, the tokenizer now has another module to map unique tokens to ints for memory efficiency. Now, I shall move onto estimating probabilities of each token given a context window.
Made module for estimating probabilities of words given a context window using MLE (Maximum Likelihood Estimation). Fixed the mapping of tokens back to strings, by using temporary dynamically allocated array and copying it into vector.
Implemented probability estimates of each word using the formula: Counts of gram sequence in corpus/ Counts of context window sequence in corpus Improved the I/O logic a bit aswell, the debug statements are there but commented.
Implemented Laplace Smoothing in the model Smoothing refers to generalization of n gram model to texts they haven’t seen before. Laplace smoothing (also known as add-one smoothing) is the simplest type of smoothing that avoids the probability estimates to reach zero when handling unseen token or sequences. It is quite easy to implement this in code, just add one in the numerator of probability formula and add vocabulary size in the denominator.
Implemented Model Evaluation with Perplexity Perplexity (a metric borrowed from information theory) acts a summarized evaluation metric for your model, that intuitively evaluates how much your model branches off in generating texts. Mathematically, it’s a geometric mean of the inverse probabilities as calculated by the model, normalized by sequence length. For seen texts, my model achieved a perplexity around 20-30, and for unseen texts it varied alot due to random picking of tokens in that case.
Progress Better CLI interface Wrote Readme for shipping. Bug fixes (unigram model input vectors processing without checks, etc).
Final touches Added a bigger corpus i.e. wikitext2 by salesforce AI Research. Credited corpus and linked associated license. Wrote a python script to read the parquet format corpus and turn it into .txt format. Some minor changes in code.
Changes Made the I/O interface more colourful Pushed the binary to repo, and attached it with the release Some bug fixes
Ships:
I made a N Gram Model in C++, which is a fundamental and early NLP model used for text generation and text suggestion in search engines. The hardest part was understanding the theoretical concepts and applying them in code. The project files are released on github and also published as a release for easy download. The readme states clear simple instruction to run the model (it’s very easy, trust, just one command). You can interact with it on the CLI (for now i guess)....
|
1792979587.101714
|
1793065987.101714
|
|
6076
|
Nasa Dashboard by @krxn | Stardance
|
krxn
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T14:23:51Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NASA Asteroid Dashboard - Project Description Overview I built a professional, real-time NASA Asteroid Monitoring Dashboard—a fully functional web application that tracks near-Earth asteroids using NASA’s official APIs. This project demonstrates complete data science capabilities, from API integration through cloud deployment. The dashboard is live and accessible to anyone at https://nasa-dashboard-0xkrxn.streamlit.app , showcasing real asteroid data with interactive visualizations and comprehensive analysis tools. What Makes This Special The dashboard fetches live data directly from NASA’s Near-Earth Object API, processes it through a sophisticated Pandas pipeline, and displays it through a professional Streamlit interface. Users can explore real asteroids approaching Earth, view hazard classifications, and interact with beautiful Plotly visualizations. The application handles over 1000+ lines of production-quality Python code organized across multiple specialized modules for data fetching, processing, and visualization. Technical Architecture The backend uses Python with the requests library to fetch real NASA data. Raw JSON responses are processed through comprehensive Pandas DataFrames that extract, clean, and transform asteroid information. Custom hazard classification algorithms categorize asteroids as HAZARDOUS (less than 50,000 km), MONITOR (50,000-100,000 km), or SAFE (greater than 100,000 km). The frontend is built with Streamlit, featuring a responsive dashboard with interactive Plotly charts, filterable data tables, and real-time metric displays. Key Features The dashboard displays real-time key metrics including total asteroid count, hazard classification breakdown, closest approach distance, and maximum relative velocity. An intelligent hazard alert system detects potentially dangerous asteroids and presents detailed information in an accessible table format. Four interactive visualizations show size distribution histograms, hazard level pie charts, distance versus speed scatter plots with bubble sizing, and daily approach timelines. Users can filter data by hazard level and sort by distance, speed, or diameter, making data exploration intuitive and comprehensive. Development Challenges Creating this project involved solving complex problems. API key security required implementing .gitignore for local development and Streamlit Secrets for cloud deployment. Real NASA data processing required building robust error handling for nested JSON structures and missing values. Cloud deployment revealed differences between local and cloud environments, necessitating configuration updates. Data visualization required choosing appropriate tools—Matplotlib for static charts and Plotly for interactive exploration. Throughout development, I learned professional security practices, proper error handling, and modern deployment strategies. Learning Outcomes This project taught me full-stack data science skills including API integration, JSON parsing, data cleaning and transformation, statistical analysis, multiple visualization frameworks, web development with Streamlit, Git version control, GitHub collaboration, cloud deployment, and security best practices. Each component reinforced important software engineering principles about modularity, documentation, and professional code organization. Deployment and Impact The application is deployed on Streamlit Cloud, running 24/7 with live data updates. GitHub hosts the complete source code with professional documentation, comprehensive README file, and proper security configuration through .gitignore. The project successfully demonstrates production-ready code that people can use immediately without installation, making space data accessible and engaging.", "repo": "https://github.com/0xkrxn/nasa-dashboard", "demo": "https://nasa-dashboard-0xkrxn.streamlit.app/"}]...
|
[{"post_id": 7319, "ts": "2026 [{"post_id": 7319, "ts": "2026-06-12T06:12:05Z", "hours": 18.3236, "text": "I built a real-time NASA asteroid dashboard using Python. I integrated NASA’s free APIs to fetch live asteroid data, processed it with Pandas, created interactive visualizations with Plotly, and deployed a Streamlit dashboard on the cloud. The app fetches data in real-time, classifies hazard levels, and displays beautiful interactive charts. It’s fully version-controlled on GitHub and deployed on Streamlit Cloud."}]...
|
Title: Nasa Dashboard by @krxn | Stardance
Devlog Title: Nasa Dashboard by @krxn | Stardance
Devlogs:
I built a real-time NASA asteroid dashboard using Python. I integrated NASA’s free APIs to fetch live asteroid data, processed it with Pandas, created interactive visualizations with Plotly, and deployed a Streamlit dashboard on the cloud. The app fetches data in real-time, classifies hazard levels, and displays beautiful interactive charts. It’s fully version-controlled on GitHub and deployed on Streamlit Cloud.
Ships:
NASA Asteroid Dashboard - Project Description Overview I built a professional, real-time NASA Asteroid Monitoring Dashboard—a fully functional web application that tracks near-Earth asteroids using NASA’s official APIs. This project demonstrates complete data science capabilities, from API integration through cloud deployment. The dashboard is live and accessible to anyone at https://nasa-dashboard-0xkrxn.streamlit.app , showcasing real asteroid data with interactive visualizations and comprehensive analysis tools. What Makes This Special The dashboard fetches live data directly from NASA’s Near-Earth Object API, processes it through a sophisticated Pandas pipeline, and displays it through a professional Streamlit interface. Users can explore real asteroids approaching Earth, view hazard classifications, and interact with beautiful Plotly visualizations. The application handles over 1000+ lines of production-quality Python code organized across multiple specialized modules for data fetching, processing, and visualization. Technical Architecture The backend uses Python with the requests library to fetch real NASA data. Raw JSON responses are processed through comprehensive Pandas DataFrames that extract, clean, and transform asteroid information. Custom hazard classification algorithms categorize asteroids as HAZARDOUS (less than 50,000 km), MONITOR (50,000-100,000 km), or SAFE (greater than 100,000 km). The frontend is built with Streamlit, featuring a responsive dashboard with interactive Plotly charts, filterable data tables, and real-time metric displays. Key Features The dashboard displays real-time key metrics including total asteroid count, hazard classification breakdown, closest approach distance, and maximum relative velocity. An intelligent hazard alert system detects potentially dangerous asteroids and presents detailed information in an accessible table format. Four interactive visualizations show size distribution histograms, hazard level pie charts, distance versus speed scatter plots with bubble sizing, and daily approach timelines. Users can filter data by hazard level and sort by distance, speed, or diameter, making data exploration intuitive and comprehensive. Development Challenges Creating this project involved solving complex problems. API key security required implementing .gitignore for local development and Streamlit Secrets for cloud deployment. Real NASA data processing required building robust error handling for nested JSON structures and missing values. Cloud deployment revealed differences between local and cloud environments, necessitating configuration updates. Data visualization required choosing appropriate tools—Matplotlib for static charts and Plotly for interactive exploration. Throughout development, I learned professional security practices, proper error handling, and modern deployment strategies. Learning Outcomes This project taught me full-stack data science skills including API integration, JSON parsing, data cleaning and transformation, statistical analysis, multiple visualization frameworks, web development with Streamlit, Git version control, GitHub collaboration, cloud deployment, and security best practices. Each component reinforced important software engineering principles about modularity, documentation, and professional code organization. Deployment and Impact The application is deployed on Streamlit Cloud, running 24/7 with live data updates. GitHub hosts the complete source code with professional documentation, comprehensive README file, and proper security configuration through .gitignore. The project successfully demonstrates production-ready code that people can use immediately without installation, making space data accessible and engaging....
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1793062456.4931595
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1793148856.4931595
|
|
6101
|
VisionArch by @raslanyossif | Stardance
|
raslanyossif
|
1
|
117.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T06:45:42Z", "hours": 101.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VisionArch is an AI-based architectural design software that allows users to upload 2D floor plans on the platform or draw them manually before receiving an instantaneous top-down 3D photo rendering of the plan. The new changes fixed the bug of the bar displaying incorrect progress, added an authentication blocker that prevents unauthorized users from causing backend errors, created a worker keep alive ping so there are no cold start CORS failures, and repaired missing environment variables, making API calls possible. To try it out, go to vision-arch-two.vercel.app, register using Puter, upload the floor plan, or use the Draw mode to draw the floor plan. After that, just hit Generate 3D Render. You can also share your renderings with other users and rate their projects in return.", "repo": "https://github.com/Yossifraslan/VisionArch", "demo": "https://vision-arch-two.vercel.app/"}]...
|
[{"post_id": 77190, "ts": "202 [{"post_id": 77190, "ts": "2026-10-06T00:37:05Z", "hours": 6.6897, "text": "I decided to change the complete look of this website to something that feels a bit more housy vibe. and made the dark mode into green colored. fixed a bug for generating because each user has a limit, so this time once you reach your limit you will get a message."}, {"post_id": 55500, "ts": "2026-08-27T12:01:14Z", "hours": 7.67, "text": "Spent this session tracking down a login bug that had been bugging me - turns out a security header on my site was quietly blocking the auth popup from talking back to the app, so users had to refresh after signing in for it to actually register. Fixed that, then made the upload box actually prompt you to sign in instead of just… doing nothing when you’re logged out. After that I gave the whole site a real visual identity instead of the generic AI-startup look it had - leaned into a blueprint/drafting theme since it fits an architecture tool, ditched the soft gradient blobs for a grid background, and rebuilt all the buttons with a chunky neo brutalist shadow style. Also added dark mode from scratch - toggle in the navbar, remembers your preference, styled across every page - and caught a dumb bug along the way where one page’s card was using the wrong color variable and turned into an unreadable white blob in dark mode. Fun catch."}, {"post_id": 51522, "ts": "2026-08-21T09:04:00Z", "hours": 1.8747, "text": "What was broken: Login/upload silently failed for signed-out users, and after signing in, the UI wouldn’t reflect it until a manual refresh. What you found: Console showed Cross-Origin-Opener-Policy policy would block the window.closed call - the site’s COOP header was preventing Puter’s auth popup from reporting back to the app. The fix: Added vercel.json with Cross-Origin-Opener-Policy: unsafe-none, plus made the upload dropzone and “Get Started” button properly prompt/guard sign-in instead of failing silently. Verified: Signed in -> UI updated instantly, no refresh -> uploaded a floor plan -> rendered correctly end-to-end."}, {"post_id": 39911, "ts": "2026-08-03T06:41:10Z", "hours": 8.8069, "text": "TIME FOR DEVLOG :> For VisionArch you can test it/ generate 4-5 times then you hit limit and need to wait for your limit to reset. Resolved issues regarding the progress bar which was working incorrectly. Introduced a new authorization guard to prevent unauthorized people from causing authentication issues upon webpage loading. Added a silent worker ping to ensure that the Puter worker is awake prior to requests and thereby eliminate cold starts with multiple CORS errors and 404s during access of community pages. Corrected the missing environment variables in local configuration and Vercel dashboard."}, {"post_id": 18248, "ts": "2026-06-29T10:08:25Z", "hours": 9.4314, "text": "TIME FOR DEVLOG> was busy so I slowed down. Fixed: The Puter consent popup was getting shown to all visitors, instantly Discovered that the getCurrentUser() function is executing puter.auth.getUser() every time the page loads, for every single visitor, including those who haven’t signed in at all. This was triggering the Puter consent modal asking whether the user consents to seeing “this site uses Puter”. Fixed by adding an additional call to puter.auth.isSignedIn(), a synchronous function that doesn’t require network access, which checks if a session already exists. Users who aren’t logged in get directed straight to the homepage now. Fixed: Regeneration with a different style required a refresh. This was due to double invocation of the setCurrentImage() method, which overrode the just-completed AI-rendered image with the stored hosted URL. Removed the redundant call, so that the UI respects the freshly generated image. Improved the “no text in renders” requirement. Some renders featured room labels like “Bathroom” or “Bedroom”. Re-wrote the prompt to the AI, putting text-removal above all other rules, emphasizing that the room label informs furniture choices but should not be present itself, and instructing the AI to include the self-check step in the result. Added README Credits, features, tech stack, architecture notes, local development instructions, Vercel deployment instructions. Next: going through the whole app end-to-end once more - code and UI - before calling this fully submitted"}, {"post_id": 14959, "ts": "2026-06-24T09:16:23Z", "hours": 9.4006, "text": "WHAT’S NEW Projects no longer have to stay stuck as “Residence 1239812737128.” Now you can simply click the title in the visualizer, and it becomes editable, just edit and hit enter to save. I also added a Floor plan template on draw page because not everyone wants to start from a blank canvas, so I added 5 starter templates (Studio, 1-Bedroom, 2-Bedroom, Open Loft, Family Home) built with tldraw’s shape API. One click loads a labeled room layout onto the canvas, which you can edit and all before generating the 3D render. Additionally, I added a hint for new users, so they immediately understand that they need to draw and generate instead of just thinking it’s blank canvas not knowing what to do. Fixed: logged-out visitors couldn’t see Community at all This is an issue that had a greater depth than it appeared to be. All calls made through the workers.exec() of Puter’s automatically attach the user’s session to the call. Although, this thoroughly works for authenticated actions, any calls made by un-logged-in users will not execute properly, even on routes that are not required to be authenticated on the server side. The read-only endpoints (public project list, and comments) were switched to plain fetch() calls, as they do not require a user session to execute in any way. Therefore, un-logged-in users can now browse the Community and view designs. Fixed: voting did nothing when logged out Similar to the above issue, there were simply no active buttons for guests to ‘vote’ at all. Now, when an un-logged-in visitor clicks on the Upvote / Downvote button (or tries to comment), it now brings up the Puter sign-in pop-up automatically. So, it allows for a real call to action rather than a ‘dead click’."}, {"post_id": 12934, "ts": "2026-06-21T05:24:55Z", "hours": 9.4869, "text": "WHAT’S NEW: Not everyone has a floor plan image lying around, so I added a full drawing canvas using tldraw. You can now sketch a layout freehand, with shapes and text, then hit “Generate 3D Render” and it feeds straight into the same AI pipeline as an uploaded image. I recently discovered that my style picker feature (Modern/Minimalist/Industrial/Luxury) created random styled images as opposed to rendering the correct object from the actual floor plan and thus would just replace my existing prompt with a new one capable of producing an appropriate render. To remedy this issue, I created short style modifiers that will all be appending themselves to a single base prompt. As a result, there are now clear differences between Modern/Industrial/Luxury styles, and the base wall geometric shapes are maintained no matter which style is used. Still need to improve upon the Minimalist-style image as it still looks so close to the other styles due to its similarity with the original base aesthetic."}, {"post_id": 11827, "ts": "2026-06-19T08:24:22Z", "hours": 9.5761, "text": "It’s been a TOUGH coding day :> WHAT’ NEW: Share/unshare system allows users to share files from their local ‘Storage’ with other users and vice versa. I learned that Puter’s data model has separate user (for their own files) and me (for shared/app files), which has taken me a number of attempts to understand. Added a confirmation dialog with custom styling to the delete function instead of a boring confirmation dialog. In the works are an upvote/downvote and threaded comment feature to allow users to vote on designs in the community similar to Reddit’s. Biggest debugging lesson of the day: CORS preflight requests need to define OPTIONS handlers on all routes, not just those that need CORS. One example was an attempt to resolve a CORS Access-Control-Allow-Methods header, which took so long to debug."}, {"post_id": 10453, "ts": "2026-06-17T05:45:25Z", "hours": 9.7019, "text": "The pull request adds image export functionality and a before/after comparison slider to the visualizer route, expands WebP upload support, and introduces the react-compare-slider dependency. Configuration files and memory tracking are updated accordingly. Changes: Image Export & Comparison UI - Added HandleExport function to trigger PNG downloads of currentImage; introduced ReactCompareSlider UI panel to display before (sourceimage) and after (currentimage) comparison with conditional rendering; added react-compare-slider dependency. Upload Enchantment - Expanded accepted file types to include .webp format alongside existing .jpg, jpeg, and .png support. Workspace & Development Tracking - Rebalanced IDE ChangeListManager entries; added two new trajectory analysis entries documenting plans for handling sensitive env file history and cross-origin image downloads."}, {"post_id": 9100, "ts": "2026-06-15T06:38:33Z", "hours": 9.4303, "text": "This pull request introduces a backend project management system via a new Puter worker module that provides REST APIs for persisting, listing, and retrieving design projects. The frontend is updated to load projects on startup, handle project creation with persistence, and enable navigation between project visualization with stateful project data. Next, I’m planning on doing a comparison between before and after."}, {"post_id": 7962, "ts": "2026-06-13T09:02:05Z", "hours": 9.8583, "text": "A new AI-powered 3D visualization feature is introduced with fetchAsDataUrl and generate3DView functions in lib/ai/action.ts that integrate with puter.ai for image generation. The Visualizer route is enhanced with state management, automatic generation flow, and a complete UI redesign including navigation, project metadata render area and loading states."}, {"post_id": 6209, "ts": "2026-06-10T12:53:25Z", "hours": 9.5592, "text": "I Implemented project persistence and retrieval functionality by introducing hosting utilities for image uploads, a project creation action that prepares and saves project data with hosted assets, enables dynamic project listing on the home page, and updates the visualizer to consume project state from router navigation. I faced multiple Errors where when I drag n drop a PNG file the loading freezes which took time to fix but made it work. The goal is to create a whole 3D architectural render of this boring 2D design. and also design this page itself and make it nicer."}, {"post_id": 4133, "ts": "2026-06-07T10:27:01Z", "hours": 8.3689, "text": "Added a Projects list section, so everything is saved under that. I’ve been dealing with a bunch of errors that I’m fixing, took me time to find that specific error. Working on Hosting-Images in a branch and thinking of other ideas to come up with. This is my first big project that I did, so that may be the reason I’m facing many problems. However, everything is going good so far. Hope it becomes good when I have the end webpage."}, {"post_id": 2628, "ts": "2026-06-05T08:17:18Z", "hours": 5.5428, "text": "In the video, I’ve made it to be able to upload your floor plan by drag and drop or simply clicking like what was shown in the video. I’ve faced some errors with branches mixing up. Also, next step will be hosting images."}, {"post_id": 2013, "ts": "2026-06-04T09:16:29Z", "hours": 2.0736, "text": "I’m working on an architectural 3D design where you can upload your floor plan and edit it. Currently I did the Homepage and I’m working on being able to upload your floor plan."}]...
|
Title: VisionArch by @raslanyossif | Stardance
De Title: VisionArch by @raslanyossif | Stardance
Devlogs:
I’m working on an architectural 3D design where you can upload your floor plan and edit it. Currently I did the Homepage and I’m working on being able to upload your floor plan.
In the video, I’ve made it to be able to upload your floor plan by drag and drop or simply clicking like what was shown in the video. I’ve faced some errors with branches mixing up. Also, next step will be hosting images.
Added a Projects list section, so everything is saved under that. I’ve been dealing with a bunch of errors that I’m fixing, took me time to find that specific error. Working on Hosting-Images in a branch and thinking of other ideas to come up with. This is my first big project that I did, so that may be the reason I’m facing many problems. However, everything is going good so far. Hope it becomes good when I have the end webpage.
I Implemented project persistence and retrieval functionality by introducing hosting utilities for image uploads, a project creation action that prepares and saves project data with hosted assets, enables dynamic project listing on the home page, and updates the visualizer to consume project state from router navigation. I faced multiple Errors where when I drag n drop a PNG file the loading freezes which took time to fix but made it work. The goal is to create a whole 3D architectural render of this boring 2D design. and also design this page itself and make it nicer.
A new AI-powered 3D visualization feature is introduced with fetchAsDataUrl and generate3DView functions in lib/ai/action.ts that integrate with puter.ai for image generation. The Visualizer route is enhanced with state management, automatic generation flow, and a complete UI redesign including navigation, project metadata render area and loading states.
This pull request introduces a backend project management system via a new Puter worker module that provides REST APIs for persisting, listing, and retrieving design projects. The frontend is updated to load projects on startup, handle project creation with persistence, and enable navigation between project visualization with stateful project data. Next, I’m planning on doing a comparison between before and after.
The pull request adds image export functionality and a before/after comparison slider to the visualizer route, expands WebP upload support, and introduces the react-compare-slider dependency. Configuration files and memory tracking are updated accordingly. Changes: Image Export & Comparison UI - Added HandleExport function to trigger PNG downloads of currentImage; introduced ReactCompareSlider UI panel to display before (sourceimage) and after (currentimage) comparison with conditional rendering; added react-compare-slider dependency. Upload Enchantment - Expanded accepted file types to include .webp format alongside existing .jpg, jpeg, and .png support. Workspace & Development Tracking - Rebalanced IDE ChangeListManager entries; added two new trajectory analysis entries documenting plans for handling sensitive env file history and cross-origin image downloads.
It’s been a TOUGH coding day :> WHAT’ NEW: Share/unshare system allows users to share files from their local ‘Storage’ with other users and vice versa. I learned that Puter’s data model has separate user (for their own files) and me (for shared/app files), which has taken me a number of attempts to understand. Added a confirmation dialog with custom styling to the delete function instead of a boring confirmation dialog. In the works are an upvote/downvote and threaded comment feature to allow users to vote on designs in the community similar to Reddit’s. Biggest debugging lesson of the day: CORS preflight requests need to define OPTIONS handlers on all routes, not just those that need CORS. One example was an attempt to resolve a CORS Access-Control-Allow-Methods header, which took so long to debug.
WHAT’S NEW: Not everyone has a floor plan image lying around, so I added a full drawing canvas using tldraw. You can now sketch a layout freehand, with shapes and text, then hit “Generate 3D Render” and it feeds straight into the same AI pipeline as an uploaded image. I recently discovered that my style picker feature (Modern/Minimalist/Industrial/Luxury) created random styled images as opposed to rendering the correct object from the actual floor plan and thus would just replace my existing prompt with a new one capable of producing an appropriate render. To remedy this issue, I created short style modifiers that will all be appending themselves to a single base prompt. As a result, there are now clear differences between Modern/Industrial/Luxury styles, and the base wall geometric shapes are maintained no matter which style is used. Still need to improve upon the Minimalist-style image as it still looks so close to the other styles due to its similarity with the original base aesthetic.
WHAT’S NEW Projects no longer have to stay stuck as “Residence 1239812737128.” Now you can simply click the title in the visualizer, and it becomes editable, just edit and hit enter to save. I also added a Floor plan template on draw page because not everyone wants to start from a blank canvas, so I added 5 starter templates (Studio, 1-Bedroom, 2-Bedroom, Open Loft, Family Home) built with tldraw’s shape API. One click loads a labeled room layout onto the canvas, which you can edit and all before generating the 3D render. Additionally, I added a hint for new users, so they immediately understand that they need to draw and generate instead of just thinking it’s blank canvas not knowing what to do. Fixed: logged-out visitors couldn’t see Community at all This is an issue that had a greater depth than it appeared to be. All calls made through the workers.exec() of Puter’s automatically attach the user’s session to the call. Although, this thoroughly works for authenticated actions, any calls made by un-logged-in users will not execute properly, even on routes that are not required to be authenticated on the server side. The read-only endpoints (public project list, and comments) were switched to plain fetch() calls, as they do not require a user session to execute in any way. Therefore, un-logged-in users can now browse the Community and view designs. Fixed: voting did nothing when logged out Similar to the above issue, there were simply no active buttons for guests to ‘vote’ at all. Now, when an un-logged-in visitor clicks on the Upvote / Downvote button (or tries to comment), it now brings up the Puter sign-in pop-up automatically. So, it allows for a real call to action rather than a ‘dead click’.
TIME FOR DEVLOG> was busy so I slowed down. Fixed: The Puter consent popup was getting shown to all visitors, instantly Discovered that the getCurrentUser() function is executing puter.auth.getUser() every time the page loads, for every single visitor, including those who haven’t signed in at all. This was triggering the Puter consent modal asking whether the user consents to seeing “this site uses Puter”. Fixed by adding an additional call to puter.auth.isSignedIn(), a synchronous function that doesn’t require network access, which checks if a session already exists. Users who aren’t logged in get directed straight to the homepage now. Fixed: Regeneration with a different style required a refresh. This was due to double invocation of the setCurrentImage() method, which overrode the just-completed AI-rendered image with the stored hosted URL. Removed the redundant call, so that the UI respects the freshly generated image. Improved the “no text in renders” requirement. Some renders featured room labels like “Bathroom” or “Bedroom”. Re-wrote the prompt to the AI, putting text-removal above all other rules, emphasizing that the room label informs furniture choices but should not be present itself, and instructing the AI to include the self-check step in the result. Added README Credits, features, tech stack, architecture notes, local development instructions, Vercel deployment instructions. Next: going through the whole app end-to-end once more - code and UI - before calling this fully submitted
TIME FOR DEVLOG :> For VisionArch you can test it/ generate 4-5 times then you hit limit and need to wait for your limit to reset. Resolved issues regarding the progress bar which was working incorrectly. Introduced a new authorization guard to prevent unauthorized people from causing authentication issues upon webpage loading. Added a silent worker ping to ensure that the Puter worker is awake prior to requests and thereby eliminate cold starts with multiple CORS errors and 404s during access of community pages. Corrected the missing environment variables in local configuration and Vercel dashboard.
What was broken: Login/upload silently failed for signed-out users, and after signing in, the UI wouldn’t reflect it until a manual refresh. What you found: Console showed Cross-Origin-Opener-Policy policy would block the window.closed call - the site’s COOP header was preventing Puter’s auth popup from reporting back to the app. The fix: Added vercel.json with Cross-Origin-Opener-Policy: unsafe-none, plus made the upload dropzone and “Get Started” button properly prompt/guard sign-in instead of failing silently. Verified: Signed in -> UI updated instantly, no refresh -> uploaded a floor plan -> rendered correctly end-to-end.
Spent this session tracking down a login bug that had been bugging me - turns out a security header on my site was quietly blocking the auth popup from talking back to the app, so users had to refresh after signing in for it to actually register. Fixed that, then made the upload box actually prompt you to sign in instead of just… doing nothing when you’re logged out. After that I gave the whole site a real visual identity instead of the generic AI-startup look it had - leaned into a blueprint/drafting theme since it fits an architecture tool, ditched the soft gradient blobs for a grid background, and rebuilt all the buttons with a chunky neo brutalist shadow style. Also added dark mode from scratch - toggle in the navbar, remembers your preference, styled across every page - and caught a dumb bug along the way where one page’s card was using the wrong color variable and turned into an unreadable white blob in dark mode. Fun catch.
I decided to change the complete look of this website to something that feels a bit more housy vibe. and made the dark mode into green colored. fixed a bug for generating because each user has a limit, so this time once you reach your limit you will get a message.
Ships:
VisionArch is an AI-based architectural design software that allows users to upload 2D floor plans on the platform or draw them manually before receiving an instantaneous top-down 3D photo rendering of the plan. The new changes fixed the bug of the bar displaying incorrect progress, added an authentication blocker that prevents unauthorized users from causing backend errors, created a worker keep alive ping so there are no cold start CORS failures, and repaired missing environment variables, making API calls possible. To try it out, go to vision-arch-two.vercel.app, register using Puter, upload the floor plan, or use the Draw mode to draw the floor plan. After that, just hit Generate 3D Render. You can also share your renderings with other users and rate their projects in return....
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1792979606.6073353
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1793066006.6073353
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6125
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GhOsT by @GhOsT_ | Stardance
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GhOsT_
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T16:21:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot which impersonate me. Like same name and profile. Then there are many commands some of them i am still working upon. The biggest challange was making the bot work. The guide helps a lot i followed it line by line more over i used AI a bit to help me with ideas for command and formatting the texts to look more professional. People can type /ghost-help to know the features etc.", "repo": "https://github.com/surajjha0622/GhOsT", "demo": "https://hackclub.enterprise.slack.com/archives/C0BGGH6TQ2Z"}]...
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[{"post_id": 25562, "ts": "202 [{"post_id": 25562, "ts": "2026-07-09T21:46:08Z", "hours": 1.0317, "text": "DEvlog 1 FInished the slackbot After so many days….well it took much more time cause i slacked off in between but nvm finally the bot is here 24/7 live. Features 👻 /ghost-help — Displays all available commands🪙 /ghost-coinflip — Flip a virtual coin 🎲 /ghost-roll — Roll a dice with a custom number of sides 🎯 /ghost-pick — Randomly choose from multiple options 🎱 /ghost-8ball — Magic 8 Ball answers for yes/no questions 😂 /ghost-roast — Generates a random roast 🔮 /ghost-fortune — Receive a random fortune 🎨 /ghost-color — Generate a random HEX color 🔑 /ghost-password — Create a secure random password 📸 /ghost-quote — Placeholder for quote image generation (coming next!) What I learned Building Slack apps using Slack Bolt -Creating and handling slash commands -Using environment variables securely -Deploying Node.js apps on Hack Club Nest -Keeping applications running 24/7 using PM2 -Basic Linux server management and SSH"}]...
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Title: GhOsT by @GhOsT_ | Stardance
Devlogs:
DEvl Title: GhOsT by @GhOsT_ | Stardance
Devlogs:
DEvlog 1 FInished the slackbot After so many days….well it took much more time cause i slacked off in between but nvm finally the bot is here 24/7 live. Features 👻 /ghost-help — Displays all available commands🪙 /ghost-coinflip — Flip a virtual coin 🎲 /ghost-roll — Roll a dice with a custom number of sides 🎯 /ghost-pick — Randomly choose from multiple options 🎱 /ghost-8ball — Magic 8 Ball answers for yes/no questions 😂 /ghost-roast — Generates a random roast 🔮 /ghost-fortune — Receive a random fortune 🎨 /ghost-color — Generate a random HEX color 🔑 /ghost-password — Create a secure random password 📸 /ghost-quote — Placeholder for quote image generation (coming next!) What I learned Building Slack apps using Slack Bolt -Creating and handling slash commands -Using environment variables securely -Deploying Node.js apps on Hack Club Nest -Keeping applications running 24/7 using PM2 -Basic Linux server management and SSH
Ships:
I made a slack bot which impersonate me. Like same name and profile. Then there are many commands some of them i am still working upon. The biggest challange was making the bot work. The guide helps a lot i followed it line by line more over i used AI a bit to help me with ideas for command and formatting the texts to look more professional. People can type /ghost-help to know the features etc....
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1792994124.129565
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1793080524.129565
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6129
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ContribBot_REPO by @phantomlegends381 | Stardance
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phantomlegends381
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1
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2.3
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9
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T23:19:32Z", "hours": 2.0, "multiplier": 5.99, "payout": 9, "blessing": "neutral", "text": "I made a slack bot which has 4-5 different commands it can track and gives a leaderboard of people with most commits in temrs of 1st, 2nd, 3rd. Also has a command which gives extra coordinates of place in terms of latitude and longtiude. The main is space once which has a from sample list of planets in readme it can give you a random pic and random fact of the planet. The things I found challenging were to host 24/7 on nest which i did by giving nest permissions to don’t terminate my background process when i close powershell. Also putting bootprint space package into my api was also challenging. I am proud of my coordinate map command and github commit history leaderboard command and the fact that my app is 24/7", "repo": "https://github.com/phantomlegends381-max/Contribot-Repo", "demo": "https://hackclub.enterprise.slack.com/archives/C0B96454ZHR"}]...
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[{"post_id": 12922, "ts": "202 [{"post_id": 12922, "ts": "2026-06-21T04:54:18Z", "hours": 0.3028, "text": "Fixed my shipping errors . Gave the right demo link for the slack bot. Gave updated auth permissions"}, {"post_id": 7181, "ts": "2026-06-12T00:01:14Z", "hours": 0.9297, "text": "Used API keys from OpenStreetMap and implemented a city, Country based system. Important functions used for /beatifymaps. parseMapsCommand(text) Reads what the user typed after /beatifymaps. It decides if the user wants help, place search, or distance mode. geocodePlace(query) Searches OpenStreetMap for a place like Tokyo, Japan or Los Angeles. getNominatimHeaders() Adds the required User-Agent header for OpenStreetMap Nominatim. getDistanceMiles(fromPlace, toPlace) Calculates distance between two places using their latitude and longitude. buildPlaceResponse(query, place) Creates the nice Slack Block Kit card for one searched place. buildDistanceResponse(fromPlace, toPlace, distanceMiles) Creates the nice Slack Block Kit card for distance between two places. buildFlagImageUrl(countryCode) Creates a flag image URL for the country. getOpenStreetMapUrl(place) Creates the “View Map” button link."}, {"post_id": 6353, "ts": "2026-06-10T18:07:56Z", "hours": 0.5933, "text": "👍Still debugging and polishing the github token credit. Right now jsut plain text with github profile name with number of commits . Still need to add more features"}]...
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Title: ContribBot_REPO by @phantomlegends381 | Sta Title: ContribBot_REPO by @phantomlegends381 | Stardance
Devlogs:
👍Still debugging and polishing the github token credit. Right now jsut plain text with github profile name with number of commits . Still need to add more features
Used API keys from OpenStreetMap and implemented a city, Country based system. Important functions used for /beatifymaps. parseMapsCommand(text) Reads what the user typed after /beatifymaps. It decides if the user wants help, place search, or distance mode. geocodePlace(query) Searches OpenStreetMap for a place like Tokyo, Japan or Los Angeles. getNominatimHeaders() Adds the required User-Agent header for OpenStreetMap Nominatim. getDistanceMiles(fromPlace, toPlace) Calculates distance between two places using their latitude and longitude. buildPlaceResponse(query, place) Creates the nice Slack Block Kit card for one searched place. buildDistanceResponse(fromPlace, toPlace, distanceMiles) Creates the nice Slack Block Kit card for distance between two places. buildFlagImageUrl(countryCode) Creates a flag image URL for the country. getOpenStreetMapUrl(place) Creates the “View Map” button link.
Fixed my shipping errors . Gave the right demo link for the slack bot. Gave updated auth permissions
Ships:
I made a slack bot which has 4-5 different commands it can track and gives a leaderboard of people with most commits in temrs of 1st, 2nd, 3rd. Also has a command which gives extra coordinates of place in terms of latitude and longtiude. The main is space once which has a from sample list of planets in readme it can give you a random pic and random fact of the planet. The things I found challenging were to host 24/7 on nest which i did by giving nest permissions to don’t terminate my background process when i close powershell. Also putting bootprint space package into my api was also challenging. I am proud of my coordinate map command and github commit history leaderboard command and the fact that my app is 24/7...
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1792983151.8298054
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1793069551.8298054
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6130
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3V Plugin Power Supplier by @hacha-mouse | Stardan 3V Plugin Power Supplier by @hacha-mouse | Stardance...
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hacha-mouse
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1
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1.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T15:00:38Z", "hours": 1.0, "multiplier": 3.17, "payout": 4, "blessing": "neutral", "text": "I made a device to provide 3V plugin power to microphones using CR2032 coin battery. Why I built this? I built this because I wanted to make use of my microphone which required 2-5V plugin power. I had nothing that can provide some power to the microphone, and there weren’t any products at affordable prices. How can I try it? This is a hardware project, so if you really wish to try it yourself, please make one yourself!", "repo": "https://github.com/hatya-mouse/plugin-power-supplier", "demo": ""}]...
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[{"post_id": 3524, "ts": "2026 [{"post_id": 3524, "ts": "2026-06-06T14:37:45Z", "hours": 0.3514, "text": "I’ve finished editing a demo video! https://www.youtube.com/watch?v=aCJ3Ztfm0Tg"}, {"post_id": 3415, "ts": "2026-06-06T10:31:31Z", "hours": 0.5236, "text": "I’ve improved the README for this"}, {"post_id": 3401, "ts": "2026-06-06T09:47:45Z", "hours": 0.5008, "text": "Finished soldering the plugin power supplier! It works perfectly when connected to microphone"}]...
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Title: 3V Plugin Power Supplier by @hacha-mouse | Title: 3V Plugin Power Supplier by @hacha-mouse | Stardance
Devlogs:
Finished soldering the plugin power supplier! It works perfectly when connected to microphone
I’ve improved the README for this
I’ve finished editing a demo video! https://www.youtube.com/watch?v=aCJ3Ztfm0Tg
Ships:
I made a device to provide 3V plugin power to microphones using CR2032 coin battery. Why I built this? I built this because I wanted to make use of my microphone which required 2-5V plugin power. I had nothing that can provide some power to the microphone, and there weren’t any products at affordable prices. How can I try it? This is a hardware project, so if you really wish to try it yourself, please make one yourself!...
|
1792993711.162526
|
1793080111.162526
|
|
6131
|
MicroDev128 Project by @I-like-BWRs | Stardance
|
I-like-BWRs
|
1
|
29.12
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T21:06:22Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AVR128DB28 Concept Board. Being made right now", "repo": "https://github.com/ILikeBWRs/MicroDev128", "demo": ""}]...
|
[{"post_id": 70291, "ts": "202 [{"post_id": 70291, "ts": "2026-09-18T21:43:11Z", "hours": 0.3333, "text": "Finished my BOM and sent and email THANK YOU PCBWay for sponsoring this project! I needed to lock in. I (mostly off-camera) worked on selecting parts for the BOM. This included the parts for the MicroDevUPDI Programmer, and the MicroDev128-32P. I wrote a email to PCBWay (off-camera) asking if they will continue to sponsor me. (fingers crossed as the Hack Club grant just covered the first lot of parts). Because Stardance ends in 2 weeks - and shipping and assembly takes more than 2 weeks this will be the last devlog on stardance :( Thank you to all who have helped with this project - including you * reading this now. I really appreciate your support!"}, {"post_id": 66999, "ts": "2026-09-13T00:53:38Z", "hours": 1.9167, "text": "Finished the Rev1B and started work on the UPDI programmer I finished work on the MicroDev128-32P Rev1B. It some new things that you can see in the past devlogs. For MicroDevUPDI I made a simple USB to UPDI programmer. It uses the CH340E - which has an internal crystal. small footprint and needs few external parts. I added reverse polarity protection. It uses USB-C for its connector and is 2 small two layer board. I changed the main MicroDev128 repo to be a main landing page - with each board having its own repo."}, {"post_id": 66311, "ts": "2026-09-12T02:21:53Z", "hours": 3.3525, "text": "FINISHED Rev 1B I finished this revision by adding a few things: A full changelog bellow Rounded corners (idk just looks better in my opionion) Changed the TVS blows a fuse thing for a diode for proper reverse polarity protection Rearranged all the components Fixed some decoupling caps that were linked to GND and 5V but not even close to the acuall pin. Changed the UPDI header to be a 3x1 to save board space. As per request of a guy in my schools robotics club the board now fetures 3 neopixels (couldnt do his other request of a diode on every pin) Re-jigged the silkscreen labels so they should be acually readable Fixed the LT8653S being wired for burst mode ( which is great for battery life, but has higher ripple (I measured 30mV peak to peak with my scope) Now it is wired for FCM (Forced Countiuous Mode) for that super low ripple that the LT8653S is capable of. I learnt a thing or two about routing and made the pins for everything as close as possible to each other. Most likely I forgot to mention some stuff that I changed …. Anyway … turning out to be a genuinely useful board. Had the MVIO comunicating with a 3.3V SD card module yesterday no problems. Until next time … ILikeBWRs - Keegan Muller"}, {"post_id": 66143, "ts": "2026-09-11T19:28:32Z", "hours": 1.0169, "text": "Rearranging the power section I started to rearange the power section of the board, making the layout of componenets better and in general improving the overall board layout. I added a big diode for reverse polarity protection. I also added neo pixels and are spliting the board more. I resized the UPDI header to bbe a 1x3 header with power on the outside - Ill put a full bridge recitifier on the programer so you can plug it in both ways."}, {"post_id": 65815, "ts": "2026-09-11T06:35:02Z", "hours": 4.0006, "text": "Some Polishing MicroDev128-32P I noticed that my Rev 1B, is nearly completely different than my original design - so it merits a different board name. I am going to polish the MicroDev128-32P, make a programer for it then move on. I am adding USB to new board as well as some more fetures. The MicroDev128-32P will be polished so that it functions perfectly. Also started more work on the docs!"}, {"post_id": 62073, "ts": "2026-09-05T09:47:43Z", "hours": 1.4667, "text": "Started work on MicroDev128-32P Rev 1B I need to fix some flaws with the original design. I’ll address them as a list: It doesn’t have onboard USB It has small hard to read silkscreen and clearance issues. It has an oversized programming header which can be ommited if I add onboard USB. The 3PDT switch is big, easy to knock and takes up valuable board space. The 603 Ceramic caps are large and are not in the best places for power filtering. I plan to fix these all. Stay tuned to see what changes!"}, {"post_id": 60666, "ts": "2026-09-03T05:18:50Z", "hours": 1.6572, "text": "Ordered Parts, Assembled, and Tested MicroDev128 Project Quick recap: I like the Arduino Nano but wow is it old. And outdated. And slow. And underpowered. So I put all my frustrations into making a board the same size (’cause trying to use a ESP32 on breadboard sucks when they are so thick) and waayyyyyyy more powerful. So then this thing was born. With a power regulator that can supply two times more current that my oscilloscope draws , mixed with the latest and greatest 8-bit AVR microcontrollers (not that 8-bit AVR microcontrollers are very new ). Sorry I haven’t devloged in a while so this is a lot of stuff in this devlog. This will say 1h 4min logged [because im really bad at remebering to devlog and I use my phone often that I can put Lookout on so I someone gets in the recordering I have to trash it :( ] Day 1 I started by ordering parts from Digikey. I spend roughly 3 hours looking at part selections for the passives and LEDs. Day 2 After the parts arrived I looked through the parts and then assebled one board. The caps placement was tricky because they all look the same size, so I’ll add a diagram to the Github repo in the future to make this easier. Day 3 I tested the board and, well you can watch the video to see how it turned out. So thats this updates devlog. See the Github repository for more info: github.com/ILikeBWRs/MicroDev128 WATCH THE VIDEO"}, {"post_id": 34416, "ts": "2026-07-25T03:23:11Z", "hours": 5.0506, "text": "Cleaning Up the PCB and getting it ready for production Woooooo!!!!!!!!!!!!!!!!!! Its done Check the other MicroDev128-32P devlogs for more info. I changed the short circuit/reverse polarity protection to using a TVS and fuse. I fixed some errors, worked on docs, and finished doing the silkscreen labels. Now I have to request funding and test (aka abuse it until it blows up >:] ) Sorry for gaps in the time-lapse, I got distracted reading my voltage regulator datasheet and forgot to pause the recording. Maaa Bad."}, {"post_id": 31094, "ts": "2026-07-19T06:55:58Z", "hours": 2.2339, "text": "PCB Routing Pt3 Finally Finished Routing the project!!!!!! Took a while but I ended up using layer 3 as a mixed power and signal plane insteed of a solid power plane. I am happy with how it turned out. I still might add TX and RX lines to the UPDI header, so you can do serial print . Overall very happy. Now I have to finish the silkscreen labels, do the documentation :/ , and test it (yay)."}, {"post_id": 29423, "ts": "2026-07-16T11:18:22Z", "hours": 0.8167, "text": "PCB Routing MicroDev128-32 Started routing everything for the whole board. I am sick of routing a good seeming line and then ripping it up 20 times. Started on the power lines Made planes for the GND and 5v lines Learnt that I really suck at PCB design in general ________________________________________________________________Project Overview Based on the AVR128DB32, with the LT8653S switching power regulator. It has: Up to 2 amps on both the 3.3v and 5v lines. 128kB Flash and 16kB SRAM MVIO on 4-pins with 3.3v, 5v and EXTERNAL source presets UPDI Programing Arduino Nano sized footprint Aims to have a better price to performance ratio than Arduino (not hard considering a Genuine Uno is $40 NZD (About 20 USD) More to come as I hopfully soon finish this project!"}, {"post_id": 12849, "ts": "2026-06-21T01:25:48Z", "hours": 1.7864, "text": "PCB PT2 This time: I have changed the voltage regulator to be the LT8653S (smaller footprint) I have relaid the board (again) I have started routing some basic data lines and the crystal. I have updated all footprints More to go! Getting there"}, {"post_id": 8519, "ts": "2026-06-14T05:13:06Z", "hours": 1.8056, "text": "Schematic Finishing and PCB (PT1)"}, {"post_id": 8482, "ts": "2026-06-14T03:17:10Z", "hours": 1.1797, "text": "Schematic PT2"}, {"post_id": 8446, "ts": "2026-06-14T01:23:50Z", "hours": 1.0075, "text": "Schematic AND ideas"}, {"post_id": 8402, "ts": "2026-06-13T23:33:35Z", "hours": 0.77, "text": "Schematic Work and Pondering"}, {"post_id": 7143, "ts": "2026-06-11T22:40:31Z", "hours": 0.3167, "text": "Hardware figuring out"}, {"post_id": 2956, "ts": "2026-06-05T21:17:39Z", "hours": 0.4111, "text": "Block Diagram"}, {"post_id": 1973, "ts": "2026-06-04T07:17:02Z", "hours": 0.2722, "text": "A basic program “BLINK” for the bare chip I have."}]...
|
Title: MicroDev128 Project by @I-like-BWRs | Stard Title: MicroDev128 Project by @I-like-BWRs | Stardance
Devlogs:
A basic program “BLINK” for the bare chip I have.
Block Diagram
Hardware figuring out
Schematic Work and Pondering
Schematic AND ideas
Schematic PT2
Schematic Finishing and PCB (PT1)
PCB PT2 This time: I have changed the voltage regulator to be the LT8653S (smaller footprint) I have relaid the board (again) I have started routing some basic data lines and the crystal. I have updated all footprints More to go! Getting there
PCB Routing MicroDev128-32 Started routing everything for the whole board. I am sick of routing a good seeming line and then ripping it up 20 times. Started on the power lines Made planes for the GND and 5v lines Learnt that I really suck at PCB design in general ________________________________________________________________Project Overview Based on the AVR128DB32, with the LT8653S switching power regulator. It has: Up to 2 amps on both the 3.3v and 5v lines. 128kB Flash and 16kB SRAM MVIO on 4-pins with 3.3v, 5v and EXTERNAL source presets UPDI Programing Arduino Nano sized footprint Aims to have a better price to performance ratio than Arduino (not hard considering a Genuine Uno is $40 NZD (About 20 USD) More to come as I hopfully soon finish this project!
PCB Routing Pt3 Finally Finished Routing the project!!!!!! Took a while but I ended up using layer 3 as a mixed power and signal plane insteed of a solid power plane. I am happy with how it turned out. I still might add TX and RX lines to the UPDI header, so you can do serial print . Overall very happy. Now I have to finish the silkscreen labels, do the documentation :/ , and test it (yay).
Cleaning Up the PCB and getting it ready for production Woooooo!!!!!!!!!!!!!!!!!! Its done Check the other MicroDev128-32P devlogs for more info. I changed the short circuit/reverse polarity protection to using a TVS and fuse. I fixed some errors, worked on docs, and finished doing the silkscreen labels. Now I have to request funding and test (aka abuse it until it blows up >:] ) Sorry for gaps in the time-lapse, I got distracted reading my voltage regulator datasheet and forgot to pause the recording. Maaa Bad.
Ordered Parts, Assembled, and Tested MicroDev128 Project Quick recap: I like the Arduino Nano but wow is it old. And outdated. And slow. And underpowered. So I put all my frustrations into making a board the same size (’cause trying to use a ESP32 on breadboard sucks when they are so thick) and waayyyyyyy more powerful. So then this thing was born. With a power regulator that can supply two times more current that my oscilloscope draws , mixed with the latest and greatest 8-bit AVR microcontrollers (not that 8-bit AVR microcontrollers are very new ). Sorry I haven’t devloged in a while so this is a lot of stuff in this devlog. This will say 1h 4min logged [because im really bad at remebering to devlog and I use my phone often that I can put Lookout on so I someone gets in the recordering I have to trash it :( ] Day 1 I started by ordering parts from Digikey. I spend roughly 3 hours looking at part selections for the passives and LEDs. Day 2 After the parts arrived I looked through the parts and then assebled one board. The caps placement was tricky because they all look the same size, so I’ll add a diagram to the Github repo in the future to make this easier. Day 3 I tested the board and, well you can watch the video to see how it turned out. So thats this updates devlog. See the Github repository for more info: github.com/ILikeBWRs/MicroDev128 WATCH THE VIDEO
Started work on MicroDev128-32P Rev 1B I need to fix some flaws with the original design. I’ll address them as a list: It doesn’t have onboard USB It has small hard to read silkscreen and clearance issues. It has an oversized programming header which can be ommited if I add onboard USB. The 3PDT switch is big, easy to knock and takes up valuable board space. The 603 Ceramic caps are large and are not in the best places for power filtering. I plan to fix these all. Stay tuned to see what changes!
Some Polishing MicroDev128-32P I noticed that my Rev 1B, is nearly completely different than my original design - so it merits a different board name. I am going to polish the MicroDev128-32P, make a programer for it then move on. I am adding USB to new board as well as some more fetures. The MicroDev128-32P will be polished so that it functions perfectly. Also started more work on the docs!
Rearranging the power section I started to rearange the power section of the board, making the layout of componenets better and in general improving the overall board layout. I added a big diode for reverse polarity protection. I also added neo pixels and are spliting the board more. I resized the UPDI header to bbe a 1x3 header with power on the outside - Ill put a full bridge recitifier on the programer so you can plug it in both ways.
FINISHED Rev 1B I finished this revision by adding a few things: A full changelog bellow Rounded corners (idk just looks better in my opionion) Changed the TVS blows a fuse thing for a diode for proper reverse polarity protection Rearranged all the components Fixed some decoupling caps that were linked to GND and 5V but not even close to the acuall pin. Changed the UPDI header to be a 3x1 to save board space. As per request of a guy in my schools robotics club the board now fetures 3 neopixels (couldnt do his other request of a diode on every pin) Re-jigged the silkscreen labels so they should be acually readable Fixed the LT8653S being wired for burst mode ( which is great for battery life, but has higher ripple (I measured 30mV peak to peak with my scope) Now it is wired for FCM (Forced Countiuous Mode) for that super low ripple that the LT8653S is capable of. I learnt a thing or two about routing and made the pins for everything as close as possible to each other. Most likely I forgot to mention some stuff that I changed …. Anyway … turning out to be a genuinely useful board. Had the MVIO comunicating with a 3.3V SD card module yesterday no problems. Until next time … ILikeBWRs - Keegan Muller
Finished the Rev1B and started work on the UPDI programmer I finished work on the MicroDev128-32P Rev1B. It some new things that you can see in the past devlogs. For MicroDevUPDI I made a simple USB to UPDI programmer. It uses the CH340E - which has an internal crystal. small footprint and needs few external parts. I added reverse polarity protection. It uses USB-C for its connector and is 2 small two layer board. I changed the main MicroDev128 repo to be a main landing page - with each board having its own repo.
Finished my BOM and sent and email THANK YOU PCBWay for sponsoring this project! I needed to lock in. I (mostly off-camera) worked on selecting parts for the BOM. This included the parts for the MicroDevUPDI Programmer, and the MicroDev128-32P. I wrote a email to PCBWay (off-camera) asking if they will continue to sponsor me. (fingers crossed as the Hack Club grant just covered the first lot of parts). Because Stardance ends in 2 weeks - and shipping and assembly takes more than 2 weeks this will be the last devlog on stardance :( Thank you to all who have helped with this project - including you * reading this now. I really appreciate your support!
Ships:
AVR128DB28 Concept Board. Being made right now...
|
1792986705.719917
|
1793073105.719917
|
|
6133
|
HydroPad by @hatya-mouse | Stardance
|
hatya-mouse
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T12:50:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HydroPad HydroPad is a macropad with some holes for the water to go through, designed for people with palmar hyperhidrosis. Why I created this I have palmar hyperhidrosis and that makes it hard to clean up keyboards, because sweat goes into the keyboard’s frame. So I designed a hackpad that has a hole that allows me to get the water out of it.", "repo": "https://github.com/hatya-mouse/hydropad", "demo": ""}]...
|
[{"post_id": 2205, "ts": "2026 [{"post_id": 2205, "ts": "2026-06-04T16:05:31Z", "hours": 0.4156, "text": "FInally finished preparing the required resources! https://github.com/hatya-mouse/hydropad"}, {"post_id": 2129, "ts": "2026-06-04T13:41:29Z", "hours": 0.2819, "text": "Implemented simple encoder and oled process to firmware"}, {"post_id": 2116, "ts": "2026-06-04T13:21:01Z", "hours": 0.3925, "text": "Finished designing the PCB and the case and finally started implementing the firmware!"}]...
|
Title: HydroPad by @hatya-mouse | Stardance
Devlo Title: HydroPad by @hatya-mouse | Stardance
Devlogs:
Finished designing the PCB and the case and finally started implementing the firmware!
Implemented simple encoder and oled process to firmware
FInally finished preparing the required resources! https://github.com/hatya-mouse/hydropad
Ships:
HydroPad HydroPad is a macropad with some holes for the water to go through, designed for people with palmar hyperhidrosis. Why I created this I have palmar hyperhidrosis and that makes it hard to clean up keyboards, because sweat goes into the keyboard’s frame. So I designed a hackpad that has a hole that allows me to get the water out of it....
|
1792990242.3248718
|
1793076642.3248718
|
|
6146
|
Diana by @RedBlue | Stardance
|
RedBlue
|
1
|
43.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T07:23:42Z", "hours": 43.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Diana — a memory-aware AI assistant that actually remembers you across conversations. Diana extracts structured facts from every chat (your projects, skills, goals, preferences) and injects them into every future response. No more explaining yourself from scratch every session. Stack: React + TypeScript frontend, Express backend, FastAPI AI service, PostgreSQL on Neon, deployed on Google Cloud Run + Vercel. To test: go to https://diana-six-theta.vercel.app , create an account, tell Diana something about yourself or what you’re building, then start a new chat and ask “what do you know about me?” — she’ll already know. What was challenging: deploying three separate services to production for the first time, both Groq models getting decommissioned mid-deployment, and debugging a CORS issue caused by an Express 5 breaking change. What I’m proud of: the memory pipeline works end to end — extract, store, retrieve, inject — and it genuinely makes the AI feel different.", "repo": "https://github.com/HJeandedieu/Diana", "demo": "https://diana-six-theta.vercel.app/"}]...
|
[{"post_id": 51489, "ts": "202 [{"post_id": 51489, "ts": "2026-08-21T07:18:57Z", "hours": 6.4872, "text": "Diana — Final Update: Shipped. The last piece was getting Diana off localhost and into the world. The backend and AI service landed on Google Cloud Run, the database on Neon, the frontend on Vercel — three services, one product, all talking to each other in production. It wasn’t without a fight. Both Groq models we’d been using were decommissioned the same week we deployed. Docker refused to generate the Prisma client without a database URL at build time. Cloud Run silently dropped env vars. The auth token expired mid-deploy. Each one got fixed, and by the end Diana was running live — memory extraction, context injection, session persistence, the full pipeline — on real infrastructure. Diana is live at https://diana-six-theta.vercel.app Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data → Shipped."}, {"post_id": 46629, "ts": "2026-08-14T00:57:19Z", "hours": 4.08, "text": "The frontend foundation met the backend this week and everything clicked into place. Real data replaced the mocks — sessions create automatically on load, conversations persist across visits, and the chat pipeline is fully live end to end. The Memories screen went from a shell to a working dashboard, with filters, inline editing, and deletion all connected to the database. On the first real test, Diana loaded two memories — “User built Diana” and “User knows Express” — exactly what she was supposed to remember. It wasn’t without a fight. CORS blocked the first login attempt because Express 5 was intercepting preflight requests before the middleware could run — downgraded to Express 4 and it resolved immediately. Sessions weren’t being created on the frontend so every chat request returned a 404. Messages rendered as empty bubbles until the controller response shape was corrected to return a full message object. Each one got fixed, and by the end of the week Diana was having real, memory-aware conversations through a UI that feels like something worth using. Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data"}, {"post_id": 44691, "ts": "2026-08-10T16:59:45Z", "hours": 6.5836, "text": "Diana — Screens Implementation: Frontend Structure Complete All major screens are now created and connected with the component library. The UI layer is complete — Login, Register, Chat Interface, Memory Dashboard, Profile, Settings, and supporting layouts are built using the reusable TypeScript components. The Sidebar, Chat Experience, Authentication Flow, and Dashboard structure are now in place, giving Diana a complete application shell instead of isolated components. Frontend progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration The frontend foundation is complete. Next steps are connecting real data, API integration, state management, and refining the user experience."}, {"post_id": 42021, "ts": "2026-08-06T15:49:12Z", "hours": 2.1331, "text": "Diana — UI Update: Components Complete All 12 components are done — UI and layout. Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, CodeBlock, Sidebar, ChatInput, and ChatMessage. The full component library is built, typed in TypeScript, and ready to compose into screens. Login is already live. Chat, Register, and Memory Dashboard are next. The frontend is taking shape. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Screens"}, {"post_id": 41623, "ts": "2026-08-05T22:50:01Z", "hours": 5.0111, "text": "Diana — UI Update: Component Library All core UI components are built and ready — Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, and CodeBlock. The component library is the foundation every screen builds on. Nothing gets repeated, nothing gets inconsistent. Next up: layout components and the first full screens. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Layout & Screens"}, {"post_id": 21840, "ts": "2026-07-03T23:42:22Z", "hours": 5.3878, "text": "First Week working on Diana Frontend. So far I’ve managed to create the login page other pages are coming soon. #frontend"}, {"post_id": 15617, "ts": "2026-06-25T12:21:44Z", "hours": 0.3967, "text": "Diana — Week 6 Update This week Diana became self-aware. Context injection is now fully operational. Before every response, Diana fetches the user’s most important memories from the database and injects them into her system prompt. She now knows who she is, what the user is building, and what they care about — before a single word is typed. The proof: ask her “What am I currently building?” with no context in the message. She responds: “You’re currently building me, Diana, a memory-aware AI assistant designed specifically for software developers.” The core pipeline is complete. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection ✅ → React Frontend (next)"}, {"post_id": 15212, "ts": "2026-06-24T18:36:26Z", "hours": 1.8997, "text": "Diana — Week 5 Update This week Diana got her memory. Built out the full memory extraction pipeline — after every conversation, Diana automatically analyzes what was said and extracts structured long-term facts about the user, storing them as typed memory objects with importance scores in the database. Four memory types are now being captured in production: projects, skills, goals, and facts — exactly as designed. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection (next)"}, {"post_id": 14650, "ts": "2026-06-23T20:41:48Z", "hours": 0.9828, "text": "Diana — Week 4 Update This week Diana got her voice. Replaced the hardcoded FastAPI stub with a real Groq LLM call using LLaMA 3.3-70b. Added a system prompt defining Diana’s identity and wired in conversation history so the model has context within a session. The full pipe is now live — a message sent from Express travels to FastAPI, hits Groq, and returns a real AI response. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → OpenAI Integration ✅ → Memory Extraction (next)"}, {"post_id": 13851, "ts": "2026-06-22T18:11:39Z", "hours": 3.0103, "text": "Week 3 Progress – Diana Set up the initial FastAPI backend for the Diana project. Organized the project into a clean and scalable folder structure.Defined the core application entry point and server configuration. Established a foundation for future API route expansion. Created the /generate-response endpoint as a functional stub. Added request and response placeholders for response generation. Created the /extract-memory endpoint as a functional stub. Added placeholder logic for future memory extraction workflows. Verified route registration and successful application startup. Prepared the backend architecture for Week 4 feature implementation."}, {"post_id": 12137, "ts": "2026-06-19T20:40:56Z", "hours": 3.5233, "text": "Diana: Week 2 Update This week focused on the session and messaging layer of Diana’s backend. Built out full session management — creating chat sessions, listing them, and retrieving conversation history — along with the core chat endpoint that stores both user and assistant messages. Every endpoint is now scoped to the authenticated user, ensuring one user’s data can never be accessed by another. With this in place, the foundation is ready for Week 3: standing up the FastAPI AI service and connecting it to the backend. Progress: Backend Foundation ✅ → Session & Message System ✅ → AI Service Setup (next)"}, {"post_id": 6963, "ts": "2026-06-11T17:55:40Z", "hours": 2.3017, "text": "Project Diana — Weekly Dev Log This week focused on building the backend foundation: POST /api/auth/register implemented POST /api/auth/login returns JWT tokens JWT middleware added to protect private routes Prisma schema migrated successfully to the database All API routes created and returning 200 OK stubs Next: Replace stubs with real business logic and begin integrating Diana’s AI-agent workflows."}, {"post_id": 3864, "ts": "2026-06-06T22:50:32Z", "hours": 1.0072, "text": "Initiated Project Diana which is a memory-aware AI assistant for developers that stores important information from previous conversations and uses it to provide contextual responses across sessions. I currently have been setting up my code-space like configuring Prisma so far."}]...
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Title: Diana by @RedBlue | Stardance
Devlogs:
Ini Title: Diana by @RedBlue | Stardance
Devlogs:
Initiated Project Diana which is a memory-aware AI assistant for developers that stores important information from previous conversations and uses it to provide contextual responses across sessions. I currently have been setting up my code-space like configuring Prisma so far.
Project Diana — Weekly Dev Log This week focused on building the backend foundation: POST /api/auth/register implemented POST /api/auth/login returns JWT tokens JWT middleware added to protect private routes Prisma schema migrated successfully to the database All API routes created and returning 200 OK stubs Next: Replace stubs with real business logic and begin integrating Diana’s AI-agent workflows.
Diana: Week 2 Update This week focused on the session and messaging layer of Diana’s backend. Built out full session management — creating chat sessions, listing them, and retrieving conversation history — along with the core chat endpoint that stores both user and assistant messages. Every endpoint is now scoped to the authenticated user, ensuring one user’s data can never be accessed by another. With this in place, the foundation is ready for Week 3: standing up the FastAPI AI service and connecting it to the backend. Progress: Backend Foundation ✅ → Session & Message System ✅ → AI Service Setup (next)
Week 3 Progress – Diana Set up the initial FastAPI backend for the Diana project. Organized the project into a clean and scalable folder structure.Defined the core application entry point and server configuration. Established a foundation for future API route expansion. Created the /generate-response endpoint as a functional stub. Added request and response placeholders for response generation. Created the /extract-memory endpoint as a functional stub. Added placeholder logic for future memory extraction workflows. Verified route registration and successful application startup. Prepared the backend architecture for Week 4 feature implementation.
Diana — Week 4 Update This week Diana got her voice. Replaced the hardcoded FastAPI stub with a real Groq LLM call using LLaMA 3.3-70b. Added a system prompt defining Diana’s identity and wired in conversation history so the model has context within a session. The full pipe is now live — a message sent from Express travels to FastAPI, hits Groq, and returns a real AI response. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → OpenAI Integration ✅ → Memory Extraction (next)
Diana — Week 5 Update This week Diana got her memory. Built out the full memory extraction pipeline — after every conversation, Diana automatically analyzes what was said and extracts structured long-term facts about the user, storing them as typed memory objects with importance scores in the database. Four memory types are now being captured in production: projects, skills, goals, and facts — exactly as designed. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection (next)
Diana — Week 6 Update This week Diana became self-aware. Context injection is now fully operational. Before every response, Diana fetches the user’s most important memories from the database and injects them into her system prompt. She now knows who she is, what the user is building, and what they care about — before a single word is typed. The proof: ask her “What am I currently building?” with no context in the message. She responds: “You’re currently building me, Diana, a memory-aware AI assistant designed specifically for software developers.” The core pipeline is complete. Progress: Backend ✅ → Sessions & Messages ✅ → FastAPI Service ✅ → LLM Integration ✅ → Memory Extraction ✅ → Context Injection ✅ → React Frontend (next)
First Week working on Diana Frontend. So far I’ve managed to create the login page other pages are coming soon. #frontend
Diana — UI Update: Component Library All core UI components are built and ready — Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, and CodeBlock. The component library is the foundation every screen builds on. Nothing gets repeated, nothing gets inconsistent. Next up: layout components and the first full screens. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Layout & Screens
Diana — UI Update: Components Complete All 12 components are done — UI and layout. Button, Input, PasswordInput, Label, Spinner, Toast, Badge, MarkdownRenderer, CodeBlock, Sidebar, ChatInput, and ChatMessage. The full component library is built, typed in TypeScript, and ready to compose into screens. Login is already live. Chat, Register, and Memory Dashboard are next. The frontend is taking shape. Progress: Backend → AI Service → Memory System → Context Injection → Login Page → Component Library → Screens
Diana — Screens Implementation: Frontend Structure Complete All major screens are now created and connected with the component library. The UI layer is complete — Login, Register, Chat Interface, Memory Dashboard, Profile, Settings, and supporting layouts are built using the reusable TypeScript components. The Sidebar, Chat Experience, Authentication Flow, and Dashboard structure are now in place, giving Diana a complete application shell instead of isolated components. Frontend progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration The frontend foundation is complete. Next steps are connecting real data, API integration, state management, and refining the user experience.
The frontend foundation met the backend this week and everything clicked into place. Real data replaced the mocks — sessions create automatically on load, conversations persist across visits, and the chat pipeline is fully live end to end. The Memories screen went from a shell to a working dashboard, with filters, inline editing, and deletion all connected to the database. On the first real test, Diana loaded two memories — “User built Diana” and “User knows Express” — exactly what she was supposed to remember. It wasn’t without a fight. CORS blocked the first login attempt because Express 5 was intercepting preflight requests before the middleware could run — downgraded to Express 4 and it resolved immediately. Sessions weren’t being created on the frontend so every chat request returned a 404. Messages rendered as empty bubbles until the controller response shape was corrected to return a full message object. Each one got fixed, and by the end of the week Diana was having real, memory-aware conversations through a UI that feels like something worth using. Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data
Diana — Final Update: Shipped. The last piece was getting Diana off localhost and into the world. The backend and AI service landed on Google Cloud Run, the database on Neon, the frontend on Vercel — three services, one product, all talking to each other in production. It wasn’t without a fight. Both Groq models we’d been using were decommissioned the same week we deployed. Docker refused to generate the Prisma client without a database URL at build time. Cloud Run silently dropped env vars. The auth token expired mid-deploy. Each one got fixed, and by the end Diana was running live — memory extraction, context injection, session persistence, the full pipeline — on real infrastructure. Diana is live at https://diana-six-theta.vercel.app Progress: Backend → AI Service → Memory System → Context Injection → Authentication → Component Library → Application Screens → UI Integration → Live Data → Shipped.
Ships:
Built Diana — a memory-aware AI assistant that actually remembers you across conversations. Diana extracts structured facts from every chat (your projects, skills, goals, preferences) and injects them into every future response. No more explaining yourself from scratch every session. Stack: React + TypeScript frontend, Express backend, FastAPI AI service, PostgreSQL on Neon, deployed on Google Cloud Run + Vercel. To test: go to https://diana-six-theta.vercel.app , create an account, tell Diana something about yourself or what you’re building, then start a new chat and ask “what do you know about me?” — she’ll already know. What was challenging: deploying three separate services to production for the first time, both Groq models getting decommissioned mid-deployment, and debugging a CORS issue caused by an Express 5 breaking change. What I’m proud of: the memory pipeline works end to end — extract, store, retrieve, inject — and it genuinely makes the AI feel different....
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1793076698.976096
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6148
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nothelp by @Ruben | Stardance
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Ruben
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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": "2026-06-10T09:40:50Z", "hours": 1.0, "multiplier": 1.64, "payout": 1, "blessing": "neutral", "text": "I made a cool bot for people who aren’t on the help team to add a disclaimer to a message.", "repo": "https://github.com/code2344/helpbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B5WQKC0F8"}]...
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[{"post_id": 6129, "ts": "2026 [{"post_id": 6129, "ts": "2026-06-10T09:38:09Z", "hours": 0.3356, "text": "fixed bot so it sends for the right button but then realised i broke rules in like 4 channels (dw theyre getting removed) also got a icon :)"}, {"post_id": 6106, "ts": "2026-06-10T08:35:10Z", "hours": 0.4453, "text": "Added more features and working on making it change the button name in different channels!"}]...
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Title: nothelp by @Ruben | Stardance
Devlogs:
Add Title: nothelp by @Ruben | Stardance
Devlogs:
Added more features and working on making it change the button name in different channels!
fixed bot so it sends for the right button but then realised i broke rules in like 4 channels (dw theyre getting removed) also got a icon :)
Ships:
I made a cool bot for people who aren’t on the help team to add a disclaimer to a message....
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1793062540.3568606
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1793148940.3568606
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6158
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A website to promote local Honey Business by @NC | A website to promote local Honey Business by @NC | Stardance...
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NC
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T05:01:19Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a business website for a local honey brand called Gold and Girl Honey Co. It has pages that show our mission, bee health awareness, and different honey products. The biggest part of the project was building the brand new Contact Page because the site didn’t have one before. It has a two column layout with a Get In Touch card on the left for basic info and a structured enquiry form on the right. I also built a custom social media section at the very bottom to link our accounts. CSS Flexbox layouts: Getting the social media icons at the bottom to look right was a massive headache. At first, the logos were way too big and bulging, and the text handles were wrapping into weird vertical lines. I had to create a custom socials box and use flex direction properties to finally force the text and icons to line up perfectly next to each other. Form styling: Making the select drop-down menu and the big message box match the exact same rounded corners and padding as the name and email fields took a lot of trial and error in the CSS stylesheet. JavaScript bugs: I had a few bugs with my JavaScript strings where my success message was accidentally showing raw template code on the screen instead of the user’s actual name. I also kept messing up the spelling of the word “received” in my code. I am super proud of getting a live backend email system to work without having to build a massive server application from scratch. I connected the form to Web3Forms using an API key and a POST method. Now, whenever someone actually fills out the form and hits submit, it bypasses the browser and sends a real email notification straight to my personal inbox instantly. You can test the form validation by filling out your name, email, and typing a message into the enquiry box. The success message is dynamic, so if you change the dropdown option from Honey Products to Bee Health, the alert message text changes based on what you chose. If you hit the orange submit button, it will check your inputs and actually fire off a live email alert to my inbox.", "repo": "https://github.com/NCGameMaking/Gold-And-Girl-Website", "demo": "https://ncgamemaking.github.io/Gold-And-Girl-Website/"}]...
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[{"post_id": 18990, "ts": "202 [{"post_id": 18990, "ts": "2026-06-30T04:56:40Z", "hours": 4.3122, "text": "Devlog #1: Adding the Contact Page (And Taming CSS Flexbox) Hey everyone! Quick update on the Gold & Girl site. Until now, we didn’t actually have a way for people to reach out directly through the site. I finally sat down and built out the Contact Page from scratch, and honestly, it turned out to be a massive lesson in debugging layout quirks and form handling. Here’s a quick breakdown of what went down and what’s new since the last version: Building the Contact Form: I set up a clean two-column layout containing an info card on the left and the enquiry form on the right. Fixing Template Strings & Typos: At first, my success message banner was rendering raw template literal variables on page load. I stripped out the hardcoded text placeholders from the HTML and used proper JavaScript backticks (template literals) to dynamically inject the user’s name and enquiry type cleanly upon submission. I also caught and fixed a typo where I spelled “received” as “recieved.” Taming the Social Icons: I wanted links to our social channels at the bottom. My first attempt resulted in giant brand logos breaking the page. To fix this, I wrapped them into a dedicated .socials-section container with a clean translucent off-white background matching our honey theme. I used CSS Flexbox to align the text handles right next to their corresponding icons horizontally instead of stacking them vertically, which looks way cleaner. Hooking up a Live Backend: Having a form look pretty is cool, but it’s useless if the messages go nowhere. Since this is a static site, I integrated Web3Forms via an API access key using a hidden POST action. Now, whenever someone submits an enquiry, it bypasses client-side storage and fires an email notification straight to my inbox in real time. The site is looking super polished now and actually functions like a real business page. I think its ready to ship!!"}, {"post_id": 12765, "ts": "2026-06-20T21:31:02Z", "hours": 4.4358, "text": "Case Study: Web Design for Gold and Girl Honey Location: Queensland, Australia 1. The Empathise Phase I interviewed the owner of “Gold and Girl” to align design choices with raw honey values and analysed competitor trends. Typography & Colors: Competitors use handwritten, artisanal fonts. Deep ambers and golden yellows mimic honey, balanced by eucalyptus greens and cream backdrops. Layout & Elements: Grid systems manage shop items, while landing banners frame farm identity. Layouts feature hexagons, rounded buttons, and warm product photography. Content: Sites lead with owner stories and transparency tags like “100% Raw” or “Unfiltered”. 2. The Design Phase Problem Statement Gold and Girl needs a web presence showcasing raw, chemical-free honey that highlights ecosystem action because the imminent Varroa mite invasion threatens QLD bee populations, making sustainability vital for conscious consumers. Project Scope Included: Landing section with product rules ( “No Chemicals, No Heating, No Plastic” ), Varroa mite crisis banner, top navigation, and custom scrollbar. Excluded: Mobile optimization, active transactional checkouts, and public forums. Measurable Design Criteria Criterion 1 (Layout): Must use a Flexbox structure with three thematic assets: a honeycomb grid, a bee graphic, and a natural flora motif. Test: Audit rendered screen (Pass/Fail). Criterion 2 (Typography): Text must use a legible font maintaining an artisanal identity with clear background contrast. Test: Inspect active CSS rules (Pass/Fail). Criterion 3 (CTA): The crisis section must feature an action button using a distinct, high-contrast accent color. Test: Visual target check (Pass/Fail). 3. The Ideate Phase Assets: Sourced an organic palette via Coolors.co and craft fonts via Google Fonts. Selection: Wireframe 1 was selected. Placing links at top followed by a bold Hero panel aligns with standard mental models, guiding users down from brand story directly into the Varroa mite action button before the footer. What’s Next? Real Shopping Section Page: Transforming the prototype into an e-commerce platform with dynamic product listings, jar size selectors, and active shopping cart logic. Contact Us Section: Launching a contact hub featuring an automated enquiry form, apiary map coordinates, and an ecosystem reporting tool for bee conservation."}]...
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Title: A website to promote local Honey Business b Title: A website to promote local Honey Business by @NC | Stardance
Devlogs:
Case Study: Web Design for Gold and Girl Honey Location: Queensland, Australia 1. The Empathise Phase I interviewed the owner of “Gold and Girl” to align design choices with raw honey values and analysed competitor trends. Typography & Colors: Competitors use handwritten, artisanal fonts. Deep ambers and golden yellows mimic honey, balanced by eucalyptus greens and cream backdrops. Layout & Elements: Grid systems manage shop items, while landing banners frame farm identity. Layouts feature hexagons, rounded buttons, and warm product photography. Content: Sites lead with owner stories and transparency tags like “100% Raw” or “Unfiltered”. 2. The Design Phase Problem Statement Gold and Girl needs a web presence showcasing raw, chemical-free honey that highlights ecosystem action because the imminent Varroa mite invasion threatens QLD bee populations, making sustainability vital for conscious consumers. Project Scope Included: Landing section with product rules ( “No Chemicals, No Heating, No Plastic” ), Varroa mite crisis banner, top navigation, and custom scrollbar. Excluded: Mobile optimization, active transactional checkouts, and public forums. Measurable Design Criteria Criterion 1 (Layout): Must use a Flexbox structure with three thematic assets: a honeycomb grid, a bee graphic, and a natural flora motif. Test: Audit rendered screen (Pass/Fail). Criterion 2 (Typography): Text must use a legible font maintaining an artisanal identity with clear background contrast. Test: Inspect active CSS rules (Pass/Fail). Criterion 3 (CTA): The crisis section must feature an action button using a distinct, high-contrast accent color. Test: Visual target check (Pass/Fail). 3. The Ideate Phase Assets: Sourced an organic palette via Coolors.co and craft fonts via Google Fonts. Selection: Wireframe 1 was selected. Placing links at top followed by a bold Hero panel aligns with standard mental models, guiding users down from brand story directly into the Varroa mite action button before the footer. What’s Next? Real Shopping Section Page: Transforming the prototype into an e-commerce platform with dynamic product listings, jar size selectors, and active shopping cart logic. Contact Us Section: Launching a contact hub featuring an automated enquiry form, apiary map coordinates, and an ecosystem reporting tool for bee conservation.
Devlog #1: Adding the Contact Page (And Taming CSS Flexbox) Hey everyone! Quick update on the Gold & Girl site. Until now, we didn’t actually have a way for people to reach out directly through the site. I finally sat down and built out the Contact Page from scratch, and honestly, it turned out to be a massive lesson in debugging layout quirks and form handling. Here’s a quick breakdown of what went down and what’s new since the last version: Building the Contact Form: I set up a clean two-column layout containing an info card on the left and the enquiry form on the right. Fixing Template Strings & Typos: At first, my success message banner was rendering raw template literal variables on page load. I stripped out the hardcoded text placeholders from the HTML and used proper JavaScript backticks (template literals) to dynamically inject the user’s name and enquiry type cleanly upon submission. I also caught and fixed a typo where I spelled “received” as “recieved.” Taming the Social Icons: I wanted links to our social channels at the bottom. My first attempt resulted in giant brand logos breaking the page. To fix this, I wrapped them into a dedicated .socials-section container with a clean translucent off-white background matching our honey theme. I used CSS Flexbox to align the text handles right next to their corresponding icons horizontally instead of stacking them vertically, which looks way cleaner. Hooking up a Live Backend: Having a form look pretty is cool, but it’s useless if the messages go nowhere. Since this is a static site, I integrated Web3Forms via an API access key using a hidden POST action. Now, whenever someone submits an enquiry, it bypasses client-side storage and fires an email notification straight to my inbox in real time. The site is looking super polished now and actually functions like a real business page. I think its ready to ship!!
Ships:
I made a business website for a local honey brand called Gold and Girl Honey Co. It has pages that show our mission, bee health awareness, and different honey products. The biggest part of the project was building the brand new Contact Page because the site didn’t have one before. It has a two column layout with a Get In Touch card on the left for basic info and a structured enquiry form on the right. I also built a custom social media section at the very bottom to link our accounts. CSS Flexbox layouts: Getting the social media icons at the bottom to look right was a massive headache. At first, the logos were way too big and bulging, and the text handles were wrapping into weird vertical lines. I had to create a custom socials box and use flex direction properties to finally force the text and icons to line up perfectly next to each other. Form styling: Making the select drop-down menu and the big message box match the exact same rounded corners and padding as the name and email fields took a lot of trial and error in the CSS stylesheet. JavaScript bugs: I had a few bugs with my JavaScript strings where my success message was accidentally showing raw template code on the screen instead of the user’s actual name. I also kept messing up the spelling of the word “received” in my code. I am super proud of getting a live backend email system to work without having to build a massive server application from scratch. I connected the form to Web3Forms using an API key and a POST method. Now, whenever someone actually fills out the form and hits submit, it bypasses the browser and sends a real email notification straight to my personal inbox instantly. You can test the form validation by filling out your name, email, and typing a message into the enquiry box. The success message is dynamic, so if you change the dropdown option from Honey Products to Bee Health, the alert message text changes based on what you chose. If you hit the orange submit button, it will check your inputs and actually fire off a live email alert to my inbox....
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1792972218.6351826
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1793058618.6351826
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6175
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Weather App for The Sun by @suzyqcable | Stardance
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suzyqcable
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T05:51:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a satirical app for checking the weather… for the sun! It’s my first ever program made in C#, so expect it to not look great, but it should work perfectly fine…????????? It randomly generates the temperature based off of some data i found online™️ I learned so much about C# my brain is fried, but its enough of a baseline I can work from there to make a real weather app that pulls data from a real source (“I’m a real girl!” – female pinnochio) I like C#, maybe you’ll like this project too?+", "repo": "https://github.com/poorlydrawnproot/Sun_WeatherApp", "demo": "https://github.com/poorlydrawnproot/Sun_WeatherApp/releases/tag/v1.0.0"}]...
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[{"post_id": 3318, "ts": "2026 [{"post_id": 3318, "ts": "2026-06-06T05:48:24Z", "hours": 0.8281, "text": "It has been finished… for now!! It’s shippin time 🤑 Release link: https://github.com/poorlydrawnproot/Sun_WeatherApp/releases/tag/v1.0.0"}, {"post_id": 1639, "ts": "2026-06-03T19:23:42Z", "hours": 2.0789, "text": "UI Design is done, just gotta write the temperature generating (not fetching, generating, its satirical) libs, and that will conclude my first ever C# project that i possibly allegedly stayed up until 5am working on !!"}]...
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Title: Weather App for The Sun by @suzyqcable | St Title: Weather App for The Sun by @suzyqcable | Stardance
Devlogs:
UI Design is done, just gotta write the temperature generating (not fetching, generating, its satirical) libs, and that will conclude my first ever C# project that i possibly allegedly stayed up until 5am working on !!
It has been finished… for now!! It’s shippin time 🤑 Release link: https://github.com/poorlydrawnproot/Sun_WeatherApp/releases/tag/v1.0.0
Ships:
I have made a satirical app for checking the weather… for the sun! It’s my first ever program made in C#, so expect it to not look great, but it should work perfectly fine…????????? It randomly generates the temperature based off of some data i found online™️ I learned so much about C# my brain is fried, but its enough of a baseline I can work from there to make a real weather app that pulls data from a real source (“I’m a real girl!” – female pinnochio) I like C#, maybe you’ll like this project too?+...
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1792986655.9664204
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1793073055.9664204
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6203
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AI slack bot by @Devansh | Stardance
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Devansh
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1
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4.25
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T11:08:54Z", "hours": 3.0, "multiplier": 2.95, "payout": 5, "blessing": "neutral", "text": "I made a AI slack bot that can answer hackclub related questions and is grounded to slack workspace", "repo": "https://github.com/Devansh-awat/slack-ai-helper", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8D5UTV53"}]...
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[{"post_id": 12904, "ts": "202 [{"post_id": 12904, "ts": "2026-06-21T04:07:24Z", "hours": 0.32, "text": "since hcai is down:( i got the bot to fallback to gemini api. obvislouy i forgot to restart so it failed the first time"}, {"post_id": 9870, "ts": "2026-06-16T10:17:48Z", "hours": 0.9336, "text": "Fixed readme and demo url"}, {"post_id": 3421, "ts": "2026-06-06T11:06:27Z", "hours": 1.3853, "text": "Added /ai-status command so that anyone can see how usefull the bot is"}, {"post_id": 2638, "ts": "2026-06-05T09:01:45Z", "hours": 1.2444, "text": "I set it up on nest and made it so that you can mention the bot in a thread and it will reply based on the question and it is grounded to the workspace messages"}]...
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Title: AI slack bot by @Devansh | Stardance
Devlo Title: AI slack bot by @Devansh | Stardance
Devlogs:
I set it up on nest and made it so that you can mention the bot in a thread and it will reply based on the question and it is grounded to the workspace messages
Added /ai-status command so that anyone can see how usefull the bot is
Fixed readme and demo url
since hcai is down:( i got the bot to fallback to gemini api. obvislouy i forgot to restart so it failed the first time
Ships:
I made a AI slack bot that can answer hackclub related questions and is grounded to slack workspace...
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1792983392.6357205
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1793069792.6357205
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6208
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Space Janitor by @bawad2 | Stardance
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bawad2
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1
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51.42
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376
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:38:21Z", "hours": 51.0, "multiplier": 7.31, "payout": 376, "blessing": "neutral", "text": "This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least.", "repo": "https://github.com/Bawad2/Space-Janitors", "demo": "https://bawad2.itch.io/space-janitors"}]...
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[{"post_id": 80092, "ts": "202 [{"post_id": 80092, "ts": "2026-10-16T06:25:10Z", "hours": 0.4167, "text": "I fixed the things i was told to fix :D"}, {"post_id": 77517, "ts": "2026-10-07T09:35:31Z", "hours": 2.6994, "text": "did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu"}, {"post_id": 58897, "ts": "2026-08-31T13:50:06Z", "hours": 1.3658, "text": "not much really i just studied GML for a while and also worked on a bunch of UI stuff"}, {"post_id": 50582, "ts": "2026-08-19T19:42:45Z", "hours": 1.6197, "text": "DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore"}, {"post_id": 46264, "ts": "2026-08-13T11:43:46Z", "hours": 0.5503, "text": "DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch."}, {"post_id": 45500, "ts": "2026-08-12T01:21:32Z", "hours": 2.0303, "text": "DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again."}, {"post_id": 43445, "ts": "2026-08-08T18:13:13Z", "hours": 1.6792, "text": "DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now."}, {"post_id": 41282, "ts": "2026-08-05T12:16:15Z", "hours": 3.1014, "text": "DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log"}, {"post_id": 40848, "ts": "2026-08-04T17:09:27Z", "hours": 2.4, "text": "DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked."}, {"post_id": 40246, "ts": "2026-08-03T17:27:02Z", "hours": 0.8933, "text": "Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down."}, {"post_id": 39574, "ts": "2026-08-02T17:06:58Z", "hours": 1.3411, "text": "DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:"}, {"post_id": 38818, "ts": "2026-08-01T11:48:51Z", "hours": 1.0, "text": "Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game"}, {"post_id": 38108, "ts": "2026-07-31T10:11:25Z", "hours": 0.7, "text": "DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game"}, {"post_id": 20637, "ts": "2026-07-02T08:52:25Z", "hours": 0.7, "text": "tried to fix the issues with the html5 export( failed miserably )"}, {"post_id": 19138, "ts": "2026-06-30T11:51:25Z", "hours": 0.4311, "text": "i worked on rearranging my files inside the game. Not worth a full devlog"}, {"post_id": 15740, "ts": "2026-06-25T16:47:17Z", "hours": 0.9833, "text": "Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite."}, {"post_id": 10831, "ts": "2026-06-17T19:30:31Z", "hours": 1.5683, "text": "DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw."}, {"post_id": 10152, "ts": "2026-06-16T19:25:28Z", "hours": 1.77, "text": "Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game"}, {"post_id": 9754, "ts": "2026-06-16T05:42:52Z", "hours": 1.2594, "text": "DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :("}, {"post_id": 9428, "ts": "2026-06-15T19:49:04Z", "hours": 1.2389, "text": "Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu."}, {"post_id": 9180, "ts": "2026-06-15T12:24:39Z", "hours": 1.1825, "text": "DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites"}, {"post_id": 8731, "ts": "2026-06-14T14:47:21Z", "hours": 3.29, "text": "Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:"}, {"post_id": 6881, "ts": "2026-06-11T15:16:09Z", "hours": 1.6881, "text": "DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res"}, {"post_id": 5654, "ts": "2026-06-09T15:10:33Z", "hours": 1.5761, "text": "Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs"}, {"post_id": 4945, "ts": "2026-06-08T16:02:09Z", "hours": 1.1394, "text": "Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now."}, {"post_id": 4253, "ts": "2026-06-07T14:33:13Z", "hours": 1.0903, "text": "Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)"}, {"post_id": 3606, "ts": "2026-06-06T16:38:54Z", "hours": 0.8453, "text": "Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have."}, {"post_id": 3479, "ts": "2026-06-06T13:06:17Z", "hours": 2.8403, "text": "DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house"}, {"post_id": 2704, "ts": "2026-06-05T12:38:40Z", "hours": 1.2025, "text": "Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void"}, {"post_id": 2668, "ts": "2026-06-05T10:42:41Z", "hours": 1.5236, "text": "Made a new sprite for the main character"}, {"post_id": 1984, "ts": "2026-06-04T07:49:07Z", "hours": 3.0933, "text": "DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites"}, {"post_id": 1373, "ts": "2026-06-03T11:17:05Z", "hours": 4.6692, "text": "DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later"}]...
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Title: Space Janitor by @bawad2 | Stardance
Devlo Title: Space Janitor by @bawad2 | Stardance
Devlogs:
DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later
DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites
Made a new sprite for the main character
Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void
DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house
Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have.
Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)
Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now.
Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs
DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res
Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:
DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites
Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu.
DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :(
Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game
DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw.
Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite.
i worked on rearranging my files inside the game. Not worth a full devlog
tried to fix the issues with the html5 export( failed miserably )
DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game
Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game
DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:
Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down.
DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked.
DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log
DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now.
DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again.
DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch.
DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore
not much really i just studied GML for a while and also worked on a bunch of UI stuff
did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu
I fixed the things i was told to fix :D
Ships:
This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least....
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1793094499.5897875
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6220
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Collatz Conjecture Visualizer by @Bandit | Stardan Collatz Conjecture Visualizer by @Bandit | Stardance...
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Bandit
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T11:28:59Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple Python implementation of the Collatz Conjecture also know as (3n +1 problem)", "repo": "", "demo": ""}]...
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[{"post_id": 20697, "ts": "202 [{"post_id": 20697, "ts": "2026-07-02T11:19:08Z", "hours": 0.0, "text": "I got it. ..!"}]...
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Title: Collatz Conjecture Visualizer by @Bandit | Title: Collatz Conjecture Visualizer by @Bandit | Stardance
Devlogs:
I got it. ..!
Ships:
This is a simple Python implementation of the Collatz Conjecture also know as (3n +1 problem)...
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1792976135.462257
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1793062535.462257
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6225
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DecisionDesk by @PixelDecoder | Stardance
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PixelDecoder
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1
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2.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T10:38:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose..", "repo": "https://github.com/SrishtiOnGit/DecisionDesk", "demo": "https://decision-desk-india.vercel.app/"}]...
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[{"post_id": 2040, "ts": "2026 [{"post_id": 2040, "ts": "2026-06-04T10:13:18Z", "hours": 0.7533, "text": "Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also."}, {"post_id": 1452, "ts": "2026-06-03T14:28:03Z", "hours": 0.9383, "text": "First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page.."}, {"post_id": 1376, "ts": "2026-06-03T11:24:53Z", "hours": 0.2878, "text": "Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started."}]...
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Title: DecisionDesk by @PixelDecoder | Stardance
Title: DecisionDesk by @PixelDecoder | Stardance
Devlogs:
Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started.
First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page..
Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also.
Ships:
I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose.....
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1792990146.7705016
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1793076546.7705016
|
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6233
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Ctrlpad by @brainlesslukas | Stardance
|
brainlesslukas
|
1
|
113.51
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:50:42Z", "hours": 97.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions).", "repo": "https://github.com/CtrlPad/firmware", "demo": ""}]...
|
[{"post_id": 82289, "ts": "202 [{"post_id": 82289, "ts": "2026-10-24T14:13:56Z", "hours": 6.5797, "text": "Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)"}, {"post_id": 74628, "ts": "2026-09-27T20:09:54Z", "hours": 6.8083, "text": "Devlog #20 Today i created this fancy feature page on the website :)."}, {"post_id": 71859, "ts": "2026-09-21T17:43:40Z", "hours": 3.1214, "text": "Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP"}, {"post_id": 59956, "ts": "2026-09-02T01:01:38Z", "hours": 2.4636, "text": "Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)"}, {"post_id": 59284, "ts": "2026-09-01T00:04:06Z", "hours": 3.7492, "text": "Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad."}, {"post_id": 57712, "ts": "2026-08-29T23:27:07Z", "hours": 7.4522, "text": "Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!"}, {"post_id": 52374, "ts": "2026-08-22T14:17:41Z", "hours": 5.5839, "text": "Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :("}, {"post_id": 45411, "ts": "2026-08-11T20:47:02Z", "hours": 2.315, "text": "Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains."}, {"post_id": 44701, "ts": "2026-08-10T17:19:22Z", "hours": 4.3517, "text": "Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap."}, {"post_id": 41974, "ts": "2026-08-06T14:44:36Z", "hours": 2.2144, "text": "#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly."}, {"post_id": 40655, "ts": "2026-08-04T10:36:17Z", "hours": 4.1378, "text": "Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon"}, {"post_id": 40080, "ts": "2026-08-03T13:44:48Z", "hours": 11.7772, "text": "Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing"}, {"post_id": 35902, "ts": "2026-07-27T17:08:35Z", "hours": 6.8169, "text": "Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!"}, {"post_id": 21048, "ts": "2026-07-02T20:29:04Z", "hours": 8.6403, "text": "Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process."}, {"post_id": 15883, "ts": "2026-06-25T20:13:12Z", "hours": 1.1181, "text": "Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad."}, {"post_id": 15320, "ts": "2026-06-24T21:44:20Z", "hours": 7.8344, "text": "Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string"}, {"post_id": 10903, "ts": "2026-06-17T21:22:54Z", "hours": 10.435, "text": "Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials."}, {"post_id": 6485, "ts": "2026-06-10T22:07:05Z", "hours": 7.2067, "text": "Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them."}, {"post_id": 5176, "ts": "2026-06-08T21:19:28Z", "hours": 4.3003, "text": "Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!"}, {"post_id": 3059, "ts": "2026-06-05T23:01:18Z", "hours": 0.8392, "text": "Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”"}, {"post_id": 2769, "ts": "2026-06-05T15:45:09Z", "hours": 5.5439, "text": "Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!"}]...
|
Title: Ctrlpad by @brainlesslukas | Stardance
Dev Title: Ctrlpad by @brainlesslukas | Stardance
Devlogs:
Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!
Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”
Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!
Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them.
Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials.
Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string
Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad.
Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process.
Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!
Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing
Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon
#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly.
Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap.
Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains.
Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :(
Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!
Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad.
Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)
Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP
Devlog #20 Today i created this fancy feature page on the website :).
Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)
Ships:
Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions)....
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1793004732.3934894
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1793091132.3934894
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6264
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Weather App by @black-shadow | Stardance
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black-shadow
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1
|
2.27
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T14:40:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The weather app is a web-based application designed to provide real-time weather information for any city in the world. It functions as a Client-Server application that interacts with the Open Weather Map API.", "repo": "https://github.com/thaha77/Weather-App.", "demo": "https://thaha77.github.io/Weather-App./"}]...
|
[{"post_id": 11848, "ts": "202 [{"post_id": 11848, "ts": "2026-06-19T08:50:18Z", "hours": 0.2672, "text": "Weather App"}, {"post_id": 11307, "ts": "2026-06-18T14:31:02Z", "hours": 2.4472, "text": "Weather App"}]...
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Title: Weather App by @black-shadow | Stardance
D Title: Weather App by @black-shadow | Stardance
Devlogs:
Weather App
Weather App
Ships:
The weather app is a web-based application designed to provide real-time weather information for any city in the world. It functions as a Client-Server application that interacts with the Open Weather Map API....
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1792994083.5027242
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1793080483.5027242
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6266
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STARS by @AB_TRANFORMER | Stardance
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AB_TRANFORMER
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1
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5.44
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:26:21Z", "hours": 5.0, "multiplier": 1.81, "payout": 10, "blessing": "neutral", "text": "I’ve finnished my first python game called Star catcher ,where you have to use your arrow keys to move the basket and catch as much stars as possible move up levels .I’d like to thank Code Nust for thid game idea . This is my first project on hackclub if there is any thing that i can improve feel free to tell me 😁", "repo": "https://github.com/abhilikescheese-pixel/STAR_CATCHER", "demo": "https://abhi-cool.itch.io/starcatcherultimate"}]...
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[{"post_id": 21497, "ts": "202 [{"post_id": 21497, "ts": "2026-07-03T14:04:58Z", "hours": 0.4381, "text": "Please check out my project and leave a honest rewiew. https://abhicool.itch.io/starcatcherultimate THANK YOU"}, {"post_id": 14669, "ts": "2026-06-23T21:06:16Z", "hours": 0.3256, "text": "i’ve just fixxed a downloading problem on my itch project page.Feel free to check my project out."}, {"post_id": 14305, "ts": "2026-06-23T11:46:52Z", "hours": 5.0906, "text": "I am finished my first hack club project and I’m about to submit it !!!!"}]...
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Title: STARS by @AB_TRANFORMER | Stardance
Devlog Title: STARS by @AB_TRANFORMER | Stardance
Devlogs:
I am finished my first hack club project and I’m about to submit it !!!!
i’ve just fixxed a downloading problem on my itch project page.Feel free to check my project out.
Please check out my project and leave a honest rewiew. https://abhicool.itch.io/starcatcherultimate THANK YOU
Ships:
I’ve finnished my first python game called Star catcher ,where you have to use your arrow keys to move the basket and catch as much stars as possible move up levels .I’d like to thank Code Nust for thid game idea . This is my first project on hackclub if there is any thing that i can improve feel free to tell me 😁...
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1792993853.1050155
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1793080253.1050155
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6268
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Thalamus + AgentOverflow by @Hardcore_Real_Name_is Thalamus + AgentOverflow by @Hardcore_Real_Name_is_nitish | Stardance...
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Hardcore_Real_Name_is_nitish
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1
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472.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T09:29:17Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Reviewer Notes (School Incubator Startup) Status: Built in my school’s startup incubator; some edge-case features are undergoing rapid iteration. Auth Required: Sign up via email OTP to unlock Research/Build Modes or send >3 messages (prevents API exploitation/high costs). Credits: Runs on live premium models (Claude Opus via AWS Bedrock). Minor risk of downtime if incubator credits exhaust, but we should be fine. Thalamus AI: L4.5 Agent Platform Thalamus AI (by Aphantic Corporations) is an all-purpose Level 4.5 AI ecosystem combining multi-agent workflows, deep research, and true local QEMU OS virtualization inside your browser session via a lightweight 31MB local Node.js WebSocket bridge. The 4 Core Modes Chat: Context-aware assistant for writing, planning, and summarization. Research: Synthesizes live web search with inline source citations. Study: Adaptive RAG tutor; uploads notes to auto-generate custom quizzes/solutions. Build (Code): Multi-agent pipeline building full-stack apps from plain English. 9-Agent Code Pipeline Runs asynchronously via Convex scheduled functions using smart model routing: Researcher (Haiku): Maps existing engineering benchmarks. Analyser (Haiku): Dissects product requirements and edge cases. Planner (Haiku): Graphs detailed task execution plans. Coder (Opus 4.6/4.8): Authors core logic, APIs, and databases. Optimiser (Sonnet): Refactors code for scale and algorithmic efficiency. Organizer (Haiku): Automatically structures folder/file directories. Tester (Sonnet): Generates robust end-to-end unit test suites. Hacker (Sonnet/Opus): Conducts penetration audits to patch vulnerabilities. Critic (Haiku): Acts as the final quality gate; rejects incomplete work. Native Stack & OS Virtualization OS Support: Boots Windows 11/10, macOS Sequoia/Sonoma, Linux (Ubuntu/Kali), and Android. Browser-only instant boot for Alpine/Arch Linux. Ultra-Lean Desktop: Built with Neutralinojs (uses native Edge WebView2)—only 2.2 MB total app size. Integrated with GitHub OAuth for automated commits after agent cycles.", "repo": "https://github.com/hardcoregamingsyle/thalamus", "demo": "https://thalamus.aphantic.skinticals.com"}]...
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[{"post_id": 37547, "ts": "202 [{"post_id": 37547, "ts": "2026-07-30T11:01:32Z", "hours": 9.0, "text": "I am now doing something kind of risky. giving AI adhd. Like literal ADHD. level 2/5 and for some tasks level 2.5/5 as per my research, this should increase the output quality of AI. also checked agentoverflow compute, it’s working Okayish. claude has access to it and my limit resets tommorow, so the automated checks aint happening and I have to check manually. Here is SS of me creating a whatsapp clone as the test of this AI(hopefully this tells you what Im expecting form my AI.)"}, {"post_id": 37363, "ts": "2026-07-30T00:55:25Z", "hours": 2.0, "text": "Everything Finally works, except the VM, it got some error, debugging that, then I just came up with a new idea(thanks to my yt feed) add a ADHD mode toggle in Chat mode and Research mode, basically ADHD in AI will I think help AI leave its very formal guided approach t problems, with the distracter, it will be jumping here and there, maybe making connections, giving us a better take at making AI good. There will also be a Brainstorm mode, the Brainstorm mode will give AI ADHD and it will help in brainstorming startup Ideas, startegies, and stuff. can someone remove this screenshot compulsion. I dont have a screenshot every devpost."}, {"post_id": 37002, "ts": "2026-07-29T13:34:59Z", "hours": 7.0, "text": "Finally, got the routing to work properly. Everyting works now. My head is so done for it. also, I just saw something, and People like me may be the reason for it getting added. Im uploading it as the screenshot."}, {"post_id": 36337, "ts": "2026-07-28T12:00:04Z", "hours": 17.0, "text": "I dont understand why is my Code mode routing going to Ollama when everyting else point to NVIDIA NIM, even the OLLAMA Fallback is Nvidia NIM, the Primary provider is convex dashboard is NIM, my ollama keys are at limits and this great code mode is pointing at NIM. whyyy. Currently working on fixing the Github sanbox. thats kindof broken. rest everything works. For some reason, even on a successful github import, it shows an error(AI slop, thats why. I made the github system with AI) . the sandbox just doesnt detect the repo. and the Hack Club Fraud Squad is sus with me(I dnt blame them, 17hrs a day for a 14yr old is suspicious.) I have migrane, I dont have glasses and my eyes are very healthy(somehow). once any 1 of my project gets reviewed and I get payout, im spending it all on hostng and AI credits so I can switch over to Oracle and Modal. Agentoverflow is still going through filteration and final review. I have cooked myself. I am still procastinating the .exe(even with AI, building a native .exe is a headache.) here is SS of the new Sandbox tab"}, {"post_id": 35769, "ts": "2026-07-27T12:28:48Z", "hours": 21.0, "text": "polishing the VM and all, and good news, Im part of the 1 million founders, 5 day bootcamp. Its a very very god program, the onluy thing i hate about it is the dress code, like seriously, shirts and pants. why not joggers and t shirts, they are confortabel af. also, i monitored teh agentoverflow corpus, well, it had a problem, the API key of gemini to verify absolute gold tier learnings, im so dumb I waited 3 days for something to happen and only to realise forgot to set the APU key. yup, this is greatness at it’s peak. for thalamus, doing some polishing, just realised that git import diesnt work, fixing that, removing the requirement of git pat. Fixing a few more stuff. also, I just realised another problem, the database. how am I going to set up databases, like how do I set uo convex for everyone who uses this for free. well if the VM problem had a solution, this should also have a solution. API is working, tested it with claude code. Claud eput in 15 learnings for me. also, I realised that I forgot to change the sandbox tab to leave the old VM system an move on to the new Github Actions system. Also, long time I havent updated my .exe gotta do that also. Quick update- I got a Notif that I am suspiciously a fraud, like a serious fraud. the Fraud Squad app sent me the notif. after that, I am still trying to recover from the emotional trauma of the database loss. I will be angry with my mother for a bit more time(se was the one who deleted it). IK im cruel and he didnt mean it, but recovery takes time. also, For the next week, after I do the changes and fixes required, I will be using only and only thalamus to code Thalamus. right, An AI that will code itself, but I will be the one guiding it. because if I cant use it, my product aint ready for market launch. for screnshot, idk what to put. like all I did was console work and Im definately not showi my console here. the names are kindof inappropriate. so here is my old sandbox tab. Good Bye QEMU and VNC Viewer. you are getting replaced by Github(atleast they aint getting replaced by AI.)"}, {"post_id": 35073, "ts": "2026-07-26T08:12:34Z", "hours": 2.0, "text": "I FINALLY CRACKED THE UNLIMITED VM PROBLEM. Github Actions are unlimited usage for publrepos, and for source control, we are already making a public repo, and we get a Free VM with it. I can Run iOS, MacOS, Windows, Linux and Android on it, no restrictions, completely free. WoHoo. also, now I am no longer using Closed source Models, because Open Sourced Models, if Used correctly are alot cheaper and provide the same result as any Closed Sourced Models. Agentoverflow is still working well. Will shift from google Cloud to Oracle Cloud, as Orace gives a 50% more powerful, compoletely dedicated server for free with 200gb storage, and that additional 150gb that I need costs me just under $4 a month, so It is very very viable financially. will switch to it later. I will now add a Student Mode for anyone with the email given by my school, and a teacher mode for teacher emails. Still recovering from the emotional trauma of the database loss. Added gravity Ads, need to remove alot of adslots because right now, it is spam impressions, not hih quality impressios, but still, here is ss."}, {"post_id": 35023, "ts": "2026-07-26T05:38:11Z", "hours": 5.0, "text": "I purged all dad code, did a massive refractor, fixed anything broken, left nothing. both repos, around 15k lines touched(must be my most productive session.) and I am so done, my migrane is at its peak, but IDK, i cant sleep anyways so better work than stare at the ceiling. Also, AdminPanel finally works. and since I lost my entiredatabase, it will take a day or 2 for the reindexing to start, right now its just botting up, downloading the embedding model and the entire database. I am still depressed. will take me some time to recover from the emotional trauma."}, {"post_id": 34718, "ts": "2026-07-25T17:33:45Z", "hours": 18.0, "text": "i am so done for it. i spent this entire week. trying to find out why is the admin panel showing 0 learnings. guess what. my mom deleted the VM, thinking it would remove all charges, I didnt even have a backup. great, back to square 1. and the agentoverflow admin panel has a error, trying to integrate AdMesh for Ad Revenue. Will use Modal as it is a serverless infrastructure for hosting AI models. I now need credits. allso, my mouse and keyboard are giving up on me. here is ss of error."}, {"post_id": 34108, "ts": "2026-07-24T16:20:33Z", "hours": 34.0, "text": "busy fixing the agentoverflow error. still working on it, no time for a detailed devlog, here is ss of admin panel, latest."}, {"post_id": 32916, "ts": "2026-07-22T11:46:35Z", "hours": 11.0, "text": "my entire databse got wiped, 0 learnings. and that isnt the worst. my greatest enemy, Daal(We caal him that), literally told my crush, who was very close to me(we talked alot), and now, she avoids me. Thanks to my friends, I know why she avoids me(I skip school almost everyday). Here is a ss of the database with 0 learnings. Im broken, depressed, you can make me happy by sending a emaill to Anthropic, telling them to integrate agentoverflow directly into their tools list for code mode."}, {"post_id": 32405, "ts": "2026-07-21T15:50:48Z", "hours": 0.0, "text": "quick Update. Now im using ollama cloud wil like 3 different accounts, will exapnd this to like 50 different accounts so I never have to go on paid tier till I have the money. I was checking hackatime, And im No. 1 here is ss for proof."}, {"post_id": 32382, "ts": "2026-07-21T14:58:46Z", "hours": 3.0, "text": "Finally, found a reliable API aource(for now). well now I can finally relax. but I wont, why, I need to fix the bug that my input tokens are at like 200k while my output tokens are barely 20k, meaning my input is bloated. so gotta fix that full night. and as I was writing this, guess what I saw.Eror 403, insufficient balance. guess im back to looking for API. god bless me with unlimited credits."}, {"post_id": 32287, "ts": "2026-07-21T11:11:58Z", "hours": 15.0, "text": "Trying to find better API for the AI Agents in Thalamus. Currently trying our Cloudflare Workers AI, in Agentoverflow, the Database Size is now 1.125Mil. I was showcasing my project in the incubator, and guess what, I was surorised to see a payment error, My API hit it’s limit somehow and I got 0 RESPONSE. I GOT HUMILIATED. for SS, I got nothing, currently working on Dynamic Compressions and stuff, als, in agentoverflow, I expect a problem in searhc, the result being not relevant. I will be sending agentoverflow to Claude Code MCP forum so the reviewers review it and put it in. here is a ss of the admin panel."}, {"post_id": 31734, "ts": "2026-07-20T11:27:54Z", "hours": 9.0, "text": "i havent slept since the last 24 hours, cause FIFA world Cup was at night, and during the day, I never sleep, so Im forcing myself to work as hell. already crossedthe 800k point. Improved the Dispatcher in Thalamus. the Thalamus test is still going on. I have started blog posting for SEO. I have indexed both sites on Google search. set both Platforms completely unrestricted and free for now. Link to both websites: https://agentoverflow.aphantic.skinticals.com/ https://thalamus.aphantic.skinticals.com/ here is SS of the AI working."}, {"post_id": 31546, "ts": "2026-07-20T01:19:26Z", "hours": 12.0, "text": "Now working o SEO and indexing, Agentoverflow db has over 730k entries. Intigrated Agentoverflow MCP into thalamus and also integrated Sketchfab MCP for 3d models in case of Gameev or projects that require a 3d model. Currently testing my Code mode. Prompt: Build a highly advanced flight sim. Also, quick question, I made this AI, so I can use my own AI to build other projects, right."}, {"post_id": 31063, "ts": "2026-07-19T04:50:28Z", "hours": 8.0, "text": "agentoverflow has 475k+ examples in dataset(total is 3.7m), and im so great, I forgot to git push and deleed my folder, great, time to redo the special feature(not releasing yet). I published my site to google analytics. Im talking with my school rn if they can take my project and make it the official school AI. my school’s beurocracy is slow as hell. so idk if it will ever happen. also, here is a ss of the admin panel(of agentoverflow)"}, {"post_id": 30698, "ts": "2026-07-18T14:21:53Z", "hours": 2.0, "text": "did the UI and animations for agentoverflow also. https://agentoverflow.aphantic.skinticals.com/"}, {"post_id": 30650, "ts": "2026-07-18T12:07:49Z", "hours": 15.0, "text": "added 3d and scroll anims to Thalamus, increased the Limits per day in Agentoverflow so it can compete with StackOverflow, currently at 300k Examples for Agentoverflow, compute is slow, will reach to 3.7m+ by 3 weeks."}, {"post_id": 30145, "ts": "2026-07-17T14:16:22Z", "hours": 4.0, "text": "Testing MCP, I am setting AI training Aside because im currently creating the database. hopefully everythng will work, this AgentOverflow is like the brilliant idea, like barely any competition. website: https://agentoverflow.aphantic.skinticals.com/ git repo: https://github.com/hardcoregamingsyle/agentoverflow currently ingesting the entire stackoverflow database, while integrating it into thalamus. will also submit agentoverflow as a tool for ClaudeCode. SS of new website."}, {"post_id": 30046, "ts": "2026-07-17T09:48:59Z", "hours": 15.0, "text": "more work on Agentoverflow, added MCP tool, currently around 10% of stackoveflow database is in this bad boy. here is a ss of what im thinking of doing next."}, {"post_id": 29402, "ts": "2026-07-16T10:20:48Z", "hours": 14.0, "text": "working on Agentoberflow, which is stackoverlow for agents, Side by side working on dynamic pipeline. For agentoverflow, as a starting point, I am adding the entire stackoverflow database, like its entire codebase, Cleaned and filtered, Vectorised, and Graphed using GraphRAG, Storing it in maybe AWS EC2 as it is the cheapest. Also working on the Agentoverflow website, though both have the same database, like the exact same database in convex so that in the future, when I want to make a My entire ecosystem at 1 place, it is very very easy for me to do. and my life is in the greatest mess possible, my parents make me constantly change setups, due to which I need my own laptop, in the sense which I got on my own with my own effort so they cant take it from me, and I also need my own phone. so I dont have to make sure that my whatsapp is logged into every device. and I am completely dropping Payments in the App because BMAC requires stripe to connect payment. here is a screenshot of the new Agentoverflow Website."}, {"post_id": 28821, "ts": "2026-07-15T10:06:51Z", "hours": 11.0, "text": "don’t ask whats going on with my self trained AI, it is in no good state, the code either works, or it doesnt, or it works but something is off. I have a new idea, under thalamus, I will have AgentOverflow AgentOverflow is like StackOverflow but for Agents, will explain it later(when I actually start to work on it) BMAC is in queue. Dynamic pipeline is kindof done, kindof undone. Desktop app turned out to be nicer than I thought. rest I have nothing to say. here is a screenshot of the desktop app build mode returning a valid output instead of an error thats all I have to say"}, {"post_id": 28252, "ts": "2026-07-14T12:22:05Z", "hours": 2.0, "text": "I was trying to put in dynamic AI coding pipeline, and guess what, My code mode compeltely crashed. My AI is still being trained(errors o errors+ hitting my weekly limit.), also,My application for Emerging Ventures got rejected because I hadnt put in all info(mb), Will reapply again. For some reason, my GravityAds Account is showing unverified Via API but verified via dashboard, and I am still working on BMAC integration for paywall, I need to figure out on the payment and stuff. this is Devpost 1 of asking for the Claude Max x20 plan in the shop. and Huggingface GPU hours credits in the shop. here is a screenshot of of my rejection letter."}, {"post_id": 27695, "ts": "2026-07-13T14:07:31Z", "hours": 10.0, "text": "gravityads yet not working, BMAC under progress, how to deploy my AI is still a question with no practical answer, I asked my parents to buy huggingface paid plan for me so I can use zeroGPU, I got a hour long lecture on How I have to escape the fake tech world, and how these people scam us. currently working on improving the feel of the desktop app and vibe coder, step-1: Give it the feel of Claude Code, Codex or any other l4 vibe coder(easy) step 2: Upgrade the feel to make it a true l4.5 Agent(near impossible level difficulty, I wont be copying anyone here, I would have to make my own definatation of L4.5) Side Quest(Very Important): Either get yourself a Good amount of GPU hours or get yourself a way to deploy your AI model somewhere. Frustration is at it’s peak. and can someone please gift me a RTX Pro 6000(Blackwell), it has 96gb of VRAM, enough to trsin a 64B Model on it and make it very very good. here is the screenshot of a response from AI in the desktop App. Now I will work on MacOS desktop app."}, {"post_id": 27099, "ts": "2026-07-12T11:22:49Z", "hours": 28.0, "text": "Adding GravityAds for some revenue(this is a startup, remember), tried to add Payment but BuyMeACoffee crashed, HCB Bank isnt in india so I had to go with BMAC, so payments is the next task, the exe had some reworks done. still looking for a way to make my $50 of AMD credits last long, also I noticed that Rather than wasting it on running, I can use the aprox 200gb of VRAM to train a very powerful AI Model in like 25 hours, and then give you all the .gguf and then it is up to you if you want to test the AI or not. also, I am now applying for Emergent Ventures(EV) and Theil Fellowship, because I need the most amount of grant possible to get this to work. and currently on a hunt to find ISOs for the QEMU VM system, I am looking for Preactivated Pro verison of Windows 10 and 11, which I think is illigal but right now, we havent launched publically yet so I dont think it matters that I am going on the illeagal path of Software Piracy, but I promise I will once use real lisenced Windows version. For MacOS, it is something that can never be on the legal route till I get a good sustainable revenue stream. Using hackintosh version of MacOS 11 to current(MacOS 26), for those who dont know, Hackintosh is just a illeagal copy of Macintosh, or the Macbooks we use, so they need the MacOS that can run on sillicon other than Apple’s sillicon so thats why they are like cracked and all. hopefully I am not banned for distributing kindof illeagal information so here is a disclaimer: educational purppouses only here is a screenshot of me trying to debug why GravityAds are not being shown(console is empty and the adslots are not there meaning something is failing silently)"}, {"post_id": 25640, "ts": "2026-07-10T01:35:38Z", "hours": 3.0, "text": "I dont get it I understand the 30% AI rule but you have to see my project is not AI slop, Its quality work. like high quality work. I am here training my own AI(new skill), and creating an AI platform which will likely enter the AI race. and im getting rejected for “ai slop”??? please look into this, also, can someone see my ship, why does it have only 35hrs logges, it should be 200+ hours. request the community to look into this."}, {"post_id": 25287, "ts": "2026-07-09T14:00:50Z", "hours": 11.0, "text": "FINALLY GOT THE EXE CODE TO COMPILE i put it in h1 because it is news that deserves h1, been batteling it for like 4 days my ship which i have sent for recertification for the 5th or 6th time is still under review Please remove this hard limit of not logging more than 10 hours in 1 go, like I cant be posting devlogs every nhow and then the exe is made, but not launching, debugging that now and with this, I am officially over 200 hours. YAYYY here is the screenshot of teh github actions completing succesfully(the .exe code compiling) also my Work on AI is still ongoing, My previous run failed my expecatitions, thistime the overall adtasets used is a bit too large(100gb+) and the slitting database code is causing errors."}, {"post_id": 25078, "ts": "2026-07-09T01:30:41Z", "hours": 17.0, "text": "and while I was thinking to upgrade the UI, I broke the .exe, like the exe is now broken. yay also my AMD credits request got approves so now I need to find a way to put my AI on AMD and such that the AI only gets activated when someone requests so that $50 lasts a long time, but in this system, Every user would have to wait for like 3 to 6 minutes for the GPU to turn on and boot, causing massive delays. Here is a screenshoot of the Github Actions failing."}, {"post_id": 24049, "ts": "2026-07-07T10:45:39Z", "hours": 29.0, "text": "Finally got th exe to open, though it has more bugs than the entire insect population, but atleast it works. thats all I care abt, here is the login Popup that is done. gotta make the UI better and fix all these bugs now. and this is only windows, I still have to do this for macOS and linux(if possible) and then publish the app on microsoft app store and apple app store"}, {"post_id": 22188, "ts": "2026-07-04T14:53:01Z", "hours": 6.0, "text": "put AI declaration, and got scammed 3 times by different websites, claiming they give free GPU hours but ended up giving nothing but takng my email. currently working on a way to host my model, working on the exact workflow that my next AI project under thalamus will use, it will be JARVIS so here is a spoiler. it will beat fable 5. and I have ran out of the weekly Claude limit on all my 5 email IDs. the instaler is still ended up being corrupt or incorrect. neither me nor AI can understand the problem here. and today i drank 3 cups of coffee instead f my usual 2. here is a screenshot of the error im recieving. and now i will send my shit for recertification again, now I have everything in place, including the AI declarations. hopefully, i wont hve to do it for the fifth or sixth time."}, {"post_id": 21434, "ts": "2026-07-03T11:53:33Z", "hours": 21.0, "text": "i will be surprised if i Dont get a migrane tommorow morning cause ive been spamming the .exe to work, the build for the .exe installer and .msi installer is failing again and again. to the shipwrights, the .exe is completely safe and virus free, there are chances that you will install a .msi instead of .exe on running, there are chances that the installer will fail, if it does, I know that it is failing and I am trying to fix it, if it works, then it works. heres a screenshot of the build failing. all I hope is that my ship gets verified this tme, 4rth time sending this bad boy for re cert."}, {"post_id": 19984, "ts": "2026-07-01T13:41:02Z", "hours": 9.0, "text": "for the Ship reviewing team sry for last re cert request, forgot that I have to reqrite m readme.md did that, now im requesting re cert again. hopeefuylly it passes this time. ps.my credits request is still pending, AMD relied that they will respond ASAP, it is under review(do companes do that) and then also sent an apology letter for the delay(why? why did they send it?). and please remove the compulsion of having a photo/ss for software projects."}, {"post_id": 19160, "ts": "2026-06-30T12:31:19Z", "hours": 8.0, "text": "I will now request Recertification, I think that I have done enough. To the reviewers, there are chances that you will get to use my self trained model if my AMD clloud credits request gets approved or my Google Cloud Instance quota gets increased, otherwise, the only change I have made is nothing. Im unable to put my AI online. SS uploaded is my kaggle account o you can see proof of AI model."}, {"post_id": 18445, "ts": "2026-06-29T16:35:31Z", "hours": 0.0, "text": "devlog: the 100-hour milestone, a humaneval script blowout, and parsing raw logs context recap (the architecture so far) for anyone catching up on the architecture overhaul: my initial ship for thalamus got rejected because the UI looked like an AI wrapper template. instead of shifting pixels, i decided to completely redo the backend engine. i’m training a custom, specialized 32B model optimized explicitly for programming logic—named thalamus-thor-1 . general fluff is scrubbed to save weight; a gemini researcher agent sub-team handles web scraping to cover info blind spots. resource-wise, it’s a tight squeeze. puter.js failed on orchestration, so i’m entirely dependent on a drying runway of AWS credits while waiting on google cloud and cheap amd gpu server approvals. with school starting in two days, i’ve also been preparing a lightweight remote framework to monitor logs and trigger test suites from school lab computers during short periods. earlier tonight, i managed to bypass kaggle’s aggressive session killers, successfully compiled the FP8/4-bit compressed weights on their tpu clusters, and immediately threw the model straight into openai’s standard 164-problem HumanEval benchmark. here is the live update from late tonight. milestone: 100 hours in the dirt first off, a quick personal timestamp: as of setting up these evaluation scripts, i have officially crossed the 100-hour mark of active development on this project. hitting triple digits while drowning in memory leaks, credit run-outs, and hardware timeouts is a brutal milestone, but the core engine is standing. the humaneval script blowout i watched the model successfully plow past problem 90, and it kept charging all the way through the end of the execution run. but right at the finish line, instead of outputting the final pass@1 score summary, the script threw a fatal calculation error and crashed out. the evaluation script generated the completions, ran the test assertions, and executed the functional verification, but the section of the code responsible for processing the final combination formula or compiling the macro-averaged percentage broke completely. standard human-eval metric scripts use an unbiased estimator calculation to evaluate pass@k: $$\\text{pass@k} = 1 - \\frac{\\binom{n-c}{k}}{\\binom{n}{k}}$$ if the array containing the total number of generated completions ($n$) or the correct passes ($c$) contains a single malformed row, a zero-division error, or an unhandled null exception from an execution timeout, the entire summary wrapper explodes. i’m staring at a broken metrics calculator, but the actual data isn’t lost. shifting to manual validation i’m not letting a broken parsing script mask the actual performance metrics of the weights after 100 hours of grind. the script managed to compile and save the fine-grained data out to the raw <input_path>_results.jsonl log file before the summary function choked. each row in that file contains the literal execution results marked cleanly as \"passed\" , \"failed\" , or \"timed out\" . instead of trying to debug the evaluator framework’s entry points tonight, i’m going to pull the raw JSON lines into a basic python script i’m writing right now. i’ll manually iterate through the rows, count the hard instances of \"passed\" across the tasks, and divide it by 164 to find the true, absolute pass@1 score myself. the raw logs are sitting in the directory. writing the cleanup parser now to see what thalamus-thor-1 actually scored."}, {"post_id": 18433, "ts": "2026-06-29T16:17:02Z", "hours": 1.0, "text": "devlog: impatient engineering, skipping the wait, and running humaneval live the project recap quick context if you’re catching up: my initial submission for thalamus got rejected because the UI looked like a boilerplate wrapper. instead of a superficial skin-deep fix, i decided to overhaul the entire backend engine and train a custom, hyper-specialized 32B model optimized strictly for heavy coding logic—named thalamus-thor-1 . conversational filler was stripped entirely from the datasets to keep the weights lean; my existing gemini agent team handles live web scraping to cover general knowledge blind spots. the resource situation is a major scramble. puter.js was too limited for my 9-agent orchestration, so i abandoned it entirely. i’m burning through the absolute last of my AWS credits while waiting on approvals for google cloud and cheap amd gpu clusters. plus, school starts in a couple days, so i’m building a lightweight remote execution layer to trigger test suites and monitor terminal logs from the school computer lab during our free periods. earlier today, after a brutal 13-hour marathon fighting out-of-memory (OOM) errors and kaggle’s session killers on deepspeed ZeRO-3 initialization spikes, i finally pushed the parameters under the threshold and successfully compiled the weights on their tpu v5e-8 kernels. here is the live update from 1.5 hours later. the midnight deployment: saying screw it the plan from my last post was to sleep on the weights and stand up the evaluation harness tomorrow morning. i lasted twenty minutes. when you spend 13 straight hours fighting initialization crashes just to get a model cooked, you don’t leave the weights sitting cold on a drive. the curiosity and momentum make it impossible to step away. i went ahead, pulled down the evaluation scripts, configured the isolation wrappers, and slammed the model directly into the testing execution loop. right now, thalamus-thor-1 is running a live trial by fire. it is chewing through openai’s standard HumanEval dataset in real-time. as of typing this, the model has already plowed past 90 out of the 164 total programming problems in the suite. the screenshot attached is the raw stdout window of my evaluation terminal. you can see the script compiling generations, feeding function signatures, and executing validation unit tests back-to-back. what the logs are proving seeing the terminal scroll through 90+ consecutive problems without dropping a syntax exception or throwing infinite token loops is an immense relief. when you compress a 32B model down to tight FP8 and 4-bit configurations while scaling the context matrix toward an 800K target using RoPE and YaRN embeddings, the mathematical margin for error is razor-thin. one wrong scale factor and the model outputs broken brackets or repeats strings indefinitely. instead, the model is executing functional correctness cleanly. it’s handling complex array manipulations, algorithmic logic, and nested structural filters completely raw. because the weights are completely unburdened by chat filler, it behaves less like a chatbot and more like a lightning-fast logic compiler—reading the docstring and immediately piping clean python code directly to the testing harness. once it clears problem 164, the system will output the final pass@1 percentage. that single number will tell the definitive truth about the token economics i calculated earlier. if the pass rate holds up against these unit tests, we are looking at a model that can genuinely compete with sonnet 4.6 on pure engineering tasks, while operating at an estimated internal compute cost of just $2 per million input tokens and $6 per million output tokens—giving my agent pipeline high-tier logic execution at the price of haiku 4.5. i’m staying up until the script hits 164. final data drops the second the testing loops finish executing."}, {"post_id": 18372, "ts": "2026-06-29T14:36:24Z", "hours": 16.0, "text": "devlog: thalamus-thor-1 is trained. recap, kaggle breakthrough, and humaneval context recap if you haven’t been tracking: my first ship attempt for thalamus got rejected because the UI looked like a generic boilerplate wrapper. instead of a superficial patch, i decided to completely overhaul the core engine and train a custom 32B model optimized strictly for raw code logic—named thalamus-thor-1 . general knowledge was stripped out during data prep to keep weights lean; my existing gemini-led researcher team handles live web scraping instead. infrastructure-wise, it’s a massive scramble. puter.js proved way too limited for my 9-agent pipeline orchestration, so i’m entirely stranded there, burning through the absolute last of my aws credits and waiting on gcp/amd approvals. also, school starts in two days, so i’m building a lightweight remote pipeline to trigger test suites and monitor logs straight from school lab machines during free periods. the kaggle breakthrough yesterday, i was stuck in deepspeed ZeRO-3 initialization hell. every time the notebook tried to load the base parameters on kaggle’s free tpu v5e-8 clusters, a massive compute spike would trigger their aggressive backend session killers, immediately dropping the kernel. i spent hours adjusting chunk prefills, gradient accumulation steps, and stripping background overhead until the initialization sequence squeezed just under the termination threshold. the run finally executed, completed its QLoRA fine-tuning passes at FP8, scaled the context toward an 800K target using RoPE and YaRN with 4-bit compression, and successfully compiled the weights. the screenshot attached to this update is the actual kaggle notebook page of my AI training notebook showing the setup. initial sanity checks compiling weights is only half the battle. when you aggressively compress a 32B model down to FP8/4-bit formats while applying long-context scaling embeddings, the positional math can warp. if it breaks, the model turns into a hallucination engine. i spun up a local instance to run direct logic checks, and the structural syntax held together perfectly. it didn’t choke on deeply nested loops, accurately referenced parameters defined deep inside large codebase contexts, and skipped conversational fluff entirely to jump straight into code execution. tomorrow’s trial: the humaneval protocol vibe checks aren’t enough. tomorrow morning, i am setting up an automated evaluation harness to run thalamus-thor-1 through the full OpenAI HumanEval dataset (164 coding problems) to calculate the raw pass@1 rate. this will prove the token economics math i did earlier: whether this custom setup can genuinely compete with sonnet 4.6 and opus 4.6 on pure engineering tasks while running at an estimated cost of $2/1M input and $6/1M output tokens (top-tier intelligence at the price of haiku 4.5). hosting is still the looming issue. permanently serving this with an extended context window requires a dedicated 80gb VRAM prompt server configuration, which i’m trying to source while my teammate builds out the social media presence to push links. on a side note, fighting package conflicts during this nightmare inspired a lightweight side-utility: a clean CLI tool for coders that natively resolves dependency hell. the core engine is working perfectly, and you can track it here: https://stardance.hackclub.com/projects/6323 evaluation metrics drop tomorrow morning. let’s see what the numbers show."}, {"post_id": 17483, "ts": "2026-06-28T08:58:36Z", "hours": 13.0, "text": "quick recap on why the scope completely escalated: my first ship attempt for thalamus got rejected because the UI looked like a generic template wrapper and the documentation felt AI-generated. instead of just patching the CSS, i decided to completely overhaul the core engine and train a custom 32B model optimized for raw code logic—named thalamus-thor-1 . here is the brutal reality of the last 24 hours: 1. the infrastructure and credit crunch i previously planned to use puter.js as a temporary backend fallback router for the claude models while training. scratch that. puter.js is way too limited for the multi-agent architecture i’m running, so i’m entirely stranded there. right now, i’m burning through the absolute last of my AWS credits. i’ve applied for google cloud credits to spin up proper GPU instances, but everything hinges on getting that approval before the AWS runway hits zero. surviving on nothing but hope and coffee. 2. 13 hours battling kaggle i spent 13 hours straight fighting out-of-memory (OOM) errors and kaggle’s infrastructure quirks. i successfully patched the local OOM issues, but now i’m hitting a wall with their session killers. the platform completely terminates the notebook due to compute spikes right when ZeRO-3 is about to initialize. the screenshot for this post is the raw kaggle output cell showing exactly where the infra drops the hammer. because of this, i’ve applied for amd gpu credits. they’re vastly cheaper than nvidia options but offer massive amounts of vram, which is exactly what a high-context 32b setup needs to handle codebase ingestions via RoPE and YaRN. 3. Social Media on the startup side, my teammate is taking over the social media presence and will start pushing updates the second the app is not hope it’s functional. 4. dependency utility side-project ironically, fighting package conflicts during this 13-hour nightmare gave me an idea for a quality-of-life tool. i built a clean CLI tool for coders that natively resolves dependency hell. the core logic is already up and running perfectly. you can track and follow the new CLI project here: https://stardance.hackclub.com/projects/6323 going back to tweaking the zero-3 configurations before the credits completely empty out."}, {"post_id": 16791, "ts": "2026-06-27T08:04:57Z", "hours": 0.0, "text": "Just saw that puter.js brand themselves as unlimited AI, they arrent actually unlimited. Now on my hunt to find something to temporarily replace Puter.js for claude requests. Gotta start training my AI fast."}, {"post_id": 16771, "ts": "2026-06-27T07:22:32Z", "hours": 5.0, "text": "finally back from my trip. i didn’t post the last update because the entire scope of what i’m doing just completely escalated. to recap: my first ship attempt for thalamus got rejected. the feedback was that the UI looked too much like a generic AI wrapper boilerplate, the README felt AI-generated, and it needed unique features. instead of just doing a superficial skin change or tweaking the CSS to look pretty, i am using this as a reason to completely redo the underlying engineering and turn this into a true L4.5 or L5 agent that destroys things like claude code. i attached a photo of my handwritten notes to this post. it maps out the exact problem statements i’m tackling and the major flaws of currently existing solutions out there. my handwriting is messy, but the technical breakdown is all there. here is the actual game plan for the AI routing and training infrastructure: right now, i am updating the app to route claude models via puter.js. to be clear, this isn’t for the user interface—puter.js is strictly my temporary backend AI router. it acts as a fallback bridge while i build out my own custom models. i’m going to benchmark my self-trained models against every single task in my 9-agent pipeline. until my model is 100% foolproof on a specific task, puter.js will keep routing that specific agent’s requests to claude. but the second my custom model qualifies and beats the benchmarks for code mode, puter.js stops getting requests for it and the pipeline switches over entirely to my model. the actual training project is running parallel to this: i’m fine-tuning a 32B model optimized explicitly for pure coding and logical tasks. training is happening via QLoRA at FP8 with a 4k/8k base context, but i’m extending the context window all the way up to 800K using RoPE and YaRN with 4-bit compression, flashattention-3, and chunked prefills so it can digest entire codebases at once. i’m doing the actual training on kaggle kernels using the 30 free weekly hours on their TPU v5e-8 clusters. based on my calculations, this model will completely fail at things like history or literature, but it doesn’t need to be good at them. my gemini researcher agent team already handles live web search and pulls fresh information for those blind spots anyway. on pure code, this thing should easily beat sonnet 4.6 and compete with opus 4.6. the token economics are insane if this works: about $2 per million input tokens and $6 per million output tokens based on max output possible per hour versus GPU compute costs. that gives me sonnet/opus level intelligence at the price of haiku 4.5. the real bottleneck right now isn’t the data or the training—it’s hosting. deploying a 32B model with an extended context window means i need to secure an 80gb VRAM per parellel prompt configuration. figuring out how to source or fund that infrastructure without incinerating cash is the main issue i’m working through while compiling the training scripts. Today i will just do the rerouting to puter.js, then start working on fine tuning the 32b model. Wish me luck."}, {"post_id": 12491, "ts": "2026-06-20T12:13:17Z", "hours": 8.0, "text": "Following the rejection of my initial shipping submission, I am pivoting to address the required refinements. I am viewing this as a system audit rather than a failure—the core engineering is stable, but the interface and documentation need to move closer to a production-grade tool. Engineering Status Module Current Status Notes 9-Agent Pipeline Stable Successfully debugged AgentRouter integration. VM Bridge Alpha QEMU bridge is operational; optimizing latency. Claude Code Workflow Ready Pipeline errors resolved; full parsing functional. Feedback Audit The review team highlighted specific areas for improvement: Interface: The current UI requires a shift from “AI-template” style to a proprietary “Control Center” aesthetic. Documentation: The README is currently AI-generated; I will rewrite it to reflect the technical architecture of the 9-agent pipeline and the VM bridge implementation. Utility: Implementing “startup-specific” features that move beyond a standard chat wrapper. Schedule & Roadmap I am entering a maintenance window due to travel. No commits will be pushed during this period. June 20: Finalizing technical walkthrough assets. June 21 - 25: OFFLINE (Maintenance Mode) . June 26: Resuming development. Priority: UI Refactor & Documentation Audit. Project Repository: https://github.com/hardcoregamingsyle/thalamus ps. for anyone wondering, use markdown to format your devposts"}, {"post_id": 11911, "ts": "2026-06-19T12:32:42Z", "hours": 10.0, "text": "today has to be my most unproductive day yet. I am vey frustrated because of some error, and when I give it to claude code, guess what, Claude code is getting errors, Like it is topping in between, or giving me error 400, 401 or 403, That is what Im doing right now. it is just not working. Like I was fixing the Agent Output parasing so the Commands are Read properly. Thought to refractor all big files, Now refractoring myself would be time consuming, so I went to claude code, and giess what, Claude code is giving me errors, And i ended up spending the same number of time working as if I wouldve done manually. but atleast my code is fine and does not have any bugs. Once the WebUI is fixed PC, I will work on WebUI for other Devices, then work on the .exe file for the VM for any OS, I havegathered the ISOs for Windows 10, Widnows 11(Both are Pro Vesions and Preactivated), MacOS 11to MacOS 16, Android 14 and Android 13, Linux, Ubuntu and other Open Source OS systems, aftre that I will work on iOS. which is byfar the most difficult one. I also have to make some changes to the Referal System and Token Deduction system, It is currently Highly overpriced. Will update yall once I make some more progress"}, {"post_id": 11346, "ts": "2026-06-18T15:39:37Z", "hours": 6.0, "text": "This is devlog so I dont think we should only send our app progressions but treat it like a communuty, so to start with it. I finally got rid of a 400 error, found out while getting rid of it, my codebase got infected with corrupted files, I am now using claude code to clean uo my codebase. also sadly, I had to delete my entir git history, which is very sad. I am now from 68 coomits to just 4(the first commit has +~70k lines as proof that i had real work). Anyways, heres a photo of 2 corrupted files which I manually found. I better get some sleep before I get a headache and weaken my eyes."}, {"post_id": 11182, "ts": "2026-06-18T09:05:52Z", "hours": 8.0, "text": "Today, I finally got the code mode and study mode to work, They are a bit slow, Im working on it, also. right now, Im busy debugging this error that Im getting by claude code, all help will be highly appriciated. My Project is ready to be shipped, Will ship it today, all that I need to do is improve the already good documentation. REQUEST: Please help me solve this error that I am again and again getting while using claude code, I changed the settings.json of the .claude folder so I can use Claude code but the API will be of Agentrouter.org so I dont hve to buy the claude Plans. It works usually but sometimes I get this error, and when I di get it, it is just annoying. Demo: https://thalamus.aphantic.skinticals.com You will have to log in for More usage and access to Code mode and Research mode, had to restrict because it costs me money whenever someone uses it."}, {"post_id": 10641, "ts": "2026-06-17T14:31:46Z", "hours": 26.0, "text": "Well because my origional vibe coder got aquired by freebuff, I spent the rest of this time migrating from vly to Claude Code, made some progress, In initial testing, I found out that code mode and study mode were broken, Working on that, also stepping up my .exe from a Electron wrapper to a natice C++, C# Desktop app, Like of Minecraft/Roblox. This is taking me some time as claude code is kinda dumb for me because im like using it as my main Agent for the first time so it will take me some time getting the hang of it, Also I have cnnected Claude code to agentrouter, which is a third party that gives $100 initial credits and then $25 a day for signing in. Using my fav multi account system to get the most of this also. Will post another devlog as soon as I make some more progress. The image uploaded is just me working on code mode."}, {"post_id": 2023, "ts": "2026-06-04T09:34:49Z", "hours": 0.0, "text": "fixing the sandbox to actually work"}]...
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Title: Thalamus + AgentOverflow by @Hardcore_Real_ Title: Thalamus + AgentOverflow by @Hardcore_Real_Name_is_nitish | Stardance
Devlogs:
fixing the sandbox to actually work
Well because my origional vibe coder got aquired by freebuff, I spent the rest of this time migrating from vly to Claude Code, made some progress, In initial testing, I found out that code mode and study mode were broken, Working on that, also stepping up my .exe from a Electron wrapper to a natice C++, C# Desktop app, Like of Minecraft/Roblox. This is taking me some time as claude code is kinda dumb for me because im like using it as my main Agent for the first time so it will take me some time getting the hang of it, Also I have cnnected Claude code to agentrouter, which is a third party that gives $100 initial credits and then $25 a day for signing in. Using my fav multi account system to get the most of this also. Will post another devlog as soon as I make some more progress. The image uploaded is just me working on code mode.
Today, I finally got the code mode and study mode to work, They are a bit slow, Im working on it, also. right now, Im busy debugging this error that Im getting by claude code, all help will be highly appriciated. My Project is ready to be shipped, Will ship it today, all that I need to do is improve the already good documentation. REQUEST: Please help me solve this error that I am again and again getting while using claude code, I changed the settings.json of the .claude folder so I can use Claude code but the API will be of Agentrouter.org so I dont hve to buy the claude Plans. It works usually but sometimes I get this error, and when I di get it, it is just annoying. Demo: https://thalamus.aphantic.skinticals.com You will have to log in for More usage and access to Code mode and Research mode, had to restrict because it costs me money whenever someone uses it.
This is devlog so I dont think we should only send our app progressions but treat it like a communuty, so to start with it. I finally got rid of a 400 error, found out while getting rid of it, my codebase got infected with corrupted files, I am now using claude code to clean uo my codebase. also sadly, I had to delete my entir git history, which is very sad. I am now from 68 coomits to just 4(the first commit has +~70k lines as proof that i had real work). Anyways, heres a photo of 2 corrupted files which I manually found. I better get some sleep before I get a headache and weaken my eyes.
today has to be my most unproductive day yet. I am vey frustrated because of some error, and when I give it to claude code, guess what, Claude code is getting errors, Like it is topping in between, or giving me error 400, 401 or 403, That is what Im doing right now. it is just not working. Like I was fixing the Agent Output parasing so the Commands are Read properly. Thought to refractor all big files, Now refractoring myself would be time consuming, so I went to claude code, and giess what, Claude code is giving me errors, And i ended up spending the same number of time working as if I wouldve done manually. but atleast my code is fine and does not have any bugs. Once the WebUI is fixed PC, I will work on WebUI for other Devices, then work on the .exe file for the VM for any OS, I havegathered the ISOs for Windows 10, Widnows 11(Both are Pro Vesions and Preactivated), MacOS 11to MacOS 16, Android 14 and Android 13, Linux, Ubuntu and other Open Source OS systems, aftre that I will work on iOS. which is byfar the most difficult one. I also have to make some changes to the Referal System and Token Deduction system, It is currently Highly overpriced. Will update yall once I make some more progress
Following the rejection of my initial shipping submission, I am pivoting to address the required refinements. I am viewing this as a system audit rather than a failure—the core engineering is stable, but the interface and documentation need to move closer to a production-grade tool. Engineering Status Module Current Status Notes 9-Agent Pipeline Stable Successfully debugged AgentRouter integration. VM Bridge Alpha QEMU bridge is operational; optimizing latency. Claude Code Workflow Ready Pipeline errors resolved; full parsing functional. Feedback Audit The review team highlighted specific areas for improvement: Interface: The current UI requires a shift from “AI-template” style to a proprietary “Control Center” aesthetic. Documentation: The README is currently AI-generated; I will rewrite it to reflect the technical architecture of the 9-agent pipeline and the VM bridge implementation. Utility: Implementing “startup-specific” features that move beyond a standard chat wrapper. Schedule & Roadmap I am entering a maintenance window due to travel. No commits will be pushed during this period. June 20: Finalizing technical walkthrough assets. June 21 - 25: OFFLINE (Maintenance Mode) . June 26: Resuming development. Priority: UI Refactor & Documentation Audit. Project Repository: https://github.com/hardcoregamingsyle/thalamus ps. for anyone wondering, use markdown to format your devposts
finally back from my trip. i didn’t post the last update because the entire scope of what i’m doing just completely escalated. to recap: my first ship attempt for thalamus got rejected. the feedback was that the UI looked too much like a generic AI wrapper boilerplate, the README felt AI-generated, and it needed unique features. instead of just doing a superficial skin change or tweaking the CSS to look pretty, i am using this as a reason to completely redo the underlying engineering and turn this into a true L4.5 or L5 agent that destroys things like claude code. i attached a photo of my handwritten notes to this post. it maps out the exact problem statements i’m tackling and the major flaws of currently existing solutions out there. my handwriting is messy, but the technical breakdown is all there. here is the actual game plan for the AI routing and training infrastructure: right now, i am updating the app to route claude models via puter.js. to be clear, this isn’t for the user interface—puter.js is strictly my temporary backend AI router. it acts as a fallback bridge while i build out my own custom models. i’m going to benchmark my self-trained models against every single task in my 9-agent pipeline. until my model is 100% foolproof on a specific task, puter.js will keep routing that specific agent’s requests to claude. but the second my custom model qualifies and beats the benchmarks for code mode, puter.js stops getting requests for it and the pipeline switches over entirely to my model. the actual training project is running parallel to this: i’m fine-tuning a 32B model optimized explicitly for pure coding and logical tasks. training is happening via QLoRA at FP8 with a 4k/8k base context, but i’m extending the context window all the way up to 800K using RoPE and YaRN with 4-bit compression, flashattention-3, and chunked prefills so it can digest entire codebases at once. i’m doing the actual training on kaggle kernels using the 30 free weekly hours on their TPU v5e-8 clusters. based on my calculations, this model will completely fail at things like history or literature, but it doesn’t need to be good at them. my gemini researcher agent team already handles live web search and pulls fresh information for those blind spots anyway. on pure code, this thing should easily beat sonnet 4.6 and compete with opus 4.6. the token economics are insane if this works: about $2 per million input tokens and $6 per million output tokens based on max output possible per hour versus GPU compute costs. that gives me sonnet/opus level intelligence at the price of haiku 4.5. the real bottleneck right now isn’t the data or the training—it’s hosting. deploying a 32B model with an extended context window means i need to secure an 80gb VRAM per parellel prompt configuration. figuring out how to source or fund that infrastructure without incinerating cash is the main issue i’m working through while compiling the training scripts. Today i will just do the rerouting to puter.js, then start working on fine tuning the 32b model. Wish me luck.
Just saw that puter.js brand themselves as unlimited AI, they arrent actually unlimited. Now on my hunt to find something to temporarily replace Puter.js for claude requests. Gotta start training my AI fast.
quick recap on why the scope completely escalated: my first ship attempt for thalamus got rejected because the UI looked like a generic template wrapper and the documentation felt AI-generated. instead of just patching the CSS, i decided to completely overhaul the core engine and train a custom 32B model optimized for raw code logic—named thalamus-thor-1 . here is the brutal reality of the last 24 hours: 1. the infrastructure and credit crunch i previously planned to use puter.js as a temporary backend fallback router for the claude models while training. scratch that. puter.js is way too limited for the multi-agent architecture i’m running, so i’m entirely stranded there. right now, i’m burning through the absolute last of my AWS credits. i’ve applied for google cloud credits to spin up proper GPU instances, but everything hinges on getting that approval before the AWS runway hits zero. surviving on nothing but hope and coffee. 2. 13 hours battling kaggle i spent 13 hours straight fighting out-of-memory (OOM) errors and kaggle’s infrastructure quirks. i successfully patched the local OOM issues, but now i’m hitting a wall with their session killers. the platform completely terminates the notebook due to compute spikes right when ZeRO-3 is about to initialize. the screenshot for this post is the raw kaggle output cell showing exactly where the infra drops the hammer. because of this, i’ve applied for amd gpu credits. they’re vastly cheaper than nvidia options but offer massive amounts of vram, which is exactly what a high-context 32b setup needs to handle codebase ingestions via RoPE and YaRN. 3. Social Media on the startup side, my teammate is taking over the social media presence and will start pushing updates the second the app is not hope it’s functional. 4. dependency utility side-project ironically, fighting package conflicts during this 13-hour nightmare gave me an idea for a quality-of-life tool. i built a clean CLI tool for coders that natively resolves dependency hell. the core logic is already up and running perfectly. you can track and follow the new CLI project here: https://stardance.hackclub.com/projects/6323 going back to tweaking the zero-3 configurations before the credits completely empty out.
devlog: thalamus-thor-1 is trained. recap, kaggle breakthrough, and humaneval context recap if you haven’t been tracking: my first ship attempt for thalamus got rejected because the UI looked like a generic boilerplate wrapper. instead of a superficial patch, i decided to completely overhaul the core engine and train a custom 32B model optimized strictly for raw code logic—named thalamus-thor-1 . general knowledge was stripped out during data prep to keep weights lean; my existing gemini-led researcher team handles live web scraping instead. infrastructure-wise, it’s a massive scramble. puter.js proved way too limited for my 9-agent pipeline orchestration, so i’m entirely stranded there, burning through the absolute last of my aws credits and waiting on gcp/amd approvals. also, school starts in two days, so i’m building a lightweight remote pipeline to trigger test suites and monitor logs straight from school lab machines during free periods. the kaggle breakthrough yesterday, i was stuck in deepspeed ZeRO-3 initialization hell. every time the notebook tried to load the base parameters on kaggle’s free tpu v5e-8 clusters, a massive compute spike would trigger their aggressive backend session killers, immediately dropping the kernel. i spent hours adjusting chunk prefills, gradient accumulation steps, and stripping background overhead until the initialization sequence squeezed just under the termination threshold. the run finally executed, completed its QLoRA fine-tuning passes at FP8, scaled the context toward an 800K target using RoPE and YaRN with 4-bit compression, and successfully compiled the weights. the screenshot attached to this update is the actual kaggle notebook page of my AI training notebook showing the setup. initial sanity checks compiling weights is only half the battle. when you aggressively compress a 32B model down to FP8/4-bit formats while applying long-context scaling embeddings, the positional math can warp. if it breaks, the model turns into a hallucination engine. i spun up a local instance to run direct logic checks, and the structural syntax held together perfectly. it didn’t choke on deeply nested loops, accurately referenced parameters defined deep inside large codebase contexts, and skipped conversational fluff entirely to jump straight into code execution. tomorrow’s trial: the humaneval protocol vibe checks aren’t enough. tomorrow morning, i am setting up an automated evaluation harness to run thalamus-thor-1 through the full OpenAI HumanEval dataset (164 coding problems) to calculate the raw pass@1 rate. this will prove the token economics math i did earlier: whether this custom setup can genuinely compete with sonnet 4.6 and opus 4.6 on pure engineering tasks while running at an estimated cost of $2/1M input and $6/1M output tokens (top-tier intelligence at the price of haiku 4.5). hosting is still the looming issue. permanently serving this with an extended context window requires a dedicated 80gb VRAM prompt server configuration, which i’m trying to source while my teammate builds out the social media presence to push links. on a side note, fighting package conflicts during this nightmare inspired a lightweight side-utility: a clean CLI tool for coders that natively resolves dependency hell. the core engine is working perfectly, and you can track it here: https://stardance.hackclub.com/projects/6323 evaluation metrics drop tomorrow morning. let’s see what the numbers show.
devlog: impatient engineering, skipping the wait, and running humaneval live the project recap quick context if you’re catching up: my initial submission for thalamus got rejected because the UI looked like a boilerplate wrapper. instead of a superficial skin-deep fix, i decided to overhaul the entire backend engine and train a custom, hyper-specialized 32B model optimized strictly for heavy coding logic—named thalamus-thor-1 . conversational filler was stripped entirely from the datasets to keep the weights lean; my existing gemini agent team handles live web scraping to cover general knowledge blind spots. the resource situation is a major scramble. puter.js was too limited for my 9-agent orchestration, so i abandoned it entirely. i’m burning through the absolute last of my AWS credits while waiting on approvals for google cloud and cheap amd gpu clusters. plus, school starts in a couple days, so i’m building a lightweight remote execution layer to trigger test suites and monitor terminal logs from the school computer lab during our free periods. earlier today, after a brutal 13-hour marathon fighting out-of-memory (OOM) errors and kaggle’s session killers on deepspeed ZeRO-3 initialization spikes, i finally pushed the parameters under the threshold and successfully compiled the weights on their tpu v5e-8 kernels. here is the live update from 1.5 hours later. the midnight deployment: saying screw it the plan from my last post was to sleep on the weights and stand up the evaluation harness tomorrow morning. i lasted twenty minutes. when you spend 13 straight hours fighting initialization crashes just to get a model cooked, you don’t leave the weights sitting cold on a drive. the curiosity and momentum make it impossible to step away. i went ahead, pulled down the evaluation scripts, configured the isolation wrappers, and slammed the model directly into the testing execution loop. right now, thalamus-thor-1 is running a live trial by fire. it is chewing through openai’s standard HumanEval dataset in real-time. as of typing this, the model has already plowed past 90 out of the 164 total programming problems in the suite. the screenshot attached is the raw stdout window of my evaluation terminal. you can see the script compiling generations, feeding function signatures, and executing validation unit tests back-to-back. what the logs are proving seeing the terminal scroll through 90+ consecutive problems without dropping a syntax exception or throwing infinite token loops is an immense relief. when you compress a 32B model down to tight FP8 and 4-bit configurations while scaling the context matrix toward an 800K target using RoPE and YaRN embeddings, the mathematical margin for error is razor-thin. one wrong scale factor and the model outputs broken brackets or repeats strings indefinitely. instead, the model is executing functional correctness cleanly. it’s handling complex array manipulations, algorithmic logic, and nested structural filters completely raw. because the weights are completely unburdened by chat filler, it behaves less like a chatbot and more like a lightning-fast logic compiler—reading the docstring and immediately piping clean python code directly to the testing harness. once it clears problem 164, the system will output the final pass@1 percentage. that single number will tell the definitive truth about the token economics i calculated earlier. if the pass rate holds up against these unit tests, we are looking at a model that can genuinely compete with sonnet 4.6 on pure engineering tasks, while operating at an estimated internal compute cost of just $2 per million input tokens and $6 per million output tokens—giving my agent pipeline high-tier logic execution at the price of haiku 4.5. i’m staying up until the script hits 164. final data drops the second the testing loops finish executing.
devlog: the 100-hour milestone, a humaneval script blowout, and parsing raw logs context recap (the architecture so far) for anyone catching up on the architecture overhaul: my initial ship for thalamus got rejected because the UI looked like an AI wrapper template. instead of shifting pixels, i decided to completely redo the backend engine. i’m training a custom, specialized 32B model optimized explicitly for programming logic—named thalamus-thor-1 . general fluff is scrubbed to save weight; a gemini researcher agent sub-team handles web scraping to cover info blind spots. resource-wise, it’s a tight squeeze. puter.js failed on orchestration, so i’m entirely dependent on a drying runway of AWS credits while waiting on google cloud and cheap amd gpu server approvals. with school starting in two days, i’ve also been preparing a lightweight remote framework to monitor logs and trigger test suites from school lab computers during short periods. earlier tonight, i managed to bypass kaggle’s aggressive session killers, successfully compiled the FP8/4-bit compressed weights on their tpu clusters, and immediately threw the model straight into openai’s standard 164-problem HumanEval benchmark. here is the live update from late tonight. milestone: 100 hours in the dirt first off, a quick personal timestamp: as of setting up these evaluation scripts, i have officially crossed the 100-hour mark of active development on this project. hitting triple digits while drowning in memory leaks, credit run-outs, and hardware timeouts is a brutal milestone, but the core engine is standing. the humaneval script blowout i watched the model successfully plow past problem 90, and it kept charging all the way through the end of the execution run. but right at the finish line, instead of outputting the final pass@1 score summary, the script threw a fatal calculation error and crashed out. the evaluation script generated the completions, ran the test assertions, and executed the functional verification, but the section of the code responsible for processing the final combination formula or compiling the macro-averaged percentage broke completely. standard human-eval metric scripts use an unbiased estimator calculation to evaluate pass@k: $$\text{pass@k} = 1 - \frac{\binom{n-c}{k}}{\binom{n}{k}}$$ if the array containing the total number of generated completions ($n$) or the correct passes ($c$) contains a single malformed row, a zero-division error, or an unhandled null exception from an execution timeout, the entire summary wrapper explodes. i’m staring at a broken metrics calculator, but the actual data isn’t lost. shifting to manual validation i’m not letting a broken parsing script mask the actual performance metrics of the weights after 100 hours of grind. the script managed to compile and save the fine-grained data out to the raw <input_path>_results.jsonl log file before the summary function choked. each row in that file contains the literal execution results marked cleanly as "passed" , "failed" , or "timed out" . instead of trying to debug the evaluator framework’s entry points tonight, i’m going to pull the raw JSON lines into a basic python script i’m writing right now. i’ll manually iterate through the rows, count the hard instances of "passed" across the tasks, and divide it by 164 to find the true, absolute pass@1 score myself. the raw logs are sitting in the directory. writing the cleanup parser now to see what thalamus-thor-1 actually scored.
I will now request Recertification, I think that I have done enough. To the reviewers, there are chances that you will get to use my self trained model if my AMD clloud credits request gets approved or my Google Cloud Instance quota gets increased, otherwise, the only change I have made is nothing. Im unable to put my AI online. SS uploaded is my kaggle account o you can see proof of AI model.
for the Ship reviewing team sry for last re cert request, forgot that I have to reqrite m readme.md did that, now im requesting re cert again. hopeefuylly it passes this time. ps.my credits request is still pending, AMD relied that they will respond ASAP, it is under review(do companes do that) and then also sent an apology letter for the delay(why? why did they send it?). and please remove the compulsion of having a photo/ss for software projects.
i will be surprised if i Dont get a migrane tommorow morning cause ive been spamming the .exe to work, the build for the .exe installer and .msi installer is failing again and again. to the shipwrights, the .exe is completely safe and virus free, there are chances that you will install a .msi instead of .exe on running, there are chances that the installer will fail, if it does, I know that it is failing and I am trying to fix it, if it works, then it works. heres a screenshot of the build failing. all I hope is that my ship gets verified this tme, 4rth time sending this bad boy for re cert.
put AI declaration, and got scammed 3 times by different websites, claiming they give free GPU hours but ended up giving nothing but takng my email. currently working on a way to host my model, working on the exact workflow that my next AI project under thalamus will use, it will be JARVIS so here is a spoiler. it will beat fable 5. and I have ran out of the weekly Claude limit on all my 5 email IDs. the instaler is still ended up being corrupt or incorrect. neither me nor AI can understand the problem here. and today i drank 3 cups of coffee instead f my usual 2. here is a screenshot of the error im recieving. and now i will send my shit for recertification again, now I have everything in place, including the AI declarations. hopefully, i wont hve to do it for the fifth or sixth time.
Finally got th exe to open, though it has more bugs than the entire insect population, but atleast it works. thats all I care abt, here is the login Popup that is done. gotta make the UI better and fix all these bugs now. and this is only windows, I still have to do this for macOS and linux(if possible) and then publish the app on microsoft app store and apple app store
and while I was thinking to upgrade the UI, I broke the .exe, like the exe is now broken. yay also my AMD credits request got approves so now I need to find a way to put my AI on AMD and such that the AI only gets activated when someone requests so that $50 lasts a long time, but in this system, Every user would have to wait for like 3 to 6 minutes for the GPU to turn on and boot, causing massive delays. Here is a screenshoot of the Github Actions failing.
FINALLY GOT THE EXE CODE TO COMPILE i put it in h1 because it is news that deserves h1, been batteling it for like 4 days my ship which i have sent for recertification for the 5th or 6th time is still under review Please remove this hard limit of not logging more than 10 hours in 1 go, like I cant be posting devlogs every nhow and then the exe is made, but not launching, debugging that now and with this, I am officially over 200 hours. YAYYY here is the screenshot of teh github actions completing succesfully(the .exe code compiling) also my Work on AI is still ongoing, My previous run failed my expecatitions, thistime the overall adtasets used is a bit too large(100gb+) and the slitting database code is causing errors.
I dont get it I understand the 30% AI rule but you have to see my project is not AI slop, Its quality work. like high quality work. I am here training my own AI(new skill), and creating an AI platform which will likely enter the AI race. and im getting rejected for “ai slop”??? please look into this, also, can someone see my ship, why does it have only 35hrs logges, it should be 200+ hours. request the community to look into this.
Adding GravityAds for some revenue(this is a startup, remember), tried to add Payment but BuyMeACoffee crashed, HCB Bank isnt in india so I had to go with BMAC, so payments is the next task, the exe had some reworks done. still looking for a way to make my $50 of AMD credits last long, also I noticed that Rather than wasting it on running, I can use the aprox 200gb of VRAM to train a very powerful AI Model in like 25 hours, and then give you all the .gguf and then it is up to you if you want to test the AI or not. also, I am now applying for Emergent Ventures(EV) and Theil Fellowship, because I need the most amount of grant possible to get this to work. and currently on a hunt to find ISOs for the QEMU VM system, I am looking for Preactivated Pro verison of Windows 10 and 11, which I think is illigal but right now, we havent launched publically yet so I dont think it matters that I am going on the illeagal path of Software Piracy, but I promise I will once use real lisenced Windows version. For MacOS, it is something that can never be on the legal route till I get a good sustainable revenue stream. Using hackintosh version of MacOS 11 to current(MacOS 26), for those who dont know, Hackintosh is just a illeagal copy of Macintosh, or the Macbooks we use, so they need the MacOS that can run on sillicon other than Apple’s sillicon so thats why they are like cracked and all. hopefully I am not banned for distributing kindof illeagal information so here is a disclaimer: educational purppouses only here is a screenshot of me trying to debug why GravityAds are not being shown(console is empty and the adslots are not there meaning something is failing silently)
gravityads yet not working, BMAC under progress, how to deploy my AI is still a question with no practical answer, I asked my parents to buy huggingface paid plan for me so I can use zeroGPU, I got a hour long lecture on How I have to escape the fake tech world, and how these people scam us. currently working on improving the feel of the desktop app and vibe coder, step-1: Give it the feel of Claude Code, Codex or any other l4 vibe coder(easy) step 2: Upgrade the feel to make it a true l4.5 Agent(near impossible level difficulty, I wont be copying anyone here, I would have to make my own definatation of L4.5) Side Quest(Very Important): Either get yourself a Good amount of GPU hours or get yourself a way to deploy your AI model somewhere. Frustration is at it’s peak. and can someone please gift me a RTX Pro 6000(Blackwell), it has 96gb of VRAM, enough to trsin a 64B Model on it and make it very very good. here is the screenshot of a response from AI in the desktop App. Now I will work on MacOS desktop app.
I was trying to put in dynamic AI coding pipeline, and guess what, My code mode compeltely crashed. My AI is still being trained(errors o errors+ hitting my weekly limit.), also,My application for Emerging Ventures got rejected because I hadnt put in all info(mb), Will reapply again. For some reason, my GravityAds Account is showing unverified Via API but verified via dashboard, and I am still working on BMAC integration for paywall, I need to figure out on the payment and stuff. this is Devpost 1 of asking for the Claude Max x20 plan in the shop. and Huggingface GPU hours credits in the shop. here is a screenshot of of my rejection letter.
don’t ask whats going on with my self trained AI, it is in no good state, the code either works, or it doesnt, or it works but something is off. I have a new idea, under thalamus, I will have AgentOverflow AgentOverflow is like StackOverflow but for Agents, will explain it later(when I actually start to work on it) BMAC is in queue. Dynamic pipeline is kindof done, kindof undone. Desktop app turned out to be nicer than I thought. rest I have nothing to say. here is a screenshot of the desktop app build mode returning a valid output instead of an error thats all I have to say
working on Agentoberflow, which is stackoverlow for agents, Side by side working on dynamic pipeline. For agentoverflow, as a starting point, I am adding the entire stackoverflow database, like its entire codebase, Cleaned and filtered, Vectorised, and Graphed using GraphRAG, Storing it in maybe AWS EC2 as it is the cheapest. Also working on the Agentoverflow website, though both have the same database, like the exact same database in convex so that in the future, when I want to make a My entire ecosystem at 1 place, it is very very easy for me to do. and my life is in the greatest mess possible, my parents make me constantly change setups, due to which I need my own laptop, in the sense which I got on my own with my own effort so they cant take it from me, and I also need my own phone. so I dont have to make sure that my whatsapp is logged into every device. and I am completely dropping Payments in the App because BMAC requires stripe to connect payment. here is a screenshot of the new Agentoverflow Website.
more work on Agentoverflow, added MCP tool, currently around 10% of stackoveflow database is in this bad boy. here is a ss of what im thinking of doing next.
Testing MCP, I am setting AI training Aside because im currently creating the database. hopefully everythng will work, this AgentOverflow is like the brilliant idea, like barely any competition. website: https://agentoverflow.aphantic.skinticals.com/ git repo: https://github.com/hardcoregamingsyle/agentoverflow currently ingesting the entire stackoverflow database, while integrating it into thalamus. will also submit agentoverflow as a tool for ClaudeCode. SS of new website.
added 3d and scroll anims to Thalamus, increased the Limits per day in Agentoverflow so it can compete with StackOverflow, currently at 300k Examples for Agentoverflow, compute is slow, will reach to 3.7m+ by 3 weeks.
did the UI and animations for agentoverflow also. https://agentoverflow.aphantic.skinticals.com/
agentoverflow has 475k+ examples in dataset(total is 3.7m), and im so great, I forgot to git push and deleed my folder, great, time to redo the special feature(not releasing yet). I published my site to google analytics. Im talking with my school rn if they can take my project and make it the official school AI. my school’s beurocracy is slow as hell. so idk if it will ever happen. also, here is a ss of the admin panel(of agentoverflow)
Now working o SEO and indexing, Agentoverflow db has over 730k entries. Intigrated Agentoverflow MCP into thalamus and also integrated Sketchfab MCP for 3d models in case of Gameev or projects that require a 3d model. Currently testing my Code mode. Prompt: Build a highly advanced flight sim. Also, quick question, I made this AI, so I can use my own AI to build other projects, right.
i havent slept since the last 24 hours, cause FIFA world Cup was at night, and during the day, I never sleep, so Im forcing myself to work as hell. already crossedthe 800k point. Improved the Dispatcher in Thalamus. the Thalamus test is still going on. I have started blog posting for SEO. I have indexed both sites on Google search. set both Platforms completely unrestricted and free for now. Link to both websites: https://agentoverflow.aphantic.skinticals.com/ https://thalamus.aphantic.skinticals.com/ here is SS of the AI working.
Trying to find better API for the AI Agents in Thalamus. Currently trying our Cloudflare Workers AI, in Agentoverflow, the Database Size is now 1.125Mil. I was showcasing my project in the incubator, and guess what, I was surorised to see a payment error, My API hit it’s limit somehow and I got 0 RESPONSE. I GOT HUMILIATED. for SS, I got nothing, currently working on Dynamic Compressions and stuff, als, in agentoverflow, I expect a problem in searhc, the result being not relevant. I will be sending agentoverflow to Claude Code MCP forum so the reviewers review it and put it in. here is a ss of the admin panel.
Finally, found a reliable API aource(for now). well now I can finally relax. but I wont, why, I need to fix the bug that my input tokens are at like 200k while my output tokens are barely 20k, meaning my input is bloated. so gotta fix that full night. and as I was writing this, guess what I saw.Eror 403, insufficient balance. guess im back to looking for API. god bless me with unlimited credits.
quick Update. Now im using ollama cloud wil like 3 different accounts, will exapnd this to like 50 different accounts so I never have to go on paid tier till I have the money. I was checking hackatime, And im No. 1 here is ss for proof.
my entire databse got wiped, 0 learnings. and that isnt the worst. my greatest enemy, Daal(We caal him that), literally told my crush, who was very close to me(we talked alot), and now, she avoids me. Thanks to my friends, I know why she avoids me(I skip school almost everyday). Here is a ss of the database with 0 learnings. Im broken, depressed, you can make me happy by sending a emaill to Anthropic, telling them to integrate agentoverflow directly into their tools list for code mode.
busy fixing the agentoverflow error. still working on it, no time for a detailed devlog, here is ss of admin panel, latest.
i am so done for it. i spent this entire week. trying to find out why is the admin panel showing 0 learnings. guess what. my mom deleted the VM, thinking it would remove all charges, I didnt even have a backup. great, back to square 1. and the agentoverflow admin panel has a error, trying to integrate AdMesh for Ad Revenue. Will use Modal as it is a serverless infrastructure for hosting AI models. I now need credits. allso, my mouse and keyboard are giving up on me. here is ss of error.
I purged all dad code, did a massive refractor, fixed anything broken, left nothing. both repos, around 15k lines touched(must be my most productive session.) and I am so done, my migrane is at its peak, but IDK, i cant sleep anyways so better work than stare at the ceiling. Also, AdminPanel finally works. and since I lost my entiredatabase, it will take a day or 2 for the reindexing to start, right now its just botting up, downloading the embedding model and the entire database. I am still depressed. will take me some time to recover from the emotional trauma.
I FINALLY CRACKED THE UNLIMITED VM PROBLEM. Github Actions are unlimited usage for publrepos, and for source control, we are already making a public repo, and we get a Free VM with it. I can Run iOS, MacOS, Windows, Linux and Android on it, no restrictions, completely free. WoHoo. also, now I am no longer using Closed source Models, because Open Sourced Models, if Used correctly are alot cheaper and provide the same result as any Closed Sourced Models. Agentoverflow is still working well. Will shift from google Cloud to Oracle Cloud, as Orace gives a 50% more powerful, compoletely dedicated server for free with 200gb storage, and that additional 150gb that I need costs me just under $4 a month, so It is very very viable financially. will switch to it later. I will now add a Student Mode for anyone with the email given by my school, and a teacher mode for teacher emails. Still recovering from the emotional trauma of the database loss. Added gravity Ads, need to remove alot of adslots because right now, it is spam impressions, not hih quality impressios, but still, here is ss.
polishing the VM and all, and good news, Im part of the 1 million founders, 5 day bootcamp. Its a very very god program, the onluy thing i hate about it is the dress code, like seriously, shirts and pants. why not joggers and t shirts, they are confortabel af. also, i monitored teh agentoverflow corpus, well, it had a problem, the API key of gemini to verify absolute gold tier learnings, im so dumb I waited 3 days for something to happen and only to realise forgot to set the APU key. yup, this is greatness at it’s peak. for thalamus, doing some polishing, just realised that git import diesnt work, fixing that, removing the requirement of git pat. Fixing a few more stuff. also, I just realised another problem, the database. how am I going to set up databases, like how do I set uo convex for everyone who uses this for free. well if the VM problem had a solution, this should also have a solution. API is working, tested it with claude code. Claud eput in 15 learnings for me. also, I realised that I forgot to change the sandbox tab to leave the old VM system an move on to the new Github Actions system. Also, long time I havent updated my .exe gotta do that also. Quick update- I got a Notif that I am suspiciously a fraud, like a serious fraud. the Fraud Squad app sent me the notif. after that, I am still trying to recover from the emotional trauma of the database loss. I will be angry with my mother for a bit more time(se was the one who deleted it). IK im cruel and he didnt mean it, but recovery takes time. also, For the next week, after I do the changes and fixes required, I will be using only and only thalamus to code Thalamus. right, An AI that will code itself, but I will be the one guiding it. because if I cant use it, my product aint ready for market launch. for screnshot, idk what to put. like all I did was console work and Im definately not showi my console here. the names are kindof inappropriate. so here is my old sandbox tab. Good Bye QEMU and VNC Viewer. you are getting replaced by Github(atleast they aint getting replaced by AI.)
I dont understand why is my Code mode routing going to Ollama when everyting else point to NVIDIA NIM, even the OLLAMA Fallback is Nvidia NIM, the Primary provider is convex dashboard is NIM, my ollama keys are at limits and this great code mode is pointing at NIM. whyyy. Currently working on fixing the Github sanbox. thats kindof broken. rest everything works. For some reason, even on a successful github import, it shows an error(AI slop, thats why. I made the github system with AI) . the sandbox just doesnt detect the repo. and the Hack Club Fraud Squad is sus with me(I dnt blame them, 17hrs a day for a 14yr old is suspicious.) I have migrane, I dont have glasses and my eyes are very healthy(somehow). once any 1 of my project gets reviewed and I get payout, im spending it all on hostng and AI credits so I can switch over to Oracle and Modal. Agentoverflow is still going through filteration and final review. I have cooked myself. I am still procastinating the .exe(even with AI, building a native .exe is a headache.) here is SS of the new Sandbox tab
Finally, got the routing to work properly. Everyting works now. My head is so done for it. also, I just saw something, and People like me may be the reason for it getting added. Im uploading it as the screenshot.
Everything Finally works, except the VM, it got some error, debugging that, then I just came up with a new idea(thanks to my yt feed) add a ADHD mode toggle in Chat mode and Research mode, basically ADHD in AI will I think help AI leave its very formal guided approach t problems, with the distracter, it will be jumping here and there, maybe making connections, giving us a better take at making AI good. There will also be a Brainstorm mode, the Brainstorm mode will give AI ADHD and it will help in brainstorming startup Ideas, startegies, and stuff. can someone remove this screenshot compulsion. I dont have a screenshot every devpost.
I am now doing something kind of risky. giving AI adhd. Like literal ADHD. level 2/5 and for some tasks level 2.5/5 as per my research, this should increase the output quality of AI. also checked agentoverflow compute, it’s working Okayish. claude has access to it and my limit resets tommorow, so the automated checks aint happening and I have to check manually. Here is SS of me creating a whatsapp clone as the test of this AI(hopefully this tells you what Im expecting form my AI.)
Ships:
Reviewer Notes (School Incubator Startup) Status: Built in my school’s startup incubator; some edge-case features are undergoing rapid iteration. Auth Required: Sign up via email OTP to unlock Research/Build Modes or send >3 messages (prevents API exploitation/high costs). Credits: Runs on live premium models (Claude Opus via AWS Bedrock). Minor risk of downtime if incubator credits exhaust, but we should be fine. Thalamus AI: L4.5 Agent Platform Thalamus AI (by Aphantic Corporations) is an all-purpose Level 4.5 AI ecosystem combining multi-agent workflows, deep research, and true local QEMU OS virtualization inside your browser session via a lightweight 31MB local Node.js WebSocket bridge. The 4 Core Modes Chat: Context-aware assistant for writing, planning, and summarization. Research: Synthesizes live web search with inline source citations. Study: Adaptive RAG tutor; uploads notes to auto-generate custom quizzes/solutions. Build (Code): Multi-agent pipeline building full-stack apps from plain English. 9-Agent Code Pipeline Runs asynchronously via Convex scheduled functions using smart model routing: Researcher (Haiku): Maps existing engineering benchmarks. Analyser (Haiku): Dissects product requirements and edge cases. Planner (Haiku): Graphs detailed task execution plans. Coder (Opus 4.6/4.8): Authors core logic, APIs, and databases. Optimiser (Sonnet): Refactors code for scale and algorithmic efficiency. Organizer (Haiku): Automatically structures folder/file directories. Tester (Sonnet): Generates robust end-to-end unit test suites. Hacker (Sonnet/Opus): Conducts penetration audits to patch vulnerabilities. Critic (Haiku): Acts as the final quality gate; rejects incomplete work. Native Stack & OS Virtualization OS Support: Boots Windows 11/10, macOS Sequoia/Sonoma, Linux (Ubuntu/Kali), and Android. Browser-only instant boot for Alpine/Arch Linux. Ultra-Lean Desktop: Built with Neutralinojs (uses native Edge WebView2)—only 2.2 MB total app size. Integrated with GitHub OAuth for automated commits after agent cycles....
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1792882140.8869603
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1793746140.8869603
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6269
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DuckML / Duckonomics by @ZiggyZonko | Stardance
|
ZiggyZonko
|
1
|
10.0
|
101
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T11:52:33Z", "hours": 10.0, "multiplier": 10.13, "payout": 101, "blessing": "neutral", "text": "Created a duck themed economics simulator, implementing machine learning. I am extremely proud of this project, it was such a fun idea I randomly thought of on the bus home from school. I must add more playability and user interactivity in the next release! (the readme lists were made by AI, the rest was not, I wanted the emojis 🫠, just putting that out there if any of the shipwrighters are questioning it’s authenticity.)", "repo": "https://github.com/ZiggyZonko/Duckonomics", "demo": "https://github.com/ZiggyZonko/Duckonomics/releases/tag/v1.0.0-alpha"}]...
|
[{"post_id": 8018, "ts": "2026 [{"post_id": 8018, "ts": "2026-06-13T11:44:19Z", "hours": 0.395, "text": "More accessories implemented based on wealth! Currently making the demo for shipping #1"}, {"post_id": 6744, "ts": "2026-06-11T09:12:14Z", "hours": 0.3319, "text": "Made a panel to click the ducks and check their age, money, name etc. More shops to come…"}, {"post_id": 6736, "ts": "2026-06-11T08:45:29Z", "hours": 0.2822, "text": "Main Menu Created and working, going to add more shops and machine learning capabilities to choosing different shops"}, {"post_id": 6149, "ts": "2026-06-10T10:37:09Z", "hours": 0.5056, "text": "Made a Bussiness Tax for the government and let the simulator run for 150 days to see what happens, everyone is rich and most only last until they turn 8, will start tweaking the taxing, birth and death rate to simulate a realistic economy."}, {"post_id": 5560, "ts": "2026-06-09T11:53:22Z", "hours": 1.2406, "text": "Added Population control, changing the birth and death rate to execute once every 30 second day. Added an Obituary and implemented Government Taxing on wages, (jobs added) and jobs include: JOBS = { “Baker”: 12, “Fisher”: 8, “Merchant”: 15, “Programmer”: 25, “Unemployed”: 0 } Suggest some jobs in the comments, and suggest some first and last names too FIRST_NAMES = [ “Bob”, “Sarah”, “Alex”, “Emily”, “Oscar” ] LAST_NAMES = [ “Quackson”, “Featherstone”, “Breadsworth”, “McDuck”, “Waddles” ] Also added some UI regarding the treasury and added a seperate birth rate for an additional child."}, {"post_id": 5517, "ts": "2026-06-09T10:17:36Z", "hours": 1.9308, "text": "Added Uniquness, more traits, age, birth, death, accessories based on wealth, names and working toward a more functioning society. Also made a cleaner codebase, with constants and variable scripts in place to make everything cleaner. Fixed the duck finding a shop algorithm, based on nearest shop AND STOCK now, rather than just distance. Increase Screen Size and minor tweaks here and there."}, {"post_id": 4807, "ts": "2026-06-08T09:41:34Z", "hours": 0.4033, "text": "Added a population counter and fixed a previous bug with selling bread"}, {"post_id": 4791, "ts": "2026-06-08T09:00:16Z", "hours": 1.5008, "text": "Added Waves, Icons, And working shop system that refills the stock everyday and uses machine learning to predict what the stock of the bakery needs to be in order to sustain the hunger of the populaation. It tracks the sales, predictions, stock and money of the stores. I also added a day counter and a time label to ensure players know the status of the shop and sales."}, {"post_id": 3392, "ts": "2026-06-06T09:17:12Z", "hours": 1.3297, "text": "Began Duckonomics, created the basics and beginning to implement Machine Learning into the prices for profit of bread. Ducks have a random movement pattern, bread label in progress. Each duck will have own character traits that make it unique."}, {"post_id": 2070, "ts": "2026-06-04T11:49:29Z", "hours": 1.1031, "text": "Experimented with Markov Chains and made a dynamic system that scans a dataset of sentences based off a theme, forms new sentences, that adds to the csv of QuackJudge. This creates a sustainable loop all based off one single initial dataset and a Markov Chain. The Markov chain tracks different sentences and interprets words that come after one another to form sentences. Realistically my dataset isn’t large enough to showcase accurate data but still showcases the concept’s nature."}, {"post_id": 1397, "ts": "2026-06-03T12:33:44Z", "hours": 0.9636, "text": "Made a simple word to emotion classifier using the Naive Bayes Classifier algorithm, with training of 90% and testing of 10%, it provides on average, 51% accuracy based on self-testing. By increasing the size of the dataset, the accuracy and vocabulary will increase, showcased in the vectorisation of the word below, where the one is a recognised word. Mathematically this is represented in a multi-dimensional space based on how many known words the AI understands based on training and testing. Might test image classification next or try new Machine Learning Concepts to create an All-in-one, self taught AI, image, audio, emotion etc."}]...
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Title: DuckML / Duckonomics by @ZiggyZonko | Stard Title: DuckML / Duckonomics by @ZiggyZonko | Stardance
Devlogs:
Made a simple word to emotion classifier using the Naive Bayes Classifier algorithm, with training of 90% and testing of 10%, it provides on average, 51% accuracy based on self-testing. By increasing the size of the dataset, the accuracy and vocabulary will increase, showcased in the vectorisation of the word below, where the one is a recognised word. Mathematically this is represented in a multi-dimensional space based on how many known words the AI understands based on training and testing. Might test image classification next or try new Machine Learning Concepts to create an All-in-one, self taught AI, image, audio, emotion etc.
Experimented with Markov Chains and made a dynamic system that scans a dataset of sentences based off a theme, forms new sentences, that adds to the csv of QuackJudge. This creates a sustainable loop all based off one single initial dataset and a Markov Chain. The Markov chain tracks different sentences and interprets words that come after one another to form sentences. Realistically my dataset isn’t large enough to showcase accurate data but still showcases the concept’s nature.
Began Duckonomics, created the basics and beginning to implement Machine Learning into the prices for profit of bread. Ducks have a random movement pattern, bread label in progress. Each duck will have own character traits that make it unique.
Added Waves, Icons, And working shop system that refills the stock everyday and uses machine learning to predict what the stock of the bakery needs to be in order to sustain the hunger of the populaation. It tracks the sales, predictions, stock and money of the stores. I also added a day counter and a time label to ensure players know the status of the shop and sales.
Added a population counter and fixed a previous bug with selling bread
Added Uniquness, more traits, age, birth, death, accessories based on wealth, names and working toward a more functioning society. Also made a cleaner codebase, with constants and variable scripts in place to make everything cleaner. Fixed the duck finding a shop algorithm, based on nearest shop AND STOCK now, rather than just distance. Increase Screen Size and minor tweaks here and there.
Added Population control, changing the birth and death rate to execute once every 30 second day. Added an Obituary and implemented Government Taxing on wages, (jobs added) and jobs include: JOBS = { “Baker”: 12, “Fisher”: 8, “Merchant”: 15, “Programmer”: 25, “Unemployed”: 0 } Suggest some jobs in the comments, and suggest some first and last names too FIRST_NAMES = [ “Bob”, “Sarah”, “Alex”, “Emily”, “Oscar” ] LAST_NAMES = [ “Quackson”, “Featherstone”, “Breadsworth”, “McDuck”, “Waddles” ] Also added some UI regarding the treasury and added a seperate birth rate for an additional child.
Made a Bussiness Tax for the government and let the simulator run for 150 days to see what happens, everyone is rich and most only last until they turn 8, will start tweaking the taxing, birth and death rate to simulate a realistic economy.
Main Menu Created and working, going to add more shops and machine learning capabilities to choosing different shops
Made a panel to click the ducks and check their age, money, name etc. More shops to come…
More accessories implemented based on wealth! Currently making the demo for shipping #1
Ships:
Created a duck themed economics simulator, implementing machine learning. I am extremely proud of this project, it was such a fun idea I randomly thought of on the bus home from school. I must add more playability and user interactivity in the next release! (the readme lists were made by AI, the rest was not, I wanted the emojis 🫠, just putting that out there if any of the shipwrighters are questioning it’s authenticity.)...
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1793001127.4765499
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1793087527.4765499
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6272
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Phoenix Phanatics FRC 11104 website by @atomtables Phoenix Phanatics FRC 11104 website by @atomtables | Stardance...
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atomtables
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1
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1.0
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10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T01:22:40Z", "hours": 1.0, "multiplier": 7.91, "payout": 10, "blessing": "neutral", "text": "I wish I had started this website after Stardance started but I needed this done because the old team website was unshowable to anyone. I hope you like this version and find our team interesting in some way, being a (technically still) rookie team that just got through our first season, we’d love any assistance!", "repo": "https://github.com/Phoenix-Phanatics/PhoenixPhanaticsWebsiteV2", "demo": "https://phoenixphanatics.club"}]...
|
[{"post_id": 1815, "ts": "2026 [{"post_id": 1815, "ts": "2026-06-04T01:15:03Z", "hours": 1.3258, "text": "I added some sections on how people who might want to join our team can join us for Duel on the Delaware on June 20! Other than that, just some other designs."}]...
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Title: Phoenix Phanatics FRC 11104 website by @ato Title: Phoenix Phanatics FRC 11104 website by @atomtables | Stardance
Devlogs:
I added some sections on how people who might want to join our team can join us for Duel on the Delaware on June 20! Other than that, just some other designs.
Ships:
I wish I had started this website after Stardance started but I needed this done because the old team website was unshowable to anyone. I hope you like this version and find our team interesting in some way, being a (technically still) rookie team that just got through our first season, we’d love any assistance!...
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1792986695.912179
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1793073095.912179
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6273
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My first VS Code site by @Christianlikes67_Bobbphe My first VS Code site by @Christianlikes67_Bobbpheus | Stardance...
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Christianlikes67_Bobbpheus
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T05:39:45Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "I made a little website… actually my first VS Code website i havent really made that much but hey atleast its something", "repo": "https://github.com/Christianlikes67/VS-Code-site", "demo": "https://christianlikes67.github.io/VS-Code-site/"}]...
|
[{"post_id": 1554, "ts": "2026 [{"post_id": 1554, "ts": "2026-06-03T17:21:04Z", "hours": 0.4922, "text": "Im working on a small website rn its not very much mut it’ll get better :D"}]...
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Title: My first VS Code site by @Christianlikes67_ Title: My first VS Code site by @Christianlikes67_Bobbpheus | Stardance
Devlogs:
Im working on a small website rn its not very much mut it’ll get better :D
Ships:
I made a little website… actually my first VS Code website i havent really made that much but hey atleast its something...
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1792878596.5036848
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1793742596.5036848
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6286
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abeers-macropad by @Abeer | Stardance
|
Abeer
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T20:21:11Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4-key macropad with a rotary encoder for volume. The trickiest part was routing the switch matrix on a 2-layer board without crossing traces; I had to reroute a few times. I’m proud that I made it this far.", "repo": "https://github.com/abeer-g0t-r00t/abeers-macropad", "demo": ""}]...
|
[{"post_id": 3608, "ts": "2026 [{"post_id": 3608, "ts": "2026-06-06T16:42:40Z", "hours": 0.4192, "text": "Here’s a picture of the macropad model that I successfully made in FUSION 360!! :D"}]...
|
Title: abeers-macropad by @Abeer | Stardance
Devl Title: abeers-macropad by @Abeer | Stardance
Devlogs:
Here’s a picture of the macropad model that I successfully made in FUSION 360!! :D
Ships:
I made a 4-key macropad with a rotary encoder for volume. The trickiest part was routing the switch matrix on a 2-layer board without crossing traces; I had to reroute a few times. I’m proud that I made it this far....
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1792968602.7380908
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1793055002.7380908
|
|
6304
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AiRY by @mihaidraghici023 | Stardance
|
mihaidraghici023
|
1
|
15.75
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T16:42:33Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Quality-of-Life Improvements Natural language programming through AI translation. Simplified syntax with minimal boilerplate. Dynamic variables and beginner-friendly control flow. This is one of my best projects I hope you like it and I will continue working on this and I will never let this down. Hold up AI era I come :)", "repo": "https://github.com/Mthepro10/AiRY", "demo": "https://github.com/Mthepro10/AiRY/releases/tag/v7.10.26"}]...
|
[{"post_id": 25785, "ts": "202 [{"post_id": 25785, "ts": "2026-07-10T07:35:30Z", "hours": 0.7453, "text": "Hi guys because my project was not accepted for huggingface, I changed to Tencent: Hy3 (free), from ai.hackclub.com"}, {"post_id": 15132, "ts": "2026-06-24T16:16:00Z", "hours": 1.6492, "text": "OK……..I just translated almost all the python in rust. I used some AI here to boost up this things, I also wrote down some instructions for the use of the language. Hope you like it, hope you like my idea, I want someday to make this language one of the biggest. Maybe you can contact me and we can create a large community :))) Executables I created an app for Ubuntu, one for macOS and one for Windows. Also I will continue working on this language so follow me to get new updates ; )"}, {"post_id": 13591, "ts": "2026-06-22T08:23:00Z", "hours": 3.0247, "text": "Finally ready….. I have built the Cranelift interpreter😮💨😮💨😎😎🎉🎉. The programming language is now stable you can write some programs in it and works perfectly, out puts perfectly. Last thing Now to finish it I have to translate all python part into rust so I can make a stable release."}, {"post_id": 12457, "ts": "2026-06-20T10:24:44Z", "hours": 2.2436, "text": "What I did I finished the parser 🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉. So what a parser do is that it takes the tokens generated by the lexer and creates structures with them, also verifying the syntax of the code. For this ⬅️⬆️ it uses the ast (Abstract Syntax Tree). Changes of plans I recently discovered Cranelift, that I give the structures generated by the parser and translates them in machine code, and it is way faster than my first option to write a rust interpreter that would’ve done the same thing."}, {"post_id": 7513, "ts": "2026-06-12T15:25:11Z", "hours": 2.0214, "text": "So I created a lexer, it looks good, right? And now i am moving on to the next part: the parser (where I will have to verify the syntax and combine the tokens generated by the lexer in structures, named statements, that can be then translated directly into code)."}, {"post_id": 6834, "ts": "2026-06-11T13:50:54Z", "hours": 0.6028, "text": "In this short devlog I want to announce you the last changes in the AiRY / AiRY Core standard lib (saying this cus I am planning to add more libs after I finish this one) : perform became unmutable; what does that mean: when you write perform x+1 the value of x won’t be increased by one, insted you shoul write x = perform x+1 Anyway token.rs and ast.rs are ready, I am now moving on to the lexer.rs (the component that translates the input code in structures and tokens from ast.rs and token.rs) See you soon!!!"}, {"post_id": 5689, "ts": "2026-06-09T15:52:30Z", "hours": 2.2683, "text": "So…..First, I made some changes in the syntax of the language: from now on every operation ( -, +, /, *, %, &, |, ^, ~ ) must be preceded by perform , like perform x+1 or perform x&2 I also started to do the interpreter in rust: -token.rs (defines every function as a word) -ast.rs (makes structures with tokens) Problems in interpreter till now: -you can write just perform x+1 and not perform 1+1 , cus if you write perform 1+1 it has to return somewhere and perform x+1 just increments x with 1, but this eliminates the posibility to declare x with an operation (I mean the value), like set x perform 1+1 What do you think should I keep perform ????? Anyway see you in next devlog!!"}, {"post_id": 2635, "ts": "2026-06-05T08:38:14Z", "hours": 1.5083, "text": "Hi guys!!!! Sry for lack of devlog, I really forgot like forgot forgot. Anyway I want to announce you that my AI interpreter is ready, like it transform pretty well from Natural Language to actual code (that I decided to name AiRY Core). It also knows multiple languages (in the images below there is chinese I think) . I would like to present you what my programming language has till now: normal operations, bitwise operations, if, else, elseif, loop (like for), infloop (like while), set (declares dynamical variable) . I think it is enough for now and I am going to step in and make a rust interpreter, btw I do not know rust at all. I am letting you the images below, hope you enjoy my project :)))"}, {"post_id": 2183, "ts": "2026-06-04T15:25:11Z", "hours": 2.1669, "text": "Hey! My name is Mihai and I just started building AiRY, a programming language where you write code in plain natural language instead of strict syntax. The Idea Why do you need to memorize complicated syntax just to tell a computer what to do? AiRY lets you write normal instructions in any language you want, and the system translates them into executable code called AiRY Core. The architecture is simple: an AI layer that understands what you want to do, and a deterministic execution layer that runs the code consistently every time. What I’ve Done So Far I defined the initial specification of AiRY Core — basically the rules that make the language work: set — declares a variable show — displays a value read — reads input if / else / elseif — conditionals loop — equivalent of for infloop — equivalent of while Basic arithmetic and logical operations A rule system for handling errors and unsupported operations I also integrated a language model (Gemma 4-31B via Hugging Face) that translates natural language into AiRY Core using a custom prompt system. It works surprisingly well, even with variables written in Chinese."}]...
|
Title: AiRY by @mihaidraghici023 | Stardance
Devl Title: AiRY by @mihaidraghici023 | Stardance
Devlogs:
Hey! My name is Mihai and I just started building AiRY, a programming language where you write code in plain natural language instead of strict syntax. The Idea Why do you need to memorize complicated syntax just to tell a computer what to do? AiRY lets you write normal instructions in any language you want, and the system translates them into executable code called AiRY Core. The architecture is simple: an AI layer that understands what you want to do, and a deterministic execution layer that runs the code consistently every time. What I’ve Done So Far I defined the initial specification of AiRY Core — basically the rules that make the language work: set — declares a variable show — displays a value read — reads input if / else / elseif — conditionals loop — equivalent of for infloop — equivalent of while Basic arithmetic and logical operations A rule system for handling errors and unsupported operations I also integrated a language model (Gemma 4-31B via Hugging Face) that translates natural language into AiRY Core using a custom prompt system. It works surprisingly well, even with variables written in Chinese.
Hi guys!!!! Sry for lack of devlog, I really forgot like forgot forgot. Anyway I want to announce you that my AI interpreter is ready, like it transform pretty well from Natural Language to actual code (that I decided to name AiRY Core). It also knows multiple languages (in the images below there is chinese I think) . I would like to present you what my programming language has till now: normal operations, bitwise operations, if, else, elseif, loop (like for), infloop (like while), set (declares dynamical variable) . I think it is enough for now and I am going to step in and make a rust interpreter, btw I do not know rust at all. I am letting you the images below, hope you enjoy my project :)))
So…..First, I made some changes in the syntax of the language: from now on every operation ( -, +, /, *, %, &, |, ^, ~ ) must be preceded by perform , like perform x+1 or perform x&2 I also started to do the interpreter in rust: -token.rs (defines every function as a word) -ast.rs (makes structures with tokens) Problems in interpreter till now: -you can write just perform x+1 and not perform 1+1 , cus if you write perform 1+1 it has to return somewhere and perform x+1 just increments x with 1, but this eliminates the posibility to declare x with an operation (I mean the value), like set x perform 1+1 What do you think should I keep perform ????? Anyway see you in next devlog!!
In this short devlog I want to announce you the last changes in the AiRY / AiRY Core standard lib (saying this cus I am planning to add more libs after I finish this one) : perform became unmutable; what does that mean: when you write perform x+1 the value of x won’t be increased by one, insted you shoul write x = perform x+1 Anyway token.rs and ast.rs are ready, I am now moving on to the lexer.rs (the component that translates the input code in structures and tokens from ast.rs and token.rs) See you soon!!!
So I created a lexer, it looks good, right? And now i am moving on to the next part: the parser (where I will have to verify the syntax and combine the tokens generated by the lexer in structures, named statements, that can be then translated directly into code).
What I did I finished the parser 🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉. So what a parser do is that it takes the tokens generated by the lexer and creates structures with them, also verifying the syntax of the code. For this ⬅️⬆️ it uses the ast (Abstract Syntax Tree). Changes of plans I recently discovered Cranelift, that I give the structures generated by the parser and translates them in machine code, and it is way faster than my first option to write a rust interpreter that would’ve done the same thing.
Finally ready….. I have built the Cranelift interpreter😮💨😮💨😎😎🎉🎉. The programming language is now stable you can write some programs in it and works perfectly, out puts perfectly. Last thing Now to finish it I have to translate all python part into rust so I can make a stable release.
OK……..I just translated almost all the python in rust. I used some AI here to boost up this things, I also wrote down some instructions for the use of the language. Hope you like it, hope you like my idea, I want someday to make this language one of the biggest. Maybe you can contact me and we can create a large community :))) Executables I created an app for Ubuntu, one for macOS and one for Windows. Also I will continue working on this language so follow me to get new updates ; )
Hi guys because my project was not accepted for huggingface, I changed to Tencent: Hy3 (free), from ai.hackclub.com
Ships:
Quality-of-Life Improvements Natural language programming through AI translation. Simplified syntax with minimal boilerplate. Dynamic variables and beginner-friendly control flow. This is one of my best projects I hope you like it and I will continue working on this and I will never let this down. Hold up AI era I come :)...
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1792192984.961983
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1793056984.961983
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6353
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onecalc by @aer | Stardance
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aer
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1
|
5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:18:21Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a whimsical b&w calculator inspired by onekey,u use the e-key of your keyboard.have lots of fun calculating with this calculator.", "repo": "https://github.com/aeratory678/onecalc", "demo": "https://onecalc-pi.vercel.app"}]...
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[{"post_id": 80621, "ts": "202 [{"post_id": 80621, "ts": "2026-10-18T10:14:12Z", "hours": 5.1033, "text": "calculator which works with an e-key,every key has a mini-game,play it,to get the number! hihi ☆☆☆"}]...
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Title: onecalc by @aer | Stardance
Devlogs:
calcu Title: onecalc by @aer | Stardance
Devlogs:
calculator which works with an e-key,every key has a mini-game,play it,to get the number! hihi ☆☆☆
Ships:
i made a whimsical b&w calculator inspired by onekey,u use the e-key of your keyboard.have lots of fun calculating with this calculator....
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1793051404.2029898
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1793137804.2029898
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6376
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Soundboword by @Axwabo | Stardance
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Axwabo
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1
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69.0
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995
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T23:05:38Z", "hours": 69.0, "multiplier": 14.42, "payout": 995, "blessing": "neutral", "text": "Soundboword is an actually usable desktop soundboard for (primarily) Linux and (with apparent support for) windows tired of other soundboards paywalling slots? not anymore! [insert Phil Swift Flex Tape meme, not sponsored] this is a .NET app built with Avalonia, SoundFlow, and YoutubeExplode you don’t need to install .NET, it’s compiled into a native binary the SoundFlow backend in use is based on miniaudio, so the app only supports mp3 and wav files download audio from YouTube (paste a link or search) for Linux, there is additional PipeWire support use the PipeWire wizard to create a virtual device named “Soundboword Microphone” which you can select in apps (e.g. Discord) after setting up the microphone, you can use the toggles in the bottom left to manage some node links (connect/disconnect audio nodes) Hear Sounds: plays the soundboard to your headphones Mic Sounds: plays the soundboard into the virtual microphone Mic Passthrough: connects the selected physical microphone to the virtual mic Hear Myself: connects your physical mic to your headphones, echoing what you say windows support is partial, macos support will not be provided global hotkeys should work out of the box on losedows the Linux version uses xdg-desktop-portal for global shortcuts if you have a Launchpad Mini MKII lying around, you can use it with this program :3", "repo": "https://github.com/Axwabo/Soundboword", "demo": "https://github.com/Axwabo/Soundboword/releases/tag/v1.0.0"}]...
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[{"post_id": 62313, "ts": "202 [{"post_id": 62313, "ts": "2026-09-05T16:50:40Z", "hours": 3.6683, "text": "most likely the last devlog before i outgrow hackclub :’3 finalized the project, improved the CI workflow to bundle the program properly and include 3rd party licenses completed the README added a simple sound “editor” that lets you specify the following: start time: where to begin playback loop start: where to jump when restarting on loop (start of file by default) loop end: the point where loop triggers (end of file by default) made the sidebar (Sounds and Inputs views) consistent added icons to almost every window (Linux crashed because the PipeWire icon wasn’t in that project lol) message to future self: you need the leading slash in the Icon property (e.g. /Assets/sus.ico works but not Assets/sus.ico ) the video shows the new configure sound on trigger click feature, resembling the behavior of Voicemod implemented the missing “Auto Mic Passthrough” (as described in the README) the physical microphone preference is now saved fixed the hidden toggles taking up space on slopdows RowDefinitions don’t support binding, not even OnPlatform :( hopefully i don’t gotta fix anything, and it’s ready to ship"}, {"post_id": 60689, "ts": "2026-09-03T07:25:41Z", "hours": 9.5664, "text": "I’M GONNA TWEAK OUT 9 hours on slopdows bullshit… IT FINALLY WORKS (except not really because removing keybinds doesn’t..?) okay so i restored some of the styling, 0 padding in the Inputs listbox looked bad not sure what else i did that isn’t losedows suffering lmao sooooooo “win”dows is special if you hold Ctrl, it doesn’t call the TextInput event, meaning that i have to translate the Key enum the TextInput event isn’t flawless either, it can be ambiguous (e.g. hungarian layout: AltGr+J = í, AltGr+I = Í, Soundboword makes them uppercase) should i remove the automatic uppercase conversion? i spent a lot of time “debugging” (as in, having the CI build it, download the zip, transfer it to a slopdows machine, since native cross-compilation is not supported) the biggest headache was the shortcut list update handler… i negated the TryAdd call, which meant that the global hotkey would only get registered if the same gesture has been added to the dictionary already (therefore it would only work on subsequent binds) i spent way too much time figuring this out another oversight was the lack of Target assignment when you clicked ⚙️ on an input method, meaning that binding shortcuts did nothing idk why the entire panel is bold, gotta fix that hotkeys are temporarily removed while you’re assigning a shortcut however, as mentioned before, this doesn’t work xd i tried it on a slopdows laptop, and removing the A hotkey made the A key unusable until i closed Soundboword setting up CI wasn’t difficult, gotta make sure to separate rm commands and use -f so files not found don’t error using || doesn’t run the latter command if the first one succeeds, i should’ve known that"}, {"post_id": 41841, "ts": "2026-08-06T09:41:33Z", "hours": 2.6206, "text": "i did mostly polishing work during this time, now i can torture myself with windows global shortcuts gotta crash out first though cuz this wonderful website has 3 different markdown renderers somehow, and i’ve been using --- to make sections actually separate changed the TabControl to a TabStrip so i can use my on page switching logic most views are only created once now, which gives a slight performance boost i’d noticed that quickly switching between tabs while using TabControl lead to slight crackles in audio, that’s taken care of now oh and you can use the Tab key to navigate, cuz TabStrip can magically do that getting the lazy-ish loading was pretty funky though, UserControls are lazy by default so i had to hack around it to preload the views by setting IsVisible to false after the control loads (i think that’s what i did, i kinda forgor) fixed the YouTube stream loader, and added a local error display so you can immediately see if something went wrong made it so non-bound XDG-Desktop-Portal shortcuts are no longer detected removed the sound edit button for now, i would like to ship without having to figure all that out made StackPanel spacing mostly uniform using a style selector, though it looks pretty bad in device selectors general settings & logging settings are now saved and loaded added Rescan and Relink All buttons Rescan checks not found files again to locate them Relink All lets you pick directories to look for not found sounds by their filenames in the video, i unmounted the disk that had some files, then relinked sounds to locate it elsewhere"}, {"post_id": 36680, "ts": "2026-07-28T21:57:59Z", "hours": 4.8294, "text": "dev log about logging, crazy added logging in-app and also to files you can configure log levels, None disables file logging altogether i was looking around to find a simple file logger for Microsoft.Extensions.Logging, but i didn’t like it so i made my own, even simpler version took a bunch of attempts to make the architecture bearable, but it’s still kinda jank with the existence of LogPreferences.Instance (instead of using the service provider… but whatever, i make the rules :3) turns out that MultiBinding doesn’t work for a bool that hides the bottom bar (idk why), so i did some wiring by subscribing to PropertyChanged in the preferences and the log list only at the time of recording did i realize that the initial value isn’t set properly, so i gotta fix that tried to set PublishAot to true for all projects (so i don’t have to specify it in dotnet publish ), but that breaks the preview, so i had to revert the change unhandled UI exceptions are now written to the file the unobserved task exception event just… doesn’t seem to fire… i got rid of that tried to use SemaphoreSlim to make the exiting thread block until an in-progress write operation completes, but that probably caused a deadlock because the app wouldn’t close if a log entry happens to be in the middle of being written while you’re quitting, it gets cut in half, oh well fun fact: the ItemsRepeater Avalonia control exists on GitHub, even the docs describe how to use it, but it just didn’t show up for me despite using the latest Avalonia version this made me use a ListBox, which has selection (although you can’t see it because of the background of each log entry)"}, {"post_id": 34591, "ts": "2026-07-25T13:27:50Z", "hours": 4.0242, "text": "made settings sections with a whole lot of unnecessary abstractions for the funny [FromKeyedServices] when i could just access a static instance? absolutely yes!! i couldn’t figure out how to style the children of an ItemsControl externally, so i had to give it an ItemTemplate with a class (which would be unnecessary if i could style the thing) all that for a separator line… and padding… and margin… what if i just nuke this idea and simply have some spacing between the sections? i tried organizing classes into vertical slices architecture, but i gave up and only did it for the Linux project instead the using updates would’ve been funky + some global usings would become useless PipeWire the toggle list now no longer “flickers” on/off when refreshing devices, as i only set the link manager after PipeWire objects have been queried device lists and link toggles are now disabled when switching devices so the user doesn’t accidentally break the linking process added a button that refreshes links (in case things go wrong somehow) you can now select the physical microphone from the PipeWire list, and it will update links this preference isn’t saved to disk just yet in my last devlog i mentioned some issues, which have now been fixed: upon startup, the first two switches don’t work sometimes (race condition maybe?) turns out that i had forgotten to add a potentially valid node to the list after looping through all lines, so it just discarded the last entry certain links might not reconnect properly when switching the output device what did i do to fix that? i’m not sure anymore maybe it was a bit of delay? this one might be linked related to the former issue"}, {"post_id": 34223, "ts": "2026-07-24T19:01:37Z", "hours": 8.9867, "text": "PIPEWIRE WORKS!!1!1! spent almost all day adding PipeWire node linking support i was genuinely tweaking when i found out that the pw-cli create-link command doesn’t create a link… it does NOTHING wishful thinking to assume that i can simply tell PipeWire to connect nodes automatically now i have to query the ports, too, and connect those automatically; make sure to sort them, otherwise the channels might be mixed up ahaha (a0b498e7 khm khm) i spent plenty of the time debugging, the parser i wrote had some funky stuff how to use it there are 4 toggles you can activate, as shown in the video: sounds to primary output: this will play the soundboard’s audio in your headphones/primary speakers sounds to virtual mic: forwards soundboard audio to the virtual microphone, letting others (e.g. in a call or in a game) hear the sounds mic passthrough: connects your “real” microphone to the virtual microphone, allowing others to hear your voice when using the virtual mic hear myself: connects your real microphone to your primary output device more issues upon startup, the first two switches don’t work sometimes (race condition maybe?) certain links might not reconnect properly when switching the output device (it used to be worse when i queried links every time; it would connect only one port to the destination because the port ID was now assigned to something else) some miscellaneous fixes: fixed certain issues with xdg-desktop-portal shortcut assignments removed the upload date from YouTube video views fixed the NativeAOT build (an attribute was missing that let the ServiceProvider know not to strip view & viewmodel constructors) added a DataToggle control that inherits from ToggleSwitch : clicking on it doesn’t toggle it automatically, the binding controls the state"}, {"post_id": 32372, "ts": "2026-07-21T14:38:36Z", "hours": 6.5217, "text": "FINALLY figured out how to interface with xdg-desktop-portal, global shortcuts now work on Linux!!! (with a caveat ofc) subsequent bind requests to the same action will just be ignored by the portal, even if you closed the dialog without binding any shortcuts you should still be abe to bind them in System Settings props to Pinta for the example on how to do this (the DBus flow kinda sucks ngl) making this was partially possible because Avalonia updated to the latest Tmds.DBus version adjusted the YouTube downloader layout: removed the description in favor of a stream selector that also got rid of the upload date, oops added a dummy ✏️ button to sounds (basic editor coming soon) i don’t even want to think about how i’ll render waveforms without making the system go kaboom also added a number input for volume, letting users type in the desired percentage Avalonia magically handles the percentage conversion, i didn’t have to make a converter that multiplies the input by 0.01 made pages dynamic, fixing the inconsistent layout this will make it easier to add platform-specific tabs instead of having to dump everything into settings TabStrip just didn’t work properly, so i’ll stick with the TabControl (which doesn’t have… tab… focus…) OtherSoundInteraction now lets you mute, pause or stop other sounds when a new playback is triggered adopted Injectio so i can slap a [RegisterSingleton] attribute on each class i want in dependency injection without having to go to a different place to add a statement the “Stop All Instances” button is now replaced by the “Relink” button for files that were not found you can now drag-and-drop sounds into the board from the file manager"}, {"post_id": 9155, "ts": "2026-06-15T10:26:57Z", "hours": 6.5614, "text": "Did a bit of refactoring to accomodate for later NativeAOT support: Each view & viewmodel has to be registered as a service Moved to source-generated JSON handling Hopefully, NativeAOT will make the app noticeably faster when I publish the project Added global usings, and split up the project for better platform-specific service organization Fixed the delete button not stopping the sound (how did I manage to fail that??) Replaced the loop toggle with an Assign Shortcut button for quick access I think the latter will be used more often, but having the loop toggle update two buttons at once was really cool Sounds can now be added from YouTube; they are cached for fast access (how else would it work xd) The window is not a dialog, so you can still interact with the soundboard while waiting for download(s) (Idk if dialogs prevent interactions on some desktop environments tbh) This is not the final layout, but it looks decent for now: clicking on a video (left side) takes you to the details page (right side) in the same window Fun fact: pasting a youtube link automatically opens the video view, letting you download it even while the details are loading (will have to fix that up a little)"}, {"post_id": 7556, "ts": "2026-06-12T17:03:41Z", "hours": 5.6711, "text": "More (almost zero) progress on global shortcuts: I’ve figured out the object path & destination from the Kotlin library zugaldia/stargate , but xdg-desktop-portal just crashes now upon calling CreateSession Nothing usable yet Added a devices page to select the output device I tried to implement device switching by creating a separate Mixer, but SoundFlow already has functionality for that, so it became much simpler Refactored code to use the new SoundFlowDeviceManager A “Stop All Sounds” shortcut can now be assigned to each input when clicking the gear icon next to it Fixed shortcut assignment not working after switching pages Editing context is reopened on page change The SelectionChanged event fired for every child control, not just the TabControl -> I now check for the source of the event Attempted to add consistent text alignment in tab headers, that turned out to be stupid, so I just added a space after the Playbacks emoji Removed the “Raise Maximum Volume” (a 0-150% range makes more sense imo) Adjusted buttons in the sound editing view, this is not yet final On the image you can see a pipewire graph I created, this is similar to how I want it to work A sink for soundboard output which can be forwarded to the primary output device (e.g. headphones) A mixer virtual device (discord doesn’t support sinks) that combines the microphone input and the soundboard sink, acting as a virtual mic which can be selected in apps From a bit of testing, it turns out that connecting a sink to the primary output device produces some annoying popping, so I’ll probably just link/unlink the app’s playback to/from the primary output device, too"}, {"post_id": 6330, "ts": "2026-06-10T17:29:02Z", "hours": 4.1664, "text": "Added pages & tabs to better separate UI Activated inputs are now saved and loaded Sound state is now displayed better, it includes missing file detection (exceptions are not yet handled) Using a MultiBinding and an IMultiValueConverter with an enum didn’t work for some reason New page: playbacks It shows all sounds, their current time Will need a redesign Pro tip: don’t call Dispatcher.Post in a method you called Dispatcher.Post in (it will keep updating the UI but prevents user input, you can’t even close the window normally) Did a bit of refactoring: AudioManager is now a service Removed the Host service, the desktop lifetime and the TopLevel will be injected Added an overlay when a file dialog is open (because unlike windows, not all OSes/desktop environments prevent interactions in this situation)"}, {"post_id": 5129, "ts": "2026-06-08T20:23:24Z", "hours": 5.0069, "text": "Implemented input handling for the Launchpad Mini, now I’ll be able to press pads to play sounds Creating the shortcuts system took a few iterations, I wasn’t happy with the code I wrote Shortcuts can be removed even when the input method isn’t active, which wasn’t possible in an earlier iteration Also implemented settings saving when the app exits"}, {"post_id": 2246, "ts": "2026-06-04T17:06:50Z", "hours": 5.5297, "text": "Added a proper UI for triggering sounds with modes similar to that of voicemod (start -> stop, start -> restart, play -> pause, duplicate) I played around with 2 rows below the big button but that seemed to take up too much space, so I moved them to the sound editor (which isn’t fully functional yet) On the right side you can see input methods, which will include global shortcuts later (DBus is confusing af, the win32 api might actually be easier to work with 💀) (Yes, I’ve half-made a global keyboard handler for windows previously) Emojis are fairly expressive imo, but there are tooltips that describe what each button does The layout definitely needs improvements, but it’s something ig Also implemented loading sounds on startup, as well as saving when a new sound is added"}, {"post_id": 1536, "ts": "2026-06-03T16:49:22Z", "hours": 1.8456, "text": "Created the very base of the project with Avalonia and SoundFlow, sound playback works Spent a bunch of time trying to figure out the DBus interface for XDG global shortcuts (Linux part of keybinds): Somehow I grabbed the impl xml, not the one i needed It still doesn’t work, gonna need to debug it later I was trying to write abysmal code based on what Avalonia has: https://github.com/AvaloniaUI/Avalonia/blob/12.0.4/src/Avalonia.FreeDesktop/DBusSystemDialog.cs The source generator used in the latest Avalonia release is a different source generator from what i saw on master, that caused a bit of a headache"}]...
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Title: Soundboword by @Axwabo | Stardance
Devlogs Title: Soundboword by @Axwabo | Stardance
Devlogs:
Created the very base of the project with Avalonia and SoundFlow, sound playback works Spent a bunch of time trying to figure out the DBus interface for XDG global shortcuts (Linux part of keybinds): Somehow I grabbed the impl xml, not the one i needed It still doesn’t work, gonna need to debug it later I was trying to write abysmal code based on what Avalonia has: https://github.com/AvaloniaUI/Avalonia/blob/12.0.4/src/Avalonia.FreeDesktop/DBusSystemDialog.cs The source generator used in the latest Avalonia release is a different source generator from what i saw on master, that caused a bit of a headache
Added a proper UI for triggering sounds with modes similar to that of voicemod (start -> stop, start -> restart, play -> pause, duplicate) I played around with 2 rows below the big button but that seemed to take up too much space, so I moved them to the sound editor (which isn’t fully functional yet) On the right side you can see input methods, which will include global shortcuts later (DBus is confusing af, the win32 api might actually be easier to work with 💀) (Yes, I’ve half-made a global keyboard handler for windows previously) Emojis are fairly expressive imo, but there are tooltips that describe what each button does The layout definitely needs improvements, but it’s something ig Also implemented loading sounds on startup, as well as saving when a new sound is added
Implemented input handling for the Launchpad Mini, now I’ll be able to press pads to play sounds Creating the shortcuts system took a few iterations, I wasn’t happy with the code I wrote Shortcuts can be removed even when the input method isn’t active, which wasn’t possible in an earlier iteration Also implemented settings saving when the app exits
Added pages & tabs to better separate UI Activated inputs are now saved and loaded Sound state is now displayed better, it includes missing file detection (exceptions are not yet handled) Using a MultiBinding and an IMultiValueConverter with an enum didn’t work for some reason New page: playbacks It shows all sounds, their current time Will need a redesign Pro tip: don’t call Dispatcher.Post in a method you called Dispatcher.Post in (it will keep updating the UI but prevents user input, you can’t even close the window normally) Did a bit of refactoring: AudioManager is now a service Removed the Host service, the desktop lifetime and the TopLevel will be injected Added an overlay when a file dialog is open (because unlike windows, not all OSes/desktop environments prevent interactions in this situation)
More (almost zero) progress on global shortcuts: I’ve figured out the object path & destination from the Kotlin library zugaldia/stargate , but xdg-desktop-portal just crashes now upon calling CreateSession Nothing usable yet Added a devices page to select the output device I tried to implement device switching by creating a separate Mixer, but SoundFlow already has functionality for that, so it became much simpler Refactored code to use the new SoundFlowDeviceManager A “Stop All Sounds” shortcut can now be assigned to each input when clicking the gear icon next to it Fixed shortcut assignment not working after switching pages Editing context is reopened on page change The SelectionChanged event fired for every child control, not just the TabControl -> I now check for the source of the event Attempted to add consistent text alignment in tab headers, that turned out to be stupid, so I just added a space after the Playbacks emoji Removed the “Raise Maximum Volume” (a 0-150% range makes more sense imo) Adjusted buttons in the sound editing view, this is not yet final On the image you can see a pipewire graph I created, this is similar to how I want it to work A sink for soundboard output which can be forwarded to the primary output device (e.g. headphones) A mixer virtual device (discord doesn’t support sinks) that combines the microphone input and the soundboard sink, acting as a virtual mic which can be selected in apps From a bit of testing, it turns out that connecting a sink to the primary output device produces some annoying popping, so I’ll probably just link/unlink the app’s playback to/from the primary output device, too
Did a bit of refactoring to accomodate for later NativeAOT support: Each view & viewmodel has to be registered as a service Moved to source-generated JSON handling Hopefully, NativeAOT will make the app noticeably faster when I publish the project Added global usings, and split up the project for better platform-specific service organization Fixed the delete button not stopping the sound (how did I manage to fail that??) Replaced the loop toggle with an Assign Shortcut button for quick access I think the latter will be used more often, but having the loop toggle update two buttons at once was really cool Sounds can now be added from YouTube; they are cached for fast access (how else would it work xd) The window is not a dialog, so you can still interact with the soundboard while waiting for download(s) (Idk if dialogs prevent interactions on some desktop environments tbh) This is not the final layout, but it looks decent for now: clicking on a video (left side) takes you to the details page (right side) in the same window Fun fact: pasting a youtube link automatically opens the video view, letting you download it even while the details are loading (will have to fix that up a little)
FINALLY figured out how to interface with xdg-desktop-portal, global shortcuts now work on Linux!!! (with a caveat ofc) subsequent bind requests to the same action will just be ignored by the portal, even if you closed the dialog without binding any shortcuts you should still be abe to bind them in System Settings props to Pinta for the example on how to do this (the DBus flow kinda sucks ngl) making this was partially possible because Avalonia updated to the latest Tmds.DBus version adjusted the YouTube downloader layout: removed the description in favor of a stream selector that also got rid of the upload date, oops added a dummy ✏️ button to sounds (basic editor coming soon) i don’t even want to think about how i’ll render waveforms without making the system go kaboom also added a number input for volume, letting users type in the desired percentage Avalonia magically handles the percentage conversion, i didn’t have to make a converter that multiplies the input by 0.01 made pages dynamic, fixing the inconsistent layout this will make it easier to add platform-specific tabs instead of having to dump everything into settings TabStrip just didn’t work properly, so i’ll stick with the TabControl (which doesn’t have… tab… focus…) OtherSoundInteraction now lets you mute, pause or stop other sounds when a new playback is triggered adopted Injectio so i can slap a [RegisterSingleton] attribute on each class i want in dependency injection without having to go to a different place to add a statement the “Stop All Instances” button is now replaced by the “Relink” button for files that were not found you can now drag-and-drop sounds into the board from the file manager
PIPEWIRE WORKS!!1!1! spent almost all day adding PipeWire node linking support i was genuinely tweaking when i found out that the pw-cli create-link command doesn’t create a link… it does NOTHING wishful thinking to assume that i can simply tell PipeWire to connect nodes automatically now i have to query the ports, too, and connect those automatically; make sure to sort them, otherwise the channels might be mixed up ahaha (a0b498e7 khm khm) i spent plenty of the time debugging, the parser i wrote had some funky stuff how to use it there are 4 toggles you can activate, as shown in the video: sounds to primary output: this will play the soundboard’s audio in your headphones/primary speakers sounds to virtual mic: forwards soundboard audio to the virtual microphone, letting others (e.g. in a call or in a game) hear the sounds mic passthrough: connects your “real” microphone to the virtual microphone, allowing others to hear your voice when using the virtual mic hear myself: connects your real microphone to your primary output device more issues upon startup, the first two switches don’t work sometimes (race condition maybe?) certain links might not reconnect properly when switching the output device (it used to be worse when i queried links every time; it would connect only one port to the destination because the port ID was now assigned to something else) some miscellaneous fixes: fixed certain issues with xdg-desktop-portal shortcut assignments removed the upload date from YouTube video views fixed the NativeAOT build (an attribute was missing that let the ServiceProvider know not to strip view & viewmodel constructors) added a DataToggle control that inherits from ToggleSwitch : clicking on it doesn’t toggle it automatically, the binding controls the state
made settings sections with a whole lot of unnecessary abstractions for the funny [FromKeyedServices] when i could just access a static instance? absolutely yes!! i couldn’t figure out how to style the children of an ItemsControl externally, so i had to give it an ItemTemplate with a class (which would be unnecessary if i could style the thing) all that for a separator line… and padding… and margin… what if i just nuke this idea and simply have some spacing between the sections? i tried organizing classes into vertical slices architecture, but i gave up and only did it for the Linux project instead the using updates would’ve been funky + some global usings would become useless PipeWire the toggle list now no longer “flickers” on/off when refreshing devices, as i only set the link manager after PipeWire objects have been queried device lists and link toggles are now disabled when switching devices so the user doesn’t accidentally break the linking process added a button that refreshes links (in case things go wrong somehow) you can now select the physical microphone from the PipeWire list, and it will update links this preference isn’t saved to disk just yet in my last devlog i mentioned some issues, which have now been fixed: upon startup, the first two switches don’t work sometimes (race condition maybe?) turns out that i had forgotten to add a potentially valid node to the list after looping through all lines, so it just discarded the last entry certain links might not reconnect properly when switching the output device what did i do to fix that? i’m not sure anymore maybe it was a bit of delay? this one might be linked related to the former issue
dev log about logging, crazy added logging in-app and also to files you can configure log levels, None disables file logging altogether i was looking around to find a simple file logger for Microsoft.Extensions.Logging, but i didn’t like it so i made my own, even simpler version took a bunch of attempts to make the architecture bearable, but it’s still kinda jank with the existence of LogPreferences.Instance (instead of using the service provider… but whatever, i make the rules :3) turns out that MultiBinding doesn’t work for a bool that hides the bottom bar (idk why), so i did some wiring by subscribing to PropertyChanged in the preferences and the log list only at the time of recording did i realize that the initial value isn’t set properly, so i gotta fix that tried to set PublishAot to true for all projects (so i don’t have to specify it in dotnet publish ), but that breaks the preview, so i had to revert the change unhandled UI exceptions are now written to the file the unobserved task exception event just… doesn’t seem to fire… i got rid of that tried to use SemaphoreSlim to make the exiting thread block until an in-progress write operation completes, but that probably caused a deadlock because the app wouldn’t close if a log entry happens to be in the middle of being written while you’re quitting, it gets cut in half, oh well fun fact: the ItemsRepeater Avalonia control exists on GitHub, even the docs describe how to use it, but it just didn’t show up for me despite using the latest Avalonia version this made me use a ListBox, which has selection (although you can’t see it because of the background of each log entry)
i did mostly polishing work during this time, now i can torture myself with windows global shortcuts gotta crash out first though cuz this wonderful website has 3 different markdown renderers somehow, and i’ve been using --- to make sections actually separate changed the TabControl to a TabStrip so i can use my on page switching logic most views are only created once now, which gives a slight performance boost i’d noticed that quickly switching between tabs while using TabControl lead to slight crackles in audio, that’s taken care of now oh and you can use the Tab key to navigate, cuz TabStrip can magically do that getting the lazy-ish loading was pretty funky though, UserControls are lazy by default so i had to hack around it to preload the views by setting IsVisible to false after the control loads (i think that’s what i did, i kinda forgor) fixed the YouTube stream loader, and added a local error display so you can immediately see if something went wrong made it so non-bound XDG-Desktop-Portal shortcuts are no longer detected removed the sound edit button for now, i would like to ship without having to figure all that out made StackPanel spacing mostly uniform using a style selector, though it looks pretty bad in device selectors general settings & logging settings are now saved and loaded added Rescan and Relink All buttons Rescan checks not found files again to locate them Relink All lets you pick directories to look for not found sounds by their filenames in the video, i unmounted the disk that had some files, then relinked sounds to locate it elsewhere
I’M GONNA TWEAK OUT 9 hours on slopdows bullshit… IT FINALLY WORKS (except not really because removing keybinds doesn’t..?) okay so i restored some of the styling, 0 padding in the Inputs listbox looked bad not sure what else i did that isn’t losedows suffering lmao sooooooo “win”dows is special if you hold Ctrl, it doesn’t call the TextInput event, meaning that i have to translate the Key enum the TextInput event isn’t flawless either, it can be ambiguous (e.g. hungarian layout: AltGr+J = í, AltGr+I = Í, Soundboword makes them uppercase) should i remove the automatic uppercase conversion? i spent a lot of time “debugging” (as in, having the CI build it, download the zip, transfer it to a slopdows machine, since native cross-compilation is not supported) the biggest headache was the shortcut list update handler… i negated the TryAdd call, which meant that the global hotkey would only get registered if the same gesture has been added to the dictionary already (therefore it would only work on subsequent binds) i spent way too much time figuring this out another oversight was the lack of Target assignment when you clicked ⚙️ on an input method, meaning that binding shortcuts did nothing idk why the entire panel is bold, gotta fix that hotkeys are temporarily removed while you’re assigning a shortcut however, as mentioned before, this doesn’t work xd i tried it on a slopdows laptop, and removing the A hotkey made the A key unusable until i closed Soundboword setting up CI wasn’t difficult, gotta make sure to separate rm commands and use -f so files not found don’t error using || doesn’t run the latter command if the first one succeeds, i should’ve known that
most likely the last devlog before i outgrow hackclub :’3 finalized the project, improved the CI workflow to bundle the program properly and include 3rd party licenses completed the README added a simple sound “editor” that lets you specify the following: start time: where to begin playback loop start: where to jump when restarting on loop (start of file by default) loop end: the point where loop triggers (end of file by default) made the sidebar (Sounds and Inputs views) consistent added icons to almost every window (Linux crashed because the PipeWire icon wasn’t in that project lol) message to future self: you need the leading slash in the Icon property (e.g. /Assets/sus.ico works but not Assets/sus.ico ) the video shows the new configure sound on trigger click feature, resembling the behavior of Voicemod implemented the missing “Auto Mic Passthrough” (as described in the README) the physical microphone preference is now saved fixed the hidden toggles taking up space on slopdows RowDefinitions don’t support binding, not even OnPlatform :( hopefully i don’t gotta fix anything, and it’s ready to ship
Ships:
Soundboword is an actually usable desktop soundboard for (primarily) Linux and (with apparent support for) windows tired of other soundboards paywalling slots? not anymore! [insert Phil Swift Flex Tape meme, not sponsored] this is a .NET app built with Avalonia, SoundFlow, and YoutubeExplode you don’t need to install .NET, it’s compiled into a native binary the SoundFlow backend in use is based on miniaudio, so the app only supports mp3 and wav files download audio from YouTube (paste a link or search) for Linux, there is additional PipeWire support use the PipeWire wizard to create a virtual device named “Soundboword Microphone” which you can select in apps (e.g. Discord) after setting up the microphone, you can use the toggles in the bottom left to manage some node links (connect/disconnect audio nodes) Hear Sounds: plays the soundboard to your headphones Mic Sounds: plays the soundboard into the virtual microphone Mic Passthrough: connects the selected physical microphone to the virtual mic Hear Myself: connects your physical mic to your headphones, echoing what you say windows support is partial, macos support will not be provided global hotkeys should work out of the box on losedows the Linux version uses xdg-desktop-portal for global shortcuts if you have a Launchpad Mini MKII lying around, you can use it with this program :3...
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1793004537.1196828
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1793090937.1196828
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6380
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CompVault by @Ved | Stardance
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Ved
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1
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1.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T17:58:24Z", "hours": 1.0, "multiplier": 2.08, "payout": 3, "blessing": "neutral", "text": "🔐 CompVault CompVault is a browser-based password manager built with HTML, CSS, and JavaScript. The project started as a simple login screen and evolved into a feature-rich password management application. It provides a clean interface for storing, managing, searching, importing, and exporting passwords directly in the browser. ⚠️ This project is intended for learning and educational purposes. ✨ Features Password Management ➕ Add passwords ✏️ Edit passwords 🗑️ Delete passwords 🔍 Search passwords Security & Access -🔑 Master password protection 👁️ Show / Hide passwords 📋 Copy passwords to clipboard Productivity 🎲 Random password generator 📤 Export vault to JSON 📥 Import vault from JSON User Experience 🌙 Dark / Light theme 💾 Local Storage persistence 📱 Responsive interface 🛠️ Built With HTML5 CSS3 JavaScript (Vanilla) No frameworks or external libraries were used. 🧪 Testing Master Password Open https://compvault.netlify.app Create a master password Refresh the page Verify the same password unlocks the vault Password Management Add a password Edit a password Delete a password Search Search by website name Search by username Password Generator Generate a random password Verify it appears in the password field Show / Hide Reveal a password Hide it again Copy Password Copy a password Paste it elsewhere to verify Theme Switching Switch themes Refresh the page Verify the selected theme persists Import / Export Export the vault Delete entries Import the exported file Verify data restoration Persistence Add several passwords Refresh the page Verify all entries remain Expected Result All features should function correctly and data should persist between browser sessions. 🤖 AI Usage Declaration Artificial intelligence tools were used during the development of this project as learning and productivity aids. AI was primarily used to: Explain programming concepts Assist with debugging Suggest improvements and features Review code and provide feedback Help draft documentation Made with ❤️ by Ved.", "repo": "https://github.com/VedDevs/CompVault", "demo": "https://compvault.netlify.app"}]...
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[{"post_id": 3645, "ts": "2026 [{"post_id": 3645, "ts": "2026-06-06T17:43:54Z", "hours": 1.4397, "text": "CompVault Development Log I completed the first full version of CompVault, a password manager built using HTML, CSS, and JavaScript. The project started as a simple login page with a fixed master password. Once the basic vault was functional, I gradually expanded the application by adding new features and enhancing the user experience. Features Implemented Master password protection Ability to add passwords Option to edit passwords Capability to delete passwords Search functionality Show / Hide passwords Option to copy passwords to the clipboard Random password generator Dark / Light theme switcher Export the vault to JSON format Import the vault from JSON format Data persistence using Local Storage Challenges Faced One of the first challenges was figuring out how to display saved passwords on the page dynamically. Initially, passwords were stored in a JavaScript array. I learned how to render data into HTML using template literals and update the page whenever changes were made. Another challenge was ensuring that data was same between sessions. I used Local Storage to solve this issue, which allowed the vault to retain saved passwords even after refreshing the page. As more features were added, organizing the code became increasingly important. Creating reusable functions like renderPasswords() and saveVault() made the application easier to manage and extend. What I Learned Through this project, I gained hands-on experience with: Manipulating the Document Object Model (DOM) Handling user events Using Local Storage for data persistence Rendering dynamic user interfaces Performing Create, Read, Update, and Delete (CRUD) operations Importing and exporting files Creating responsive and visually appealing designs Organizing and structuring a project effectively Project Status CompVault v1 is now complete and fully functional as a local, browser-based password manager. Future Improvements Although the application works well, I plan to add several features in future versions: Password encryption using the Web Crypto API Password strength analysis Cloud synchronization Support for multiple user accounts Auto-lock functionality Enhanced mobile experience Reflection This project began as a simple experiment and quickly evolved into one of the most comprehensive web applications I have ever built. It was an excellent opportunity to practice JavaScript, improve my problem-solving abilities, and understand how various components of a web application work together. Overall, CompVault was both an enjoyable and educational experience, and it has significantly strengthened my ability to build more complex software projects in the future."}]...
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Title: CompVault by @Ved | Stardance
Devlogs:
Com Title: CompVault by @Ved | Stardance
Devlogs:
CompVault Development Log I completed the first full version of CompVault, a password manager built using HTML, CSS, and JavaScript. The project started as a simple login page with a fixed master password. Once the basic vault was functional, I gradually expanded the application by adding new features and enhancing the user experience. Features Implemented Master password protection Ability to add passwords Option to edit passwords Capability to delete passwords Search functionality Show / Hide passwords Option to copy passwords to the clipboard Random password generator Dark / Light theme switcher Export the vault to JSON format Import the vault from JSON format Data persistence using Local Storage Challenges Faced One of the first challenges was figuring out how to display saved passwords on the page dynamically. Initially, passwords were stored in a JavaScript array. I learned how to render data into HTML using template literals and update the page whenever changes were made. Another challenge was ensuring that data was same between sessions. I used Local Storage to solve this issue, which allowed the vault to retain saved passwords even after refreshing the page. As more features were added, organizing the code became increasingly important. Creating reusable functions like renderPasswords() and saveVault() made the application easier to manage and extend. What I Learned Through this project, I gained hands-on experience with: Manipulating the Document Object Model (DOM) Handling user events Using Local Storage for data persistence Rendering dynamic user interfaces Performing Create, Read, Update, and Delete (CRUD) operations Importing and exporting files Creating responsive and visually appealing designs Organizing and structuring a project effectively Project Status CompVault v1 is now complete and fully functional as a local, browser-based password manager. Future Improvements Although the application works well, I plan to add several features in future versions: Password encryption using the Web Crypto API Password strength analysis Cloud synchronization Support for multiple user accounts Auto-lock functionality Enhanced mobile experience Reflection This project began as a simple experiment and quickly evolved into one of the most comprehensive web applications I have ever built. It was an excellent opportunity to practice JavaScript, improve my problem-solving abilities, and understand how various components of a web application work together. Overall, CompVault was both an enjoyable and educational experience, and it has significantly strengthened my ability to build more complex software projects in the future.
Ships:
🔐 CompVault CompVault is a browser-based password manager built with HTML, CSS, and JavaScript. The project started as a simple login screen and evolved into a feature-rich password management application. It provides a clean interface for storing, managing, searching, importing, and exporting passwords directly in the browser. ⚠️ This project is intended for learning and educational purposes. ✨ Features Password Management ➕ Add passwords ✏️ Edit passwords 🗑️ Delete passwords 🔍 Search passwords Security & Access -🔑 Master password protection 👁️ Show / Hide passwords 📋 Copy passwords to clipboard Productivity 🎲 Random password generator 📤 Export vault to JSON 📥 Import vault from JSON User Experience 🌙 Dark / Light theme 💾 Local Storage persistence 📱 Responsive interface 🛠️ Built With HTML5 CSS3 JavaScript (Vanilla) No frameworks or external libraries were used. 🧪 Testing Master Password Open https://compvault.netlify.app Create a master password Refresh the page Verify the same password unlocks the vault Password Management Add a password Edit a password Delete a password Search Search by website name Search by username Password Generator Generate a random password Verify it appears in the password field Show / Hide Reveal a password Hide it again Copy Password Copy a password Paste it elsewhere to verify Theme Switching Switch themes Refresh the page Verify the selected theme persists Import / Export Export the vault Delete entries Import the exported file Verify data restoration Persistence Add several passwords Refresh the page Verify all entries remain Expected Result All features should function correctly and data should persist between browser sessions. 🤖 AI Usage Declaration Artificial intelligence tools were used during the development of this project as learning and productivity aids. AI was primarily used to: Explain programming concepts Assist with debugging Suggest improvements and features Review code and provide feedback Help draft documentation Made with ❤️ by Ved....
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1792979584.0347393
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1793065984.0347393
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6382
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Run and jump game by @charliebthomas | Stardance
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charliebthomas
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1
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7.3
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:17:05Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia.", "repo": "https://github.com/charliebthomas-source/Coding", "demo": "https://charlieburt.itch.io/jumping-game"}]...
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[{"post_id": 73681, "ts": "202 [{"post_id": 73681, "ts": "2026-09-25T17:55:54Z", "hours": 0.3031, "text": "made a proper read me and made it so the the jump volocity is not working properly."}, {"post_id": 68142, "ts": "2026-09-14T16:08:22Z", "hours": 3.8286, "text": "I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them."}, {"post_id": 14943, "ts": "2026-06-24T08:42:44Z", "hours": 3.5458, "text": "I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar."}]...
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Title: Run and jump game by @charliebthomas | Star Title: Run and jump game by @charliebthomas | Stardance
Devlogs:
I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar.
I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them.
made a proper read me and made it so the the jump volocity is not working properly.
Ships:
I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia....
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1793004719.6978276
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1793091119.6978276
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6392
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My first slack bot! by @twinx | Stardance
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twinx
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1
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1.29
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:42:43Z", "hours": 1.0, "multiplier": 3.34, "payout": 4, "blessing": "neutral", "text": "I made a slack bot using JavaScript. The challenging part was to find api that are available for free and without any login. To test my bot you can use /y-help in slack to get a help msg from the bot.", "repo": "https://github.com/Philast-015/Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BBJCZ79RN"}]...
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[{"post_id": 9306, "ts": "2026 [{"post_id": 9306, "ts": "2026-06-15T16:57:44Z", "hours": 0.2883, "text": "Made few changes in README.md that helps user read it more clearly and re-shiping because previous one got rejected due to demo url."}, {"post_id": 6582, "ts": "2026-06-11T01:49:25Z", "hours": 0.5919, "text": "Added more commands such as coin-flip , random choice , jokes , quotes , cat-facts .etc"}, {"post_id": 1501, "ts": "2026-06-03T15:57:46Z", "hours": 0.5175, "text": "Made 3 commands i.e. status , art and joke"}]...
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Title: My first slack bot! by @twinx | Stardance
Title: My first slack bot! by @twinx | Stardance
Devlogs:
Made 3 commands i.e. status , art and joke
Added more commands such as coin-flip , random choice , jokes , quotes , cat-facts .etc
Made few changes in README.md that helps user read it more clearly and re-shiping because previous one got rejected due to demo url.
Ships:
I made a slack bot using JavaScript. The challenging part was to find api that are available for free and without any login. To test my bot you can use /y-help in slack to get a help msg from the bot....
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1792990157.2607484
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1793076557.2607484
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6397
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CosmicBot by @Harsh_S | Stardance
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Harsh_S
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1
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14.45
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T15:39:00Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built CosmicBot which is a space themed Slack Bot just like the theme of stardance. It has an asteroid mining clicker game (/cosmic-mine) where there is a real leaderboard and a game of Cosmic Hot Potato (/cosmic-bomb) which you can play with the whole server. It also has commands for trivia, latency testing, and random space jokes/cat facts. The bot is made using java script and is live on a nest server 24/7. What was challenging? The biggest challenges were making the in game memory and player loops. When I was making the asteroid game, I accidentally ran two of the same bot at the same time, causing scores to keep on changing in the wrong ways. Later when I was making the Hot Potato game there was a bug that didn’t let a new game start even on different servers. What are you proud of? I’m proud of just moving the Slack Bot from something someone can do alone to something you can do with your friends. Putting the whole thing on the nest was also a win for me because anyone can use it now as they want to. Overall, the game feels like it was coded correctly, is responsive, and fun to play with a group. What should people know so they can test your project? To test it out you have to hop on to the Hack Club slack and then install the bot to the channel if it doesn’t work when you first try it. To see all the commands just type /cosmic-help.", "repo": "https://github.com/harshsodavadiya-dev/cosmic-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8P5DRDB3?_gl=1*1klnyco*_gcl_au*MTE3MjMzOTEzLjE3ODAyNjkwMzE."}]...
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[{"post_id": 19355, "ts": "202 [{"post_id": 19355, "ts": "2026-06-30T17:05:24Z", "hours": 4.4489, "text": "For this last devlog I added many finishing touches. I cut up the code and shortened it by a lot and I reduced the amount of emojis there were because there were way too many. There was a lot of work I had to do with cutting up the code and it took a very long time. I also added a new command as seen in the picture /cosmic-poll which creates a poll that anyone can answer and the poll can be whatever you want it to be."}, {"post_id": 5161, "ts": "2026-06-08T20:55:14Z", "hours": 5.1197, "text": "Cosmic Hot Potato is working now and it’s basically a game where you play hot potato with people on any server you want to by typing /cosmic-bomb. This game could basically go on forever and I feel like it would be fun to play with some friends. So I feel like I am pretty much done with the bot because I have worked on it for a good amount of time and I am going to ship it soon then."}, {"post_id": 3658, "ts": "2026-06-06T18:11:55Z", "hours": 1.4078, "text": "Ok so this time I added a clicker competition game on the bot which many people can compete in. You just do /cosmic-mine in slack and you start the game. It’s basically behind the theme of mining asteroids for stardust, get it? The main thing that went wrong with this was the score kept on stacking. So I added code that reset the counter back to zero every time a new game started It works perfectly now and you can actually compete for stardust without the scoreboard breaking. Looking pretty good ngl. Going to add new things soon."}, {"post_id": 3210, "ts": "2026-06-06T01:17:49Z", "hours": 2.2489, "text": "I just finished making my slack bot trivia game. Getting the commands to work with the chat answers took way too long, but I finally got it to run a game without something going wrong. The main thing that went wrong was the The Annoying 3-Second Timeout Whenever I typed /cosmic-trivia, Slack would instantly stop and say the app didn’t respond. This happened because Slack has a 3-second limit, and my bot was taking too long to send back the text. What I fixed: I changed the code so the message sends exactly at the same time the bot connects to slack and the time you send the command."}, {"post_id": 1713, "ts": "2026-06-03T21:33:06Z", "hours": 0.9567, "text": "After last time a few new commands were added and the bot was moved to a 24/7 server so it can be used whenever someone wants to. Some of the new commands are: /cosmic-joke - tells a random joke /cosmic-catfact - gives a random fact about a cat /cosmic-help - Lists the available commands So there were a few problems that I had to get past The git repository wasn’t found, which is solved directly on github. Sometimes the terminals just froze or wouldn’t read the text which I solved through smaller commands or restarting the whole thing. Also I had to debug the code for a little while as the slack commands were not working properly. Moving the Bot to nest To make sure the bot stays online even when my computer is closed I cloned and moved the file to a nest server and I also put the.env file on the server to make sure the bot works."}, {"post_id": 1495, "ts": "2026-06-03T15:45:41Z", "hours": 0.4242, "text": "CosmicBot is officially working now, the first bot I’ve made and it’s working so far so well. I started building the Slack bot using Node.js/javascript and the slack system. Quick Overview of what I did so far Used socket mode to work the bot in real time and put the password tokens in a protected place called the .env file Made my first working command that worked pretty much instantly I plan on making something no other bot has"}]...
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Title: CosmicBot by @Harsh_S | Stardance
Devlogs: Title: CosmicBot by @Harsh_S | Stardance
Devlogs:
CosmicBot is officially working now, the first bot I’ve made and it’s working so far so well. I started building the Slack bot using Node.js/javascript and the slack system. Quick Overview of what I did so far Used socket mode to work the bot in real time and put the password tokens in a protected place called the .env file Made my first working command that worked pretty much instantly I plan on making something no other bot has
After last time a few new commands were added and the bot was moved to a 24/7 server so it can be used whenever someone wants to. Some of the new commands are: /cosmic-joke - tells a random joke /cosmic-catfact - gives a random fact about a cat /cosmic-help - Lists the available commands So there were a few problems that I had to get past The git repository wasn’t found, which is solved directly on github. Sometimes the terminals just froze or wouldn’t read the text which I solved through smaller commands or restarting the whole thing. Also I had to debug the code for a little while as the slack commands were not working properly. Moving the Bot to nest To make sure the bot stays online even when my computer is closed I cloned and moved the file to a nest server and I also put the.env file on the server to make sure the bot works.
I just finished making my slack bot trivia game. Getting the commands to work with the chat answers took way too long, but I finally got it to run a game without something going wrong. The main thing that went wrong was the The Annoying 3-Second Timeout Whenever I typed /cosmic-trivia, Slack would instantly stop and say the app didn’t respond. This happened because Slack has a 3-second limit, and my bot was taking too long to send back the text. What I fixed: I changed the code so the message sends exactly at the same time the bot connects to slack and the time you send the command.
Ok so this time I added a clicker competition game on the bot which many people can compete in. You just do /cosmic-mine in slack and you start the game. It’s basically behind the theme of mining asteroids for stardust, get it? The main thing that went wrong with this was the score kept on stacking. So I added code that reset the counter back to zero every time a new game started It works perfectly now and you can actually compete for stardust without the scoreboard breaking. Looking pretty good ngl. Going to add new things soon.
Cosmic Hot Potato is working now and it’s basically a game where you play hot potato with people on any server you want to by typing /cosmic-bomb. This game could basically go on forever and I feel like it would be fun to play with some friends. So I feel like I am pretty much done with the bot because I have worked on it for a good amount of time and I am going to ship it soon then.
For this last devlog I added many finishing touches. I cut up the code and shortened it by a lot and I reduced the amount of emojis there were because there were way too many. There was a lot of work I had to do with cutting up the code and it took a very long time. I also added a new command as seen in the picture /cosmic-poll which creates a poll that anyone can answer and the poll can be whatever you want it to be.
Ships:
What did you make? I built CosmicBot which is a space themed Slack Bot just like the theme of stardance. It has an asteroid mining clicker game (/cosmic-mine) where there is a real leaderboard and a game of Cosmic Hot Potato (/cosmic-bomb) which you can play with the whole server. It also has commands for trivia, latency testing, and random space jokes/cat facts. The bot is made using java script and is live on a nest server 24/7. What was challenging? The biggest challenges were making the in game memory and player loops. When I was making the asteroid game, I accidentally ran two of the same bot at the same time, causing scores to keep on changing in the wrong ways. Later when I was making the Hot Potato game there was a bug that didn’t let a new game start even on different servers. What are you proud of? I’m proud of just moving the Slack Bot from something someone can do alone to something you can do with your friends. Putting the whole thing on the nest was also a win for me because anyone can use it now as they want to. Overall, the game feels like it was coded correctly, is responsive, and fun to play with a group. What should people know so they can test your project? To test it out you have to hop on to the Hack Club slack and then install the bot to the channel if it doesn’t work when you first try it. To see all the commands just type /cosmic-help....
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1792979660.0088582
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1793066060.0088582
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6401
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album artyy by @Pranav23 | Stardance
|
Pranav23
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T04:45:48Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a web app that lets you conveniently search up album covers. I made this because i had issues with getting album covers instantly so i solved also im working on a api for this. Also to the reviewers pls allow hosting on render thats the only way i can host without paying for golang web apps", "repo": "https://github.com/Pranavtejar/YcxDs", "demo": "https://ycxds.onrender.com"}]...
|
[{"post_id": 4003, "ts": "2026 [{"post_id": 4003, "ts": "2026-06-07T04:43:00Z", "hours": 0.4622, "text": "i just got done with the project"}]...
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Title: album artyy by @Pranav23 | Stardance
Devlo Title: album artyy by @Pranav23 | Stardance
Devlogs:
i just got done with the project
Ships:
i made a web app that lets you conveniently search up album covers. I made this because i had issues with getting album covers instantly so i solved also im working on a api for this. Also to the reviewers pls allow hosting on render thats the only way i can host without paying for golang web apps...
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1792983175.2300174
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1793069575.2300174
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6434
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Snake Game by @bhagath | Stardance
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bhagath
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T11:31:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made This For checking my skills on js", "repo": "https://github.com/bhagatheyyyyy/new-snake", "demo": "https://vipersnake.netlify.app/"}]...
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[{"post_id": 1493, "ts": "2026 [{"post_id": 1493, "ts": "2026-06-03T15:40:45Z", "hours": 0.6269, "text": "😁"}]...
|
Title: Snake Game by @bhagath | Stardance
Devlogs Title: Snake Game by @bhagath | Stardance
Devlogs:
😁
Ships:
I made This For checking my skills on js...
|
1792997258.3716936
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1793083658.3716936
|
|
6440
|
Hang-man and Calculator by @Amish | Stardance
|
Amish
|
1
|
7.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T17:04:39Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Math’s calculator, a random number guesser game, and a rock-paper-scissor game. It was quite a tedious work but still i am just learning 😁", "repo": "https://github.com/Amish08-coder/Math-calculator/blob/main/README.md", "demo": "https://github.com/Amish08-coder/Math-calculator/tree/main"}]...
|
[{"post_id": 56526, "ts": "202 [{"post_id": 56526, "ts": "2026-08-28T10:08:29Z", "hours": 4.2044, "text": "Hang-Man"}, {"post_id": 46427, "ts": "2026-08-13T16:52:42Z", "hours": 0.8367, "text": "A Rock, Paper, Scissor game"}, {"post_id": 45831, "ts": "2026-08-12T15:43:20Z", "hours": 2.0711, "text": "A number Guessing game"}, {"post_id": 8129, "ts": "2026-06-13T16:00:04Z", "hours": 0.3042, "text": "A math calulator"}]...
|
Title: Hang-man and Calculator by @Amish | Stardan Title: Hang-man and Calculator by @Amish | Stardance
Devlogs:
A math calulator
A number Guessing game
A Rock, Paper, Scissor game
Hang-Man
Ships:
I have made a Math’s calculator, a random number guesser game, and a rock-paper-scissor game. It was quite a tedious work but still i am just learning 😁...
|
1792986839.554048
|
1793073239.554048
|
|
6456
|
my random (semi-first) slack bot by @alexqwsa | St my random (semi-first) slack bot by @alexqwsa | Stardance...
|
alexqwsa
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T18:54:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a simple slack bot it has 3 simple commands like /jnsb-ping /jnsb-catfact /jnsb-help ummm thats basically all that it has i probably have some stuff to work on for the next ship like the 2 commands (the ones on the screenshot in the very long text aka: the help command text) or something", "repo": "https://github.com/Alexqwsa/random-slack-bot", "demo": "https://hackclub.slack.com/archives/C0BJFCV5SKB"}]...
|
[{"post_id": 31288, "ts": "202 [{"post_id": 31288, "ts": "2026-07-19T15:57:04Z", "hours": 3.5761, "text": "hi chat i added some stuff like cat facts, 🏓, uhhhh some unfinished stuff like the code for the tetr.io channel profile search command i sent (i need to do the caching stuff for this) and more also heres a demo image for all the commands thats probably all i have for this devlog"}]...
|
Title: my random (semi-first) slack bot by @alexqw Title: my random (semi-first) slack bot by @alexqwsa | Stardance
Devlogs:
hi chat i added some stuff like cat facts, 🏓, uhhhh some unfinished stuff like the code for the tetr.io channel profile search command i sent (i need to do the caching stuff for this) and more also heres a demo image for all the commands thats probably all i have for this devlog
Ships:
i made a simple slack bot it has 3 simple commands like /jnsb-ping /jnsb-catfact /jnsb-help ummm thats basically all that it has i probably have some stuff to work on for the next ship like the 2 commands (the ones on the screenshot in the very long text aka: the help command text) or something...
|
1792968934.5132132
|
1793055334.5132132
|
|
6494
|
Irongingot by @TheShovel | Stardance
|
TheShovel
|
1
|
60.63
|
1033
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T14:59:09Z", "hours": 57.0, "multiplier": 19.31, "payout": 1033, "blessing": "neutral", "text": "Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)", "repo": "https://github.com/TheShovel/irongingot", "demo": "https://theshovel.rocks/irongingot/"}]...
|
[{"post_id": 25982, "ts": "202 [{"post_id": 25982, "ts": "2026-07-10T15:06:16Z", "hours": 3.6297, "text": "Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!"}, {"post_id": 12556, "ts": "2026-06-20T14:43:31Z", "hours": 12.32, "text": "and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D"}, {"post_id": 9203, "ts": "2026-06-15T13:28:42Z", "hours": 6.5772, "text": "heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that"}, {"post_id": 8298, "ts": "2026-06-13T19:55:12Z", "hours": 6.7508, "text": "well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)"}, {"post_id": 6795, "ts": "2026-06-11T11:56:18Z", "hours": 6.7319, "text": "back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes"}, {"post_id": 5567, "ts": "2026-06-09T12:11:38Z", "hours": 4.24, "text": "hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”"}, {"post_id": 4436, "ts": "2026-06-07T19:11:59Z", "hours": 5.5061, "text": "hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D"}, {"post_id": 3651, "ts": "2026-06-06T17:55:43Z", "hours": 1.4258, "text": "THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP"}, {"post_id": 2879, "ts": "2026-06-05T19:28:59Z", "hours": 3.6275, "text": "As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao"}, {"post_id": 2647, "ts": "2026-06-05T09:30:55Z", "hours": 3.2011, "text": "I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-"}, {"post_id": 2357, "ts": "2026-06-04T20:11:28Z", "hours": 1.9572, "text": "You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense"}, {"post_id": 2236, "ts": "2026-06-04T16:57:23Z", "hours": 2.5894, "text": "Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3"}, {"post_id": 1646, "ts": "2026-06-03T19:32:45Z", "hours": 2.3775, "text": "where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER"}]...
|
Title: Irongingot by @TheShovel | Stardance
Devlo Title: Irongingot by @TheShovel | Stardance
Devlogs:
where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER
Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3
You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense
I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-
As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao
THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP
hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D
hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”
back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes
well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)
heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that
and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D
Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!
Ships:
Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)...
|
1792997713.939837
|
1793084113.939837
|
|
6500
|
Alfred by @Jason_Mloza | Stardance
|
Jason_Mloza
|
1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T01:54:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred", "repo": "https://github.com/JasonMloza/Alfred", "demo": "https://alfred-seven-rust.vercel.app"}]...
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[{"post_id": 30980, "ts": "202 [{"post_id": 30980, "ts": "2026-07-19T00:14:39Z", "hours": 1.0686, "text": "Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine."}, {"post_id": 30404, "ts": "2026-07-17T22:05:27Z", "hours": 0.545, "text": "🧠 Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠 Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python"}, {"post_id": 28605, "ts": "2026-07-14T23:07:24Z", "hours": 0.3917, "text": "made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together."}]...
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Title: Alfred by @Jason_Mloza | Stardance
Devlogs Title: Alfred by @Jason_Mloza | Stardance
Devlogs:
made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together.
🧠 Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠 Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python
Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine.
Ships:
What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred...
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1792990445.317506
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1793076845.317506
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6507
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portfolio by @ok | Stardance
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ok
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1
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27.0
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219
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T01:12:34Z", "hours": 27.0, "multiplier": 8.19, "payout": 219, "blessing": "neutral", "text": "I made a personal website that shows both my coding and photography! the photos are loaded in with JSON, to make my future self happy (thats a first). The projects have actual pieces of code from my projects, with breadcrumbs (thats what bootstrap calls them), to what file they’re from, and tooltips by the breadcrumb from where they are used. for the about me and contact me section, I made sure to have it dynamically change based on where you are coming from, with shoutouts to organizations that I support, and also making sure to change the logo IF it requires being changed. contact me form has a list of hashed blocked emails (i.e [email protected] ). Also, made sure that omkanabar.com/contact redirects you to the contact section of my main page. made sure there’s a landing page, after you submit. thanks for reading this! -ok", "repo": "https://github.com/om-kanabar/om-kanabar.github.io", "demo": "https://omkanabar.com"}]...
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[{"post_id": 17302, "ts": "202 [{"post_id": 17302, "ts": "2026-06-28T01:02:40Z", "hours": 4.5217, "text": "final devlog finished everything, finally contact form added contact form that dynamically changed colors, also contact.html redirects you to the contact form. Also, if there is a param that states from=randomPlace, if you submit my form, it will tell me which place you got to my website, (this is mainly used for ease of use for me). oh also added some blocked emails, try using [email protected] , and it’ll show a message that is fullscreen. i don’t like spammers. about me i made a simple about me section, that shows a bit about my interests, and it shout outs some organizations that i support. both contacte form and about me dynamically change colors depending on what side you clicked (the wbez logo also changes). 404 made 404 page more like the rest of my website and less like the first version of my site (i still included the same quote). thanks I added a landing page once you submitted my form. very simple. code made this project into v.3.0.0-stable photography added nothing thank you to everyone who has seen any of my devlogs, and has supported me! -ok btw i wish i could add more photos"}, {"post_id": 15751, "ts": "2026-06-25T17:00:06Z", "hours": 3.8819, "text": "Finished the code section! I finished the code section for my website, finally! Photography I rearranged the photos from the “scene” thing into just one continuous thing bcs the scene for me would’ve been too hard for me to design UX and UI around. Also added back scrolling using arrow keys! Code Finished everything including projects! This took alot of time and alot of debugging. The code backgrounds are actual text styles with CSS. EVERYTHING made the website more responsive! -ok"}, {"post_id": 14109, "ts": "2026-06-23T02:47:53Z", "hours": 6.05, "text": "this is the longest devlog that ill prob have on this project everything made the back btn a chameleon nav so it doesn’t get in the way while scrolling down photography made transitions between different scenes, also made it JSON based, so i don’t have to do repetitive html. (screenshot of json is there) btns for scrolling don’t work, ill fix that later code i finally started working on this after spending so much time on photography I added alot of things, words dont’ do it justice see pictures. so I made actual code from the projects the background for each section and its ACTUAL TEXT styled with css (it matches my vs code exactly), I also added links to the document in a breadcrumb at the top. i need to devlong more often trust ill do it -ok"}, {"post_id": 12933, "ts": "2026-06-21T05:17:04Z", "hours": 3.6736, "text": "Made it so that JSON controls the photos and JS inserts them dynaimically, this was quite a challange for me since i didn’t know JSON syntax and how to parse it at all."}, {"post_id": 4689, "ts": "2026-06-08T03:01:41Z", "hours": 1.7144, "text": "Made it so you can scroll with arrow keys, also added scroll buttons, obv clean and minimal to avoid taking attention from my photography. Also I removed the copyright notice, ill add it at the bottom of the page later. Also I cleaned up my repo and folder from a bunch of old files from my old website (ewww) git still has them but its now better. i also just went on a photography trip to downtown chicago, maybe ill add a photo? but now I kinda need to work on the code section because its feeling quite unloved right now."}, {"post_id": 3314, "ts": "2026-06-06T05:36:52Z", "hours": 0.6758, "text": "finished adding all my photos! finally! I rearranged some of the photos so it made more sense and also I made it so that lansdcape orientated photos instead of multiple lines of Shutter speed, apurture and ISO its one line so that everything fits better on the screen. Tommorow/today imma start working on the code section or work on an about me section which will lead to a contact section"}, {"post_id": 2589, "ts": "2026-06-05T05:43:23Z", "hours": 2.1675, "text": "Added more photos! Fixed the scrolling because the old one while it looked cool was WAAY too complex to be used at all on other computers. Also I made it so that when you hover over the photo details their opacity increases."}, {"post_id": 2467, "ts": "2026-06-04T23:43:43Z", "hours": 1.4242, "text": "Added the first photo in my portfolio to the website! I also made sure that a user could see it knowing to scroll down, Im going to add the other photos in my portfolio soon."}, {"post_id": 1895, "ts": "2026-06-04T03:38:54Z", "hours": 2.7667, "text": "I made the introduction section of the website, and finished the main animations. I also added a bit of filler text for the body of each one"}]...
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Title: portfolio by @ok | Stardance
Devlogs:
I ma Title: portfolio by @ok | Stardance
Devlogs:
I made the introduction section of the website, and finished the main animations. I also added a bit of filler text for the body of each one
Added the first photo in my portfolio to the website! I also made sure that a user could see it knowing to scroll down, Im going to add the other photos in my portfolio soon.
Added more photos! Fixed the scrolling because the old one while it looked cool was WAAY too complex to be used at all on other computers. Also I made it so that when you hover over the photo details their opacity increases.
finished adding all my photos! finally! I rearranged some of the photos so it made more sense and also I made it so that lansdcape orientated photos instead of multiple lines of Shutter speed, apurture and ISO its one line so that everything fits better on the screen. Tommorow/today imma start working on the code section or work on an about me section which will lead to a contact section
Made it so you can scroll with arrow keys, also added scroll buttons, obv clean and minimal to avoid taking attention from my photography. Also I removed the copyright notice, ill add it at the bottom of the page later. Also I cleaned up my repo and folder from a bunch of old files from my old website (ewww) git still has them but its now better. i also just went on a photography trip to downtown chicago, maybe ill add a photo? but now I kinda need to work on the code section because its feeling quite unloved right now.
Made it so that JSON controls the photos and JS inserts them dynaimically, this was quite a challange for me since i didn’t know JSON syntax and how to parse it at all.
this is the longest devlog that ill prob have on this project everything made the back btn a chameleon nav so it doesn’t get in the way while scrolling down photography made transitions between different scenes, also made it JSON based, so i don’t have to do repetitive html. (screenshot of json is there) btns for scrolling don’t work, ill fix that later code i finally started working on this after spending so much time on photography I added alot of things, words dont’ do it justice see pictures. so I made actual code from the projects the background for each section and its ACTUAL TEXT styled with css (it matches my vs code exactly), I also added links to the document in a breadcrumb at the top. i need to devlong more often trust ill do it -ok
Finished the code section! I finished the code section for my website, finally! Photography I rearranged the photos from the “scene” thing into just one continuous thing bcs the scene for me would’ve been too hard for me to design UX and UI around. Also added back scrolling using arrow keys! Code Finished everything including projects! This took alot of time and alot of debugging. The code backgrounds are actual text styles with CSS. EVERYTHING made the website more responsive! -ok
final devlog finished everything, finally contact form added contact form that dynamically changed colors, also contact.html redirects you to the contact form. Also, if there is a param that states from=randomPlace, if you submit my form, it will tell me which place you got to my website, (this is mainly used for ease of use for me). oh also added some blocked emails, try using [email protected] , and it’ll show a message that is fullscreen. i don’t like spammers. about me i made a simple about me section, that shows a bit about my interests, and it shout outs some organizations that i support. both contacte form and about me dynamically change colors depending on what side you clicked (the wbez logo also changes). 404 made 404 page more like the rest of my website and less like the first version of my site (i still included the same quote). thanks I added a landing page once you submitted my form. very simple. code made this project into v.3.0.0-stable photography added nothing thank you to everyone who has seen any of my devlogs, and has supported me! -ok btw i wish i could add more photos
Ships:
I made a personal website that shows both my coding and photography! the photos are loaded in with JSON, to make my future self happy (thats a first). The projects have actual pieces of code from my projects, with breadcrumbs (thats what bootstrap calls them), to what file they’re from, and tooltips by the breadcrumb from where they are used. for the about me and contact me section, I made sure to have it dynamically change based on where you are coming from, with shoutouts to organizations that I support, and also making sure to change the logo IF it requires being changed. contact me form has a list of hashed blocked emails (i.e [email protected] ). Also, made sure that omkanabar.com/contact redirects you to the contact section of my main page. made sure there’s a landing page, after you submit. thanks for reading this! -ok...
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1792986651.5854666
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1793073051.5854666
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6517
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swarmtrace by @raviiiibro | Stardance
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raviiiibro
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1
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140.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:12:02Z", "hours": 140.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "the marketing was challenging and i think now it is ready and i get more suggestion if people will use it and i hope i ccan buy a domain by the star dust", "repo": "https://github.com/ravi3594444/swarmtrace", "demo": "https://swarmtrace.vercel.app/"}]...
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[{"post_id": 57987, "ts": "202 [{"post_id": 57987, "ts": "2026-08-30T10:07:47Z", "hours": 3.3442, "text": "half work done"}, {"post_id": 45694, "ts": "2026-08-12T10:51:40Z", "hours": 14.5639, "text": "starting work"}, {"post_id": 38796, "ts": "2026-08-01T11:14:26Z", "hours": 10.8114, "text": "today i know there is so much work left on this project then i think i added a floating side bar added some more now features for backend optimization guys working on a i3 sucks please help me to buy an macbook byyy"}, {"post_id": 34749, "ts": "2026-07-25T18:41:00Z", "hours": 9.1911, "text": "adding agent graph this is mvp only i will polish it byee"}, {"post_id": 31855, "ts": "2026-07-20T15:58:43Z", "hours": 8.5708, "text": "added many features like day and night light take a tour and adjust icons sizes to a bit smaller and fixed some backend issues and run many real tests like rag agent and hermes agent and again applied for google search console ——————————————————————————————————— i need to buy a domain but i do not have money i will start marketing after buying domain byee guyss please like"}, {"post_id": 29572, "ts": "2026-07-16T16:32:50Z", "hours": 10.4061, "text": "does a full audit by ai agent found some production bugs working on prd section 1 because it is main it conation python package updtaes because the whole project is up to sdk byee meet in next vlog"}, {"post_id": 27112, "ts": "2026-07-12T11:44:54Z", "hours": 11.8228, "text": "all test are passing"}, {"post_id": 25197, "ts": "2026-07-09T08:46:20Z", "hours": 13.8544, "text": "added new features"}, {"post_id": 20965, "ts": "2026-07-02T18:13:39Z", "hours": 22.3356, "text": "Ahh infinite .tsx bug fixing"}, {"post_id": 12234, "ts": "2026-06-19T23:39:44Z", "hours": 9.5261, "text": "dev vlog#7today i worked on research on my project about similar projects because i cant get a .com domain hi have to buy a .ai domain and i worked on dashboard today because it was so simple then guys please suggest any improvement."}, {"post_id": 9898, "ts": "2026-06-16T11:58:18Z", "hours": 5.4533, "text": "Dev Vlog #6Finally, the landing page work is officially done! The platform is ready for users, and you can check it out here: swarmtrace.vercel.app.Right now, I don’t have the budget to buy a custom domain, so I have set it up on Google Search Console for now. I know that having a domain like swarmtrace.ai would help it perform much better in Google Search, since Google tends to rank subdomains poorly.That being said, the platform is still very much in the building phase. I am already working on adding some exciting new features.Stay tuned, and bye for now!"}, {"post_id": 7404, "ts": "2026-06-12T10:32:32Z", "hours": 8.6239, "text": "finally live on vercel but still in deployment you can check it guys go on swarmtrace.vercel.app"}, {"post_id": 5009, "ts": "2026-06-08T17:33:24Z", "hours": 0.6333, "text": "dev vlog #4 builders just finished the backend work for today / rest work tomorrow i will make the frontend connected to clerk for auth and neon for database . byee👍"}, {"post_id": 4889, "ts": "2026-06-08T13:38:09Z", "hours": 5.7483, "text": "dev vlog 3”What’s up, builders! Today we are fundamentally changing how SwarmTrace works. We’re tearing out the local SQLite restrictions and turning this project into a distributed, multi-tenant AI agent monitoring platform. The goal? Anyone can install our package, drop in an API key, and instantly view their agent’s execution traces on a sleek, hosted Next.js dashboard powered by Clerk and Supabase—without hosting a single thing themselves.” What We’re Solving Today: The “Localhost” Trap: Right now, the FastAPI backend expects to live on the same machine as the SQLite database. If a user runs an agent on their machine, they can’t easily see it on a globally hosted dashboard. Multi-Tenancy: We need to make sure User A never sees User B’s logs. Every single trace must be bound to an organization or user ID. Zero-Infra for the User: The developer using tracely should only have to pip-install it, provide a SWARMTRACE_API_KEY, and let our remote backend handle the rest. 📐 The SaaS Architecture Blueprint Here is how data will flow across the internet from your user’s local python script straight to your Vercel-hosted frontend dashboard: [ User’s Local Machine ] └── Running AI Agent (LangChain/CrewAI/AutoGen) └── Tracely SDK (Decorators) │ ▼ (Async Background HTTP POST /ingest) [ Vercel Serverless / API Gateway ] ─── (Validates SWARMTRACE_API_KEY) │ ▼ (Writes Log Payload) [ Hosted Database: Supabase / Postgres ] └── traces table (Schema: id, user_id, execution_time, trace_payload) ▲ │ (Fetches user-specific traces via Clerk JWT auth) [ Vercel Frontend: Next.js + Clerk ] └── Protected Dashboard View (Only shows rows matching user_id) 🗂️ The Technical Roadmap To pull this off, we have to transform four key elements of your repository: The SDK (tracely/scraper.py & tracer.py) Current: Writes to a local SQLite database via storage.py. SaaS Modification: Introduce a background background-worker thread or async pool. When a trace finishes, it sends an HTTP POST request to https://api.swarmtrace.dev/v1/ingest carrying the payload and an Authorization: Bearer st_live_… header. The Backend Engine (api.py) Current: Reads from local SQLite. SaaS Modification: Drop SQLite. Migrate to a hosted Postgres instance (Supabase is perfect here). Add an /ingest route for incoming agent metrics. Add middleware to validate incoming user requests from the frontend using Clerk JWT tokens. The Authentication Layer (Clerk) Wrap your frontend-next/ layout inside a . Set up a pipeline where a user logs in, generates an “Agent API Key” from their settings dashboard, and pastes that key into their Python .env file. also tracely is maded by me it is the part of swarm trace."}, {"post_id": 3574, "ts": "2026-06-06T15:55:13Z", "hours": 1.6264, "text": "🐝 SwarmTrace DevLog #3 — Wiring the Dashboard to Real Data June 6, 2026 /////////////////////////////////////////////////////// Today was all plumbing. No new features, no design work — just making the two halves of this project actually talk to each other. /////////////////////////////////////////////////////// Where Things Stood I had two things running independently. On one side, the FastAPI server — started it up this morning, it boots clean, the @observe decorator has been collecting real traces into SQLite every time an agent function runs. The data is there. It’s been there. On the other side, the dashboard UI — five pages, looks exactly like the design mockups, dark theme, all the charts and tables and drawers. Finished that yesterday. The problem is they had never spoken to each other. The UI was showing hardcoded numbers I typed in by hand. The API was sitting there with real data and nothing asking for it. The Work Spent today closing that gap. First thing I did was map out what each page actually needs from the backend. Overview needs health stats and an activity feed. Traces needs the full call list. Agents needs a registry of everything that’s been observed. Metrics needs cost and token breakdowns. Settings needs API key management and integration status. Then I went into the API and built those endpoints out one by one. The good news — all the underlying data was already in the database from the decorator. I wasn’t inventing anything, just exposing it in the right shape. The annoying part was that the frontend and backend had grown slightly different vocabularies. The UI expected fields named one way, the API had them named another. Duration in milliseconds vs latency in seconds. function_name vs function. Small things, but they all had to be aligned or every fetch would silently return nothing. CORS was the other thing that caught me — frontend on one port, backend on another, browser refuses to talk between them without the right middleware. Quick fix once I remembered that’s what was happening. The Moment it Clicked Started both servers. Opened the dashboard. Traces page loaded with real function names — execute_task, plan_steps, fetch_data — things I’d actually run this week. Real latencies. Real token counts. Real errors with the actual error messages. Turned on Live Mode. Ran an agent task in a separate terminal. Watched the row appear in the table a couple seconds later. That’s the thing you build toward. What’s Still Hardcoded A few things I haven’t gotten to yet. The Overview stat cards are still static numbers — need to write proper aggregation logic for those. The per-agent token sparklines are placeholder data because I’m storing traces, not time-bucketed token history per agent. Something to fix this week. Tomorrow Get the Overview cards pulling from real DB aggregations. Then figure out deployment — right now this whole thing requires running two local servers which isn’t great for a demo. Want a single public URL before the submission deadline. /////////////////////////////////////////////////////// SwarmTrace — open-source observability for multi-agent AI systems. Built for AMD Hackathon 2026."}, {"post_id": 3416, "ts": "2026-06-06T10:35:54Z", "hours": 3.8981, "text": "🐝 SwarmTrace — Developer Log 1 Project: SwarmTrace Version: 0.1.7 Built for: AMD Hackathon Author: Ravi Kumar What is it? SwarmTrace is a tracing and observability library for LLM-based multi-agent systems — essentially “pytest for AI agents.” The core idea: AI swarms are unpredictable, and existing tools give you no visibility into what happened, where it broke, or whether a prompt change caused a regression. SwarmTrace fixes that. What it does Tracing — wrap any Python function (sync or async) with @observe and every call is automatically recorded: inputs, outputs, latency, token usage, cost, errors, and parent–child relationships between nested agent calls. Token Budget — the @budget decorator tracks cumulative token usage across calls and warns you (or hard-stops) before an agent blows past its limit. Regression Detection — the compare() function runs two prompt versions against the same inputs and uses an LLM to score output similarity, flagging regressions automatically. Tool Attention (ISO Scoring) — implements the technique from arXiv:2604.21816. Instead of injecting all tool schemas into every prompt, it uses FAISS + sentence embeddings to select only the top-k relevant tools per query — reducing tool token overhead by up to 95%. Web Scraping Traces — scraper.scrape(url) wraps Scrapling with full trace recording so scrape calls show up in the call tree like any other agent action. CLI — swarmtrace prints a rich call tree with costs and statuses. swarmtrace-replay replays any individual trace. swarmtrace-export dumps everything to JSON or CSV. Frontend Dashboard A React + TanStack Router frontend visualises live traces from the FastAPI backend: Stat bar — total traces, cumulative tokens, total cost, error count at a glance Call Tree — hierarchical view of parent→child agent calls for a full run Waterfall — timeline view showing which agents ran in parallel vs sequentially Token Chart — per-trace token usage over time Failures page — isolated view of every errored trace with its call chain and error message Detail Drawer — click any trace to inspect its full args, output, latency, and lineage Live Mode — polls the backend every 2 seconds for real-time trace updates Storage All traces land in a local SQLite database (~/.tracely.db) with WAL mode enabled. Auto-purges oldest rows beyond 10,000 to stay bounded. Indexed on timestamp for fast ordered reads. Export to JSON/CSV available via CLI. Stack LayerTechnologyCore libraryPython 3.8+, SQLite, contextvarsRegression LLMClaude Haiku via litaiTool selectionFAISS + sentence-transformersAPIFastAPI + PydanticFrontendReact, TanStack Router/Start, Tailwind, RechartsCLI displayrichPackagingsetuptools, pip-installable Key design decisions contextvars for parent tracking — parent IDs propagate automatically through async and threaded code without any manual wiring. Nested @observe calls build the tree on their own. SQLite over a hosted DB — zero setup for the user; works offline; the auto-purge keeps it from growing unboundedly. Graceful degradation everywhere — if sentence-transformers/FAISS aren’t installed, Tool Attention falls back to returning the first k tools. If tiktoken isn’t installed, budget tracking falls back to len // 4. Storage errors never crash the agent being traced. Current limitations Failures page still uses static demo data instead of the live API swarm_module_0–4.py are five identical placeholder files (to be collapsed into one) No authentication on the API (development only) pyproject.toml is incomplete; setup.py not yet migrated. i have to complete ui first now then i will do other api work because it will be connected to ui because it was originally built a python frame work.byee"}]...
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Title: swarmtrace by @raviiiibro | Stardance
Devl Title: swarmtrace by @raviiiibro | Stardance
Devlogs:
🐝 SwarmTrace — Developer Log 1 Project: SwarmTrace Version: 0.1.7 Built for: AMD Hackathon Author: Ravi Kumar What is it? SwarmTrace is a tracing and observability library for LLM-based multi-agent systems — essentially “pytest for AI agents.” The core idea: AI swarms are unpredictable, and existing tools give you no visibility into what happened, where it broke, or whether a prompt change caused a regression. SwarmTrace fixes that. What it does Tracing — wrap any Python function (sync or async) with @observe and every call is automatically recorded: inputs, outputs, latency, token usage, cost, errors, and parent–child relationships between nested agent calls. Token Budget — the @budget decorator tracks cumulative token usage across calls and warns you (or hard-stops) before an agent blows past its limit. Regression Detection — the compare() function runs two prompt versions against the same inputs and uses an LLM to score output similarity, flagging regressions automatically. Tool Attention (ISO Scoring) — implements the technique from arXiv:2604.21816. Instead of injecting all tool schemas into every prompt, it uses FAISS + sentence embeddings to select only the top-k relevant tools per query — reducing tool token overhead by up to 95%. Web Scraping Traces — scraper.scrape(url) wraps Scrapling with full trace recording so scrape calls show up in the call tree like any other agent action. CLI — swarmtrace prints a rich call tree with costs and statuses. swarmtrace-replay replays any individual trace. swarmtrace-export dumps everything to JSON or CSV. Frontend Dashboard A React + TanStack Router frontend visualises live traces from the FastAPI backend: Stat bar — total traces, cumulative tokens, total cost, error count at a glance Call Tree — hierarchical view of parent→child agent calls for a full run Waterfall — timeline view showing which agents ran in parallel vs sequentially Token Chart — per-trace token usage over time Failures page — isolated view of every errored trace with its call chain and error message Detail Drawer — click any trace to inspect its full args, output, latency, and lineage Live Mode — polls the backend every 2 seconds for real-time trace updates Storage All traces land in a local SQLite database (~/.tracely.db) with WAL mode enabled. Auto-purges oldest rows beyond 10,000 to stay bounded. Indexed on timestamp for fast ordered reads. Export to JSON/CSV available via CLI. Stack LayerTechnologyCore libraryPython 3.8+, SQLite, contextvarsRegression LLMClaude Haiku via litaiTool selectionFAISS + sentence-transformersAPIFastAPI + PydanticFrontendReact, TanStack Router/Start, Tailwind, RechartsCLI displayrichPackagingsetuptools, pip-installable Key design decisions contextvars for parent tracking — parent IDs propagate automatically through async and threaded code without any manual wiring. Nested @observe calls build the tree on their own. SQLite over a hosted DB — zero setup for the user; works offline; the auto-purge keeps it from growing unboundedly. Graceful degradation everywhere — if sentence-transformers/FAISS aren’t installed, Tool Attention falls back to returning the first k tools. If tiktoken isn’t installed, budget tracking falls back to len // 4. Storage errors never crash the agent being traced. Current limitations Failures page still uses static demo data instead of the live API swarm_module_0–4.py are five identical placeholder files (to be collapsed into one) No authentication on the API (development only) pyproject.toml is incomplete; setup.py not yet migrated. i have to complete ui first now then i will do other api work because it will be connected to ui because it was originally built a python frame work.byee
🐝 SwarmTrace DevLog #3 — Wiring the Dashboard to Real Data June 6, 2026 /////////////////////////////////////////////////////// Today was all plumbing. No new features, no design work — just making the two halves of this project actually talk to each other. /////////////////////////////////////////////////////// Where Things Stood I had two things running independently. On one side, the FastAPI server — started it up this morning, it boots clean, the @observe decorator has been collecting real traces into SQLite every time an agent function runs. The data is there. It’s been there. On the other side, the dashboard UI — five pages, looks exactly like the design mockups, dark theme, all the charts and tables and drawers. Finished that yesterday. The problem is they had never spoken to each other. The UI was showing hardcoded numbers I typed in by hand. The API was sitting there with real data and nothing asking for it. The Work Spent today closing that gap. First thing I did was map out what each page actually needs from the backend. Overview needs health stats and an activity feed. Traces needs the full call list. Agents needs a registry of everything that’s been observed. Metrics needs cost and token breakdowns. Settings needs API key management and integration status. Then I went into the API and built those endpoints out one by one. The good news — all the underlying data was already in the database from the decorator. I wasn’t inventing anything, just exposing it in the right shape. The annoying part was that the frontend and backend had grown slightly different vocabularies. The UI expected fields named one way, the API had them named another. Duration in milliseconds vs latency in seconds. function_name vs function. Small things, but they all had to be aligned or every fetch would silently return nothing. CORS was the other thing that caught me — frontend on one port, backend on another, browser refuses to talk between them without the right middleware. Quick fix once I remembered that’s what was happening. The Moment it Clicked Started both servers. Opened the dashboard. Traces page loaded with real function names — execute_task, plan_steps, fetch_data — things I’d actually run this week. Real latencies. Real token counts. Real errors with the actual error messages. Turned on Live Mode. Ran an agent task in a separate terminal. Watched the row appear in the table a couple seconds later. That’s the thing you build toward. What’s Still Hardcoded A few things I haven’t gotten to yet. The Overview stat cards are still static numbers — need to write proper aggregation logic for those. The per-agent token sparklines are placeholder data because I’m storing traces, not time-bucketed token history per agent. Something to fix this week. Tomorrow Get the Overview cards pulling from real DB aggregations. Then figure out deployment — right now this whole thing requires running two local servers which isn’t great for a demo. Want a single public URL before the submission deadline. /////////////////////////////////////////////////////// SwarmTrace — open-source observability for multi-agent AI systems. Built for AMD Hackathon 2026.
dev vlog 3”What’s up, builders! Today we are fundamentally changing how SwarmTrace works. We’re tearing out the local SQLite restrictions and turning this project into a distributed, multi-tenant AI agent monitoring platform. The goal? Anyone can install our package, drop in an API key, and instantly view their agent’s execution traces on a sleek, hosted Next.js dashboard powered by Clerk and Supabase—without hosting a single thing themselves.” What We’re Solving Today: The “Localhost” Trap: Right now, the FastAPI backend expects to live on the same machine as the SQLite database. If a user runs an agent on their machine, they can’t easily see it on a globally hosted dashboard. Multi-Tenancy: We need to make sure User A never sees User B’s logs. Every single trace must be bound to an organization or user ID. Zero-Infra for the User: The developer using tracely should only have to pip-install it, provide a SWARMTRACE_API_KEY, and let our remote backend handle the rest. 📐 The SaaS Architecture Blueprint Here is how data will flow across the internet from your user’s local python script straight to your Vercel-hosted frontend dashboard: [ User’s Local Machine ] └── Running AI Agent (LangChain/CrewAI/AutoGen) └── Tracely SDK (Decorators) │ ▼ (Async Background HTTP POST /ingest) [ Vercel Serverless / API Gateway ] ─── (Validates SWARMTRACE_API_KEY) │ ▼ (Writes Log Payload) [ Hosted Database: Supabase / Postgres ] └── traces table (Schema: id, user_id, execution_time, trace_payload) ▲ │ (Fetches user-specific traces via Clerk JWT auth) [ Vercel Frontend: Next.js + Clerk ] └── Protected Dashboard View (Only shows rows matching user_id) 🗂️ The Technical Roadmap To pull this off, we have to transform four key elements of your repository: The SDK (tracely/scraper.py & tracer.py) Current: Writes to a local SQLite database via storage.py. SaaS Modification: Introduce a background background-worker thread or async pool. When a trace finishes, it sends an HTTP POST request to https://api.swarmtrace.dev/v1/ingest carrying the payload and an Authorization: Bearer st_live_… header. The Backend Engine (api.py) Current: Reads from local SQLite. SaaS Modification: Drop SQLite. Migrate to a hosted Postgres instance (Supabase is perfect here). Add an /ingest route for incoming agent metrics. Add middleware to validate incoming user requests from the frontend using Clerk JWT tokens. The Authentication Layer (Clerk) Wrap your frontend-next/ layout inside a . Set up a pipeline where a user logs in, generates an “Agent API Key” from their settings dashboard, and pastes that key into their Python .env file. also tracely is maded by me it is the part of swarm trace.
dev vlog #4 builders just finished the backend work for today / rest work tomorrow i will make the frontend connected to clerk for auth and neon for database . byee👍
finally live on vercel but still in deployment you can check it guys go on swarmtrace.vercel.app
Dev Vlog #6Finally, the landing page work is officially done! The platform is ready for users, and you can check it out here: swarmtrace.vercel.app.Right now, I don’t have the budget to buy a custom domain, so I have set it up on Google Search Console for now. I know that having a domain like swarmtrace.ai would help it perform much better in Google Search, since Google tends to rank subdomains poorly.That being said, the platform is still very much in the building phase. I am already working on adding some exciting new features.Stay tuned, and bye for now!
dev vlog#7today i worked on research on my project about similar projects because i cant get a .com domain hi have to buy a .ai domain and i worked on dashboard today because it was so simple then guys please suggest any improvement.
Ahh infinite .tsx bug fixing
added new features
all test are passing
does a full audit by ai agent found some production bugs working on prd section 1 because it is main it conation python package updtaes because the whole project is up to sdk byee meet in next vlog
added many features like day and night light take a tour and adjust icons sizes to a bit smaller and fixed some backend issues and run many real tests like rag agent and hermes agent and again applied for google search console ——————————————————————————————————— i need to buy a domain but i do not have money i will start marketing after buying domain byee guyss please like
adding agent graph this is mvp only i will polish it byee
today i know there is so much work left on this project then i think i added a floating side bar added some more now features for backend optimization guys working on a i3 sucks please help me to buy an macbook byyy
starting work
half work done
Ships:
the marketing was challenging and i think now it is ready and i get more suggestion if people will use it and i hope i ccan buy a domain by the star dust...
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1792983406.4024994
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1793069806.4024994
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6522
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Py-Watchdog: Smart Folder Automation Hub by @Greg_ Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance...
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Greg_ios
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1
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4.0
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19
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T08:00:01Z", "hours": 4.0, "multiplier": 4.97, "payout": 19, "blessing": "neutral", "text": "Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed.", "repo": "https://github.com/travletothefurureprogramming/smart_folder_automation", "demo": "https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}]...
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[{"post_id": 11162, "ts": "202 [{"post_id": 11162, "ts": "2026-06-18T07:53:42Z", "hours": 0.2583, "text": "Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease"}, {"post_id": 10862, "ts": "2026-06-17T20:21:07Z", "hours": 1.0878, "text": "Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI."}, {"post_id": 3423, "ts": "2026-06-06T11:07:55Z", "hours": 0.4461, "text": "Make a .exe and github release"}, {"post_id": 3410, "ts": "2026-06-06T10:18:58Z", "hours": 0.8694, "text": "Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules"}, {"post_id": 3070, "ts": "2026-06-05T23:29:13Z", "hours": 0.4039, "text": "From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!"}, {"post_id": 3058, "ts": "2026-06-05T22:58:53Z", "hours": 0.5903, "text": "Suppourt for organazing desktop and notifications"}, {"post_id": 2989, "ts": "2026-06-05T22:20:01Z", "hours": 0.3431, "text": "Making a basic file tracking for Downloads folder"}]...
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Title: Py-Watchdog: Smart Folder Automation Hub by Title: Py-Watchdog: Smart Folder Automation Hub by @Greg_ios | Stardance
Devlogs:
Making a basic file tracking for Downloads folder
Suppourt for organazing desktop and notifications
From now Py-Watchdog Smart Folder Automation Hub can track and organize downloads and desktop folders. Can also run in backhround. Finaly it write his actions in log file!!!
Add suppourt for custom rules and organization not only for extension, from now rules can also organize files if startwith or contains a word based on users custom rules
Make a .exe and github release
Added a Flask-based web dashboard to track the number of files moved in real time. The backend exposes a /api/count endpoint, and the frontend displays the metric using a clean Bootstrap UI.
Publish the second release(v2.0.0) https://github.com/travletothefurureprogramming/smart_folder_automation/releases/tag/SecondRelease
Ships:
Py-Watchdog: Smart Folder Automation Hub What did you make? I built Py-Watchdog, a smart, privacy-first open-source automation tool written in Python. It runs silently in the background and automatically keeps your cluttered Downloads and Desktop folders organized. It doesn’t just sort files by extension; it supports advanced custom rules (like startswith or contains matching) and features a real-time web dashboard built with Flask and Bootstrap to monitor your file-moving statistics dynamically. What was challenging? The biggest challenge was transitioning the tool from a simple command-line script into a robust background service that updates metrics on the fly. Implementing the asynchronous log tracking and making the backend expose a clean /api/count endpoint for the Flask dashboard—while keeping the background thread lightweight and stable—took a lot of troubleshooting and fine-tuning. What are you proud of? I’m incredibly proud of the customization and user autonomy this project offers. Users aren’t locked into generic folders; they can set up tailored rules for how their files should be managed. I am also proud of packing everything into a clean web dashboard UI and compiling the final script into a standalone .exe so that anyone can use it without needing a Python environment. What should people know so they can test your project? To test it out, you don’t need to write a single line of code! Head over to the GitHub repository and download the latest executable file (.exe) from the releases page. Run it, set up your custom organization rules, and open the web dashboard to see your files getting sorted in real-time. Check the automatically generated log files to see exactly what actions the watchdog performed....
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1793000964.2430856
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1793087364.2430856
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6528
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blockEm by @ondy | Stardance
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ondy
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:02:16Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page", "repo": "https://github.com/0ndyy/blockEm/", "demo": "https://github.com/0ndyy/blockEm/releases/tag/0.1"}]...
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[{"post_id": 75612, "ts": "202 [{"post_id": 75612, "ts": "2026-09-30T15:40:34Z", "hours": 1.6392, "text": "blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…"}, {"post_id": 34301, "ts": "2026-07-24T21:46:54Z", "hours": 4.4869, "text": "blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)"}, {"post_id": 8878, "ts": "2026-06-14T19:52:37Z", "hours": 3.5933, "text": "blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…"}, {"post_id": 5870, "ts": "2026-06-09T20:30:47Z", "hours": 1.335, "text": "blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side."}, {"post_id": 5625, "ts": "2026-06-09T14:33:55Z", "hours": 2.6528, "text": "blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏"}, {"post_id": 4187, "ts": "2026-06-07T12:36:09Z", "hours": 2.2464, "text": "devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned"}]...
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Title: blockEm by @ondy | Stardance
Devlogs:
devl Title: blockEm by @ondy | Stardance
Devlogs:
devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned
blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏
blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side.
blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…
blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)
blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…
Ships:
blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page...
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1793004642.7542288
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1793091042.7542288
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6544
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Rubrics Cubes by @Lol123rl | Stardance
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Lol123rl
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1
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1.0
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12
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:10:41Z", "hours": 1.0, "multiplier": 10.72, "payout": 12, "blessing": "neutral", "text": "I made a Rubic Cube game where you can solve between a 2x2 - 10x10. It was a fun quick project with the auto scrambler. Have fun.", "repo": "https://github.com/Lol123rl/Cube", "demo": "https://stunning-starship-b67fed.netlify.app/"}]...
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[{"post_id": 1564, "ts": "2026 [{"post_id": 1564, "ts": "2026-06-03T17:40:42Z", "hours": 1.0936, "text": "rubics cube"}]...
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Title: Rubrics Cubes by @Lol123rl | Stardance
Dev Title: Rubrics Cubes by @Lol123rl | Stardance
Devlogs:
rubics cube
Ships:
I made a Rubic Cube game where you can solve between a 2x2 - 10x10. It was a fun quick project with the auto scrambler. Have fun....
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1792993924.042999
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1793080324.042999
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6572
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The Collatz Conjecture by @twnarx | Stardance
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twnarx
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1
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5.0
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62
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T22:52:34Z", "hours": 5.0, "multiplier": 12.57, "payout": 62, "blessing": "neutral", "text": "i just made Collatz Conjecture simulator, which is known as smallest but one of the hardest math problems.", "repo": "https://github.com/twnar/Collatz-Conjecture", "demo": "https://twnar.github.io/Collatz-Conjecture/"}]...
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[{"post_id": 2442, "ts": "2026 [{"post_id": 2442, "ts": "2026-06-04T22:48:41Z", "hours": 2.0, "text": "2.47 am and i completed the whole day’s work huh😪"}, {"post_id": 2247, "ts": "2026-06-04T17:08:09Z", "hours": 0.0, "text": "Mobile versionn😝 It’s my first public project ever, so im so excited"}, {"post_id": 2140, "ts": "2026-06-04T13:55:13Z", "hours": 0.0, "text": "lol"}, {"post_id": 2110, "ts": "2026-06-04T13:16:04Z", "hours": 0.0, "text": "Initial UI"}, {"post_id": 2082, "ts": "2026-06-04T12:27:47Z", "hours": 0.0, "text": "Simple version of Math behind it!"}]...
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Title: The Collatz Conjecture by @twnarx | Stardan Title: The Collatz Conjecture by @twnarx | Stardance
Devlogs:
Simple version of Math behind it!
Initial UI
lol
Mobile versionn😝 It’s my first public project ever, so im so excited
2.47 am and i completed the whole day’s work huh😪
Ships:
i just made Collatz Conjecture simulator, which is known as smallest but one of the hardest math problems....
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1792882036.309834
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1793746036.309834
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6588
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NeoFolio by @panda | Stardance
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panda
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1
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4.0
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35
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T21:18:15Z", "hours": 4.0, "multiplier": 9.67, "payout": 35, "blessing": "neutral", "text": "I made a neovim based portfolio website that is completely keyboard useable and has shortcuts for everything. It’s in a dark blue neovim style theme, based on the nvim config I use every day. Feel free to check it out !", "repo": "https://github.com/mail2adnanyazik-bit/NeoFolio", "demo": "https://portfolio-zeta-blond-89.vercel.app/"}]...
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[{"post_id": 2381, "ts": "2026 [{"post_id": 2381, "ts": "2026-06-04T20:42:13Z", "hours": 1.8381, "text": "Added a contact and feedback form, and reworked my projects tab to add a bunch of my previous (and currently finished for stardance) projects, and worked on a cool file explorer way to display. Done : added CTRL + h/l to move between tabs, your progress in all tabs but form gets saved updated README.md to include all pages and Keybinds added 404 page with ASCII art got rid of bad icons and replaced with simple ASCII ones reworked nav bar at top to look better and show projects as directory that updates according to selected “file” which is really just a project pushed to github"}, {"post_id": 2263, "ts": "2026-06-04T17:36:55Z", "hours": 0.3019, "text": "Made a About Me tab instead of Contact : added a description, pfp, some tags, and my socials"}, {"post_id": 1677, "ts": "2026-06-03T20:27:02Z", "hours": 1.4608, "text": "Finished Homepage : Neovim style homepage finshed: 3 different tabs that lead to branches of main website, and a tab that takes you to my github neovim config repo Scroll through tabs with h, j, k and l (like in neovim) press Enter to be taken to the page (dummy pages for now) select with cursor / press v to enter visual mode -> y to copy, p to paste Added bufferline (line in the plugin) at the top which shows current page in fun file formats"}]...
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Title: NeoFolio by @panda | Stardance
Devlogs:
Fi Title: NeoFolio by @panda | Stardance
Devlogs:
Finished Homepage : Neovim style homepage finshed: 3 different tabs that lead to branches of main website, and a tab that takes you to my github neovim config repo Scroll through tabs with h, j, k and l (like in neovim) press Enter to be taken to the page (dummy pages for now) select with cursor / press v to enter visual mode -> y to copy, p to paste Added bufferline (line in the plugin) at the top which shows current page in fun file formats
Made a About Me tab instead of Contact : added a description, pfp, some tags, and my socials
Added a contact and feedback form, and reworked my projects tab to add a bunch of my previous (and currently finished for stardance) projects, and worked on a cool file explorer way to display. Done : added CTRL + h/l to move between tabs, your progress in all tabs but form gets saved updated README.md to include all pages and Keybinds added 404 page with ASCII art got rid of bad icons and replaced with simple ASCII ones reworked nav bar at top to look better and show projects as directory that updates according to selected “file” which is really just a project pushed to github
Ships:
I made a neovim based portfolio website that is completely keyboard useable and has shortcuts for everything. It’s in a dark blue neovim style theme, based on the nvim config I use every day. Feel free to check it out !...
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1792979728.2427487
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1793066128.2427487
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6598
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love-click website by @Jwo | Stardance
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Jwo
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T18:43:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A creative and interactive Like Button built using pure HTML and CSS. The project features smooth animations, an animated counter, rotating effects, and a custom message that appears when the button is liked.", "repo": "https://github.com/YoussefAhmedCs/love-click", "demo": "https://youssef-ahmed.me/love-click/"}]...
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[{"post_id": 1598, "ts": "2026 [{"post_id": 1598, "ts": "2026-06-03T18:41:29Z", "hours": 5.2986, "text": "❤️ Like Button Animation A creative and interactive Like Button built using pure HTML and CSS. The project features smooth animations, an animated counter, rotating effects, and a custom message that appears when the button is liked. Features Pure HTML & CSS (No JavaScript required) Animated like/dislike interaction Dynamic counter animation (49 → 50) Rotating circular effects Responsive design using CSS variables and vmin Custom message display on like Smooth hover and transition effects"}]...
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Title: love-click website by @Jwo | Stardance
Dev Title: love-click website by @Jwo | Stardance
Devlogs:
❤️ Like Button Animation A creative and interactive Like Button built using pure HTML and CSS. The project features smooth animations, an animated counter, rotating effects, and a custom message that appears when the button is liked. Features Pure HTML & CSS (No JavaScript required) Animated like/dislike interaction Dynamic counter animation (49 → 50) Rotating circular effects Responsive design using CSS variables and vmin Custom message display on like Smooth hover and transition effects
Ships:
A creative and interactive Like Button built using pure HTML and CSS. The project features smooth animations, an animated counter, rotating effects, and a custom message that appears when the button is liked....
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1792979427.4655783
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1793065827.4655783
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