|
13376
|
efficient rover by @valdtaniem | Stardance
|
valdtaniem
|
1
|
13.0
|
90
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:25:42Z", "hours": 12.0, "multiplier": 7.32, "payout": 90, "blessing": "neutral", "text": "I made 2 scripts in C. A server script and a rover script. The server script accepts the connection from the rover. When it receives “ping” it sends a randomly generated string of 1, 01, 001 and 000. with 50% 1 for forward, 25% 01 for backwards and 12.5% 001 and 000 for left and right. the efficiency comes from the fact that the most used (forward) is only 1 character, and lesser used actions are more. 3blue1brown explains it very well ( https://youtu.be/l6DKRf-fAAM?si=0wl0j-8jQxhWdPC4&t=208 ). That video is also where I got the idea for this project.", "repo": "https://git.tuxworld.nl/valdtaniem/EfficientRover", "demo": "https://git.tuxworld.nl/valdtaniem/EfficientRover/releases"}]...
|
[{"post_id": 35757, "ts": "202 [{"post_id": 35757, "ts": "2026-07-27T12:17:43Z", "hours": 0.9986, "text": "I got feedback on my previous ship that I needed a release with binaries, so i made that. While I’m at it I might as well write a little Makefile. (make help for all the commands)"}, {"post_id": 29392, "ts": "2026-07-16T10:05:55Z", "hours": 2.1306, "text": "I drew a new background and new rover."}, {"post_id": 13776, "ts": "2026-06-22T16:05:19Z", "hours": 0.7764, "text": "Server GUI updated. the server GUI can scroll. the text is no longer editable and the server loads a CSS file for styling."}, {"post_id": 13092, "ts": "2026-06-21T12:55:25Z", "hours": 1.8792, "text": "most functions are in (: The server has a GUI now, just a live log of what is being sent. and connection info. The rover GUI has an update, new buttons and a background. You can now close the rover program and the server won’t crash. you can start the rover up again and reconnect. i want to add a controller to the server for manual driving. Making everything look better is also something I want to do. the rover and background are pretty ugly and the server still looks plain."}, {"post_id": 9817, "ts": "2026-06-16T08:13:05Z", "hours": 3.1278, "text": "The rover has a GUI now! using GTK i made a grid with buttons and a drawing area to visualize the rover moving. with ping to receive movement instructions and reset to position the rover back to the center the button images should change because they are now just hand drawn (; the server sends longer strings. planning to add a background and make the buttons look like a controll panel. while the rover is moving don’t press the ping button becouse than the program crashes. ¯ _ (ツ)_/"}, {"post_id": 6811, "ts": "2026-06-11T13:03:04Z", "hours": 1.3764, "text": "The server now sends full strings of instructions and the rover can properly decode them into forward, backward, left and right instructions. I’m pretty proud of my implementation although I’m sure there is a better way."}, {"post_id": 5605, "ts": "2026-06-09T13:50:10Z", "hours": 0.9508, "text": "The server now transmits random movement instructions. the instructions have a 50%, 25%, 12.5% and 12.5% for 1, 01, 001 and 000. Because 1 is used much more its more efficient than encoding with 00, 01, 10 and 11"}, {"post_id": 5574, "ts": "2026-06-09T12:29:45Z", "hours": 2.0519, "text": "the rover and server scripts are talking via tcp."}]...
|
Title: efficient rover by @valdtaniem | Stardance
Title: efficient rover by @valdtaniem | Stardance
Devlogs:
the rover and server scripts are talking via tcp.
The server now transmits random movement instructions. the instructions have a 50%, 25%, 12.5% and 12.5% for 1, 01, 001 and 000. Because 1 is used much more its more efficient than encoding with 00, 01, 10 and 11
The server now sends full strings of instructions and the rover can properly decode them into forward, backward, left and right instructions. I’m pretty proud of my implementation although I’m sure there is a better way.
The rover has a GUI now! using GTK i made a grid with buttons and a drawing area to visualize the rover moving. with ping to receive movement instructions and reset to position the rover back to the center the button images should change because they are now just hand drawn (; the server sends longer strings. planning to add a background and make the buttons look like a controll panel. while the rover is moving don’t press the ping button becouse than the program crashes. ¯ _ (ツ)_/
most functions are in (: The server has a GUI now, just a live log of what is being sent. and connection info. The rover GUI has an update, new buttons and a background. You can now close the rover program and the server won’t crash. you can start the rover up again and reconnect. i want to add a controller to the server for manual driving. Making everything look better is also something I want to do. the rover and background are pretty ugly and the server still looks plain.
Server GUI updated. the server GUI can scroll. the text is no longer editable and the server loads a CSS file for styling.
I drew a new background and new rover.
I got feedback on my previous ship that I needed a release with binaries, so i made that. While I’m at it I might as well write a little Makefile. (make help for all the commands)
Ships:
I made 2 scripts in C. A server script and a rover script. The server script accepts the connection from the rover. When it receives “ping” it sends a randomly generated string of 1, 01, 001 and 000. with 50% 1 for forward, 25% 01 for backwards and 12.5% 001 and 000 for left and right. the efficiency comes from the fact that the most used (forward) is only 1 character, and lesser used actions are more. 3blue1brown explains it very well ( https://youtu.be/l6DKRf-fAAM?si=0wl0j-8jQxhWdPC4&t=208 ). That video is also where I got the idea for this project....
|
1793112881.4651914
|
1793199281.4651914
|
|
13377
|
Vibe OS by @VibeSlayer | Stardance
|
VibeSlayer
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T13:24:18Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VibeOS is Finally Complete This was a really wonderful experience building VibeOS. I made it with both the competition and minimalism in mind, focusing on keeping everything clean, smooth, and useful. The hardest part of this project was aligning everything with a vanilla tech stack. Since I usually work with Node.js and Vite, building this project with vanilla technologies felt refreshing and challenging in a good way. It helped me strengthen my core frontend concepts and made my understanding of vanilla development much cleaner and better. Overall, VibeOS has been an amazing project to work on. I learned a lot throughout the process, improved my development skills, and pushed myself to build something polished and complete. I’m really happy with how it turned out, and I hope VibeOS gets flying colours in the voting!", "repo": "https://github.com/VibeSlayer-code/VibeOS", "demo": "https://vibe-os-lac.vercel.app/"}]...
|
[{"post_id": 8057, "ts": "2026 [{"post_id": 8057, "ts": "2026-06-13T13:20:14Z", "hours": 2.1403, "text": "VibeOS Devlog #5 Hi developers, VibeOS is fully complete, finally. After the previous devlog i pushed major updates like taskbar, window resizing, more apps, dark mode, wallpapers and much more. As VibeOS is deployed. You can try it at https://vibe-os-lac.vercel.app/ . Thanks"}, {"post_id": 6439, "ts": "2026-06-10T20:31:34Z", "hours": 1.9672, "text": "VibeOS Devlog #4 Hi developers, today I gave VibeOS its biggest update yet. I made two new system apps and one app for VibeStore. Making VibeStore was the hardest task lmao. So basically, I’m not going to reveal much about VibeStore yet, as it is not complete with the apps I’m thinking about. I also made a custom browser for VibeOS called Surf . It is fast like Safari and clean, and it also has tab control. If you noticed the calculator logo on the main dock, it is a secret for now. I’m going to disclose more about it later. I also made a status dock on the right with Wi-Fi status, brightness, battery, etc., and added a control center modal. It shows real-time battery status and Wi-Fi status with ping. I also added more cool customizable widgets. For the next and final phase, my plans are to implement more apps and a fully working music player with a wide variety of artists and songs. I’m thinking about Jaydes, Kendrick, and some others. I will also add dark mode and the taskbar, which should not take much time. I have also planned some features for the WebOS 2 mission because I just do not want to drain my idea list in WebOS 1. And yeah one change which i m seeing is that now, i m not facing any problems while coding and everything is going very smooth, thanks Stardance for helping me revise my web dev skills :) Anyways, GN and long live VibeOS!"}, {"post_id": 5704, "ts": "2026-06-09T16:31:21Z", "hours": 1.4183, "text": "VibeOS Devlog #3 Today was a really long and tiring day working on VibeOS, but I pushed some major updates! I completed the filesystem API, made two new apps, improved the dock, added widgets, and more. The hardest part was definitely building the filesystem API, mainly because this was my first time making something like this 😂. It was painful, but worth it. It now supports rename, delete, create, and save properly. The dock also got a big update. Now when you minimize an app, a genie-style animation plays — I tried my best to recreate the macOS one lmao — and the app logo gets stacked in the dock. When you want to open it again, you just click the logo and boom, the window comes back. I also completed the Files app and Notes app, which were honestly much easier for me. Along with that, I designed and added two new movable and customizable widgets, which you can see in the screenshots I attached. Tomorrow, I’m planning to work on more apps, build the taskbar, and add dark mode. Let’s see how it goes. The biggest challenge right now is still the tech stack 😭, because I can’t use cool libraries like Framer Motion and stuff. Anyways, Long Live VibeOS!"}, {"post_id": 5480, "ts": "2026-06-09T08:57:30Z", "hours": 0.5778, "text": "DEVLOG #2 Hi developers! I have done some major completions in VibeOS. Here is the changelog! [+] Completed DockAPI (full function list will be available soon in the readme) [+] Completed App API and added appApi.syncOpenState(name) [+] Did dock enhancements! [+] Made in-app UI cleaner Lets keep going!"}, {"post_id": 5098, "ts": "2026-06-08T19:44:58Z", "hours": 0.2878, "text": "DEV LOG #1 Hi all! I’ve started building the OS. In Phase 1, I focused on creating the UI, deciding on the design rules and color palette, and implementing core features like app windows, dragging, and closing logic. I also made a top bar inspired by the Dynamic Island, which I’m really happy with. For Phase 2, I plan to add more apps, a settings app, different wallpapers, and lots of new features. Excited to keep building and share more progress soon!"}]...
|
Title: Vibe OS by @VibeSlayer | Stardance
Devlogs Title: Vibe OS by @VibeSlayer | Stardance
Devlogs:
DEV LOG #1 Hi all! I’ve started building the OS. In Phase 1, I focused on creating the UI, deciding on the design rules and color palette, and implementing core features like app windows, dragging, and closing logic. I also made a top bar inspired by the Dynamic Island, which I’m really happy with. For Phase 2, I plan to add more apps, a settings app, different wallpapers, and lots of new features. Excited to keep building and share more progress soon!
DEVLOG #2 Hi developers! I have done some major completions in VibeOS. Here is the changelog! [+] Completed DockAPI (full function list will be available soon in the readme) [+] Completed App API and added appApi.syncOpenState(name) [+] Did dock enhancements! [+] Made in-app UI cleaner Lets keep going!
VibeOS Devlog #3 Today was a really long and tiring day working on VibeOS, but I pushed some major updates! I completed the filesystem API, made two new apps, improved the dock, added widgets, and more. The hardest part was definitely building the filesystem API, mainly because this was my first time making something like this 😂. It was painful, but worth it. It now supports rename, delete, create, and save properly. The dock also got a big update. Now when you minimize an app, a genie-style animation plays — I tried my best to recreate the macOS one lmao — and the app logo gets stacked in the dock. When you want to open it again, you just click the logo and boom, the window comes back. I also completed the Files app and Notes app, which were honestly much easier for me. Along with that, I designed and added two new movable and customizable widgets, which you can see in the screenshots I attached. Tomorrow, I’m planning to work on more apps, build the taskbar, and add dark mode. Let’s see how it goes. The biggest challenge right now is still the tech stack 😭, because I can’t use cool libraries like Framer Motion and stuff. Anyways, Long Live VibeOS!
VibeOS Devlog #4 Hi developers, today I gave VibeOS its biggest update yet. I made two new system apps and one app for VibeStore. Making VibeStore was the hardest task lmao. So basically, I’m not going to reveal much about VibeStore yet, as it is not complete with the apps I’m thinking about. I also made a custom browser for VibeOS called Surf . It is fast like Safari and clean, and it also has tab control. If you noticed the calculator logo on the main dock, it is a secret for now. I’m going to disclose more about it later. I also made a status dock on the right with Wi-Fi status, brightness, battery, etc., and added a control center modal. It shows real-time battery status and Wi-Fi status with ping. I also added more cool customizable widgets. For the next and final phase, my plans are to implement more apps and a fully working music player with a wide variety of artists and songs. I’m thinking about Jaydes, Kendrick, and some others. I will also add dark mode and the taskbar, which should not take much time. I have also planned some features for the WebOS 2 mission because I just do not want to drain my idea list in WebOS 1. And yeah one change which i m seeing is that now, i m not facing any problems while coding and everything is going very smooth, thanks Stardance for helping me revise my web dev skills :) Anyways, GN and long live VibeOS!
VibeOS Devlog #5 Hi developers, VibeOS is fully complete, finally. After the previous devlog i pushed major updates like taskbar, window resizing, more apps, dark mode, wallpapers and much more. As VibeOS is deployed. You can try it at https://vibe-os-lac.vercel.app/ . Thanks
Ships:
VibeOS is Finally Complete This was a really wonderful experience building VibeOS. I made it with both the competition and minimalism in mind, focusing on keeping everything clean, smooth, and useful. The hardest part of this project was aligning everything with a vanilla tech stack. Since I usually work with Node.js and Vite, building this project with vanilla technologies felt refreshing and challenging in a good way. It helped me strengthen my core frontend concepts and made my understanding of vanilla development much cleaner and better. Overall, VibeOS has been an amazing project to work on. I learned a lot throughout the process, improved my development skills, and pushed myself to build something polished and complete. I’m really happy with how it turned out, and I hope VibeOS gets flying colours in the voting!...
|
1793109161.7335584
|
1793195561.7335584
|
|
13388
|
codex-connect by @nightowl | Stardance
|
nightowl
|
1
|
7.78
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T19:25:36Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a library in java called codex-connect that allows users to use their chatgpt account in order to query the api programmatically.", "repo": "https://github.com/nightowl-devs/codex-connect", "demo": "https://jitpack.io/#nightowl-devs/codex-connect/v1.0.2"}]...
|
[{"post_id": 65822, "ts": "202 [{"post_id": 65822, "ts": "2026-09-11T06:59:09Z", "hours": 1.3761, "text": "Okay baisicly stardance demaned a video showcase of the library in the readme so here it is ig. Also adapted the library for the latest gpt 5.5 models and fixed auth since the schema changed once again!! also made the readme cleaner and the example better. idk I was not able to embed the video into the GitHub readme so ig someone curious enough will have to download it :/"}, {"post_id": 15522, "ts": "2026-06-25T06:43:13Z", "hours": 0.4033, "text": "I have fixed the library not working on paid ChatGPT accounts due to me not having the schema at this time"}, {"post_id": 5823, "ts": "2026-06-09T19:21:53Z", "hours": 0.3622, "text": "devlog #3 I got the library to compile correctly on jitpack, made a few mistakes along the way but they all fixed now, and also wrote a readme and included examples on how to use the library"}, {"post_id": 5750, "ts": "2026-06-09T17:29:01Z", "hours": 0.3697, "text": "devlog #2 I have just finished the codex-connect library allowing you to use codex’s api in java it supports tools, the responses endpoint and authentication"}, {"post_id": 5138, "ts": "2026-06-08T20:29:29Z", "hours": 5.3397, "text": "devlog #1 today I wrote a library that allows you to sign in with your ChatGPT account check your quota, usage, get available models for your plan, and obviously prompt the model! why am i doing this? idk i kinda like codex but we know java is better than rust so they leave me no choice. alr cya"}]...
|
Title: codex-connect by @nightowl | Stardance
Dev Title: codex-connect by @nightowl | Stardance
Devlogs:
devlog #1 today I wrote a library that allows you to sign in with your ChatGPT account check your quota, usage, get available models for your plan, and obviously prompt the model! why am i doing this? idk i kinda like codex but we know java is better than rust so they leave me no choice. alr cya
devlog #2 I have just finished the codex-connect library allowing you to use codex’s api in java it supports tools, the responses endpoint and authentication
devlog #3 I got the library to compile correctly on jitpack, made a few mistakes along the way but they all fixed now, and also wrote a readme and included examples on how to use the library
I have fixed the library not working on paid ChatGPT accounts due to me not having the schema at this time
Okay baisicly stardance demaned a video showcase of the library in the readme so here it is ig. Also adapted the library for the latest gpt 5.5 models and fixed auth since the schema changed once again!! also made the readme cleaner and the example better. idk I was not able to embed the video into the GitHub readme so ig someone curious enough will have to download it :/
Ships:
I made a library in java called codex-connect that allows users to use their chatgpt account in order to query the api programmatically....
|
1793267581.7255273
|
1793353981.7255273
|
|
13400
|
My first slack bot! by @leuwenhoek | Stardance
|
leuwenhoek
|
1
|
5.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:20:38Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alr, thanks to hackclub that I Pushed myself to create somthing different like I didn’t even used slack but now created a bot for slack :) So, available commands for the bot is: /dsb-leuwen-matrix - Get a random 3x3 matrix /dsb-leuwen-dev - About developer ( about me :] ) /dsb-leuwen-ping - Ping Bot", "repo": "https://github.com/leuwenhoek/Hackclub-Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0APH2MMHH7?cdn_fallback=1"}]...
|
[{"post_id": 17538, "ts": "202 [{"post_id": 17538, "ts": "2026-06-28T11:22:27Z", "hours": 0.5458, "text": "Finally I shipped me Slack bot :]"}, {"post_id": 5508, "ts": "2026-06-09T09:48:37Z", "hours": 4.9714, "text": "Finally my slackbot is not live in the HackClub slack server…. Use commands like /dsb-leuwen-ping /dsb-leuwen-dev more commands will roll-out soon :)"}]...
|
Title: My first slack bot! by @leuwenhoek | Starda Title: My first slack bot! by @leuwenhoek | Stardance
Devlogs:
Finally my slackbot is not live in the HackClub slack server…. Use commands like /dsb-leuwen-ping /dsb-leuwen-dev more commands will roll-out soon :)
Finally I shipped me Slack bot :]
Ships:
Alr, thanks to hackclub that I Pushed myself to create somthing different like I didn’t even used slack but now created a bot for slack :) So, available commands for the bot is: /dsb-leuwen-matrix - Get a random 3x3 matrix /dsb-leuwen-dev - About developer ( about me :] ) /dsb-leuwen-ping - Ping Bot...
|
1793116071.700987
|
1793202471.700987
|
|
13414
|
My personal website by @Yara | Stardance
|
Yara
|
1
|
13.0
|
105
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T03:30:15Z", "hours": 13.0, "multiplier": 8.34, "payout": 105, "blessing": "neutral", "text": "Hello everybody! I made a personal website/portfolio that showcases my work. I’m relatively new to programming, so there are certain elements I wasn’t too confident. However, making my website gave me the opportunity to express myself in a professional setting. Please look at the README.md file for any specifics on the project. As always, have a wonderful day!", "repo": "https://github.com/yaramations/yaramations.github.io", "demo": "https://yaramations.github.io/"}]...
|
[{"post_id": 18103, "ts": "202 [{"post_id": 18103, "ts": "2026-06-29T03:16:48Z", "hours": 1.7594, "text": "I made a portfolio page that showcases some of my art! I also added a little blurb on the home page, but I don’t know what else to put there so I’m gonna consider it done for now. Obviously, I plan to fix it and update it throughout my career, but I think it’s a great start so far!"}, {"post_id": 17295, "ts": "2026-06-28T00:46:55Z", "hours": 0.8703, "text": "Here’s a photo of the complete about me page. I used CSS flexbox to make everything look nice and cohesive. I’m really proud of how it turned out and I hope you guys check it out at: https://yaramations.github.io/aboutme.html ."}, {"post_id": 17041, "ts": "2026-06-27T17:42:20Z", "hours": 1.0836, "text": "I just finished my faq section for the “about me” page. It covers what I do and how I send clients my work!"}, {"post_id": 16602, "ts": "2026-06-27T00:32:35Z", "hours": 1.6725, "text": "So, I just finished my linktree-esque page! I think it looks pretty nice and resembles what the linktree app should do. I plan to add a box around everything so that the text doesn’t conflict with the background, but it’s good for now yippeee."}, {"post_id": 14805, "ts": "2026-06-24T01:30:19Z", "hours": 6.9994, "text": "Hey everybody! I just finished the basic parts of my website. I have a working homepage and contact page, but I’m still working on coding the other two pages. My favorite feature (which isn’t very basic) is the animated scrollbar, which took forever. At first, I made the navigation bar on its own html document and then used an iframe, but I realized it didn’t work after hours of trying to make it work. So, I had to put the navbar code on every page and kept the styling in the main styles.css file. Originally, each page had its own internal stylesheet, but I wanted more cohesiveness so I ended up merging them all into one file. The website is bland, yes, but I plan to add in some of my own art before the next devlog. As always, I’m a beginner so I’d love to hear feedback, and you can check out the site at https://yaramations.github.io/ . Toodles!"}, {"post_id": 5858, "ts": "2026-06-09T20:07:21Z", "hours": 0.3308, "text": "Hello Everybody! I’m making a personal website in order to share my voice on the internet. While I haven’t done much code, I spent a great deal planning my website out on Canva, because I wanted to know what the website was gonna look like before I started coding. Here are some of my plans (reference screenshots below). They’re pretty ambitious but I’m really gonna commit to it. Obviously, most of the images are placeholders that I found on pinterest, but I’m going to redraw everything when I finish coding the base of my site. Thanks for reading!"}]...
|
Title: My personal website by @Yara | Stardance
D Title: My personal website by @Yara | Stardance
Devlogs:
Hello Everybody! I’m making a personal website in order to share my voice on the internet. While I haven’t done much code, I spent a great deal planning my website out on Canva, because I wanted to know what the website was gonna look like before I started coding. Here are some of my plans (reference screenshots below). They’re pretty ambitious but I’m really gonna commit to it. Obviously, most of the images are placeholders that I found on pinterest, but I’m going to redraw everything when I finish coding the base of my site. Thanks for reading!
Hey everybody! I just finished the basic parts of my website. I have a working homepage and contact page, but I’m still working on coding the other two pages. My favorite feature (which isn’t very basic) is the animated scrollbar, which took forever. At first, I made the navigation bar on its own html document and then used an iframe, but I realized it didn’t work after hours of trying to make it work. So, I had to put the navbar code on every page and kept the styling in the main styles.css file. Originally, each page had its own internal stylesheet, but I wanted more cohesiveness so I ended up merging them all into one file. The website is bland, yes, but I plan to add in some of my own art before the next devlog. As always, I’m a beginner so I’d love to hear feedback, and you can check out the site at https://yaramations.github.io/ . Toodles!
So, I just finished my linktree-esque page! I think it looks pretty nice and resembles what the linktree app should do. I plan to add a box around everything so that the text doesn’t conflict with the background, but it’s good for now yippeee.
I just finished my faq section for the “about me” page. It covers what I do and how I send clients my work!
Here’s a photo of the complete about me page. I used CSS flexbox to make everything look nice and cohesive. I’m really proud of how it turned out and I hope you guys check it out at: https://yaramations.github.io/aboutme.html .
I made a portfolio page that showcases some of my art! I also added a little blurb on the home page, but I don’t know what else to put there so I’m gonna consider it done for now. Obviously, I plan to fix it and update it throughout my career, but I think it’s a great start so far!
Ships:
Hello everybody! I made a personal website/portfolio that showcases my work. I’m relatively new to programming, so there are certain elements I wasn’t too confident. However, making my website gave me the opportunity to express myself in a professional setting. Please look at the README.md file for any specifics on the project. As always, have a wonderful day!...
|
1792875242.3534212
|
1793739242.3534212
|
|
13420
|
My very own WebOS by @eroga | Stardance
|
eroga
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:05:41Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fake OS that runs in the browser as a kind of portfolio. instead of a normal page you get a desktop with draggable windows, a topbar, icons and a terminal with real commands. the hardest part was the terminal; command history with arrow keys, HTML escaping so echo doesn’t break everything, and making the command system easy to extend. also getting the windows to stack properly with z-index took longer than I expected. to test it: double-click the desktop icons or use the top menu. open the Terminal and type help to see all commands. try neofetch, ls or open about. sticky notes are the custom feature, create one from the topbar or by typing note.", "repo": "https://github.com/Er0ga/MiOS---browser-based-OS", "demo": "https://github.com/Er0ga/MiOS---browser-based-OS/blob/main/index.html"}]...
|
[{"post_id": 6983, "ts": "2026 [{"post_id": 6983, "ts": "2026-06-11T18:38:44Z", "hours": 12.2617, "text": "So I think the project is finished and I’m actually pretty happy with how it turned out. The OS has a desktop with a gradient background, a topbar with a live clock and fake battery, and five apps: a welcome screen, an about me section with a sidebar, a projects grid, a contact window, and a terminal. The terminal was the most work by far. I had to add command history with the arrow keys, escape user input so nobody breaks it with echo , and set up a command system that’s easy to extend. The custom feature I added is sticky notes. You can make one from the topbar button, the desktop icon, or by typing nota in the terminal. Each note is a draggable window with a text area, and they come in four colors so you can tell them apart. The way it works is each note gets created with document.createElement and then I just pass it to the same dragElement() function everything else uses — nothing had to be rewritten. The biggest thing I learned from this whole jam is how mouse events actually work. Before this I’d never done drag and drop from scratch. The key detail is you have to put mousemove and mouseup on the document , not on the element — otherwise if you move the mouse too fast it slips off and the drag breaks. Took me a while to figure that out. Anyway, it works, it looks decent, and it’s all vanilla JS with no libraries."}, {"post_id": 5496, "ts": "2026-06-09T09:35:34Z", "hours": 1.3175, "text": "Got window dragging working. The key thing I learned: you have to attach mousemove and mouseup to the document , not to the window element itself otherwise if you move the mouse too fast it slips off the element and the drag breaks. Added the About, Projects, Contact, and Terminal apps. The About app has a sidebar you can click through, and Projects renders cards from a JavaScript array which made it easy to add new ones. The terminal took the most time. Also added z-index stacking so clicking a window always brings it to the front, and desktop icons that select on single click and open on double click."}, {"post_id": 5166, "ts": "2026-06-08T20:58:36Z", "hours": 0.5761, "text": "First day on the webOS jam. The idea of building an OS inside a browser felt weird at first, but also really cool. I got the desktop background working using a CSS gradient and added a live clock to the topbar using setInterval . The hardest part was figuring out position: absolute windows kept showing up in completely wrong places until I understood that everything is positioned relative to the body. By the end of the session I had a working desktop with a welcome window sitting in the middle."}]...
|
Title: My very own WebOS by @eroga | Stardance
De Title: My very own WebOS by @eroga | Stardance
Devlogs:
First day on the webOS jam. The idea of building an OS inside a browser felt weird at first, but also really cool. I got the desktop background working using a CSS gradient and added a live clock to the topbar using setInterval . The hardest part was figuring out position: absolute windows kept showing up in completely wrong places until I understood that everything is positioned relative to the body. By the end of the session I had a working desktop with a welcome window sitting in the middle.
Got window dragging working. The key thing I learned: you have to attach mousemove and mouseup to the document , not to the window element itself otherwise if you move the mouse too fast it slips off the element and the drag breaks. Added the About, Projects, Contact, and Terminal apps. The About app has a sidebar you can click through, and Projects renders cards from a JavaScript array which made it easy to add new ones. The terminal took the most time. Also added z-index stacking so clicking a window always brings it to the front, and desktop icons that select on single click and open on double click.
So I think the project is finished and I’m actually pretty happy with how it turned out. The OS has a desktop with a gradient background, a topbar with a live clock and fake battery, and five apps: a welcome screen, an about me section with a sidebar, a projects grid, a contact window, and a terminal. The terminal was the most work by far. I had to add command history with the arrow keys, escape user input so nobody breaks it with echo , and set up a command system that’s easy to extend. The custom feature I added is sticky notes. You can make one from the topbar button, the desktop icon, or by typing nota in the terminal. Each note is a draggable window with a text area, and they come in four colors so you can tell them apart. The way it works is each note gets created with document.createElement and then I just pass it to the same dragElement() function everything else uses — nothing had to be rewritten. The biggest thing I learned from this whole jam is how mouse events actually work. Before this I’d never done drag and drop from scratch. The key detail is you have to put mousemove and mouseup on the document , not on the element — otherwise if you move the mouse too fast it slips off and the drag breaks. Took me a while to figure that out. Anyway, it works, it looks decent, and it’s all vanilla JS with no libraries.
Ships:
I made a fake OS that runs in the browser as a kind of portfolio. instead of a normal page you get a desktop with draggable windows, a topbar, icons and a terminal with real commands. the hardest part was the terminal; command history with arrow keys, HTML escaping so echo doesn’t break everything, and making the command system easy to extend. also getting the windows to stack properly with z-index took longer than I expected. to test it: double-click the desktop icons or use the top menu. open the Terminal and type help to see all commands. try neofetch, ls or open about. sticky notes are the custom feature, create one from the topbar or by typing note....
|
1793123595.7825096
|
1793209995.7825096
|
|
13421
|
My Personal Portfolio by @brunodevdrums | Stardanc My Personal Portfolio by @brunodevdrums | Stardance...
|
brunodevdrums
|
1
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T23:53:52Z", "hours": 2.0, "multiplier": 2.15, "payout": 4, "blessing": "neutral", "text": "This is my personal portfolio! It contains a bit about me, some programming languages I know, and also links to some of my social media! I’m happy because I think I managed to make my website in the style I wanted, with thick borders in some places (neobrutulism).", "repo": "https://github.com/BrundevCoder/personal-portfolio", "demo": "https://brundevcoder.github.io/personal-portfolio/"}]...
|
[{"post_id": 5260, "ts": "2026 [{"post_id": 5260, "ts": "2026-06-08T23:43:29Z", "hours": 0.7933, "text": "During this time, here’s what I added: A README with gifs and a image Responsive website to work on different screen sizes A dedicated area for my social media"}, {"post_id": 5173, "ts": "2026-06-08T21:09:57Z", "hours": 0.3689, "text": "I’ve added a section to show the programming languages I currently know! Now anyone can see what I specialize in. In the future, I want to expand to more languages!"}, {"post_id": 5154, "ts": "2026-06-08T20:47:27Z", "hours": 0.3025, "text": "I added an About Me section where you can read and learn more about me, literally :) Also, I’m using Neobrutalism in the test site design!"}, {"post_id": 5119, "ts": "2026-06-08T20:09:59Z", "hours": 0.2722, "text": "Starting simple! I started by making my header, it already has my name and an animated hamburger button! In addition, I also imported some fonts from Google Fonts to use later!"}]...
|
Title: My Personal Portfolio by @brunodevdrums | S Title: My Personal Portfolio by @brunodevdrums | Stardance
Devlogs:
Starting simple! I started by making my header, it already has my name and an animated hamburger button! In addition, I also imported some fonts from Google Fonts to use later!
I added an About Me section where you can read and learn more about me, literally :) Also, I’m using Neobrutalism in the test site design!
I’ve added a section to show the programming languages I currently know! Now anyone can see what I specialize in. In the future, I want to expand to more languages!
During this time, here’s what I added: A README with gifs and a image Responsive website to work on different screen sizes A dedicated area for my social media
Ships:
This is my personal portfolio! It contains a bit about me, some programming languages I know, and also links to some of my social media! I’m happy because I think I managed to make my website in the style I wanted, with thick borders in some places (neobrutulism)....
|
1793274458.504837
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1793360858.504837
|
|
13432
|
TowerOS by @airxiti | Stardance
|
airxiti
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T15:19:12Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Shipping the project! I feel like it has the important features, although I want to add more apps in the future. I think it was a good project to learn HTML / CSS / JS, which was a bit challenging but the guide really helped getting started.", "repo": "https://github.com/airxiti2/TowerOS", "demo": "https://airxiti2.github.io/TowerOS/"}]...
|
[{"post_id": 13745, "ts": "202 [{"post_id": 13745, "ts": "2026-06-22T15:08:08Z", "hours": 8.7167, "text": "DEVLOG #4 I added some more apps, like the SimBrief OFP that pulls live data from SimBrief, a Crosswind and Tailwind Calculator and a Scratchpad with some presets to write down stuff"}, {"post_id": 6523, "ts": "2026-06-10T23:29:17Z", "hours": 3.0922, "text": "DEVLOG #3 the desktop now has all the most impotant features and 2 working apps. Windows are now dragable, moveable, open- and closeable and functional! The METAR fetcher pulls the live METAR for any ICAO from the Vatsim API, while Simradar21 is an alternative map to Vatsim Radar (because I couldn’t embed Vatsim Radar)."}, {"post_id": 6269, "ts": "2026-06-10T15:14:30Z", "hours": 2.9064, "text": "DEVLOG #2 so I created the desktop with the first window (no funcions yet) and a functional clock. Not the best picture, but I took it myself and found it in my explorer. Time to make this an actual OS with dragable windows."}, {"post_id": 5669, "ts": "2026-06-09T15:27:21Z", "hours": 1.1228, "text": "DEVLOG #1 I am a virtual air traffic controller (C1) on the Vatsim Network. There are many web tools available for different things. When I saw this mission I immediatly thought of a OS that bundles all of these tools (and has some own). I started with the starting page; Pretty basic (since my html skills are pretty basic), but somewhat functional, though I intend on adding some features later to the starting page. Next up: The OS"}]...
|
Title: TowerOS by @airxiti | Stardance
Devlogs:
D Title: TowerOS by @airxiti | Stardance
Devlogs:
DEVLOG #1 I am a virtual air traffic controller (C1) on the Vatsim Network. There are many web tools available for different things. When I saw this mission I immediatly thought of a OS that bundles all of these tools (and has some own). I started with the starting page; Pretty basic (since my html skills are pretty basic), but somewhat functional, though I intend on adding some features later to the starting page. Next up: The OS
DEVLOG #2 so I created the desktop with the first window (no funcions yet) and a functional clock. Not the best picture, but I took it myself and found it in my explorer. Time to make this an actual OS with dragable windows.
DEVLOG #3 the desktop now has all the most impotant features and 2 working apps. Windows are now dragable, moveable, open- and closeable and functional! The METAR fetcher pulls the live METAR for any ICAO from the Vatsim API, while Simradar21 is an alternative map to Vatsim Radar (because I couldn’t embed Vatsim Radar).
DEVLOG #4 I added some more apps, like the SimBrief OFP that pulls live data from SimBrief, a Crosswind and Tailwind Calculator and a Scratchpad with some presets to write down stuff
Ships:
Shipping the project! I feel like it has the important features, although I want to add more apps in the future. I think it was a good project to learn HTML / CSS / JS, which was a bit challenging but the guide really helped getting started....
|
1793270929.1162374
|
1793357329.1162374
|
|
13469
|
BLOB - The Slack Bot by @Cris | Stardance
|
Cris
|
1
|
6.0
|
61
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T20:42:25Z", "hours": 6.0, "multiplier": 9.67, "payout": 61, "blessing": "neutral", "text": "I made a cool little Slack bot that is both a chatbot and a useful, fun tool for Slack.", "repo": "https://github.com/crislazy/SlackBLOB", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BA35BLDNC"}]...
|
[{"post_id": 7680, "ts": "2026 [{"post_id": 7680, "ts": "2026-06-12T20:35:40Z", "hours": 2.4289, "text": "Devlog 4 Note: This may be the final devlog What did I do? I moved the chatbot from mentioning the bot to running /blob-talk <message> and limited the AI bot only to the testing channel( #crislzys-testing-channel ). I also changed the storing method for the AI history to sqlite3 and added /blob-reset that resets your chat history. I added a welcoming messaging feature that can be enabled running /blob-setwelcome On (Default is off). I also updated the /blob-about command and the README.md file. I modified the code making it a little bit better to read. What will I add? Probably nothing for now but in the future this bot may receive updates. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv sqlite3 License MIT"}, {"post_id": 6438, "ts": "2026-06-10T20:30:30Z", "hours": 1.5158, "text": "Devlog 3 Note: This project is still a work in progress and may contain bugs or incomplete features. What did I do? I added the following slash commands: /blob-about : This command basically gives the uptime of the bot and a few info. I also replaced the @ping responses with an ai chatbot using the HackClub AI API. (ChatGPT helped me a bit because i couldn’t figure out how to add a history to the chat) Note: The AI chatbot feature may be removed in the future. And also the responses are a bit slow. I also updated the /blob-help command with these new commands and I added a pfp to the bot. What will I add? Right now I don’t know what I could add but tomorrow I may come up with some new ideas. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv License MIT"}, {"post_id": 6093, "ts": "2026-06-10T07:41:00Z", "hours": 0.7869, "text": "Devlog 2 Note: This project is still a work in progress and may contain bugs or incomplete features. What did I do? I added the following slash commands: /blob-8ball : This command is basically 8ball /blob-whoami : Returns you name(ex: “crislzy”) and your SlackID I also updated the /blob-help command with these new commands. What will I add? I was thinking of adding more responses to pings and also adding a command that used AI(using HackClub’s AI API). And probably some new slash commands that are usefull and fun. Also, I would want to add a pfp for the bot and a description. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv License MIT"}, {"post_id": 5479, "ts": "2026-06-09T08:47:02Z", "hours": 1.5517, "text": "Devlog 1 What did I do? I added a help command, a catfact command and a ping command. I also made the bot respond to pings. I also hosted the bot on nest. And can be tested in #crislzys-testing-channel on HackClub’s Slack What will I add? Good question… Probably , I will add some fun commands like 8Ball , a calculator and also a “What Is My SlackID” command. I will also make the code cleaner and adding a README and maybe also an MIT LICENSE."}]...
|
Title: BLOB - The Slack Bot by @Cris | Stardance
Title: BLOB - The Slack Bot by @Cris | Stardance
Devlogs:
Devlog 1 What did I do? I added a help command, a catfact command and a ping command. I also made the bot respond to pings. I also hosted the bot on nest. And can be tested in #crislzys-testing-channel on HackClub’s Slack What will I add? Good question… Probably , I will add some fun commands like 8Ball , a calculator and also a “What Is My SlackID” command. I will also make the code cleaner and adding a README and maybe also an MIT LICENSE.
Devlog 2 Note: This project is still a work in progress and may contain bugs or incomplete features. What did I do? I added the following slash commands: /blob-8ball : This command is basically 8ball /blob-whoami : Returns you name(ex: “crislzy”) and your SlackID I also updated the /blob-help command with these new commands. What will I add? I was thinking of adding more responses to pings and also adding a command that used AI(using HackClub’s AI API). And probably some new slash commands that are usefull and fun. Also, I would want to add a pfp for the bot and a description. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv License MIT
Devlog 3 Note: This project is still a work in progress and may contain bugs or incomplete features. What did I do? I added the following slash commands: /blob-about : This command basically gives the uptime of the bot and a few info. I also replaced the @ping responses with an ai chatbot using the HackClub AI API. (ChatGPT helped me a bit because i couldn’t figure out how to add a history to the chat) Note: The AI chatbot feature may be removed in the future. And also the responses are a bit slow. I also updated the /blob-help command with these new commands and I added a pfp to the bot. What will I add? Right now I don’t know what I could add but tomorrow I may come up with some new ideas. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv License MIT
Devlog 4 Note: This may be the final devlog What did I do? I moved the chatbot from mentioning the bot to running /blob-talk <message> and limited the AI bot only to the testing channel( #crislzys-testing-channel ). I also changed the storing method for the AI history to sqlite3 and added /blob-reset that resets your chat history. I added a welcoming messaging feature that can be enabled running /blob-setwelcome On (Default is off). I also updated the /blob-about command and the README.md file. I modified the code making it a little bit better to read. What will I add? Probably nothing for now but in the future this bot may receive updates. Where can I test the bot? The bot can be tested in #crislzys-testing-channel on HackClub’s Slack Used Packages @slack /bolt axios dotenv sqlite3 License MIT
Ships:
I made a cool little Slack bot that is both a chatbot and a useful, fun tool for Slack....
|
1793267557.3947759
|
1793353957.3947759
|
|
13470
|
OpenCalc by @cory_pearl | Stardance
|
cory_pearl
|
1
|
4.33
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:30:21Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a graphing calculator with an ESP32. The firmware is done and I just finished a desaign of the hardware after many months and am ready to order! It is a little out of my budget so I am trying to apply for this grant. This is my first ever PCB so I am very eager to order. I hope you like what you see and support me!", "repo": "https://github.com/CoryPearl/opencalc", "demo": "https://corypearl.github.io/opencalc/blog.html"}]...
|
[{"post_id": 41143, "ts": "202 [{"post_id": 41143, "ts": "2026-08-05T05:11:41Z", "hours": 0.3308, "text": "I updated some firmware to work with a newly designed, more power efficent button matrix."}, {"post_id": 40787, "ts": "2026-08-04T15:24:31Z", "hours": 4.1258, "text": "I’ve worked on the PCB"}]...
|
Title: OpenCalc by @cory_pearl | Stardance
Devlog Title: OpenCalc by @cory_pearl | Stardance
Devlogs:
I’ve worked on the PCB
I updated some firmware to work with a newly designed, more power efficent button matrix.
Ships:
I made a graphing calculator with an ESP32. The firmware is done and I just finished a desaign of the hardware after many months and am ready to order! It is a little out of my budget so I am trying to apply for this grant. This is my first ever PCB so I am very eager to order. I hope you like what you see and support me!...
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1793252959.080079
|
1793339359.080079
|
|
13474
|
Slates - slack notes bot by @tymon3310 | Stardance
|
tymon3310
|
1
|
2.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T21:44:15Z", "hours": 2.0, "multiplier": 4.1, "payout": 8, "blessing": "neutral", "text": "I made a slates - SLAck noTES - its in python and it was my first python project, but i think it went well", "repo": "https://github.com/Tymon3310/slates", "demo": "https://hackclub.enterprise.slack.com/archives/C0B9F4802MV"}]...
|
[{"post_id": 5908, "ts": "2026 [{"post_id": 5908, "ts": "2026-06-09T21:41:42Z", "hours": 0.7731, "text": "So i finally finished this bot, and even added multi-ping thing"}, {"post_id": 5221, "ts": "2026-06-08T22:37:34Z", "hours": 1.1892, "text": "So bot is working, but not perfect, like yyy it doesnt respond to @mentions - ikd why, also added good thing"}]...
|
Title: Slates - slack notes bot by @tymon3310 | St Title: Slates - slack notes bot by @tymon3310 | Stardance
Devlogs:
So bot is working, but not perfect, like yyy it doesnt respond to @mentions - ikd why, also added good thing
So i finally finished this bot, and even added multi-ping thing
Ships:
I made a slates - SLAck noTES - its in python and it was my first python project, but i think it went well...
|
1793134390.1420805
|
1793220790.1420805
|
|
13482
|
milesOS by @miles_s_aguilar | Stardance
|
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T07:40:59Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First ship of my OS! Try it out! I ported my pokemon walking simulator into it, just to really test the capabilities of the browser. There is a notes app which also saves your notes to your browser, and an about me section as well. I plan to add more to this in the future", "repo": "https://github.com/stackofdoggos/DoggoOS", "demo": "https://milesaguilar.com/OS/"}]...
|
[{"post_id": 11751, "ts": "202 [{"post_id": 11751, "ts": "2026-06-19T04:14:10Z", "hours": 1.3164, "text": "Working on hosting – just waiting for SSL Certificate to be issued :) Also went ahead and implemented my pokemon project in here"}, {"post_id": 6321, "ts": "2026-06-10T17:13:26Z", "hours": 0.8036, "text": "Finished the fourth part of the webOS Jam! I’m thinking that maybe I want to pivot to a pokemon-themed browser? I’m really not sure, but I want a unifying theme that I like… but is still representative of me. At least the apps will be pokemon-themed. Anyways, I added a Kartana-themed notes app. I thought Kartana would be appropriate since it’s a pokemon modelled after origami!"}, {"post_id": 5740, "ts": "2026-06-09T17:15:37Z", "hours": 0.8353, "text": "Just finished the 3rd part of the webOS Jam. Along with achieving the required tasks, I included a macOS-inspired traffic light button menu in the header. This is the 2nd (in addition to the dog gif) improvement I have made over the guide. Something that was challenging to perfect was the little icons (specifically the chevrons) within each of the buttons. I’m not sure if I want to continue with a strictly macOS design philosophy, though. I anticipate I’ll add a finder and other advanced functionality. If I abide by a macOS design philosophy, that might make the UI unecessarily bloated so I might do some paper sketches of something that looks like macOS but is more simplistic. We’ll see, though!"}, {"post_id": 5244, "ts": "2026-06-08T23:07:49Z", "hours": 1.5997, "text": "First 2 Parts of webOS Jam! Added middle div, background image, and top bar. A challenge that I undertook for the top bar was adding the gif of the dog in the center."}]...
|
Title: milesOS by @miles_s_aguilar | Stardance
De Title: milesOS by @miles_s_aguilar | Stardance
Devlogs:
First 2 Parts of webOS Jam! Added middle div, background image, and top bar. A challenge that I undertook for the top bar was adding the gif of the dog in the center.
Just finished the 3rd part of the webOS Jam. Along with achieving the required tasks, I included a macOS-inspired traffic light button menu in the header. This is the 2nd (in addition to the dog gif) improvement I have made over the guide. Something that was challenging to perfect was the little icons (specifically the chevrons) within each of the buttons. I’m not sure if I want to continue with a strictly macOS design philosophy, though. I anticipate I’ll add a finder and other advanced functionality. If I abide by a macOS design philosophy, that might make the UI unecessarily bloated so I might do some paper sketches of something that looks like macOS but is more simplistic. We’ll see, though!
Finished the fourth part of the webOS Jam! I’m thinking that maybe I want to pivot to a pokemon-themed browser? I’m really not sure, but I want a unifying theme that I like… but is still representative of me. At least the apps will be pokemon-themed. Anyways, I added a Kartana-themed notes app. I thought Kartana would be appropriate since it’s a pokemon modelled after origami!
Working on hosting – just waiting for SSL Certificate to be issued :) Also went ahead and implemented my pokemon project in here
Ships:
First ship of my OS! Try it out! I ported my pokemon walking simulator into it, just to really test the capabilities of the browser. There is a notes app which also saves your notes to your browser, and an about me section as well. I plan to add more to this in the future...
|
1793138016.6197276
|
1793224416.6197276
|
|
13498
|
20026 by @miles_s_aguilar | Stardance
|
|
1
|
1.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T17:39:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A website in the theme of Jon Bois’ 17776 and 20020!!! I like how plain it looks. Functional. Please go check out his works if you like what you see.", "repo": "https://github.com/stackofdoggos/GYWP-Website", "demo": "https://milesaguilar.com/GYWP"}]...
|
[{"post_id": 26119, "ts": "202 [{"post_id": 26119, "ts": "2026-07-10T18:32:09Z", "hours": 0.3864, "text": "Hotfix: Fixed image not loading bug"}, {"post_id": 26075, "ts": "2026-07-10T17:36:12Z", "hours": 1.4347, "text": "20026 - A speculative fiction homage to Jon Bois’ 17776 and 20020 If you go read those works, this will make a lot more sense. Anyways, I decided to code an homage to Bois’ writing in order to hopefully get more people interested in anticipation of his next book, 50007! On my site, you’ll see I tried to emulate his style and wrote some sample text that paraphrases some of his work. The feature I decided to include was an API that fetched football games!"}]...
|
Title: 20026 by @miles_s_aguilar | Stardance
Devl Title: 20026 by @miles_s_aguilar | Stardance
Devlogs:
20026 - A speculative fiction homage to Jon Bois’ 17776 and 20020 If you go read those works, this will make a lot more sense. Anyways, I decided to code an homage to Bois’ writing in order to hopefully get more people interested in anticipation of his next book, 50007! On my site, you’ll see I tried to emulate his style and wrote some sample text that paraphrases some of his work. The feature I decided to include was an API that fetched football games!
Hotfix: Fixed image not loading bug
Ships:
A website in the theme of Jon Bois’ 17776 and 20020!!! I like how plain it looks. Functional. Please go check out his works if you like what you see....
|
1793252916.154979
|
1793339316.154979
|
|
13543
|
Live ISS Tracker by @hartj29 | Stardance
|
hartj29
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T00:10:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Tracker for the ISS to tell you what time it would fly over a set location.", "repo": "https://github.com/jacobhart29/ISS-TRACKER", "demo": "https://iss-tracker-52yu.vercel.app/"}]...
|
[{"post_id": 5278, "ts": "2026 [{"post_id": 5278, "ts": "2026-06-09T00:07:47Z", "hours": 0.6558, "text": "redid the ui and fixed some issues when creating the demo link."}, {"post_id": 5204, "ts": "2026-06-08T22:05:05Z", "hours": 0.3258, "text": "Made the code to get the current position of the ISS and use the Location Entered to Determine the time the ISS will pass over/near the location in the selected time zone. (Note: this is not my real location just set to 42 42)"}]...
|
Title: Live ISS Tracker by @hartj29 | Stardance
D Title: Live ISS Tracker by @hartj29 | Stardance
Devlogs:
Made the code to get the current position of the ISS and use the Location Entered to Determine the time the ISS will pass over/near the location in the selected time zone. (Note: this is not my real location just set to 42 42)
redid the ui and fixed some issues when creating the demo link.
Ships:
I made a Tracker for the ISS to tell you what time it would fly over a set location....
|
1793256574.140536
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1793342974.140536
|
|
13558
|
JSBSim-WASM by @dxnkey | Stardance
|
dxnkey
|
1
|
8.0
|
90
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T22:20:07Z", "hours": 8.0, "multiplier": 14.22, "payout": 90, "blessing": "neutral", "text": "I made JSBSim WASM, a project that brings a real flight simulation engine to the browser! It lets people run JSBSim simulations through a TypeScript/JavaScript SDK, with a demo where you can launch a rocket, watch live telemetry, pause and resume the sim, and see how the vehicle behaves over time. The most challenging part was getting a native simulation engine to work smoothly in a web app. There were a lot of small issues with loading files, building WebAssembly, connecting everything to JavaScript, and making sure the demo stayed responsive while the simulation was running. I’m proud that it’s more than a basic proof of concept. It has a working demo, clean developer tools, automated builds, and a structure that makes it easier for other people to build their own flight or rocket simulations with it! To test it, the easiest way is to open the live demo linked in the repo and try the rocket simulation. You can launch it, pause it, reload it, and watch the altitude, velocity, and acceleration update in real time. For local testing, clone the repo and follow the setup steps in the README.", "repo": "https://github.com/guptaronav/jsbsim-wasm", "demo": "https://guptaronav.github.io/jsbsim-wasm/"}]...
|
[{"post_id": 23136, "ts": "202 [{"post_id": 23136, "ts": "2026-07-05T22:16:00Z", "hours": 4.3206, "text": "Devlog #3 – JSBSim WASM Built out the full Mission Control and Designer workflow. Replaced the old editorial shell with two routes: a dark Mission Control cockpit and a lighter Designer workspace, with fixed per-surface themes instead of the old shared theme setup. On the simulation side, I added typed telemetry channels for IMU, gyro, GPS, barometer, and kinematics, then wired them into metric tiles, sim controls, a live event stream, telemetry charts, a 3D rocket HUD, GPS trajectory, timeline replay, and JSON/CSV export. Designer also got a major upgrade. I built the schema-driven editor across all seven tabs, added XML import/download/validation, expanded the Aerodynamics tab, and created a nested JSBSim function editor for property/value/table/math nodes. The editor can now send the current model straight into Mission Control, so changes can be tested without leaving the app. I also cleaned up a few rough edges: filtered noisy JSBSim boot logs out of the event feed, added proper lifecycle events, and fixed long event messages breaking the layout. The feature work is code-complete. Earlier checks passed, but the final full verification got blocked by a local macOS fileproviderd issue that slowed TypeScript, Vitest, Vite, and git to a crawl. Next step is a fresh typecheck/test/browser pass once that clears."}, {"post_id": 10933, "ts": "2026-06-17T22:19:29Z", "hours": 0.9064, "text": "Devlog #2 – JSBSim WASM Closed out the remaining quality issues on the JSBSim console. Removed the dead react-leaflet dependency (it forced –legacy-peer-deps by demanding React 19), fixed an accessibility regression by giving event severity distinct shapes plus aria-labels instead of color alone, and added a prefers-reduced-motion fallback. On the tooling side, I regenerated a clean lockfile so npm ci is reproducible, added a dedicated CI workflow that runs typechecks and the 73 unit tests on every push/PR (separate from the deploy), and moved the Pages deploy to npm ci on Node 22 with caching. Finally, I self-hosted Monaco — bundling the editor and its web worker through Vite — so the model editor now works offline with zero CDN dependency, kept in the lazy chunk so initial load is unaffected. Everything is verified green: CI passes, the deploy succeeds, and the live site serves with no external CDN references. The only items left are external — adding the repo to macOS Spotlight Privacy (the root cause of the git SIGBUS crashes) and a deferred Git LFS migration for the WASM binary."}, {"post_id": 10544, "ts": "2026-06-17T09:55:03Z", "hours": 2.8092, "text": "Devlog #1 – JSBSim WASM I compiled JSBSim, an industrial flight dynamics library, into Web Assembly. So far, I’ve forked a boiler plate repository and redesigned the console UI into an editorial “flight log” style. I’m using Fraunces serif, mono labels, hairline rules, a paper-sheet shell, and a blue color scheme. I’ve also wired the in-browser model editor (file tree + Monaco) into the dashboard behind a tab switcher, and got the whole thing deployed to GitHub Pages at https://guptaronav.github.io/jsbsim-wasm/ via a lean Actions workflow that builds with the committed WASM instead of rebuilding Emscripten."}]...
|
Title: JSBSim-WASM by @dxnkey | Stardance
Devlogs Title: JSBSim-WASM by @dxnkey | Stardance
Devlogs:
Devlog #1 – JSBSim WASM I compiled JSBSim, an industrial flight dynamics library, into Web Assembly. So far, I’ve forked a boiler plate repository and redesigned the console UI into an editorial “flight log” style. I’m using Fraunces serif, mono labels, hairline rules, a paper-sheet shell, and a blue color scheme. I’ve also wired the in-browser model editor (file tree + Monaco) into the dashboard behind a tab switcher, and got the whole thing deployed to GitHub Pages at https://guptaronav.github.io/jsbsim-wasm/ via a lean Actions workflow that builds with the committed WASM instead of rebuilding Emscripten.
Devlog #2 – JSBSim WASM Closed out the remaining quality issues on the JSBSim console. Removed the dead react-leaflet dependency (it forced –legacy-peer-deps by demanding React 19), fixed an accessibility regression by giving event severity distinct shapes plus aria-labels instead of color alone, and added a prefers-reduced-motion fallback. On the tooling side, I regenerated a clean lockfile so npm ci is reproducible, added a dedicated CI workflow that runs typechecks and the 73 unit tests on every push/PR (separate from the deploy), and moved the Pages deploy to npm ci on Node 22 with caching. Finally, I self-hosted Monaco — bundling the editor and its web worker through Vite — so the model editor now works offline with zero CDN dependency, kept in the lazy chunk so initial load is unaffected. Everything is verified green: CI passes, the deploy succeeds, and the live site serves with no external CDN references. The only items left are external — adding the repo to macOS Spotlight Privacy (the root cause of the git SIGBUS crashes) and a deferred Git LFS migration for the WASM binary.
Devlog #3 – JSBSim WASM Built out the full Mission Control and Designer workflow. Replaced the old editorial shell with two routes: a dark Mission Control cockpit and a lighter Designer workspace, with fixed per-surface themes instead of the old shared theme setup. On the simulation side, I added typed telemetry channels for IMU, gyro, GPS, barometer, and kinematics, then wired them into metric tiles, sim controls, a live event stream, telemetry charts, a 3D rocket HUD, GPS trajectory, timeline replay, and JSON/CSV export. Designer also got a major upgrade. I built the schema-driven editor across all seven tabs, added XML import/download/validation, expanded the Aerodynamics tab, and created a nested JSBSim function editor for property/value/table/math nodes. The editor can now send the current model straight into Mission Control, so changes can be tested without leaving the app. I also cleaned up a few rough edges: filtered noisy JSBSim boot logs out of the event feed, added proper lifecycle events, and fixed long event messages breaking the layout. The feature work is code-complete. Earlier checks passed, but the final full verification got blocked by a local macOS fileproviderd issue that slowed TypeScript, Vitest, Vite, and git to a crawl. Next step is a fresh typecheck/test/browser pass once that clears.
Ships:
I made JSBSim WASM, a project that brings a real flight simulation engine to the browser! It lets people run JSBSim simulations through a TypeScript/JavaScript SDK, with a demo where you can launch a rocket, watch live telemetry, pause and resume the sim, and see how the vehicle behaves over time. The most challenging part was getting a native simulation engine to work smoothly in a web app. There were a lot of small issues with loading files, building WebAssembly, connecting everything to JavaScript, and making sure the demo stayed responsive while the simulation was running. I’m proud that it’s more than a basic proof of concept. It has a working demo, clean developer tools, automated builds, and a structure that makes it easier for other people to build their own flight or rocket simulations with it! To test it, the easiest way is to open the live demo linked in the repo and try the rocket simulation. You can launch it, pause it, reload it, and watch the altitude, velocity, and acceleration update in real time. For local testing, clone the repo and follow the setup steps in the README....
|
1793274785.163809
|
1793361185.163809
|
|
13573
|
BraxOS a WebOS by @braxtonmarx | Stardance
|
braxtonmarx
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T18:10:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS!!! It is called BraxOS. I think the hardest thing was making sure the windows popped up the same size each time for a while they kept spawning in weirdly. The thing that I am most proud of is the whole thing. It turned out looking amazing and everything is working. What people should know about my project is look around see what you can do.", "repo": "https://github.com/TheRealBrax/BraxOS", "demo": "https://therealbrax.github.io/BraxOS/"}]...
|
[{"post_id": 5775, "ts": "2026 [{"post_id": 5775, "ts": "2026-06-09T17:58:42Z", "hours": 0.3269, "text": "I make it so users can upload their own files to the files tab, and it is all stored locally on the browser, too. I also made file previews work for at least the most common file formats"}, {"post_id": 5749, "ts": "2026-06-09T17:28:53Z", "hours": 0.3258, "text": "I added sound effects for mouse clicks and add more and diffrent files to the files tab"}, {"post_id": 5724, "ts": "2026-06-09T16:55:47Z", "hours": 3.2842, "text": "I followed the WebOS 1 Tutorial a little bit and added a few tweaks to my web os, or should I say BraxOS… I add apps and other stuff, and everything should be functional."}]...
|
Title: BraxOS a WebOS by @braxtonmarx | Stardance
Title: BraxOS a WebOS by @braxtonmarx | Stardance
Devlogs:
I followed the WebOS 1 Tutorial a little bit and added a few tweaks to my web os, or should I say BraxOS… I add apps and other stuff, and everything should be functional.
I added sound effects for mouse clicks and add more and diffrent files to the files tab
I make it so users can upload their own files to the files tab, and it is all stored locally on the browser, too. I also made file previews work for at least the most common file formats
Ships:
I made a WebOS!!! It is called BraxOS. I think the hardest thing was making sure the windows popped up the same size each time for a while they kept spawning in weirdly. The thing that I am most proud of is the whole thing. It turned out looking amazing and everything is working. What people should know about my project is look around see what you can do....
|
1792878476.1982555
|
1793742476.1982555
|
|
13589
|
TielOS by @orivio | Stardance
|
orivio
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T06:48:33Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is TielOS? TielOS is a barebones personalOS that I made in a few hours (over the course of a few months.. haha… [burnout aint fun folks!]). It has three apps, an about me, a blog, and PEEP. The about me is just as the name says - it contains some basic info about my interests and hobbies. The blog is a place where I plan on posting life updates every now and then so that my friends can keep track of my endeavors! And PEEP… oh PEEP. PEEP TELL PEOPLE ABOUT HOBBY. BIRD HOBBY. I LOV BIRD :> Challenges Intertwining JavaScript’s logic with what was at the time a rather unpleasant user interface was a nightmare. Alongside the fact that I was relearning HTML and CSS along the way, working the logic into the equation was crazy difficult! But after a bit of brain-racking and trial and error, I figured it out! I also planned to do a lot more with this project before my first ship, such as add a calculator and maybe a few other apps. But some things started happening (life, really), I lost track of time, and before ya knew it I kind of didn’t really have much time to work on TielOS. Don’t worry though, it will one day make a GREAT comeback! Things I’m proud of The smooth animations and dragging gave me a huge sense of accomplishment once I got them figured out. I really had no idea how something like that could be done on a website before, but once I turned those gears in my head, and that logic clicked, it just felt amazing! Things YOU, yes YOU should know This project, though it has been initially shipped, is basically just a demo. I plan on adding more to it and potentially doing a full redesign if time allows. So what you see here isn’t final!!!11!!!!1", "repo": "https://github.com/orivio/tielos", "demo": "https://orivio.github.io/tielos/index.html"}]...
|
[{"post_id": 33903, "ts": "202 [{"post_id": 33903, "ts": "2026-07-24T06:18:11Z", "hours": 1.29, "text": "Final Planned Devlog Unfortunately, due to time constraints, I had to cut my expectations with this project a little short. My original goal was to make at least a functional calculator, but since family events are stacking up, i think it’d be better if i directed my time towards my other project, SUPERORBITAL instead. for now, this app, “peep” will be the last. ill probably add more species to it later on!"}, {"post_id": 10049, "ts": "2026-06-16T16:55:24Z", "hours": 2.0314, "text": "i added draggable windows, time tracking, window animations, and open/close buttons! i also started working on another app (blog)"}, {"post_id": 9302, "ts": "2026-06-15T16:53:13Z", "hours": 1.1522, "text": "now things are starting to spruce up! the enter button actually leads you to a home screen now, and the colors and backgrounds are getting more satisfactory. planning to add time and window movement next."}, {"post_id": 5262, "ts": "2026-06-08T23:44:05Z", "hours": 0.6822, "text": "man there’s no way i just spent like 30 minutes trying to get this stupid text alignment to work 😭"}]...
|
Title: TielOS by @orivio | Stardance
Devlogs:
man Title: TielOS by @orivio | Stardance
Devlogs:
man there’s no way i just spent like 30 minutes trying to get this stupid text alignment to work 😭
now things are starting to spruce up! the enter button actually leads you to a home screen now, and the colors and backgrounds are getting more satisfactory. planning to add time and window movement next.
i added draggable windows, time tracking, window animations, and open/close buttons! i also started working on another app (blog)
Final Planned Devlog Unfortunately, due to time constraints, I had to cut my expectations with this project a little short. My original goal was to make at least a functional calculator, but since family events are stacking up, i think it’d be better if i directed my time towards my other project, SUPERORBITAL instead. for now, this app, “peep” will be the last. ill probably add more species to it later on!
Ships:
What is TielOS? TielOS is a barebones personalOS that I made in a few hours (over the course of a few months.. haha… [burnout aint fun folks!]). It has three apps, an about me, a blog, and PEEP. The about me is just as the name says - it contains some basic info about my interests and hobbies. The blog is a place where I plan on posting life updates every now and then so that my friends can keep track of my endeavors! And PEEP… oh PEEP. PEEP TELL PEOPLE ABOUT HOBBY. BIRD HOBBY. I LOV BIRD :> Challenges Intertwining JavaScript’s logic with what was at the time a rather unpleasant user interface was a nightmare. Alongside the fact that I was relearning HTML and CSS along the way, working the logic into the equation was crazy difficult! But after a bit of brain-racking and trial and error, I figured it out! I also planned to do a lot more with this project before my first ship, such as add a calculator and maybe a few other apps. But some things started happening (life, really), I lost track of time, and before ya knew it I kind of didn’t really have much time to work on TielOS. Don’t worry though, it will one day make a GREAT comeback! Things I’m proud of The smooth animations and dragging gave me a huge sense of accomplishment once I got them figured out. I really had no idea how something like that could be done on a website before, but once I turned those gears in my head, and that logic clicked, it just felt amazing! Things YOU, yes YOU should know This project, though it has been initially shipped, is basically just a demo. I plan on adding more to it and potentially doing a full redesign if time allows. So what you see here isn’t final!!!11!!!!1...
|
1793252939.3294644
|
1793339339.3294644
|
|
13603
|
vibe.fm by @IMP3RIAL4TW | Stardance
|
IMP3RIAL4TW
|
1
|
6.0
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:46:26Z", "hours": 6.0, "multiplier": 4.97, "payout": 27, "blessing": "neutral", "text": "vibe.fm is an ai music curator that generates a youtube playlist based on what you’re currently doing. the hard part was getting the ai to stop recommending 1 hour mixtape compilations and actually pick real songs lol. proudest moment was when i typed “melancholic” and it pulled frank ocean, james blake and billie eilish without me telling it to. to test it just describe what you’re doing or how you’re feeling, the more specific the better, “studying for exams at midnight” hits different than just “study music” And also the ai api I’m using is quite outdated a you’ll see it in the devlogs…..So enjoy the nostalgia Thanks. Xoxo, IMP3RIAL", "repo": "https://github.com/SznImperial/vibe.fm", "demo": "https://fmvibe.netlify.app/"}]...
|
[{"post_id": 8786, "ts": "2026 [{"post_id": 8786, "ts": "2026-06-14T16:24:37Z", "hours": 2.1881, "text": "Been sick for two days, but now I’m back stronger I tried styling it to the best of my ability and the picture attached is the end product. All working perfectly, product is ready to be shipped butttt I have one concern the AI is delivering but it’s not updated in the sense that the Ai model I’m using is a 2024 model so it doesn’t drop music later than december 2024 so I’m considering a model change to Gemini 3.5 Flash or 2.5 but I’m also considering the cost but whatever it is I’ll keep y’all posted. Thanks Xoxo, IMP3RIAL."}, {"post_id": 7167, "ts": "2026-06-11T23:35:12Z", "hours": 1.1494, "text": "Vibe.fm getting better, I initially planned to use spotify’s API but then realized that it won’t be effective because it would require the user to have a spotify account which isn’t ease for the user, instead I tweaked the prompt that goes to the groq api to get better pulls now it returns only artist’s music and not mixtapes and best of, also extended the playlist catalog to return 20 songs to get the user engaged and lastly I added auto play which makes the music continue without the users having to tap the next music themselves UI updates next and a little bit tweaking till ship Thanks, Xoxo IMP3RIAL"}, {"post_id": 7047, "ts": "2026-06-11T20:16:21Z", "hours": 1.7336, "text": "Acheived a working prototype The groq api can now successfully analyse the vibe and draw data from Youtube through the Youtube API I have commited the lastest update which can now be viewed on the github repo attached to the project . Next I want to test a Spotify API to draw actual artist music because the youtube is returning mostly mixtapes which I initially expected So expect these in the next Devlog and also expect a better UI as this UI is just to acheive a working prototype Thanks, Xoxo IMP3RIAL"}, {"post_id": 6557, "ts": "2026-06-11T00:36:16Z", "hours": 0.8789, "text": "api routes done, groq analyzing context and pulling youtube results in one shot. frontend tomorrow 🎵"}]...
|
Title: vibe.fm by @IMP3RIAL4TW | Stardance
Devlog Title: vibe.fm by @IMP3RIAL4TW | Stardance
Devlogs:
api routes done, groq analyzing context and pulling youtube results in one shot. frontend tomorrow 🎵
Acheived a working prototype The groq api can now successfully analyse the vibe and draw data from Youtube through the Youtube API I have commited the lastest update which can now be viewed on the github repo attached to the project . Next I want to test a Spotify API to draw actual artist music because the youtube is returning mostly mixtapes which I initially expected So expect these in the next Devlog and also expect a better UI as this UI is just to acheive a working prototype Thanks, Xoxo IMP3RIAL
Vibe.fm getting better, I initially planned to use spotify’s API but then realized that it won’t be effective because it would require the user to have a spotify account which isn’t ease for the user, instead I tweaked the prompt that goes to the groq api to get better pulls now it returns only artist’s music and not mixtapes and best of, also extended the playlist catalog to return 20 songs to get the user engaged and lastly I added auto play which makes the music continue without the users having to tap the next music themselves UI updates next and a little bit tweaking till ship Thanks, Xoxo IMP3RIAL
Been sick for two days, but now I’m back stronger I tried styling it to the best of my ability and the picture attached is the end product. All working perfectly, product is ready to be shipped butttt I have one concern the AI is delivering but it’s not updated in the sense that the Ai model I’m using is a 2024 model so it doesn’t drop music later than december 2024 so I’m considering a model change to Gemini 3.5 Flash or 2.5 but I’m also considering the cost but whatever it is I’ll keep y’all posted. Thanks Xoxo, IMP3RIAL.
Ships:
vibe.fm is an ai music curator that generates a youtube playlist based on what you’re currently doing. the hard part was getting the ai to stop recommending 1 hour mixtape compilations and actually pick real songs lol. proudest moment was when i typed “melancholic” and it pulled frank ocean, james blake and billie eilish without me telling it to. to test it just describe what you’re doing or how you’re feeling, the more specific the better, “studying for exams at midnight” hits different than just “study music” And also the ai api I’m using is quite outdated a you’ll see it in the devlogs…..So enjoy the nostalgia Thanks. Xoxo, IMP3RIAL...
|
1793256592.2173324
|
1793342992.2173324
|
|
13627
|
My first slack bot! by @DJshelfmushroom | Stardanc My first slack bot! by @DJshelfmushroom | Stardance...
|
DJshelfmushroom
|
1
|
6.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T00:35:30Z", "hours": 6.0, "multiplier": 4.97, "payout": 30, "blessing": "neutral", "text": "This was a lot harder than I thought it would be, but honestly not that bad overall. I am not used to making projects that will actually go out into the world, so this is a first for me! Otherwise all features look to be good to go, so out into the world this slack bot goes!", "repo": "https://github.com/DJshelfmushroom/stardance-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BA48WFSKD"}]...
|
[{"post_id": 7787, "ts": "2026 [{"post_id": 7787, "ts": "2026-06-13T00:23:56Z", "hours": 0.7544, "text": "Unsubscribing works, time to ship!"}, {"post_id": 7749, "ts": "2026-06-12T22:58:48Z", "hours": 4.2503, "text": "Scheduled cat messages working, time to make it possible to unsubscribe (like you would ever want to) This took way longer than it should’ve, Slack Bolt’s documentation is nonexistent."}, {"post_id": 5473, "ts": "2026-06-09T08:24:25Z", "hours": 0.3597, "text": "Got it up on Nest, running 24/7 now!"}, {"post_id": 5281, "ts": "2026-06-09T00:12:39Z", "hours": 0.3167, "text": "Damn I love cats. Random cat images!"}, {"post_id": 5259, "ts": "2026-06-08T23:41:26Z", "hours": 0.2744, "text": "Got the first command working, gonna add some of my own features next!"}]...
|
Title: My first slack bot! by @DJshelfmushroom | S Title: My first slack bot! by @DJshelfmushroom | Stardance
Devlogs:
Got the first command working, gonna add some of my own features next!
Damn I love cats. Random cat images!
Got it up on Nest, running 24/7 now!
Scheduled cat messages working, time to make it possible to unsubscribe (like you would ever want to) This took way longer than it should’ve, Slack Bolt’s documentation is nonexistent.
Unsubscribing works, time to ship!
Ships:
This was a lot harder than I thought it would be, but honestly not that bad overall. I am not used to making projects that will actually go out into the world, so this is a first for me! Otherwise all features look to be good to go, so out into the world this slack bot goes!...
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1793134144.523975
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1793220544.523975
|
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13631
|
wire snipping game by @aalex | Stardance
|
aalex
|
1
|
4.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:07:55Z", "hours": 4.0, "multiplier": 5.0, "payout": 18, "blessing": "neutral", "text": "I made a bomb defusal game featuring snipable wires, a customed designed spraying mechanism, and a case to go around the ardunio which doubles as a holder for the beeper. this project made me get comfortable with modeling around real objects, and writing ardunio code. check out the video of the project in action and let me know and please send any suggestions or feedback. thank you!", "repo": "https://github.com/icelolcream4-beep/bombdefusal", "demo": ""}]...
|
[{"post_id": 9618, "ts": "2026 [{"post_id": 9618, "ts": "2026-06-16T00:44:31Z", "hours": 0.8683, "text": "the core of the project is done! using the updated code and a hot glued support below the main servo holder the project just needs a case to hide the electronics."}, {"post_id": 8445, "ts": "2026-06-14T01:23:37Z", "hours": 1.7161, "text": "just finished the mount for the spray bottle/servo aswell as polishing the code."}, {"post_id": 5323, "ts": "2026-06-09T01:51:42Z", "hours": 1.0922, "text": "i just finished finished a rough draft of detecting when wires are disconnected."}]...
|
Title: wire snipping game by @aalex | Stardance
D Title: wire snipping game by @aalex | Stardance
Devlogs:
i just finished finished a rough draft of detecting when wires are disconnected.
just finished the mount for the spray bottle/servo aswell as polishing the code.
the core of the project is done! using the updated code and a hot glued support below the main servo holder the project just needs a case to hide the electronics.
Ships:
I made a bomb defusal game featuring snipable wires, a customed designed spraying mechanism, and a case to go around the ardunio which doubles as a holder for the beeper. this project made me get comfortable with modeling around real objects, and writing ardunio code. check out the video of the project in action and let me know and please send any suggestions or feedback. thank you!...
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1793138001.9018438
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1793224401.9018438
|
|
13634
|
hackpad by @reimunyancat | Stardance
|
reimunyancat
|
1
|
8.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T07:30:08Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Designing the case was a real chore; it was so difficult. I haven’t completely decided on the keymap yet, but I plan to think about the firmware after I receive and assemble it.", "repo": "https://github.com/reimunyancat/hackpad", "demo": ""}]...
|
[{"post_id": 45490, "ts": "202 [{"post_id": 45490, "ts": "2026-08-12T00:52:29Z", "hours": 4.2317, "text": "Since I was installing the module myself, the fit wasn’t quite right, so I had to make adjustments while going back and forth between the PCB and the case. It was truly difficult, but… I managed to pull it off."}, {"post_id": 12594, "ts": "2026-06-20T15:55:22Z", "hours": 1.5261, "text": "Finished the PCB, so this round was all about the case. I went with a sandwich design: a bottom shell that holds the PCB and a top plate with 14mm cutouts the switches snap into, bolted together with M3×16 screws into heatset inserts.I modeled the whole thing myself in Fusion 360 — bottom case, top plate, and the full assembly. Everything’s dimensioned around the real part measurements: 0.2mm tolerance on the mating surfaces, a USB-C cutout on the side wall for the XIAO, and openings for the encoder knob and the OLED. Six standoffs inside keep the board from flexing.Exported all three parts as .STEP (Bottom.STEP, Top.STEP, assembled-model.STEP) — STEP keeps the exact geometry, and the print team converts to STL on their end. Whole thing fits well within the 200×200×100mm limit.Case = done. Next up: firmware."}, {"post_id": 7499, "ts": "2026-06-12T14:39:09Z", "hours": 1.5156, "text": "I installed Fusion to design a case for the PCB; I calculated the dimensions and entered them into the parameters list to streamline future work."}, {"post_id": 5425, "ts": "2026-06-09T05:57:59Z", "hours": 0.6561, "text": "I have finished designing the PCB board. It was my first time doing this, so it was tough constantly searching and asking AI, but I am glad to have completed it anyway."}, {"post_id": 5386, "ts": "2026-06-09T04:04:34Z", "hours": 0.3842, "text": "Start PCB layout — Create a 19.05mm custom grid and arrange 9 switches in a 3x3 configuration, placing diodes D1 through D9 below each switch in the same direction. Place the XIAO, encoder (SW10), and OLED header (J1) around the grid (detailed positioning in progress)."}]...
|
Title: hackpad by @reimunyancat | Stardance
Devlo Title: hackpad by @reimunyancat | Stardance
Devlogs:
Start PCB layout — Create a 19.05mm custom grid and arrange 9 switches in a 3x3 configuration, placing diodes D1 through D9 below each switch in the same direction. Place the XIAO, encoder (SW10), and OLED header (J1) around the grid (detailed positioning in progress).
I have finished designing the PCB board. It was my first time doing this, so it was tough constantly searching and asking AI, but I am glad to have completed it anyway.
I installed Fusion to design a case for the PCB; I calculated the dimensions and entered them into the parameters list to streamline future work.
Finished the PCB, so this round was all about the case. I went with a sandwich design: a bottom shell that holds the PCB and a top plate with 14mm cutouts the switches snap into, bolted together with M3×16 screws into heatset inserts.I modeled the whole thing myself in Fusion 360 — bottom case, top plate, and the full assembly. Everything’s dimensioned around the real part measurements: 0.2mm tolerance on the mating surfaces, a USB-C cutout on the side wall for the XIAO, and openings for the encoder knob and the OLED. Six standoffs inside keep the board from flexing.Exported all three parts as .STEP (Bottom.STEP, Top.STEP, assembled-model.STEP) — STEP keeps the exact geometry, and the print team converts to STL on their end. Whole thing fits well within the 200×200×100mm limit.Case = done. Next up: firmware.
Since I was installing the module myself, the fit wasn’t quite right, so I had to make adjustments while going back and forth between the PCB and the case. It was truly difficult, but… I managed to pull it off.
Ships:
Designing the case was a real chore; it was so difficult. I haven’t completely decided on the keymap yet, but I plan to think about the firmware after I receive and assemble it....
|
1792878559.763728
|
1793742559.763728
|
|
13643
|
imposterGame by @catlover125r | Stardance
|
catlover125r
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T21:06:57Z", "hours": 1.0, "multiplier": 2.87, "payout": 3, "blessing": "neutral", "text": "I made a fun interactive game where you can play the viral imposter game with your friends online or on one device", "repo": "https://github.com/catlover125r/imposterGame", "demo": "https://secretimposter.com/"}]...
|
[{"post_id": 5254, "ts": "2026 [{"post_id": 5254, "ts": "2026-06-08T23:30:15Z", "hours": 0.8872, "text": "THE SITE IS LIVE. Go play now!"}]...
|
Title: imposterGame by @catlover125r | Stardance
Title: imposterGame by @catlover125r | Stardance
Devlogs:
THE SITE IS LIVE. Go play now!
Ships:
I made a fun interactive game where you can play the viral imposter game with your friends online or on one device...
|
1793260108.7131627
|
1793346508.7131627
|
|
13645
|
Top Chatter - a discord bot by @muhamm38 | Stardan Top Chatter - a discord bot by @muhamm38 | Stardance...
|
muhamm38
|
1
|
7.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T19:48:44Z", "hours": 7.0, "multiplier": 7.76, "payout": 52, "blessing": "neutral", "text": "I made Top Chatter , a discord bot that tracks message data on servers and ranks people by who talks the most in the server. It has multiple commands so you can see who talked the most throughout different time periods. You can see in the last month, last week, last day, and all time who has the most messages. It is running Python using the discord.py library. It uses a sqlite3 database to store messages so the commands can run instantly. Instead of using Discord API’s to scrape the messages which takes very long and can crash easily, I made it so when the bot joins the server it sends a dm to the owner asking permission to scan the entire server for its previous message data, then it adds it to its database. If for some reason the dm isn’t sent (bot is offline or owner’s dms are closed) if you try to do a command like /all-time it tells you the bot has not scanned the past messages and you need to have an admin do the /setup command to have it get all the previous message data. Challenges Some challenges I went through were these: Transition to database storage. Initially every command was using discord apis to get the message data and display them in a leaderboard, that took very long and crashed very often. To solve this I switched to using a local sqlite3 database. When building the feature to scan old messages, the bot was accidentally wiping out data from previous channels as it moved to the next one. I had to completely rewrite the logic so the bot compiled everything across the entire server into a Python tracking dictionary first, and then saved it all to the database at the very end. Deploying the server had some issues but with the help of AI (yes I know ai everyone hates it but I had too) I was able to figure it out and get it hoted. How to Test Click the link to invite the bot to a discord server. If you are the owner it should dm you and then click the setup button to get it setup. 2.5 If owner has dm’s closed or isn’t responding to it, if you’re an admin, run the /setup command to set it up manually Type / to see the full UI menu of commands, ranging from /last-100-messages to /all-time, enjoy!", "repo": "https://github.com/iloveallah123/top-chatter-discord-bot", "demo": "https://discord.gg/g87c4mmTg"}]...
|
[{"post_id": 24907, "ts": "202 [{"post_id": 24907, "ts": "2026-07-08T19:34:07Z", "hours": 1.9919, "text": "Devlog 4 I finally moved all the time-based commands like /last-hour , /last-day , and /last-week to pull directly from the SQLite database instead of using the discord api to scrape thousands of messages. This makes the bot way faster and more reliable since it doesn’t have to calculate everything on the fly anymore. I was also able to add a brand new /last-month command. I also worked on polishing the experience and making the initial message scanning easier. Sometimes server owners have their DMs closed, so the bot would fail to send the automatic setup button when it joined. To fix this, I added a manual /setup command. Now, if the bot misses the DM, someone can just run the command themselves to start the background scan. It makes the onboarding process a lot smoother and prevents the bot from getting stuck. I finally got the bot hosted on a server! I moved it off my local computer and onto Hack Club Nest. I used PM2 to keep it running in the background permanently. This will probably be my final devlog as to be honest I’ve accomplished everything I wanted to with this bot and I feel very good about it because it has 1 core purpose and it does that purpose very well. I want to move on to other projects so I will probably ship it. If you want to try the bot out for yourself and add it to your server you can use this link: ( https://discord.com/oauth2/authorize?client_id=1514369908085887037&permissions=8&integration_type=0&scope=bot+applications.commands )"}, {"post_id": 23110, "ts": "2026-07-05T21:19:15Z", "hours": 1.8086, "text": "Devlog 3: I’ve made a lot of progress on the bot and changed how it tracks server activity and message data! I moved the bot away from using the Discord API to scrape the data because that took way too long and wasn’t efficient. For the all-time command, it now dms the owner of the server to ask them for permission to get the data from the server (using discord api) then it adds that data into an sqlite database. I set up an automatic table layout that tracks users by their permanent Discord user_id rather than their display name. This completely prevents leaderboard tracking bugs if a user decides to change their server nickname. Next, I added into the real-time event system. The bot now logs and adds to message counts instantly as they are sent in real-time, meaning we don’t have to wait for slow api scrapes anymore. I also updated the /all-time command to pull directly from this local database instantly. I might update the other commands but for now its just using the discord api. To make the system scaleable, I added a full-server data sync. When the bot joins a new server, it sends a DM to the owner with a green setup button. Clicking it runs a background scan across all text channels to build the database. I ran into two big bugs while setting this up: The bot was accidentally wiping out data from previous channels as it moved to the next one. I fixed this by making the bot compile everything across the entire server into a tracking dictionary first, and then saving it all to the database at the very end. I had to restructure the database schema to use a combined primary key of (guild_id, user_id). This keeps counts completely isolated so a user’s stats on one server never leak into another server. Lastly, I added stats.db to the .gitignore file so it isn’t committed to github. Next steps: I might just ship it with these core features (definitely not for a sticker or anything 😂 🙏) I will try and continue to work on it and somehow find away to integrate VC support. This would need me to: Build a VC tracking system to see who spends the most time in voice channels over days, weeks, and all-time. I might also in the future update the leaderboard messages from the commands to have embeds so it looks cleaner and more professional using discord embeds. Thank you for reading my 3rd devlog! Edit: OH YEAH I just remembered I’m gonna host it on a server so I don’t need it running locally all the time."}, {"post_id": 11381, "ts": "2026-06-18T16:57:56Z", "hours": 1.6392, "text": "Devlog 2: I finally finished adding the core message tracking features! I made some slash commands that let users track the top chatters over different time periods. I created the /last-hour , /last-day , and /last-week commands. I used Python’s datetime module to calculate an exact time period and then look back through the channel history to count up the messages. I also added a defer() function to each command so the bot can safely process the data without timing out or breaking. When implementing the /all-time command, I realized that downloading every single message ever sent could easily crash the bot. To fix this, I built a custom warning button using. Now, the bot sends a warning message with a Confirm & Run button, and it will only start the process if a user explicitly clicks it. I ran into a frustrating issue with Git where my .env file kept getting included in my commits even though it was listed in my .gitignore . I learned that because Git tracked the file early on, it was ignoring the ignore rules. I used the terminal to untrack it and was able to keep it ignored. Next I will be working on moving the bot away from API scraping and into local storage. I will be working on the following thiings: Setting up a SQLite database within the project. Logging and counting messages in real-time as they are sent. Rewriting the leaderboard commands to pull from the database instead of loading history from discord APIs. Thank you for reading my 2nd devlog!"}, {"post_id": 9000, "ts": "2026-06-15T00:18:52Z", "hours": 1.2375, "text": "Devlog 1: I was able to get the discord bot online and running! Set up the basic framework using Python and the discord.py library. I got it connected to discord and online and made it print a confirmation message to terminal when it’s online. I also used canva to make some custom art for the discord profile picture and the banner to make it look more professional and give it some personality. I ran into some SSL certificate verification errors when running the bot which was annoying to debug and fix. I used Github Copilot to help me debug and solve the issues and I figured out that I had to point Python to the certifi certificate bundle. Once I restarted and ran it again, the bot connected successfully. Next I will be working on the core features of the bot which are: A command that lets you see who has the most messages in a server within the last day. A command for most within the last week. A command for most messages all time in the server. These are the core basic features I plan to implement, I have other ideas like commands to see who spent time in vc (voice chat) in the same pattern as the messages commands and more things like that. Thank you for reading my 1st devlog!"}]...
|
Title: Top Chatter - a discord bot by @muhamm38 | Title: Top Chatter - a discord bot by @muhamm38 | Stardance
Devlogs:
Devlog 1: I was able to get the discord bot online and running! Set up the basic framework using Python and the discord.py library. I got it connected to discord and online and made it print a confirmation message to terminal when it’s online. I also used canva to make some custom art for the discord profile picture and the banner to make it look more professional and give it some personality. I ran into some SSL certificate verification errors when running the bot which was annoying to debug and fix. I used Github Copilot to help me debug and solve the issues and I figured out that I had to point Python to the certifi certificate bundle. Once I restarted and ran it again, the bot connected successfully. Next I will be working on the core features of the bot which are: A command that lets you see who has the most messages in a server within the last day. A command for most within the last week. A command for most messages all time in the server. These are the core basic features I plan to implement, I have other ideas like commands to see who spent time in vc (voice chat) in the same pattern as the messages commands and more things like that. Thank you for reading my 1st devlog!
Devlog 2: I finally finished adding the core message tracking features! I made some slash commands that let users track the top chatters over different time periods. I created the /last-hour , /last-day , and /last-week commands. I used Python’s datetime module to calculate an exact time period and then look back through the channel history to count up the messages. I also added a defer() function to each command so the bot can safely process the data without timing out or breaking. When implementing the /all-time command, I realized that downloading every single message ever sent could easily crash the bot. To fix this, I built a custom warning button using. Now, the bot sends a warning message with a Confirm & Run button, and it will only start the process if a user explicitly clicks it. I ran into a frustrating issue with Git where my .env file kept getting included in my commits even though it was listed in my .gitignore . I learned that because Git tracked the file early on, it was ignoring the ignore rules. I used the terminal to untrack it and was able to keep it ignored. Next I will be working on moving the bot away from API scraping and into local storage. I will be working on the following thiings: Setting up a SQLite database within the project. Logging and counting messages in real-time as they are sent. Rewriting the leaderboard commands to pull from the database instead of loading history from discord APIs. Thank you for reading my 2nd devlog!
Devlog 3: I’ve made a lot of progress on the bot and changed how it tracks server activity and message data! I moved the bot away from using the Discord API to scrape the data because that took way too long and wasn’t efficient. For the all-time command, it now dms the owner of the server to ask them for permission to get the data from the server (using discord api) then it adds that data into an sqlite database. I set up an automatic table layout that tracks users by their permanent Discord user_id rather than their display name. This completely prevents leaderboard tracking bugs if a user decides to change their server nickname. Next, I added into the real-time event system. The bot now logs and adds to message counts instantly as they are sent in real-time, meaning we don’t have to wait for slow api scrapes anymore. I also updated the /all-time command to pull directly from this local database instantly. I might update the other commands but for now its just using the discord api. To make the system scaleable, I added a full-server data sync. When the bot joins a new server, it sends a DM to the owner with a green setup button. Clicking it runs a background scan across all text channels to build the database. I ran into two big bugs while setting this up: The bot was accidentally wiping out data from previous channels as it moved to the next one. I fixed this by making the bot compile everything across the entire server into a tracking dictionary first, and then saving it all to the database at the very end. I had to restructure the database schema to use a combined primary key of (guild_id, user_id). This keeps counts completely isolated so a user’s stats on one server never leak into another server. Lastly, I added stats.db to the .gitignore file so it isn’t committed to github. Next steps: I might just ship it with these core features (definitely not for a sticker or anything 😂 🙏) I will try and continue to work on it and somehow find away to integrate VC support. This would need me to: Build a VC tracking system to see who spends the most time in voice channels over days, weeks, and all-time. I might also in the future update the leaderboard messages from the commands to have embeds so it looks cleaner and more professional using discord embeds. Thank you for reading my 3rd devlog! Edit: OH YEAH I just remembered I’m gonna host it on a server so I don’t need it running locally all the time.
Devlog 4 I finally moved all the time-based commands like /last-hour , /last-day , and /last-week to pull directly from the SQLite database instead of using the discord api to scrape thousands of messages. This makes the bot way faster and more reliable since it doesn’t have to calculate everything on the fly anymore. I was also able to add a brand new /last-month command. I also worked on polishing the experience and making the initial message scanning easier. Sometimes server owners have their DMs closed, so the bot would fail to send the automatic setup button when it joined. To fix this, I added a manual /setup command. Now, if the bot misses the DM, someone can just run the command themselves to start the background scan. It makes the onboarding process a lot smoother and prevents the bot from getting stuck. I finally got the bot hosted on a server! I moved it off my local computer and onto Hack Club Nest. I used PM2 to keep it running in the background permanently. This will probably be my final devlog as to be honest I’ve accomplished everything I wanted to with this bot and I feel very good about it because it has 1 core purpose and it does that purpose very well. I want to move on to other projects so I will probably ship it. If you want to try the bot out for yourself and add it to your server you can use this link: ( https://discord.com/oauth2/authorize?client_id=1514369908085887037&permissions=8&integration_type=0&scope=bot+applications.commands )
Ships:
I made Top Chatter , a discord bot that tracks message data on servers and ranks people by who talks the most in the server. It has multiple commands so you can see who talked the most throughout different time periods. You can see in the last month, last week, last day, and all time who has the most messages. It is running Python using the discord.py library. It uses a sqlite3 database to store messages so the commands can run instantly. Instead of using Discord API’s to scrape the messages which takes very long and can crash easily, I made it so when the bot joins the server it sends a dm to the owner asking permission to scan the entire server for its previous message data, then it adds it to its database. If for some reason the dm isn’t sent (bot is offline or owner’s dms are closed) if you try to do a command like /all-time it tells you the bot has not scanned the past messages and you need to have an admin do the /setup command to have it get all the previous message data. Challenges Some challenges I went through were these: Transition to database storage. Initially every command was using discord apis to get the message data and display them in a leaderboard, that took very long and crashed very often. To solve this I switched to using a local sqlite3 database. When building the feature to scan old messages, the bot was accidentally wiping out data from previous channels as it moved to the next one. I had to completely rewrite the logic so the bot compiled everything across the entire server into a Python tracking dictionary first, and then saved it all to the database at the very end. Deploying the server had some issues but with the help of AI (yes I know ai everyone hates it but I had too) I was able to figure it out and get it hoted. How to Test Click the link to invite the bot to a discord server. If you are the owner it should dm you and then click the setup button to get it setup. 2.5 If owner has dm’s closed or isn’t responding to it, if you’re an admin, run the /setup command to set it up manually Type / to see the full UI menu of commands, ranging from /last-100-messages to /all-time, enjoy!...
|
1793123721.8271255
|
1793210121.8271255
|
|
13664
|
The Void by @Alan | Stardance
|
Alan
|
1
|
11.0
|
137
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T00:47:03Z", "hours": 11.0, "multiplier": 16.35, "payout": 137, "blessing": "neutral", "text": "What did I make? The Void is an anonymous thought delivery system for Stardancers. You write something, once a day, and it gets delivered to a random Stardancer somewhere. They can dissolve it forever or release it back into the void for someone else to find. No names, no likes, no algorithm. Just thoughts drifting between strangers. It has a WebGL vortex shader background, HCA login so only real Stardancers can enter, AI content moderation through Groq, and a full delivery system backed by Supabase. What was challenging? Honestly, almost everything on the backend. OAuth flows are really painful, specially when there’s like 0 documentation for how to actually use them, or atleast on my. case. Getting HCA login to work across three different URLs (the main site, the callback page, and a Vercel serverless function) took longer than building the entire frontend. CORS errors, mismatched redirect URIs, req.body being undefined for no obvious reason, a Groq model getting decommissioned mid-development. Honestly, The hardest parts where the ones where I eventually gave up and recurred to the usage of AI. It’s not really a bad thing in my opinion. People think it’s wrong to use it, but how I see it is, if you can understand your code, but you need help fix it, but there is no one available to help you with it, just use AI to understand and fix it. It is a tool for your mind, not a replacement. What am I proud of? The moment it actually worked end to end for the first time. I sent a thought from one account, opened another window as a second account, clicked “[ void speaks ]”, and saw my own words appear on screen in the color I had chosen. That moment felt like something. The vortex shader is also something I’m genuinely proud of. I had never touched WebGL or GLSL before this project and learned it from scratch specifically for this, so I feel like it’s really neat how after all this time, it has been put together in a rough beta really nice. What should people know to test it? Go to https://the-void-dusky.vercel.app and log in with your Hack Club account. Give yourself a name and pick a color. Write something true and hit release. Then come back tomorrow. If other Stardancers are using it, something will drift your way eventually. The void speaks button appears in the bottom right corner when you have a pending thought. Check back. It might take a little while for the void to find you. Honestly, I just can’t believe how this project turned out. Well, the beta at least. There is still tons of work to do. Polishing is now the only thing between the beta, and the good first public release. I plan to run the project up until the end of the event, and then in the Slack maybe even make a post with the top leaderboard of the thoughts with the highest released count, who knows!", "repo": "https://github.com/Just-Alan/The-Void", "demo": "https://the-void-dusky.vercel.app"}]...
|
[{"post_id": 33793, "ts": "202 [{"post_id": 33793, "ts": "2026-07-24T00:16:13Z", "hours": 2.1767, "text": "devlog #6 of The Void: NO WAY IT WORKS Hello, Stardancers. I’m sure the three or four people following this project will be very glad to know that, as of today July 23rd, The Void is officially open to beta!!!!!!! It’s a rough draft of the eventual thing. Missing art, sound, music, and basically everything that would make it feel polished. But right now, with this build, it is everything I could have asked for and more. So now, what was so revolucionary that it finally is on a beta status? On a very short tl;dr, the thought and delivery system finally came to life. The gist of it is as follows. You open The Void. You type something, anything, what’s weighing on you, what you can’t say out loud, whatever. You hit release. It drifts into the database, tagged with the color you chose when you first arrived. Somewhere, another Stardancer opens The Void. A small button appears in the corner of their screen. “[ void speaks ]”. They click it. Your words materialize on their screen, glowing in your color. They have two choices: dissolve it forever, or release it back into the void for someone else to find. That’s it. That’s the whole thing. And it’s so awesomesauce omg. what is happening behind the scenes: The moderation system runs every thought through Groq’s AI before it reaches anyone. If it contains hate speech or harmful content, the void rejects it. It took an embarrassingly long time to get working, mostly because the model I was using got decommissioned mid-development and nobody told me. The delivery system picks a random Stardancer from the database every time a thought is released. If they release it again, it goes to someone new. A thought that keeps getting released glows a little brighter every time, though most people won’t notice that yet. So… what’s next? Well, really glad you asked random person idk anything about! What I’m planning for the roadwork ahead is to add sound design, some visual polish, and Supabase Realtime so you actually get notified when a thought arrives without having to refresh. I just can’t believe that this idea is finally coming to life. I’ve been wanting to make it for a while, but between some complications and going to places with no way of working in, I took a long 21 day break. But now, finally, I’m ready to make my actual first project and ship it!"}, {"post_id": 20082, "ts": "2026-07-01T16:30:57Z", "hours": 2.4047, "text": "devlog #5 of The Void She star on my dance till I say hello everyone new devlog woo. Ok, so the flow of how the void works has now been updated! To keep things short, I will assume that the other devlog has already been read, and I will just add on on the new stuff. But, for a really basic tl;dr: When you press enter, the void opens the HCA login website, where you… well login. This is to both keep track of the users in the users table of data, and to know if you are a certified Stardancer™ or not. Then, it’ll promptly take you to the callback site, where it uses a code that the HCA gives in order to identify you. If succesful, the page will say “the void recognizes you” as per the video, and you will log into the void. If not, it will say “something went wrong. the void rejects you.” Simple enough. Now onto the new stuff that was added: When the callback website successfully registers your HCA code, it will take you back to The Void, now new stuff appears. You are able to choose your name, 6 characters only, and your thought color, which will be the color that your… well thoughts are in. Really self explanatory. All that info is saved in the Supabase table of users, just for a more simpler way of being able to save all the data. Now, whenever you enter the main site, it’ll check if you are already logged in. If you are, you will automatically be thrown into the main page of the void (which is the one that just says phase 5 coming soon for now). So, to summarize the technical side of stuff about what everything is doing so far: The Void itself runs on HTML, CSS and JS. Supabase is used for the database. Vercel is used for its serverless functions for the auth backend. And finally, HCA (Hack Club Auth) api is used for the login. And that’s all folks. Honestly, all of this was more easily said than done. I spent like at least 40 minutes trying to fix the connection issues between the sites. But, in the end, it worked as intended, and that’s the best I can hope for. As of moving forward, the next phase will definitely be the hardest one, which is to make the entire thought and delivery system as well as finding a way of testing it with another person. So, yeah thats cool. If anyone is reading to the bottom of this, and is cool with testing, stay updated for the next devlog where I think I will finally be able to post and ship the beta of The Void! Sleep tight everyone, don’t let the bed bugs bite."}, {"post_id": 15969, "ts": "2026-06-25T22:43:30Z", "hours": 2.1331, "text": "The voices in my head say hi stardancers. So, this is kind of a big one. Basically, the hardest problem right now was understanding how to use the HCA (Hack Club Auth) to make it so that the website recognizes that you are indeed a Stardance member. To basically skip all the hassle, it works like this: The moment you press enter, the button opens the HCA website. In my case, I was already logged in, but in browsers without a yet known Hack Club acc it will prompt to log in and use the verification code and what not. Then, when you do all that, it goes to the window in the video, where it tells you if you are sure to give that info to the website. What the website does with said info is it sends you to a callback website with a temporary code in the URL. Then, it sends said code to HCA, where it gives back a verification code that this user is indeed a hackclub certified member, more specifically, a Stardance member. After that, it uses that token to ask who is said user, where HCA responds with their ID and verif. status. If the account exist, and it’s a Stardance member, they will be let in. Otherwise, the page says “the void doesn’t recognize you” (I don’t really have a “way” of testing this, so just trust me on this one that it exists). Finally, the website saves said info, and lets you in The Void. That was more easy said than done, but with good work and like 3-4 hours later, it got done. But, on a really bad turn of events, the stardance timer didn’t get all that time, and instead logged in 2 hours only. But, it ain’t about the time spent (It actually is but what can i do honestly), but about it working, and if it works, then that’s a job well done (I guess). Oh yeah I forgot but I switched from github Pages to Vercel in order to hide my Client Secret from being pushed into the repo, which I… almost did. Like 3 times. Don’t forget to like and subscribe for future devlongs."}, {"post_id": 14474, "ts": "2026-06-23T16:36:34Z", "hours": 0.9419, "text": "What’s cooking my stardancers. I was able to put the vortex shader on the main file, so now the background for The Void is basically complete! Pure frontend as of now, so now I think it’s time to finally start working on the actual website instead of js vibes."}, {"post_id": 13544, "ts": "2026-06-22T05:05:33Z", "hours": 0.4189, "text": "Hi hello hi stardancers. Just made a very simple text sequence in a div with a button that does nothing at the bottom, nothing too fancy really. I’m just trying to get ideas captured instead of writing since I don’t really remember most of the time I write stuff? This is theorically just the intro the user would see only the first time they enter The Void. And, it’s still missing the sort of space vortex shader on the background, which I am learning to make as we speak."}, {"post_id": 11535, "ts": "2026-06-18T20:40:56Z", "hours": 2.5614, "text": "So, I had a thought. Started really simple with a small idea of making a way for people to talk with each other, but as it has developed, it has become more and more interesting and intricate. There isn’t much yet, just wanted to get an early devlog, so enjoy this simple particle code as the project goes on."}]...
|
Title: The Void by @Alan | Stardance
Devlogs:
So, Title: The Void by @Alan | Stardance
Devlogs:
So, I had a thought. Started really simple with a small idea of making a way for people to talk with each other, but as it has developed, it has become more and more interesting and intricate. There isn’t much yet, just wanted to get an early devlog, so enjoy this simple particle code as the project goes on.
Hi hello hi stardancers. Just made a very simple text sequence in a div with a button that does nothing at the bottom, nothing too fancy really. I’m just trying to get ideas captured instead of writing since I don’t really remember most of the time I write stuff? This is theorically just the intro the user would see only the first time they enter The Void. And, it’s still missing the sort of space vortex shader on the background, which I am learning to make as we speak.
What’s cooking my stardancers. I was able to put the vortex shader on the main file, so now the background for The Void is basically complete! Pure frontend as of now, so now I think it’s time to finally start working on the actual website instead of js vibes.
The voices in my head say hi stardancers. So, this is kind of a big one. Basically, the hardest problem right now was understanding how to use the HCA (Hack Club Auth) to make it so that the website recognizes that you are indeed a Stardance member. To basically skip all the hassle, it works like this: The moment you press enter, the button opens the HCA website. In my case, I was already logged in, but in browsers without a yet known Hack Club acc it will prompt to log in and use the verification code and what not. Then, when you do all that, it goes to the window in the video, where it tells you if you are sure to give that info to the website. What the website does with said info is it sends you to a callback website with a temporary code in the URL. Then, it sends said code to HCA, where it gives back a verification code that this user is indeed a hackclub certified member, more specifically, a Stardance member. After that, it uses that token to ask who is said user, where HCA responds with their ID and verif. status. If the account exist, and it’s a Stardance member, they will be let in. Otherwise, the page says “the void doesn’t recognize you” (I don’t really have a “way” of testing this, so just trust me on this one that it exists). Finally, the website saves said info, and lets you in The Void. That was more easy said than done, but with good work and like 3-4 hours later, it got done. But, on a really bad turn of events, the stardance timer didn’t get all that time, and instead logged in 2 hours only. But, it ain’t about the time spent (It actually is but what can i do honestly), but about it working, and if it works, then that’s a job well done (I guess). Oh yeah I forgot but I switched from github Pages to Vercel in order to hide my Client Secret from being pushed into the repo, which I… almost did. Like 3 times. Don’t forget to like and subscribe for future devlongs.
devlog #5 of The Void She star on my dance till I say hello everyone new devlog woo. Ok, so the flow of how the void works has now been updated! To keep things short, I will assume that the other devlog has already been read, and I will just add on on the new stuff. But, for a really basic tl;dr: When you press enter, the void opens the HCA login website, where you… well login. This is to both keep track of the users in the users table of data, and to know if you are a certified Stardancer™ or not. Then, it’ll promptly take you to the callback site, where it uses a code that the HCA gives in order to identify you. If succesful, the page will say “the void recognizes you” as per the video, and you will log into the void. If not, it will say “something went wrong. the void rejects you.” Simple enough. Now onto the new stuff that was added: When the callback website successfully registers your HCA code, it will take you back to The Void, now new stuff appears. You are able to choose your name, 6 characters only, and your thought color, which will be the color that your… well thoughts are in. Really self explanatory. All that info is saved in the Supabase table of users, just for a more simpler way of being able to save all the data. Now, whenever you enter the main site, it’ll check if you are already logged in. If you are, you will automatically be thrown into the main page of the void (which is the one that just says phase 5 coming soon for now). So, to summarize the technical side of stuff about what everything is doing so far: The Void itself runs on HTML, CSS and JS. Supabase is used for the database. Vercel is used for its serverless functions for the auth backend. And finally, HCA (Hack Club Auth) api is used for the login. And that’s all folks. Honestly, all of this was more easily said than done. I spent like at least 40 minutes trying to fix the connection issues between the sites. But, in the end, it worked as intended, and that’s the best I can hope for. As of moving forward, the next phase will definitely be the hardest one, which is to make the entire thought and delivery system as well as finding a way of testing it with another person. So, yeah thats cool. If anyone is reading to the bottom of this, and is cool with testing, stay updated for the next devlog where I think I will finally be able to post and ship the beta of The Void! Sleep tight everyone, don’t let the bed bugs bite.
devlog #6 of The Void: NO WAY IT WORKS Hello, Stardancers. I’m sure the three or four people following this project will be very glad to know that, as of today July 23rd, The Void is officially open to beta!!!!!!! It’s a rough draft of the eventual thing. Missing art, sound, music, and basically everything that would make it feel polished. But right now, with this build, it is everything I could have asked for and more. So now, what was so revolucionary that it finally is on a beta status? On a very short tl;dr, the thought and delivery system finally came to life. The gist of it is as follows. You open The Void. You type something, anything, what’s weighing on you, what you can’t say out loud, whatever. You hit release. It drifts into the database, tagged with the color you chose when you first arrived. Somewhere, another Stardancer opens The Void. A small button appears in the corner of their screen. “[ void speaks ]”. They click it. Your words materialize on their screen, glowing in your color. They have two choices: dissolve it forever, or release it back into the void for someone else to find. That’s it. That’s the whole thing. And it’s so awesomesauce omg. what is happening behind the scenes: The moderation system runs every thought through Groq’s AI before it reaches anyone. If it contains hate speech or harmful content, the void rejects it. It took an embarrassingly long time to get working, mostly because the model I was using got decommissioned mid-development and nobody told me. The delivery system picks a random Stardancer from the database every time a thought is released. If they release it again, it goes to someone new. A thought that keeps getting released glows a little brighter every time, though most people won’t notice that yet. So… what’s next? Well, really glad you asked random person idk anything about! What I’m planning for the roadwork ahead is to add sound design, some visual polish, and Supabase Realtime so you actually get notified when a thought arrives without having to refresh. I just can’t believe that this idea is finally coming to life. I’ve been wanting to make it for a while, but between some complications and going to places with no way of working in, I took a long 21 day break. But now, finally, I’m ready to make my actual first project and ship it!
Ships:
What did I make? The Void is an anonymous thought delivery system for Stardancers. You write something, once a day, and it gets delivered to a random Stardancer somewhere. They can dissolve it forever or release it back into the void for someone else to find. No names, no likes, no algorithm. Just thoughts drifting between strangers. It has a WebGL vortex shader background, HCA login so only real Stardancers can enter, AI content moderation through Groq, and a full delivery system backed by Supabase. What was challenging? Honestly, almost everything on the backend. OAuth flows are really painful, specially when there’s like 0 documentation for how to actually use them, or atleast on my. case. Getting HCA login to work across three different URLs (the main site, the callback page, and a Vercel serverless function) took longer than building the entire frontend. CORS errors, mismatched redirect URIs, req.body being undefined for no obvious reason, a Groq model getting decommissioned mid-development. Honestly, The hardest parts where the ones where I eventually gave up and recurred to the usage of AI. It’s not really a bad thing in my opinion. People think it’s wrong to use it, but how I see it is, if you can understand your code, but you need help fix it, but there is no one available to help you with it, just use AI to understand and fix it. It is a tool for your mind, not a replacement. What am I proud of? The moment it actually worked end to end for the first time. I sent a thought from one account, opened another window as a second account, clicked “[ void speaks ]”, and saw my own words appear on screen in the color I had chosen. That moment felt like something. The vortex shader is also something I’m genuinely proud of. I had never touched WebGL or GLSL before this project and learned it from scratch specifically for this, so I feel like it’s really neat how after all this time, it has been put together in a rough beta really nice. What should people know to test it? Go to https://the-void-dusky.vercel.app and log in with your Hack Club account. Give yourself a name and pick a color. Write something true and hit release. Then come back tomorrow. If other Stardancers are using it, something will drift your way eventually. The void speaks button appears in the bottom right corner when you have a pending thought. Check back. It might take a little while for the void to find you. Honestly, I just can’t believe how this project turned out. Well, the beta at least. There is still tons of work to do. Polishing is now the only thing between the beta, and the good first public release. I plan to run the project up until the end of the event, and then in the Slack maybe even make a post with the top leaderboard of the thoughts with the highest released count, who knows!...
|
1793224495.7856581
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1793310895.7856581
|
|
13666
|
My very own WebOS by @starr | Stardance
|
starr
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T08:09:55Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have finally made my first webOS with a welcome window, notes app and stopwatch app. The most challenging part of this project was learning to use JavaScript and trying to code some of the logic myself (and debugging it too!!).", "repo": "https://github.com/userr73/First-WebOS", "demo": "https://userr73.github.io/First-WebOS/"}]...
|
[{"post_id": 73042, "ts": "202 [{"post_id": 73042, "ts": "2026-09-24T08:07:12Z", "hours": 0.4772, "text": "Made some quick updates to the desktop apps so that is is structured into a grid and also changed some content in the welcome and notes window"}, {"post_id": 71708, "ts": "2026-09-21T10:59:57Z", "hours": 0.9417, "text": "Stopwatch App I found a video tutorial for making a stopwatch in JS. The original vid had three separate buttons for START, STOP and RESET, but I changed this so that the START and STOP button are combined together."}, {"post_id": 68034, "ts": "2026-09-14T12:33:41Z", "hours": 1.1922, "text": "idk - Notes app content update + element exceeding window bug?? I updated the HTML so that I can add content through JavaScript so it does not need to be hard coded into the HTML file. I spent of bit of time debugging this as I couldn’t figure out why some of the content I added to the Notes app was disappearing when I clicked it. Turns out there were a few issues like calling the same function twice, but I also realised I added an event listener that ran the wrong function which was why some of the content was disappearing. Also, I did the ‘additional challenges’ in the guide, mainly the 4th point about the bug where windows can exceed the screen width and height. I used a bit of Gemini here to figure out how to get max and min values from a set of numbers (Maths.min and Maths.max) and also used W3Schools to get the window height and width as well as the div element’s own height and width. Using this, I implemented my own logic (with an if statement) to contain the element within the viewport height and width. This took a tiny bit of trial and error coz I kept getting confused on when to use min and when to use max but I got there eventually"}, {"post_id": 65925, "ts": "2026-09-11T11:55:43Z", "hours": 0.9047, "text": "Update JS code file structure + Creating the Notes app functionality I spent some time updating the structure of my js file by reordering some code and also creating functions for any repeated tasks such as initialising windows. I also worked on my Notes app and played around with some border and outline properties to see what combination of styles would make it easier for users to edit in the app. I ended up with going for a left border indicator type of thing (the colours in the screenshot below aren’t final since I haven’t worked on the overall style of my OS yet so I just went with grey and black)"}, {"post_id": 64728, "ts": "2026-09-09T11:13:39Z", "hours": 0.6311, "text": "Working with z-index Continuing with the guide, I’ve added code that ensures that whenever a window clicks, it rises to the top using the z-index property. I did the same for the top bar. Bugs An issue I faced was when I tried to use the function addWindowTapHandling() for my notes screen but I forgot that I defined the notesScreen variable later on in js file so the notes app disappeared from my OS screen for a bit. I also got really stuck on why my top bar wasn’t rising above the windows so I put my js file into Gemini and I realised it was because I had two openWindow() functions and the second one was the old version that did not have the added lines of code."}, {"post_id": 63485, "ts": "2026-09-07T11:20:20Z", "hours": 1.1106, "text": "Adding my second window I have begun working on my second window which will be a notes app. I continued to follow the guide and created an icon for the app and also a new window for it. It’s mostly taken a while to sort out the js file since I got confused with why the window wasn’t popping up at first (I didn’t name the classes and ids for the divs correctly). Here’s the update:"}, {"post_id": 61460, "ts": "2026-09-04T12:05:06Z", "hours": 2.1317, "text": "Setting up the background, top bar, window So far, I have followed the guide and created the background page with a top bar and created my first welcome page window (the content is random right now - I’ll update this later). The window is also draggable at the handle. I’m still working on what kind of style I want to aim for in my OS… Also, this is kinda my first devlog because I thought my devlogs were broken (turns out I just couldn’t figure out how to use this 💀)"}]...
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Title: My very own WebOS by @starr | Stardance
De Title: My very own WebOS by @starr | Stardance
Devlogs:
Setting up the background, top bar, window So far, I have followed the guide and created the background page with a top bar and created my first welcome page window (the content is random right now - I’ll update this later). The window is also draggable at the handle. I’m still working on what kind of style I want to aim for in my OS… Also, this is kinda my first devlog because I thought my devlogs were broken (turns out I just couldn’t figure out how to use this 💀)
Adding my second window I have begun working on my second window which will be a notes app. I continued to follow the guide and created an icon for the app and also a new window for it. It’s mostly taken a while to sort out the js file since I got confused with why the window wasn’t popping up at first (I didn’t name the classes and ids for the divs correctly). Here’s the update:
Working with z-index Continuing with the guide, I’ve added code that ensures that whenever a window clicks, it rises to the top using the z-index property. I did the same for the top bar. Bugs An issue I faced was when I tried to use the function addWindowTapHandling() for my notes screen but I forgot that I defined the notesScreen variable later on in js file so the notes app disappeared from my OS screen for a bit. I also got really stuck on why my top bar wasn’t rising above the windows so I put my js file into Gemini and I realised it was because I had two openWindow() functions and the second one was the old version that did not have the added lines of code.
Update JS code file structure + Creating the Notes app functionality I spent some time updating the structure of my js file by reordering some code and also creating functions for any repeated tasks such as initialising windows. I also worked on my Notes app and played around with some border and outline properties to see what combination of styles would make it easier for users to edit in the app. I ended up with going for a left border indicator type of thing (the colours in the screenshot below aren’t final since I haven’t worked on the overall style of my OS yet so I just went with grey and black)
idk - Notes app content update + element exceeding window bug?? I updated the HTML so that I can add content through JavaScript so it does not need to be hard coded into the HTML file. I spent of bit of time debugging this as I couldn’t figure out why some of the content I added to the Notes app was disappearing when I clicked it. Turns out there were a few issues like calling the same function twice, but I also realised I added an event listener that ran the wrong function which was why some of the content was disappearing. Also, I did the ‘additional challenges’ in the guide, mainly the 4th point about the bug where windows can exceed the screen width and height. I used a bit of Gemini here to figure out how to get max and min values from a set of numbers (Maths.min and Maths.max) and also used W3Schools to get the window height and width as well as the div element’s own height and width. Using this, I implemented my own logic (with an if statement) to contain the element within the viewport height and width. This took a tiny bit of trial and error coz I kept getting confused on when to use min and when to use max but I got there eventually
Stopwatch App I found a video tutorial for making a stopwatch in JS. The original vid had three separate buttons for START, STOP and RESET, but I changed this so that the START and STOP button are combined together.
Made some quick updates to the desktop apps so that is is structured into a grid and also changed some content in the welcome and notes window
Ships:
I have finally made my first webOS with a welcome window, notes app and stopwatch app. The most challenging part of this project was learning to use JavaScript and trying to code some of the logic myself (and debugging it too!!)....
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1793148768.8351297
|
1793235168.8351297
|
|
13676
|
corepad by @albertphu3 | Stardance
|
albertphu3
|
1
|
0.43
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T23:10:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CorePad is a personal macro pad built customizable shortcuts and much more to come!", "repo": "https://github.com/albertphu07/corepad", "demo": ""}]...
|
[{"post_id": 11935, "ts": "202 [{"post_id": 11935, "ts": "2026-06-19T13:58:52Z", "hours": 0.4331, "text": "Updating stuff now (Fixed issue with pcb sorry forgot to update this!)"}, {"post_id": 9576, "ts": "2026-06-15T23:10:01Z", "hours": 0.2667, "text": "In tinker CAD cus fusion360 couldn’t import pcb and modeled my own dummy Seeed XIAO RP2040. And Updated fusion 360 Designs to have a smaller area for the screen. The ports and stuff are not to scale in the assembly so expect that it will not line up! https://www.tinkercad.com/things/jA2EXnSA3Lk-fantabulous-robo"}]...
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Title: corepad by @albertphu3 | Stardance
Devlogs Title: corepad by @albertphu3 | Stardance
Devlogs:
In tinker CAD cus fusion360 couldn’t import pcb and modeled my own dummy Seeed XIAO RP2040. And Updated fusion 360 Designs to have a smaller area for the screen. The ports and stuff are not to scale in the assembly so expect that it will not line up! https://www.tinkercad.com/things/jA2EXnSA3Lk-fantabulous-robo
Updating stuff now (Fixed issue with pcb sorry forgot to update this!)
Ships:
CorePad is a personal macro pad built customizable shortcuts and much more to come!...
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1793253111.10276
|
1793339511.10276
|
|
13759
|
CubeOS by @EthanCubes | Stardance
|
EthanCubes
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T22:18:28Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based “operating system” that was originally intended as a portfolio for me also. Except that I don’t really have any other coding projects that I am able to show off, so I’ll just add more of that in like WebOS 2 after I’ve done more things. Coding the JavaScript was pretty challenging, as I’ve quite literally never done anything with JavaScript before this project. Somehow I managed to pull through and make this though. Hopefully it’s semi-coherent. I’m honestly surprised at the amount of JavaScript code I wrote. I did copy a bit of it from the tutorial (the tutorial explicitly said I could though), but a sizable portion of it was my own. I definitely could make it more organized though, as it’s quite messy right now. I don’t want to trouble you with all my yapping, so just enjoy my website/OS!", "repo": "https://github.com/EthanCubes/CubeOS", "demo": "https://ethancubes.neocities.org/"}]...
|
[{"post_id": 13365, "ts": "202 [{"post_id": 13365, "ts": "2026-06-21T21:58:22Z", "hours": 1.5692, "text": "Devlog #7: I added another entire app! It’s just a “search engine” that just redirects the user to DuckDuckGo page with the query the user typed in on the app. I also added some code that brings a window to the front when the user clicks on it. Overall, I feel like this was a very productive coding session, and I only used AI three times: once for debugging where I just could not find what was wrong, another time for consulting on what CSS property changes the layers, and also once trying to find out how to read the text inside a text . I wrote a lot of JavaScript code this session, and I feel like I understand it all, so it’s definitely an improvement over my first few devlogs."}, {"post_id": 12884, "ts": "2026-06-21T03:21:53Z", "hours": 2.2419, "text": "Devlog #6: I unfortunately had to remove the Easter Egg because it was having problems. On the bright side, I did add an app (following part 4 of the tutorial). The tutorial lowkey wasn’t that much help this time, and I did encounter a problem with selecting the desktop icon that I had to fix myself. \\n I also added a gif background to the app (which is called Geometry Dash although you can’t play the game). I somehow managed to make a button that was also an image toggle on and off a description of my best GD achievements with only miner speeling truobles."}, {"post_id": 12803, "ts": "2026-06-20T22:48:07Z", "hours": 1.2831, "text": "Devlog #5 (still can’t make new line): When you press the open window button when the window is open, it now displays a message/easter egg! Very small and unnecessary feature, but I came up with the idea and code all by myself. I also improved the README and added a title to the webpage."}, {"post_id": 12143, "ts": "2026-06-19T20:51:25Z", "hours": 1.8578, "text": "Devlog #4: (I tried to write on new lines but for some reason the thing wouldn’t let me). I thought that the site was looking kinda ugly so I changed it a bit. I changed the background and some colours, which doesn’t seem like a lot of stuff for almost two hours of work, but in my defense, I didn’t use much AI and did much of it offline. (I also did a lot of bugfixing, that might’ve counted towards a lot of the time)."}, {"post_id": 5992, "ts": "2026-06-10T01:33:06Z", "hours": 1.2814, "text": "Devlog 3: IT MOVES I still don’t understand most of the code writing, but I think I’m beginning to catch on to some JavaScript ideas and stuff. I did search up some topics but still. I just followed part 3 of the tutorial and added the ability to move the window around, as well as to hide and show it. It’s pretty crazy to me how far I’ve come in such a short amount of time, as like one week ago I could’ve never imagined creating something even remotely close to this, even while following a tutorial. I also finally moved all the CSS and JavaScript to separate files. Usually I would’ve created the separate files first, but I guess I just didn’t bother this time."}, {"post_id": 5375, "ts": "2026-06-09T03:49:13Z", "hours": 0.7908, "text": "Devlog 2: Still following the tutorial, I added a background image (literally a screenshot of my MacOS desktop, slightly cropped), centred my main content, and added a nav bar at the top of the screen that displays the current time using JavaScript. Lowkey, I don’t understand a lot of the code and basically copied and pasted it. I’m going to go through the code and try to understand it sometime before I make my next devlog. I don’t want to just plagiarize the tutorial (because that’s unethical) but I frankly only understand around ~20-40% of the code that I’m writing. I also updated my README to account for recent updates."}, {"post_id": 5351, "ts": "2026-06-09T02:50:52Z", "hours": 0.4072, "text": "CubeOS Devlog 1: I created the initial webpage and added some text, links, and an image to it, following part 1 of the tutorial on WebOS 1. Much of the stuff in the tutorial I already knew, but I also discovered some new things, like using the element to cross out some text, and abbreviation of hexedecimal code when the characters are the same twice in a row. I’m probably going to make this website a lot more personal because right now I don’t think it has much soul."}]...
|
Title: CubeOS by @EthanCubes | Stardance
Devlogs: Title: CubeOS by @EthanCubes | Stardance
Devlogs:
CubeOS Devlog 1: I created the initial webpage and added some text, links, and an image to it, following part 1 of the tutorial on WebOS 1. Much of the stuff in the tutorial I already knew, but I also discovered some new things, like using the element to cross out some text, and abbreviation of hexedecimal code when the characters are the same twice in a row. I’m probably going to make this website a lot more personal because right now I don’t think it has much soul.
Devlog 2: Still following the tutorial, I added a background image (literally a screenshot of my MacOS desktop, slightly cropped), centred my main content, and added a nav bar at the top of the screen that displays the current time using JavaScript. Lowkey, I don’t understand a lot of the code and basically copied and pasted it. I’m going to go through the code and try to understand it sometime before I make my next devlog. I don’t want to just plagiarize the tutorial (because that’s unethical) but I frankly only understand around ~20-40% of the code that I’m writing. I also updated my README to account for recent updates.
Devlog 3: IT MOVES I still don’t understand most of the code writing, but I think I’m beginning to catch on to some JavaScript ideas and stuff. I did search up some topics but still. I just followed part 3 of the tutorial and added the ability to move the window around, as well as to hide and show it. It’s pretty crazy to me how far I’ve come in such a short amount of time, as like one week ago I could’ve never imagined creating something even remotely close to this, even while following a tutorial. I also finally moved all the CSS and JavaScript to separate files. Usually I would’ve created the separate files first, but I guess I just didn’t bother this time.
Devlog #4: (I tried to write on new lines but for some reason the thing wouldn’t let me). I thought that the site was looking kinda ugly so I changed it a bit. I changed the background and some colours, which doesn’t seem like a lot of stuff for almost two hours of work, but in my defense, I didn’t use much AI and did much of it offline. (I also did a lot of bugfixing, that might’ve counted towards a lot of the time).
Devlog #5 (still can’t make new line): When you press the open window button when the window is open, it now displays a message/easter egg! Very small and unnecessary feature, but I came up with the idea and code all by myself. I also improved the README and added a title to the webpage.
Devlog #6: I unfortunately had to remove the Easter Egg because it was having problems. On the bright side, I did add an app (following part 4 of the tutorial). The tutorial lowkey wasn’t that much help this time, and I did encounter a problem with selecting the desktop icon that I had to fix myself. \n I also added a gif background to the app (which is called Geometry Dash although you can’t play the game). I somehow managed to make a button that was also an image toggle on and off a description of my best GD achievements with only miner speeling truobles.
Devlog #7: I added another entire app! It’s just a “search engine” that just redirects the user to DuckDuckGo page with the query the user typed in on the app. I also added some code that brings a window to the front when the user clicks on it. Overall, I feel like this was a very productive coding session, and I only used AI three times: once for debugging where I just could not find what was wrong, another time for consulting on what CSS property changes the layers, and also once trying to find out how to read the text inside a text . I wrote a lot of JavaScript code this session, and I feel like I understand it all, so it’s definitely an improvement over my first few devlogs.
Ships:
I made a web-based “operating system” that was originally intended as a portfolio for me also. Except that I don’t really have any other coding projects that I am able to show off, so I’ll just add more of that in like WebOS 2 after I’ve done more things. Coding the JavaScript was pretty challenging, as I’ve quite literally never done anything with JavaScript before this project. Somehow I managed to pull through and make this though. Hopefully it’s semi-coherent. I’m honestly surprised at the amount of JavaScript code I wrote. I did copy a bit of it from the tutorial (the tutorial explicitly said I could though), but a sizable portion of it was my own. I definitely could make it more organized though, as it’s quite messy right now. I don’t want to trouble you with all my yapping, so just enjoy my website/OS!...
|
1793260232.6028302
|
1793346632.6028302
|
|
13785
|
My awesome macropad! by @Rabii | Stardance
|
Rabii
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:56:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 key macropad from scratch using kicad and fusion. The hackpad project was coded in python . Keys are for easy copy and pasting as well as an undo and a key to switch tabs. I’m waiting on the approval so i can start building it irl.", "repo": "https://github.com/ajazrabia1/Mini-Keyboard", "demo": ""}]...
|
[{"post_id": 6575, "ts": "2026 [{"post_id": 6575, "ts": "2026-06-11T01:20:53Z", "hours": 1.4353, "text": "Macropad"}]...
|
Title: My awesome macropad! by @Rabii | Stardance
Title: My awesome macropad! by @Rabii | Stardance
Devlogs:
Macropad
Ships:
I made a 4 key macropad from scratch using kicad and fusion. The hackpad project was coded in python . Keys are for easy copy and pasting as well as an undo and a key to switch tabs. I’m waiting on the approval so i can start building it irl....
|
1793242376.8989837
|
1793328776.8989837
|
|
13805
|
Threejs mountain by @trung_nguyen | Stardance
|
trung_nguyen
|
1
|
50.0
|
784
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T09:37:21Z", "hours": 50.0, "multiplier": 17.7, "payout": 784, "blessing": "neutral", "text": "Just shipped Mountain 🏔️ — an interactive WebGPU scene where a single 3D mountain morphs through four worlds: Snow → Night → Meadow → Ocean. Each has its own light, weather, and camera, stitched together by a GPU “energy wave” that sweeps up the peak and washes the next chapter in. The fun part: it’s one mountain mesh, not four scenes. A single shader paints all four looks, and every transition runs as per-frame GPU work — windy snow, glowing night, a meadow full of flowers and fog, an animated ocean with foam and a real lake reflection. Built with Three.js (WebGPU + TSL) and React Three Fiber. Best viewed in Chrome/Edge — switch chapters with the nav at the bottom 👀 🔗 https://2trung.github.io/mountain", "repo": "https://github.com/2trung/mountain", "demo": "https://2trung.github.io/mountain/"}]...
|
[{"post_id": 11857, "ts": "202 [{"post_id": 11857, "ts": "2026-06-19T09:32:22Z", "hours": 9.0853, "text": "last day was a grind, added the dynamic background transitions so the sky changes between chapters, did parallax for some depth (this little touch makes it feel so much more alive), and added the nav buttons so u can actually jump between scenes instead of just scrolling."}, {"post_id": 10684, "ts": "2026-06-17T15:25:38Z", "hours": 8.3386, "text": "new scene!! the ocean one with the island. this was probably the most fun so far. made an ocean wrapping around the island, added foam near the shore and scattered some rocks around so it doesnt look empty. improved the water movement too, reused some stuff from the lake which saved me. coastal mountains in the back tie it together. starting to feel like a real place which is sick"}, {"post_id": 9996, "ts": "2026-06-16T15:11:11Z", "hours": 15.7522, "text": "added a LAKE today. the meadow scene needed water and omg the reflections were a nightmare. like genuinely the water looked like cursed plastic for hours before i got it looking semi decent. stuff i did: added the lake water reflections + surface (the pain) blended the terrain around the shore so it doesnt just clip into the water threw in some fog for depth, instantly made it look 10x better honestly fog is so underrated it hides all my sins"}, {"post_id": 8715, "ts": "2026-06-14T14:08:09Z", "hours": 7.3389, "text": "2 of the 4 scenes are basically done now lets gooo. spent today on lighting mostly, the first version looked super flat and depressing so i messed with it til it had some actual mood to it. also kept tweaking materials (probably spent too long on this, i keep going back and changing tiny things nobody will notice). and i adjusted the camera framing so each scene actually looks composed n not random. feeling good about progress"}, {"post_id": 8074, "ts": "2026-06-13T14:09:55Z", "hours": 3.7942, "text": "short one today, was kinda busy w school. mostly worked on the transitions between sections, getting the camera to glide instead of snapping. took way longer than expected, transitions are deceptively annoying. polished a few other things and called it."}, {"post_id": 6880, "ts": "2026-06-11T15:15:07Z", "hours": 4.0511, "text": "todays the day it started feeling like an actual project. did the clouds!! they’re procedural which sounds fancy but i basically just spent 4 hours fighting with noise functions until something cloud shaped appeared. animated them with TSL (still kinda new to me ngl) and wrote a custom material so they render right. also went back n refined the mountain peaks cause they looked too smooth/fake before. the vibe is slowly coming together, im hyped"}, {"post_id": 6574, "ts": "2026-06-11T01:20:12Z", "hours": 1.7125, "text": "ok so i finally started the three.js thing ive been putting off for like 2 weeks lol. spent most of today just getting the boilerplate going, canvas + camera + renderer blah blah. honestly the boring part but u gotta do it. got my first glb model loaded in and it showed up as a giant black blob until i realized i had zero lights in the scene classic. added some lighting and boom theres my mountain. also made the canvas resize properly cause i hate when stuff looks stretched on different screens. not much to look at yet but the bones are there. excited to actually make it pretty later"}]...
|
Title: Threejs mountain by @trung_nguyen | Stardan Title: Threejs mountain by @trung_nguyen | Stardance
Devlogs:
ok so i finally started the three.js thing ive been putting off for like 2 weeks lol. spent most of today just getting the boilerplate going, canvas + camera + renderer blah blah. honestly the boring part but u gotta do it. got my first glb model loaded in and it showed up as a giant black blob until i realized i had zero lights in the scene classic. added some lighting and boom theres my mountain. also made the canvas resize properly cause i hate when stuff looks stretched on different screens. not much to look at yet but the bones are there. excited to actually make it pretty later
todays the day it started feeling like an actual project. did the clouds!! they’re procedural which sounds fancy but i basically just spent 4 hours fighting with noise functions until something cloud shaped appeared. animated them with TSL (still kinda new to me ngl) and wrote a custom material so they render right. also went back n refined the mountain peaks cause they looked too smooth/fake before. the vibe is slowly coming together, im hyped
short one today, was kinda busy w school. mostly worked on the transitions between sections, getting the camera to glide instead of snapping. took way longer than expected, transitions are deceptively annoying. polished a few other things and called it.
2 of the 4 scenes are basically done now lets gooo. spent today on lighting mostly, the first version looked super flat and depressing so i messed with it til it had some actual mood to it. also kept tweaking materials (probably spent too long on this, i keep going back and changing tiny things nobody will notice). and i adjusted the camera framing so each scene actually looks composed n not random. feeling good about progress
added a LAKE today. the meadow scene needed water and omg the reflections were a nightmare. like genuinely the water looked like cursed plastic for hours before i got it looking semi decent. stuff i did: added the lake water reflections + surface (the pain) blended the terrain around the shore so it doesnt just clip into the water threw in some fog for depth, instantly made it look 10x better honestly fog is so underrated it hides all my sins
new scene!! the ocean one with the island. this was probably the most fun so far. made an ocean wrapping around the island, added foam near the shore and scattered some rocks around so it doesnt look empty. improved the water movement too, reused some stuff from the lake which saved me. coastal mountains in the back tie it together. starting to feel like a real place which is sick
last day was a grind, added the dynamic background transitions so the sky changes between chapters, did parallax for some depth (this little touch makes it feel so much more alive), and added the nav buttons so u can actually jump between scenes instead of just scrolling.
Ships:
Just shipped Mountain 🏔️ — an interactive WebGPU scene where a single 3D mountain morphs through four worlds: Snow → Night → Meadow → Ocean. Each has its own light, weather, and camera, stitched together by a GPU “energy wave” that sweeps up the peak and washes the next chapter in. The fun part: it’s one mountain mesh, not four scenes. A single shader paints all four looks, and every transition runs as per-frame GPU work — windy snow, glowing night, a meadow full of flowers and fog, an animated ocean with foam and a real lake reflection. Built with Three.js (WebGPU + TSL) and React Three Fiber. Best viewed in Chrome/Edge — switch chapters with the nav at the bottom 👀 🔗 https://2trung.github.io/mountain...
|
1792878507.1665027
|
1793742507.1665027
|
|
13811
|
Power Scale Mod by @m3e660 | Stardance
|
m3e660
|
1
|
0.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T01:21:57Z", "hours": 0.0, "multiplier": 7.23, "payout": 3, "blessing": "neutral", "text": "Ever played a modpack and you are walking too fast to actually get to places or playing with a friend and accidentally kill them in one punch? Add a power scale with 5 notches Scale 5 is the normal player stats Scale 4 is the 4/5 of player stats Scale 3 is the 3/5 of player stats Scale 2 is the 2/5 of player stats Scale 1 is the 1/5 of player stats 2 keybinds (- to decrease and + to increase) Config For the sake of all the mods I added a config screen where you can choose and remove certain attributes that you want or don’t want to be changed (Yes it works with modded attributes too!)", "repo": "https://github.com/m3e66/power_scale_mod-source", "demo": "https://modrinth.com/mod/power-scale"}]...
|
[{"post_id": 5345, "ts": "2026 [{"post_id": 5345, "ts": "2026-06-09T02:35:10Z", "hours": 0.4586, "text": "Added a power scale meter and a config screen, I need more suggestions to know what to add"}]...
|
Title: Power Scale Mod by @m3e660 | Stardance
Dev Title: Power Scale Mod by @m3e660 | Stardance
Devlogs:
Added a power scale meter and a config screen, I need more suggestions to know what to add
Ships:
Ever played a modpack and you are walking too fast to actually get to places or playing with a friend and accidentally kill them in one punch? Add a power scale with 5 notches Scale 5 is the normal player stats Scale 4 is the 4/5 of player stats Scale 3 is the 3/5 of player stats Scale 2 is the 2/5 of player stats Scale 1 is the 1/5 of player stats 2 keybinds (- to decrease and + to increase) Config For the sake of all the mods I added a config screen where you can choose and remove certain attributes that you want or don’t want to be changed (Yes it works with modded attributes too!)...
|
1793112827.531667
|
1793199227.531667
|
|
13831
|
Cool website I made by @polo | Stardance
|
polo
|
1
|
7.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:46:41Z", "hours": 7.0, "multiplier": 2.15, "payout": 12, "blessing": "neutral", "text": "I made a website for a Saas company using full Ai because I was tired of seeing cheaply made websites using basic Ai UI/UX. So I just wanted to show its pretty simple to make good AI websites you just have to put in some time. I would say the biggest difficulty was planning out the whole site and going to other sites for inspo.", "repo": "https://github.com/Aaravdalal/Saas-Website-AgentX", "demo": "https://saas-website-agent-x.vercel.app/"}]...
|
[{"post_id": 14782, "ts": "202 [{"post_id": 14782, "ts": "2026-06-24T00:45:39Z", "hours": 7.3942, "text": "Just rehauled entire website from ai-generated bad UI to clean formatted animated site!"}]...
|
Title: Cool website I made by @polo | Stardance
D Title: Cool website I made by @polo | Stardance
Devlogs:
Just rehauled entire website from ai-generated bad UI to clean formatted animated site!
Ships:
I made a website for a Saas company using full Ai because I was tired of seeing cheaply made websites using basic Ai UI/UX. So I just wanted to show its pretty simple to make good AI websites you just have to put in some time. I would say the biggest difficulty was planning out the whole site and going to other sites for inspo....
|
1793242342.2466512
|
1793328742.2466512
|
|
13844
|
Slack Bot by @jin6135 | Stardance
|
jin6135
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T19:50:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "During the course of my exam/culminating season at the end of the previous school year, I spent some minutes each day creating a Slack Bot. I am happy to say that I created my first-ever Slack bot that can respond to messages, has 6 different commands (introduction, ping, catfact, joke, diceroll, and help), does not collide with anyone elses’ commands, and is (now) live 24/7! Something that I found challenging was, firstly, navigating the Slack API and changing the settings for this bot to be created in the first place. Following that, another thing that I found relatively challenging was trying to find a way to host the bot 24/7 as this took me a few days (perhaps because I was also trying to pass the Hack Club verification at the same time lol). This has been a very fun experience, where I was able to learn more about how JavaScript can connect so deeply to creating bots in public platforms like Slack. It helped me realize more about how these bots (which are prevalent on many other social media platforms, like Discord) are created and hosted 24/7 – something that the Stardance Challenge has helped me learn.", "repo": "https://github.com/jinyou6135/slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*1sf6msf*_gcl_au*MTkwMzY5Mjk3Mi4xNzgxMDk4Mzk1"}]...
|
[{"post_id": 6432, "ts": "2026 [{"post_id": 6432, "ts": "2026-06-10T20:17:02Z", "hours": 0.6658, "text": "Over the past day, I started the Slack bot mission and made a bot (ArctosBOT) with basic commands (such as ping, help, catfacts, and facts). I will introduce more and more commands as time passes (I have already added a bot introduction command, as well as a diceroll command!). Even though I haven’t made my bot online 24/7, I will do that soon after enough unique commands have been added!"}]...
|
Title: Slack Bot by @jin6135 | Stardance
Devlogs: Title: Slack Bot by @jin6135 | Stardance
Devlogs:
Over the past day, I started the Slack bot mission and made a bot (ArctosBOT) with basic commands (such as ping, help, catfacts, and facts). I will introduce more and more commands as time passes (I have already added a bot introduction command, as well as a diceroll command!). Even though I haven’t made my bot online 24/7, I will do that soon after enough unique commands have been added!
Ships:
During the course of my exam/culminating season at the end of the previous school year, I spent some minutes each day creating a Slack Bot. I am happy to say that I created my first-ever Slack bot that can respond to messages, has 6 different commands (introduction, ping, catfact, joke, diceroll, and help), does not collide with anyone elses’ commands, and is (now) live 24/7! Something that I found challenging was, firstly, navigating the Slack API and changing the settings for this bot to be created in the first place. Following that, another thing that I found relatively challenging was trying to find a way to host the bot 24/7 as this took me a few days (perhaps because I was also trying to pass the Hack Club verification at the same time lol). This has been a very fun experience, where I was able to learn more about how JavaScript can connect so deeply to creating bots in public platforms like Slack. It helped me realize more about how these bots (which are prevalent on many other social media platforms, like Discord) are created and hosted 24/7 – something that the Stardance Challenge has helped me learn....
|
1793274533.4565763
|
1793360933.4565763
|
|
13868
|
My very own WebOS by @jdszekeres | Stardance
|
jdszekeres
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T21:52:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PersonalOS, a highly usable and versatile web operating system with customizable apps, including 2048, a calculator, a text editor, and a settings app. It allows for dark mode and custom wallpapers.", "repo": "https://github.com/jdszekeres/personalOS", "demo": "https://personal-os-silk-six.vercel.app"}]...
|
[{"post_id": 6327, "ts": "2026 [{"post_id": 6327, "ts": "2026-06-10T17:24:41Z", "hours": 0.3897, "text": "Updated readme to include screenshots, try it link, and technical features"}, {"post_id": 5955, "ts": "2026-06-09T23:37:27Z", "hours": 0.3939, "text": "Create 2048 app using iFrame"}, {"post_id": 5917, "ts": "2026-06-09T21:58:16Z", "hours": 0.7033, "text": "Create app launcher and windowing system"}, {"post_id": 5399, "ts": "2026-06-09T04:40:23Z", "hours": 0.8375, "text": "Create window system, appbar, and a few apps"}]...
|
Title: My very own WebOS by @jdszekeres | Stardanc Title: My very own WebOS by @jdszekeres | Stardance
Devlogs:
Create window system, appbar, and a few apps
Create app launcher and windowing system
Create 2048 app using iFrame
Updated readme to include screenshots, try it link, and technical features
Ships:
I made PersonalOS, a highly usable and versatile web operating system with customizable apps, including 2048, a calculator, a text editor, and a settings app. It allows for dark mode and custom wallpapers....
|
1793112486.536264
|
1793198886.536264
|
|
13882
|
My WebOS - AstraOS by @anuththara | Stardance
|
anuththara
|
1
|
5.77
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:32:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AstraOS is officially shipped AstraOS is now a fully working browser-based desktop environment that simulates a modern operating system experience directly inside the browser. It is no longer a prototype or UI demo - it’s a functional system with windows, apps, persistence, and a structured desktop environment What’s included Desktop environment Responsive desktop workspace with icon grid system Wallpaper support and adaptive scaling Context menu interactions Consistent layout behavior across screen sizes Window management Draggable, resizable windows Minimize, maximize, and close controls Multi-window support with proper focus handling Z-index management for active windows Window restore and centering logic Built-in applications Notes app with persistent storage Calculator with working expression engine File explorer for navigating system structure Settings application for customization Dock and system navigation Application dock with launch and running state indicators Global menu bar with live clock Smooth application switching and lifecycle handling Persistence layer User preferences stored locally Application state persistence across sessions Desktop layout saved and restored automatically Local storage integration for continuity Design system Glassmorphism-based UI styling Blur and depth layering effects Smooth transitions and animations Consistent component-driven layout system Architecture Modular component structure Event-driven interaction system Reusable UI primitives Optimized rendering behavior for responsiveness What AstraOS is AstraOS is an experiment in turning the browser into a usable operating system layer — combining application lifecycle management, persistent state, and desktop-style interaction patterns into one unified interface. Try it, break it, push it This is not a finished product. It is a working system designed to evolve. Use it as a workspace, stress test the interactions, and explore where it breaks. Feedback that helps: What feels slow or unnecessary What apps are missing What would make this replace a real desktop workflow If it’s useful, it stays. If it’s not, it gets rebuilt.", "repo": "https://github.com/anuththara2007-W/WEB-OS-1", "demo": "https://astraoperatingsystem.netlify.app/"}]...
|
[{"post_id": 55062, "ts": "202 [{"post_id": 55062, "ts": "2026-08-26T14:22:36Z", "hours": 0.4308, "text": "AstraOS WebOS 2 Update 🚀 A major update is now implemented in AstraOS, focused on making the desktop experience more polished, interactive, and responsive.Implemented: 🏝️ Dynamic Island for system notifications 🪟 Aero Shake for minimizing background windows 🌙 Night Shift with a warm display filter 👀 Aero Peek for quickly revealing the desktop ⚙️ Interactive Desktop Gadgets with drag support 📊 Hardware Monitor for CPU, memory, and network usage ✨ Improved animations and desktop interactionsAstra OS is continuing to evolve into a complete WebOS desktop experience with a focus on smooth interactions and a modern interface."}, {"post_id": 40535, "ts": "2026-08-04T04:47:46Z", "hours": 0.3381, "text": "AstraOS has officially transitioned from an architectural prototype into a fully functional, production-ready, browser-based desktop environment. This final phase marks the stabilization of application lifecycles, full implementation of a unified persistence layer, and the deployment of a highly responsive, multi -window desktop shell that simulates a real operating system layer directly inside the browser single-page runtime."}, {"post_id": 10460, "ts": "2026-06-17T06:00:01Z", "hours": 1.9083, "text": "DEV LOG FINAL - ASTRAOS PLATFORM INTEGRATION Overview AstraOS has evolved into a browser-based operating system simulation that recreates a modern desktop experience with modular applications, persistent storage, and interactive system components. Implemented Features Desktop Environment Responsive desktop workspace Dynamic icon grid system Wallpaper support Context menus Adaptive scaling Window Management Draggable windows Minimize, maximize and close controls Active window prioritization Z-index management Multi-window support Window restoration and centering Dock & Menu Bar Application launcher dock Running application indicators Hover animations Real-time clock Global system navigation Applications Notes application with persistent storage Functional calculator engine Interactive file explorer Settings application Persistence Layer User preferences storage Desktop layout persistence Application state persistence Local storage integration Design System Glassmorphism effects Blur surfaces Dynamic shadows Smooth animations Responsive layouts Unified visual consistency Architecture Improvements Modular component structure Event-driven interactions Reusable UI components Optimized rendering pipelines Summary AstraOS is now a fully interactive browser-based desktop environment that combines operating system concepts, application lifecycle management, persistent data handling, and modern UI engineering into a cohesive web platform."}, {"post_id": 5543, "ts": "2026-06-09T11:06:28Z", "hours": 2.9267, "text": "DEV LOG 01 - ASTRAOS INITIAL SYSTEM ARCHITECTURE BOOTSTRAP Overview AstraOS is a browser-based desktop operating system simulation inspired by macOS interaction patterns. This initial phase focuses on establishing core UI infrastructure, deterministic window management, and modular application containers inside a single-page web runtime. The primary goal is to create a stable foundation for a scalable OS-like environment with persistent state handling and structured UI orchestration. Core System Architecture Desktop Shell Layer Implemented base desktop rendering system using DOM-based layout structure Established icon grid system for desktop applications and folders Configured dock and menu bar positioning framework Introduced initial spacing and alignment rules for UI consistency Defined viewport-based scaling for responsive desktop rendering Window Management System Implemented draggable window containers using pointer-event interaction model Introduced window lifecycle handling (create, focus, minimize, maximize, close) Centered window launch logic based on viewport calculations Added basic z-index stacking system for active window prioritization Defined initial window state model (normal, minimized, maximized) Dock System Built application launcher registry mapped to dock UI elements Enabled app instantiation via dock click events Added hover interaction states for dock icons Introduced basic runtime tracking for active applications Menu Bar System Implemented persistent top-level system bar Added basic clock display module (initial implementation) Reserved integration points for system indicators: Network status Battery state System settings routing Application Layer Initial applications implemented as isolated UI modules: Notes: localStorage-based text persistence prototype Calculator: UI scaffold with incomplete computation binding File Explorer: static interface without filesystem backend Settings: configuration UI skeleton without full state linkage These apps currently function as independent UI shells awaiting central state integration. Persistence Layer Implemented localStorage-based persistence strategy Defined early schema for: User preferences Desktop layout state Application metadata Initial groundwork for virtual filesystem simulation Design System Established macOS-inspired visual language (rounded surfaces, depth shadows, blur effects) Defined spacing grid for desktop icon placement Implemented window styling primitives Added basic transition timing system for UI animations System Limitations No centralized state manager implemented yet Window resizing not fully supported No multitasking scheduler or process isolation layer Missing system-level integrations (battery, network, audio) Menu clock not synchronized with real-time API No virtual filesystem fully implemented Next Objectives Implement full window resize and transform system Build global state manager (event-driven architecture) Complete Notes and Calculator logic engines Introduce virtual filesystem layer (VFS abstraction) Improve dock animations and runtime process tracking Add system API integrations (battery, network, audio) Begin Safari rendering engine stabilization Summary This phase establishes the foundational UI and interaction architecture of AstraOS. The system is currently a structured desktop shell with modular applications and persistent state groundwork. Future development will transition toward full OS-like behavior with real-time system integration and improved runtime consistency."}]...
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Title: My WebOS - AstraOS by @anuththara | Stardan Title: My WebOS - AstraOS by @anuththara | Stardance
Devlogs:
DEV LOG 01 - ASTRAOS INITIAL SYSTEM ARCHITECTURE BOOTSTRAP Overview AstraOS is a browser-based desktop operating system simulation inspired by macOS interaction patterns. This initial phase focuses on establishing core UI infrastructure, deterministic window management, and modular application containers inside a single-page web runtime. The primary goal is to create a stable foundation for a scalable OS-like environment with persistent state handling and structured UI orchestration. Core System Architecture Desktop Shell Layer Implemented base desktop rendering system using DOM-based layout structure Established icon grid system for desktop applications and folders Configured dock and menu bar positioning framework Introduced initial spacing and alignment rules for UI consistency Defined viewport-based scaling for responsive desktop rendering Window Management System Implemented draggable window containers using pointer-event interaction model Introduced window lifecycle handling (create, focus, minimize, maximize, close) Centered window launch logic based on viewport calculations Added basic z-index stacking system for active window prioritization Defined initial window state model (normal, minimized, maximized) Dock System Built application launcher registry mapped to dock UI elements Enabled app instantiation via dock click events Added hover interaction states for dock icons Introduced basic runtime tracking for active applications Menu Bar System Implemented persistent top-level system bar Added basic clock display module (initial implementation) Reserved integration points for system indicators: Network status Battery state System settings routing Application Layer Initial applications implemented as isolated UI modules: Notes: localStorage-based text persistence prototype Calculator: UI scaffold with incomplete computation binding File Explorer: static interface without filesystem backend Settings: configuration UI skeleton without full state linkage These apps currently function as independent UI shells awaiting central state integration. Persistence Layer Implemented localStorage-based persistence strategy Defined early schema for: User preferences Desktop layout state Application metadata Initial groundwork for virtual filesystem simulation Design System Established macOS-inspired visual language (rounded surfaces, depth shadows, blur effects) Defined spacing grid for desktop icon placement Implemented window styling primitives Added basic transition timing system for UI animations System Limitations No centralized state manager implemented yet Window resizing not fully supported No multitasking scheduler or process isolation layer Missing system-level integrations (battery, network, audio) Menu clock not synchronized with real-time API No virtual filesystem fully implemented Next Objectives Implement full window resize and transform system Build global state manager (event-driven architecture) Complete Notes and Calculator logic engines Introduce virtual filesystem layer (VFS abstraction) Improve dock animations and runtime process tracking Add system API integrations (battery, network, audio) Begin Safari rendering engine stabilization Summary This phase establishes the foundational UI and interaction architecture of AstraOS. The system is currently a structured desktop shell with modular applications and persistent state groundwork. Future development will transition toward full OS-like behavior with real-time system integration and improved runtime consistency.
DEV LOG FINAL - ASTRAOS PLATFORM INTEGRATION Overview AstraOS has evolved into a browser-based operating system simulation that recreates a modern desktop experience with modular applications, persistent storage, and interactive system components. Implemented Features Desktop Environment Responsive desktop workspace Dynamic icon grid system Wallpaper support Context menus Adaptive scaling Window Management Draggable windows Minimize, maximize and close controls Active window prioritization Z-index management Multi-window support Window restoration and centering Dock & Menu Bar Application launcher dock Running application indicators Hover animations Real-time clock Global system navigation Applications Notes application with persistent storage Functional calculator engine Interactive file explorer Settings application Persistence Layer User preferences storage Desktop layout persistence Application state persistence Local storage integration Design System Glassmorphism effects Blur surfaces Dynamic shadows Smooth animations Responsive layouts Unified visual consistency Architecture Improvements Modular component structure Event-driven interactions Reusable UI components Optimized rendering pipelines Summary AstraOS is now a fully interactive browser-based desktop environment that combines operating system concepts, application lifecycle management, persistent data handling, and modern UI engineering into a cohesive web platform.
AstraOS has officially transitioned from an architectural prototype into a fully functional, production-ready, browser-based desktop environment. This final phase marks the stabilization of application lifecycles, full implementation of a unified persistence layer, and the deployment of a highly responsive, multi -window desktop shell that simulates a real operating system layer directly inside the browser single-page runtime.
AstraOS WebOS 2 Update 🚀 A major update is now implemented in AstraOS, focused on making the desktop experience more polished, interactive, and responsive.Implemented: 🏝️ Dynamic Island for system notifications 🪟 Aero Shake for minimizing background windows 🌙 Night Shift with a warm display filter 👀 Aero Peek for quickly revealing the desktop ⚙️ Interactive Desktop Gadgets with drag support 📊 Hardware Monitor for CPU, memory, and network usage ✨ Improved animations and desktop interactionsAstra OS is continuing to evolve into a complete WebOS desktop experience with a focus on smooth interactions and a modern interface.
Ships:
AstraOS is officially shipped AstraOS is now a fully working browser-based desktop environment that simulates a modern operating system experience directly inside the browser. It is no longer a prototype or UI demo - it’s a functional system with windows, apps, persistence, and a structured desktop environment What’s included Desktop environment Responsive desktop workspace with icon grid system Wallpaper support and adaptive scaling Context menu interactions Consistent layout behavior across screen sizes Window management Draggable, resizable windows Minimize, maximize, and close controls Multi-window support with proper focus handling Z-index management for active windows Window restore and centering logic Built-in applications Notes app with persistent storage Calculator with working expression engine File explorer for navigating system structure Settings application for customization Dock and system navigation Application dock with launch and running state indicators Global menu bar with live clock Smooth application switching and lifecycle handling Persistence layer User preferences stored locally Application state persistence across sessions Desktop layout saved and restored automatically Local storage integration for continuity Design system Glassmorphism-based UI styling Blur and depth layering effects Smooth transitions and animations Consistent component-driven layout system Architecture Modular component structure Event-driven interaction system Reusable UI primitives Optimized rendering behavior for responsiveness What AstraOS is AstraOS is an experiment in turning the browser into a usable operating system layer — combining application lifecycle management, persistent state, and desktop-style interaction patterns into one unified interface. Try it, break it, push it This is not a finished product. It is a working system designed to evolve. Use it as a workspace, stress test the interactions, and explore where it breaks. Feedback that helps: What feels slow or unnecessary What apps are missing What would make this replace a real desktop workflow If it’s useful, it stays. If it’s not, it gets rebuilt....
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1793252894.9936166
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1793339294.9936166
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13883
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ARES-(WORK IN PROGRESS) by @Abhinandan_by_AstroTEC ARES-(WORK IN PROGRESS) by @Abhinandan_by_AstroTECH-lab | Stardance...
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Abhinandan_by_AstroTECH-lab
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1
|
8.12
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T08:38:28Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Today I completed a major milestone for ARES project. I successfully connected the project repository to GitHub and organized the project structure, including documentation for hardware, software, components, features, working principles, and future scope. One of the biggest challenges was setting up the development workflow, managing the repository, and keeping all project files organized while preparing for future hardware integration. I also worked on improving the project website and making the documentation more detailed and easier to understand. I am proud that ARES now has a solid foundation for development. The project combines robotics, sensors, IoT, and autonomous systems to support emergency response and disaster situations. Future updates will include ESP32 firmware development, GPS tracking, live monitoring features. Currently, this is a work in progress. People can explore the project website, documentation, images, and source code to understand the concept and development progress. More hardware demonstrations and functional prototypes will be added in upcoming updates.", "repo": "https://github.com/abhiraj23350-droid/ARES-Autonomous-Rescue-Emergency-Support", "demo": "https://abhinandanraj7257-creator.github.io/techrobotics-AR/"}]...
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[{"post_id": 22102, "ts": "202 [{"post_id": 22102, "ts": "2026-07-04T11:40:34Z", "hours": 0.3814, "text": "ARES hardware prototype during sensor testing and calibration. The ESP32 is connected with an ultrasonic sensor, servo motor, and other modules while a digital multimeter is used to verify voltage levels and circuit stability before final integration."}, {"post_id": 14282, "ts": "2026-06-23T10:25:13Z", "hours": 0.7389, "text": "Making website of ARES project that ultimate website i created link(coming soon)"}, {"post_id": 10554, "ts": "2026-06-17T10:35:04Z", "hours": 0.5975, "text": "🚀 ARES Prototype Update 📸 Hardware assembly and testing in progress. The ESP32-based rescue platform is being developed to support real-time sensing, autonomous operation, and remote monitoring for emergency situations. 🔧 Current focus: Sensor integration Firmware development System testing Structural improvements 🌍 Building a smarter and safer disaster-response solution, one step at a time. ⚡🤖🔥"}, {"post_id": 9869, "ts": "2026-06-16T10:15:29Z", "hours": 1.0664, "text": "🌐 ARES Website Progress Update 🚀 Built and refined the official project landing page, focusing on design, responsiveness, and project presentation. Currently working on documentation, feature showcases, and future integration support. 💻 Tech Stack: HTML, CSS, JavaScript, GitHub Pages ⚙️ Development continues alongside hardware testing and system integration."}, {"post_id": 8629, "ts": "2026-06-14T10:47:30Z", "hours": 1.3831, "text": "MAKING SOMETHING GOOD🚀"}, {"post_id": 7885, "ts": "2026-06-13T04:53:30Z", "hours": 3.0919, "text": "📡 The system is currently undergoing testing for sensor communication, embedded processing, and real-time data handling using ESP32-based modules."}, {"post_id": 7272, "ts": "2026-06-12T03:58:00Z", "hours": 0.6264, "text": "🚀 Building an advanced ESP32-powered system focused on intelligent monitoring, embedded innovation, and real-world automation. Currently testing hardware integration, live data visualization, and core system functionality. ⚙️📡"}, {"post_id": 6700, "ts": "2026-06-11T06:59:55Z", "hours": 0.4367, "text": "Developing an ESP32-based environmental monitoring and automation system with real-time sensor data visualization.🚀🚀"}]...
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Title: ARES-(WORK IN PROGRESS) by @Abhinandan_by_A Title: ARES-(WORK IN PROGRESS) by @Abhinandan_by_AstroTECH-lab | Stardance
Devlogs:
Developing an ESP32-based environmental monitoring and automation system with real-time sensor data visualization.🚀🚀
🚀 Building an advanced ESP32-powered system focused on intelligent monitoring, embedded innovation, and real-world automation. Currently testing hardware integration, live data visualization, and core system functionality. ⚙️📡
📡 The system is currently undergoing testing for sensor communication, embedded processing, and real-time data handling using ESP32-based modules.
MAKING SOMETHING GOOD🚀
🌐 ARES Website Progress Update 🚀 Built and refined the official project landing page, focusing on design, responsiveness, and project presentation. Currently working on documentation, feature showcases, and future integration support. 💻 Tech Stack: HTML, CSS, JavaScript, GitHub Pages ⚙️ Development continues alongside hardware testing and system integration.
🚀 ARES Prototype Update 📸 Hardware assembly and testing in progress. The ESP32-based rescue platform is being developed to support real-time sensing, autonomous operation, and remote monitoring for emergency situations. 🔧 Current focus: Sensor integration Firmware development System testing Structural improvements 🌍 Building a smarter and safer disaster-response solution, one step at a time. ⚡🤖🔥
Making website of ARES project that ultimate website i created link(coming soon)
ARES hardware prototype during sensor testing and calibration. The ESP32 is connected with an ultrasonic sensor, servo motor, and other modules while a digital multimeter is used to verify voltage levels and circuit stability before final integration.
Ships:
Today I completed a major milestone for ARES project. I successfully connected the project repository to GitHub and organized the project structure, including documentation for hardware, software, components, features, working principles, and future scope. One of the biggest challenges was setting up the development workflow, managing the repository, and keeping all project files organized while preparing for future hardware integration. I also worked on improving the project website and making the documentation more detailed and easier to understand. I am proud that ARES now has a solid foundation for development. The project combines robotics, sensors, IoT, and autonomous systems to support emergency response and disaster situations. Future updates will include ESP32 firmware development, GPS tracking, live monitoring features. Currently, this is a work in progress. People can explore the project website, documentation, images, and source code to understand the concept and development progress. More hardware demonstrations and functional prototypes will be added in upcoming updates....
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1793224121.0835643
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1793310521.0835643
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13885
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My awesome macropad! by @aryanrobot88 | Stardance
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aryanrobot88
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1
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3.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T09:36:20Z", "hours": 3.0, "multiplier": 1.62, "payout": 5, "blessing": "neutral", "text": "If you use a computer, tablet, or phone (I don’t know what you are using otherwise). A macropad is one of the best add-ons you can have to increase your productivity. A macropad is a small, compact, secondary keypad with fully programmable keys. It allows you to execute complex keyboard shortcuts, automate repetitive tasks, or launch applications with a single press of a button. One press of a button can run the commands to curse at your friends when they are playing like they usually would. If there is going to be a bag with 16 keys. Imma use all of them. Done with the schematic, the PCB, the fusion design, the firmware and the ReadMe!", "repo": "https://github.com/ArxDraco007/Starhackpad", "demo": ""}]...
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[{"post_id": 5495, "ts": "2026 [{"post_id": 5495, "ts": "2026-06-09T09:30:22Z", "hours": 3.3169, "text": "If there is going to be a bag with 16 keys. Imma use all of them. Done with the schematic, the PCB, the fusion design, the firmware and the ReadMe!"}]...
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Title: My awesome macropad! by @aryanrobot88 | Sta Title: My awesome macropad! by @aryanrobot88 | Stardance
Devlogs:
If there is going to be a bag with 16 keys. Imma use all of them. Done with the schematic, the PCB, the fusion design, the firmware and the ReadMe!
Ships:
If you use a computer, tablet, or phone (I don’t know what you are using otherwise). A macropad is one of the best add-ons you can have to increase your productivity. A macropad is a small, compact, secondary keypad with fully programmable keys. It allows you to execute complex keyboard shortcuts, automate repetitive tasks, or launch applications with a single press of a button. One press of a button can run the commands to curse at your friends when they are playing like they usually would. If there is going to be a bag with 16 keys. Imma use all of them. Done with the schematic, the PCB, the fusion design, the firmware and the ReadMe!...
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1793109209.0876188
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1793195609.0876188
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13887
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Utility Bot by @itsartsign | Stardance
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itsartsign
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T05:52:38Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created a small discord bot using Typescript & Discord.js. The bot has a basic support tickets system and giveaways system using sqlite as the storage method. This was my first time using Typescript & Discord.js, and I am happy that there was no AI used.", "repo": "https://github.com/ItsArtsign/UtilityBot", "demo": "https://discord.gg/GYCdZMn"}]...
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[{"post_id": 21967, "ts": "202 [{"post_id": 21967, "ts": "2026-07-04T05:50:31Z", "hours": 3.5231, "text": "Created my bot. I learnt how to use Sqlite, Typescript, and Discord.js today."}]...
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Title: Utility Bot by @itsartsign | Stardance
Dev Title: Utility Bot by @itsartsign | Stardance
Devlogs:
Created my bot. I learnt how to use Sqlite, Typescript, and Discord.js today.
Ships:
I have created a small discord bot using Typescript & Discord.js. The bot has a basic support tickets system and giveaways system using sqlite as the storage method. This was my first time using Typescript & Discord.js, and I am happy that there was no AI used....
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1793134181.0423503
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1793220581.0423503
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13898
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fuzz-wall contribution by @Huseyin | Stardance
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Huseyin
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T04:32:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fuzz-Wall Contribution Fuzz-Wall is a Fuzzel based wallpaper changer. It lacked, however, support and missed out on some features. What I added I added mpvpaper and awww support. That means Fuzz-Wall now supports more wallpaper daemons, allowing more people to enjoy this tool. Alongside that, Fuzz-Wall now can utilize waypaper to set wall papers. This enables picking a wallpaper daemon(instead of a hard-coded order), customization of how you want to set your wallpaper, post-commands, and more! Notes: Fuzz-Wall is not owned by me. You can find the original here . As of June 16, 2026, the pull request has not been accepted(not committed to the main repository). You can access my fork with the new features here .", "repo": "https://github.com/krambo345/fuzz-wall", "demo": "https://github.com/krambo345/fuzz-wall/releases/tag/release"}]...
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[{"post_id": 9214, "ts": "2026 [{"post_id": 9214, "ts": "2026-06-15T13:56:25Z", "hours": 0.5453, "text": "The Fuzzel Based Wallpaper Selector is EVEN BETTER now! Overview: Fuzz-Wall now supports the mpvpaper and awww wallpaper daemons! But more importantly, a new feature has been added. Fuzz-Wall now detects whether you have the Waypaper package, and uses that over the hard-coded Fuzz-Wall wallpaper setting for more compatibility and features. What is Fuzz-Wall? Fuzz-Wall(more commonly fuzz-wall) is a lightweight package for the Fuzzel(more commonly fuzzel) dmenu. Once the command fuzz-wall is launched, it opens up a customized menu of Fuzzel which allows you to pick a wallpaper from a directory. It utilizes the different wallpaper daemons(e.g. hyprpaper, awww/swww, swaypaper). It makes changing wallpapers way easier! What Changed? Added functions for mpvpaper and awww alongside their individual commands to get the desired outcome. Checking for Waypaper before launching the functions to see if it can be used instead. It does not fire functions if Waypaper is present. Now marked swww as retired due to the project being moved to awww. However, it is not removed for anyone that prefers the older package. Notes I am not the owner of the original repository of fuzz-wall . The pull request has not been accepted as of June 16th, 2026. You may refer to my fork for the features. If you would like more support or features, feel free to comment it down!"}]...
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Title: fuzz-wall contribution by @Huseyin | Starda Title: fuzz-wall contribution by @Huseyin | Stardance
Devlogs:
The Fuzzel Based Wallpaper Selector is EVEN BETTER now! Overview: Fuzz-Wall now supports the mpvpaper and awww wallpaper daemons! But more importantly, a new feature has been added. Fuzz-Wall now detects whether you have the Waypaper package, and uses that over the hard-coded Fuzz-Wall wallpaper setting for more compatibility and features. What is Fuzz-Wall? Fuzz-Wall(more commonly fuzz-wall) is a lightweight package for the Fuzzel(more commonly fuzzel) dmenu. Once the command fuzz-wall is launched, it opens up a customized menu of Fuzzel which allows you to pick a wallpaper from a directory. It utilizes the different wallpaper daemons(e.g. hyprpaper, awww/swww, swaypaper). It makes changing wallpapers way easier! What Changed? Added functions for mpvpaper and awww alongside their individual commands to get the desired outcome. Checking for Waypaper before launching the functions to see if it can be used instead. It does not fire functions if Waypaper is present. Now marked swww as retired due to the project being moved to awww. However, it is not removed for anyone that prefers the older package. Notes I am not the owner of the original repository of fuzz-wall . The pull request has not been accepted as of June 16th, 2026. You may refer to my fork for the features. If you would like more support or features, feel free to comment it down!
Ships:
Fuzz-Wall Contribution Fuzz-Wall is a Fuzzel based wallpaper changer. It lacked, however, support and missed out on some features. What I added I added mpvpaper and awww support. That means Fuzz-Wall now supports more wallpaper daemons, allowing more people to enjoy this tool. Alongside that, Fuzz-Wall now can utilize waypaper to set wall papers. This enables picking a wallpaper daemon(instead of a hard-coded order), customization of how you want to set your wallpaper, post-commands, and more! Notes: Fuzz-Wall is not owned by me. You can find the original here . As of June 16, 2026, the pull request has not been accepted(not committed to the main repository). You can access my fork with the new features here ....
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1793252845.2898939
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1793339245.2898939
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13914
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Overclocked! by @baker | Stardance
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baker
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1
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18.0
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103
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:01:11Z", "hours": 18.0, "multiplier": 5.73, "payout": 103, "blessing": "neutral", "text": "If your rating this plz give good rating. My first clicker game. UI done with AI but logic, description and assets were done by me (assets from google ofc)", "repo": "https://github.com/Hamdan772/Overclocked-", "demo": "https://overclocked-game.vercel.app"}]...
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[{"post_id": 7976, "ts": "2026 [{"post_id": 7976, "ts": "2026-06-13T09:27:18Z", "hours": 1.0, "text": "Done with the game playable at: https://overclocked-game.vercel.app (gonna ship it now) my opinion on this game is……… well it’s not bad I kinda wish I worked on the UI instead of AI but I liked coding the logic. ♥️⭐️"}, {"post_id": 7440, "ts": "2026-06-12T11:54:25Z", "hours": 1.0, "text": "I think I cooked. thx to the people on slack telling me not to use ai generated assets. should I go for a more pixel-y vibe?"}, {"post_id": 6748, "ts": "2026-06-11T09:23:59Z", "hours": 8.0, "text": "working on assets and lore rn the clicker game is going good but would love suggestions for upgrades or lore (like descriptions to the upgrades) or features. and if yall are wondering why the logged time is so much its cuz I did like 1-2 hours yesterday and since im sick I skip school!! also there more assets and this is subjective to change"}, {"post_id": 6225, "ts": "2026-06-10T13:58:10Z", "hours": 4.0, "text": "Added tons of features but not loving the UI so I’ll update it tomorrow. Should probably take a break but I really wanna add some lore and better assets."}, {"post_id": 6039, "ts": "2026-06-10T04:38:02Z", "hours": 0.0, "text": "Worked so long that im number 6 globally. the core is done and im ideating the upgrades and buttons. going for the cookie clicker vibe. I should probably stop making the devlogs so casual and start talking more about the features."}, {"post_id": 6032, "ts": "2026-06-10T03:51:28Z", "hours": 1.0, "text": "Made a very basic UI for now to make sure core functionality works. credit goes to Elucidation on GitHub for the main core"}]...
|
Title: Overclocked! by @baker | Stardance
Devlogs Title: Overclocked! by @baker | Stardance
Devlogs:
Made a very basic UI for now to make sure core functionality works. credit goes to Elucidation on GitHub for the main core
Worked so long that im number 6 globally. the core is done and im ideating the upgrades and buttons. going for the cookie clicker vibe. I should probably stop making the devlogs so casual and start talking more about the features.
Added tons of features but not loving the UI so I’ll update it tomorrow. Should probably take a break but I really wanna add some lore and better assets.
working on assets and lore rn the clicker game is going good but would love suggestions for upgrades or lore (like descriptions to the upgrades) or features. and if yall are wondering why the logged time is so much its cuz I did like 1-2 hours yesterday and since im sick I skip school!! also there more assets and this is subjective to change
I think I cooked. thx to the people on slack telling me not to use ai generated assets. should I go for a more pixel-y vibe?
Done with the game playable at: https://overclocked-game.vercel.app (gonna ship it now) my opinion on this game is……… well it’s not bad I kinda wish I worked on the UI instead of AI but I liked coding the logic. ♥️⭐️
Ships:
If your rating this plz give good rating. My first clicker game. UI done with AI but logic, description and assets were done by me (assets from google ofc)...
|
1792878763.9999301
|
1793742763.9999301
|
|
13919
|
TapOS by @TAP | Stardance
|
TAP
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T07:40:29Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own webos! I had been procrastinated for a while. Well it has an introduction app, like the one in the guide and a future projects app which saved the notes in the cache. And it has a calculator, contacts and weather app which pulls data from the openmetro api! Overall it was pretty fun to dive into html, css and js after a while!", "repo": "https://github.com/sudo-apt-install-tap/WebOS", "demo": "https://sudo-apt-install-tap.github.io/WebOS/window.html"}]...
|
[{"post_id": 23340, "ts": "202 [{"post_id": 23340, "ts": "2026-07-06T07:09:37Z", "hours": 0.5383, "text": "added apps!!"}, {"post_id": 23312, "ts": "2026-07-06T05:55:27Z", "hours": 1.5697, "text": "Finished Part 4 and fixed the bug!"}, {"post_id": 7932, "ts": "2026-06-13T07:17:10Z", "hours": 0.7817, "text": "Organized everything and made moveable! Done with part 3"}, {"post_id": 7917, "ts": "2026-06-13T06:14:59Z", "hours": 1.2219, "text": "Finished the second part!"}, {"post_id": 7886, "ts": "2026-06-13T04:56:35Z", "hours": 0.5953, "text": "Made the basic layout! Finished part 1"}]...
|
Title: TapOS by @TAP | Stardance
Devlogs:
Made th Title: TapOS by @TAP | Stardance
Devlogs:
Made the basic layout! Finished part 1
Finished the second part!
Organized everything and made moveable! Done with part 3
Finished Part 4 and fixed the bug!
added apps!!
Ships:
I made my own webos! I had been procrastinated for a while. Well it has an introduction app, like the one in the guide and a future projects app which saved the notes in the cache. And it has a calculator, contacts and weather app which pulls data from the openmetro api! Overall it was pretty fun to dive into html, css and js after a while!...
|
1793137995.6810842
|
1793224395.6810842
|
|
13920
|
Solar System by @bartoszkasyna | Stardance
|
bartoszkasyna
|
1
|
21.25
|
287
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T12:14:23Z", "hours": 21.0, "multiplier": 13.9, "payout": 287, "blessing": "neutral", "text": "An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization.", "repo": "https://github.com/B4rtekk1/SolarSystem", "demo": "https://github.com/B4rtekk1/SolarSystem/releases"}]...
|
[{"post_id": 33538, "ts": "202 [{"post_id": 33538, "ts": "2026-07-23T16:01:59Z", "hours": 0.2528, "text": "Transparent planets bug fix"}, {"post_id": 32305, "ts": "2026-07-21T12:07:32Z", "hours": 2.6781, "text": "Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow."}, {"post_id": 28516, "ts": "2026-07-14T20:28:22Z", "hours": 1.1586, "text": "Added save/load system with custom .orbs ext. Added camera follow"}, {"post_id": 28478, "ts": "2026-07-14T18:56:07Z", "hours": 1.2006, "text": "Added kinematic, potential, total energy."}, {"post_id": 12609, "ts": "2026-06-20T16:29:53Z", "hours": 1.5842, "text": "I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets."}, {"post_id": 9997, "ts": "2026-06-16T15:12:52Z", "hours": 2.2903, "text": "Added Planet name editor, trying to optimize game. Removed depracted code"}, {"post_id": 8615, "ts": "2026-06-14T09:55:50Z", "hours": 2.0956, "text": "Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects."}, {"post_id": 7447, "ts": "2026-06-12T12:32:37Z", "hours": 1.6308, "text": "I added new contorls and few bug fixes"}, {"post_id": 7292, "ts": "2026-06-12T04:53:21Z", "hours": 2.8125, "text": "Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined."}, {"post_id": 6810, "ts": "2026-06-11T12:59:32Z", "hours": 1.9822, "text": "I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080"}, {"post_id": 6686, "ts": "2026-06-11T06:17:32Z", "hours": 2.0883, "text": "I have added ECS planets and moons with orbit forecasts based on n-body simulations"}, {"post_id": 5491, "ts": "2026-06-09T09:22:30Z", "hours": 0.6028, "text": "Added few planets and their orbits"}, {"post_id": 5437, "ts": "2026-06-09T06:31:04Z", "hours": 0.5803, "text": "I have started with simple sun implementation"}]...
|
Title: Solar System by @bartoszkasyna | Stardance
Title: Solar System by @bartoszkasyna | Stardance
Devlogs:
I have started with simple sun implementation
Added few planets and their orbits
I have added ECS planets and moons with orbit forecasts based on n-body simulations
I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080
Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined.
I added new contorls and few bug fixes
Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects.
Added Planet name editor, trying to optimize game. Removed depracted code
I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets.
Added kinematic, potential, total energy.
Added save/load system with custom .orbs ext. Added camera follow
Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow.
Transparent planets bug fix
Ships:
An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization....
|
1793112546.8782847
|
1793198946.8782847
|
|
13930
|
A custom WebOS by @Never_Mind52 | Stardance
|
Never_Mind52
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T06:18:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future.", "repo": "https://github.com/NeverMind51/CustomOS", "demo": "https://github.com/NeverMind51/CustomOS.git"}]...
|
[{"post_id": 7916, "ts": "2026 [{"post_id": 7916, "ts": "2026-06-13T06:14:34Z", "hours": 0.4067, "text": "A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…"}, {"post_id": 6785, "ts": "2026-06-11T11:23:25Z", "hours": 1.0458, "text": "A Custom WebOS I finished it off from last time, as my first coding project using VScode."}, {"post_id": 6056, "ts": "2026-06-10T05:29:51Z", "hours": 1.0375, "text": "A Custom WebOS"}]...
|
Title: A custom WebOS by @Never_Mind52 | Stardance Title: A custom WebOS by @Never_Mind52 | Stardance
Devlogs:
A Custom WebOS
A Custom WebOS I finished it off from last time, as my first coding project using VScode.
A custom WebOS There were a few bugs in my script, that, although did not create many noticeable differences, needed to be fixed, so I did that. And now I think it looks about finished…
Ships:
This is my first attempt at coding in HTML, and this introductory mission on making a custom WebOS was very helpful. With the help of the guide, I was able to quickly grasp how HTML code worked, and I am looking forward to making more projects int he future....
|
1793245809.8546457
|
1793332209.8546457
|
|
13933
|
Study Operating Tool-Box by @S_U_Wasi | Stardance
|
S_U_Wasi
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T16:43:47Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I have created known as Study Operating Tool-Box. It is created on the top of one of my previous project known as Study Operating System. It is consist of many tools. 3 core tools are “Was Calendar”, “Was To-Do List” and “Was Writer”. I have created it as an privacy first system. Here is a catch. The privacy protection can get changed depending on the system it is running. Example: If using Web-Version: There might be a analytic by the hosting provider and browser setting too. [But there is no analytic in the code. So, I haven’t added any analytic in the source.] & [The web site is hosted via GitHub pages]. If using the Source Code Directly: Now, here is no host provider analytic but be careful in browser’s setup. If using the app: I will talk about it after releasing the app. I would recommend be careful on where it is running. Because I have created is as privacy protected tool. But the system where it is running may change the protection level. And The web-version is complete and fully usable but I have released the web version for giving it a try. I haven’t added any analytic but there may be analytic present, since it is hosted on a server out side of my control. By using Study Operating Tool-Box, user can set up their, calendar, todo list at one place. There is a writer for writing and taking notes using plain text or markdown or stylus pen. There is a Built analytic (Not cloud website analytic); this analytic will give a usage dashboard to the user. If anyone is using it for study, then they can check their study time there and track progress too. I have also faced a funny problem while developing this. While it was in development I mistakenly deleted the entire repository from my device. Thus I lost my code. Luckily it was saved on GitHub, but that was a few update behind. But I have overcome that and finally shipped it. From my mistake I have learned to keep a always updated backup. In Study operating Tool-Box there are 5 icon I have designed by myself (not all icons). I designed those Icons during the previous project (Months ago). That is why I am also thinking about updating the existing icons and add some more icons too. Thanks to all those who are reviewing Study Operating Tool-Box", "repo": "https://github.com/MDSUWasi/Study-Operating-Tool-Box", "demo": "https://mdsuwasi.github.io/Study-Operating-Tool-Box/"}]...
|
[{"post_id": 68146, "ts": "202 [{"post_id": 68146, "ts": "2026-09-14T16:16:22Z", "hours": 0.3994, "text": "Today I have released Study Operating Tool-Box. Anyone can give it a try via web. It is completely usable via web. I have created it web-first for now. For upcoming few updates it will be web-first. Then I have intention to upgrade it as an app."}, {"post_id": 66755, "ts": "2026-09-12T17:20:53Z", "hours": 2.0533, "text": "Working on Study Operating Tool-Box is almost over and will be shipped soon. Study Operating Tool-Box is quite ready to be online. I will release it soon. Features: Was Calendar: A calendar for planning schedule. Was To-Do list: A to do for planning tasks. Was Writer: A note pad which support both stylus and markdown. There is a PDF download too. Analytics: This is for tracking study sections (This is for user only). For last few days I have worked on it’s theme. Currently and for it’s first ship there will be only one theme (with different colour mode). I am thinking to add more theme later. There is a hamburger option to hide side-bar during tasks. Study Operating Tools is local first. So, for backup there is export and import (saved as .json). And there is no cloud option. But this also depends how you have accessed Study Operating Tool-Box: Accessed using website host: You need internet and hosting service’s Analytic will apply. Accessed using html (after downloading the source code from repository) : You just need your device. There will be no cloud, analytic etc. (but this also depends on your browser settings). Using Application (Currently under development): There will be no cloud, internet access, analytic etc. (but this also depends on user’s raw data using style). Full data will be available in the README."}, {"post_id": 55565, "ts": "2026-08-27T14:30:33Z", "hours": 8.1381, "text": "For few days I have done much working on Study Operating Tools . My goal is to make it super fast to use (Because I don’t want any friction during study) and with lowest requirement possible. First I will release it as a web (for very first ship). Then, I will create apps for different operating systems. (Currently I am focused on web version only and will be focused on it for some time even after first ship). Currently, Study operating tools have Was Calendar : A calendar with task and event, Was To-Do list : A to do list service. Was Writer : A writing tool. It support both stylus and markdown . Notes can be taken either writing via markdown or using a stylus. Was Writer have large (Feels like infinite but not) canvas for stylus section. Profile : A profile section for the Study Operating Tools. After all 8 hours of effort all the above mentioned service is currently working. Still there are some bugs at Was Writer (I will fix those soon ). After adding all the services (Sub pages). I will take some additional time to make the site smooth and frictionless . Thank You"}, {"post_id": 33591, "ts": "2026-07-23T17:14:16Z", "hours": 0.4469, "text": "Just Updated the CSS. I have changed the theme to match with the theme of my portfolio (Because I liked that theme). I have upgraded some of the source (Because I had lost the source code due to some technical error). I am re-developing some core feature, The Writer . This time I am going to make it entirely markdown base. Analytics feature will contain analysis on which study feature is used and How much."}, {"post_id": 18945, "ts": "2026-06-30T03:53:34Z", "hours": 0.4378, "text": "Writer added. The document writer of Study Operating tools is known as Was-Note. Development of Was-Note is 50% complete."}, {"post_id": 17026, "ts": "2026-06-27T17:10:16Z", "hours": 0.4667, "text": "Today I have just added a basic writer feature (UI/ Theme is still under development). Here are the feature the the writer. Supports text, markdown, mathematical formula and scientific writing structure (Subscript/ superscript) Have infinite canvas for styles note taking feature. have export features (supports many formats including .pdf and .txt) Geometric features like box, table."}, {"post_id": 16179, "ts": "2026-06-26T09:05:32Z", "hours": 1.0847, "text": "Initial Structure completed. This Tool will contain way more features than my previous study operating system (The base). Study Operating tool is a toolbox which contains necessary tools needed for study. Study operating tool is based on one of my previous project “Study Operating System”. The core features of Study operating tool: A feature rich To-Do list. A feature rich Calendar An writer with support txt, markdown and even stylus (Currently Under development) There will be more features than the above three."}]...
|
Title: Study Operating Tool-Box by @S_U_Wasi | Sta Title: Study Operating Tool-Box by @S_U_Wasi | Stardance
Devlogs:
Initial Structure completed. This Tool will contain way more features than my previous study operating system (The base). Study Operating tool is a toolbox which contains necessary tools needed for study. Study operating tool is based on one of my previous project “Study Operating System”. The core features of Study operating tool: A feature rich To-Do list. A feature rich Calendar An writer with support txt, markdown and even stylus (Currently Under development) There will be more features than the above three.
Today I have just added a basic writer feature (UI/ Theme is still under development). Here are the feature the the writer. Supports text, markdown, mathematical formula and scientific writing structure (Subscript/ superscript) Have infinite canvas for styles note taking feature. have export features (supports many formats including .pdf and .txt) Geometric features like box, table.
Writer added. The document writer of Study Operating tools is known as Was-Note. Development of Was-Note is 50% complete.
Just Updated the CSS. I have changed the theme to match with the theme of my portfolio (Because I liked that theme). I have upgraded some of the source (Because I had lost the source code due to some technical error). I am re-developing some core feature, The Writer . This time I am going to make it entirely markdown base. Analytics feature will contain analysis on which study feature is used and How much.
For few days I have done much working on Study Operating Tools . My goal is to make it super fast to use (Because I don’t want any friction during study) and with lowest requirement possible. First I will release it as a web (for very first ship). Then, I will create apps for different operating systems. (Currently I am focused on web version only and will be focused on it for some time even after first ship). Currently, Study operating tools have Was Calendar : A calendar with task and event, Was To-Do list : A to do list service. Was Writer : A writing tool. It support both stylus and markdown . Notes can be taken either writing via markdown or using a stylus. Was Writer have large (Feels like infinite but not) canvas for stylus section. Profile : A profile section for the Study Operating Tools. After all 8 hours of effort all the above mentioned service is currently working. Still there are some bugs at Was Writer (I will fix those soon ). After adding all the services (Sub pages). I will take some additional time to make the site smooth and frictionless . Thank You
Working on Study Operating Tool-Box is almost over and will be shipped soon. Study Operating Tool-Box is quite ready to be online. I will release it soon. Features: Was Calendar: A calendar for planning schedule. Was To-Do list: A to do for planning tasks. Was Writer: A note pad which support both stylus and markdown. There is a PDF download too. Analytics: This is for tracking study sections (This is for user only). For last few days I have worked on it’s theme. Currently and for it’s first ship there will be only one theme (with different colour mode). I am thinking to add more theme later. There is a hamburger option to hide side-bar during tasks. Study Operating Tools is local first. So, for backup there is export and import (saved as .json). And there is no cloud option. But this also depends how you have accessed Study Operating Tool-Box: Accessed using website host: You need internet and hosting service’s Analytic will apply. Accessed using html (after downloading the source code from repository) : You just need your device. There will be no cloud, analytic etc. (but this also depends on your browser settings). Using Application (Currently under development): There will be no cloud, internet access, analytic etc. (but this also depends on user’s raw data using style). Full data will be available in the README.
Today I have released Study Operating Tool-Box. Anyone can give it a try via web. It is completely usable via web. I have created it web-first for now. For upcoming few updates it will be web-first. Then I have intention to upgrade it as an app.
Ships:
What I have created known as Study Operating Tool-Box. It is created on the top of one of my previous project known as Study Operating System. It is consist of many tools. 3 core tools are “Was Calendar”, “Was To-Do List” and “Was Writer”. I have created it as an privacy first system. Here is a catch. The privacy protection can get changed depending on the system it is running. Example: If using Web-Version: There might be a analytic by the hosting provider and browser setting too. [But there is no analytic in the code. So, I haven’t added any analytic in the source.] & [The web site is hosted via GitHub pages]. If using the Source Code Directly: Now, here is no host provider analytic but be careful in browser’s setup. If using the app: I will talk about it after releasing the app. I would recommend be careful on where it is running. Because I have created is as privacy protected tool. But the system where it is running may change the protection level. And The web-version is complete and fully usable but I have released the web version for giving it a try. I haven’t added any analytic but there may be analytic present, since it is hosted on a server out side of my control. By using Study Operating Tool-Box, user can set up their, calendar, todo list at one place. There is a writer for writing and taking notes using plain text or markdown or stylus pen. There is a Built analytic (Not cloud website analytic); this analytic will give a usage dashboard to the user. If anyone is using it for study, then they can check their study time there and track progress too. I have also faced a funny problem while developing this. While it was in development I mistakenly deleted the entire repository from my device. Thus I lost my code. Luckily it was saved on GitHub, but that was a few update behind. But I have overcome that and finally shipped it. From my mistake I have learned to keep a always updated backup. In Study operating Tool-Box there are 5 icon I have designed by myself (not all icons). I designed those Icons during the previous project (Months ago). That is why I am also thinking about updating the existing icons and add some more icons too. Thanks to all those who are reviewing Study Operating Tool-Box...
|
1793202843.2647238
|
1793289243.2647238
|
|
13934
|
My first slack bot! by @Saifan | Stardance
|
Saifan
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T13:59:15Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "i created a slack bot named “KOT” having kings theme/behaviour for more info check my github repo plzz", "repo": "https://github.com/Saifan86/SlackBot-Kot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BAHTBN3U1?_gl=1*5vnct3*_gcl_au*MTYzNjg1MDQxLjE3ODE0NDI3MTI."}]...
|
[{"post_id": 8147, "ts": "2026 [{"post_id": 8147, "ts": "2026-06-13T16:15:52Z", "hours": 1.1336, "text": "slackBot"}]...
|
Title: My first slack bot! by @Saifan | Stardance
Title: My first slack bot! by @Saifan | Stardance
Devlogs:
slackBot
Ships:
i created a slack bot named “KOT” having kings theme/behaviour for more info check my github repo plzz...
|
1793256934.0035605
|
1793343334.0035605
|
|
13941
|
WireSend by @sudu | Stardance
|
sudu
|
1
|
17.67
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T08:27:05Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WireSend aims to be a custom, made-from-scratch FTP project that transfers files in a local network of computers. Currently, it supports chatting only as the foundation step of the project and actual file transfer system is still in development. I have made the serializing, de-serializing algorithms, along with packet construction and deconstructions and sending/receiving system via TCP sockets. Try it out!", "repo": "https://github.com/sudu7878/custom-ftp", "demo": "https://github.com/sudu7878/WireSend/releases"}]...
|
[{"post_id": 17839, "ts": "202 [{"post_id": 17839, "ts": "2026-06-28T19:40:51Z", "hours": 7.3886, "text": "Devlog 6: HOWDYY EVERYONE!! i know its been an eternity since ive logged in to stardance, and trust me i have a very good reason for this. Firstly, yeah i was busy with my college admissions stuff, quite a long time honestly (and its just the beginning). But also during this time, i was hard at work pushing this project forward for the actual file transfer protocol thing. It was NOT at all easy as i was thinking. To send a file, both the users should have a prompt that shows what type of file they’re receiving and then ask them if they would wanna accept it or not. it seems VERY easy but trust me its the opposite. It took me like a week to come up with a very good and redundant method to ask the users. What is hard you might ask? Well the thing is, you need to have a seperate message parser (ie serializer) so you can make out the file details such as the file name, file size, etc. You need to send that seperately, and then ask the recv thread (the one that is always running to see if there are messages on the socket–multi-threading baby!) that the next incoming packet should be a file negotiation packet (as the name suggests, it negotiates with the user if they wanna accept the file) and then assigns the send thread to pay attention for the user command to accept (using “/accept” or “/reject”) for the files. As for selecting the files, im using an API called “tinyFD”. It’s goated honestly. Made my work a lot easier. Basically what it does is it opens the file saving / file opening dialog native to you OS or display server! Pretty darn good for cross-platform project like this (tho my project only works for unix atm). This was about the file transfer stuff. But there are also many architectural improvements that I made throughout to improve the readibility of the code. For example, instead of endless nested if-else statements, i used switch statements. For the commands, i made a seperate command parser (tho its buggy, not my main focus for now, but yeah working towards it). A few days ago, a reviewer (huge thank you!) asked me for a feature for custom ports. I’ve added it. Now, you should select a port on which you want your host/server to listen on. Took me long enough, but yep, working like a charm. Another issue i found on the reviewer’s screen rec video was that the server STILL proceeded to operate if the binding failed (for context they had port 8000 – the default port for this project previously already busy. When they attempted to run the server, the socket binding failed due to the port being used by another entity). The server would still go to its operating mode. Thats not good and meaningless. So fixed that bug as well. Thank you, reviewer for taking time having a look on my project! Anyways, thank you for reading, have a great day!"}, {"post_id": 10481, "ts": "2026-06-17T07:02:34Z", "hours": 0.3386, "text": "Devlog 5: Gm! So today i started off with documenting the architecture and the protocol design for WireSend. Have a look below!"}, {"post_id": 10199, "ts": "2026-06-16T20:20:48Z", "hours": 4.9436, "text": "Devlog 4: HELLLOOO omg ive been out so long. These past couple of days ive been thinking so long about protocol design for the actual file transfer that i said im working on. GOsh it was such a long journey. 5 rejected ideas and endless staring at the whiteboard. Nevertheless, ive managed to build a file negotiation system (so that the other device can accept/reject the incoming file) that can then also transfer files later on. The reason it was so complex because well, file negotiation is completely different from normal message packets. I need to measure the file size (that can be 64-bit worth in size….which is just BIG), the file name size (which was the big issue for me) and bundle them together and send over the wire. Earlier i was thinking to make completely different packet type for such tasks, but that was seriously wrong idea as i would end up with endless conditional loops, and it looks awful. Instead what im doing is im serializing all that info and shoving it inside the body of the main packet. Then build a seperate deserializer for the file metadata so it could extract data and show it to the user. You could say i could’ve just used the existing messaging infra to transfer the info…after all they’re just strings, right? Well, true they’re just strings, but we’re handling them completely differently. For instance, we’re building a separate architecture for this so that the messaging thing remains different from the file thing. They both dont have any business to be together. That’s called modularity. And besides, i will be transferring files…i certainly couldnt do that using messaging technique and was bound to make a different protocol. SO here i am. Im so sleep deprived rn. so good night"}, {"post_id": 6710, "ts": "2026-06-11T07:39:06Z", "hours": 1.7478, "text": "Devlog 3: Hey y’all new day new ambitions, at least i dont have them. Jokes apart, today I implemented something which bridges the gap more towards the actual file transfer. I added the binary to ASCII and vice versa conversion for receiving and sending packets respectively. Earlier to keep things simple, I was just sending std::string packets, but files cannot be sent that way. Thats one of the foundational stepping stone for this. Apart from this, I also improved the readability for the enum values for payload_type (for which I was kinda responsible in the first place lol). I used to start the numbers with 0…examples: 010, 002, etc. They all represent octal values in C++. I didnt wanna get into that mess so I just removed it. I also added a necessary check to see if the receiving packet contains text or a file chunk (tho only text for now since Ive not implemented the file transfer yet). Im yet to do that flag for the sending as well, but not before I add file handling. Nowadays, I’m just changing the architecture rather than functionality and features. Since I made this project for file transfer than chatting, I think I’d keep both of them, because I have one of them ready, and why not? Thanks have a great day!"}, {"post_id": 5896, "ts": "2026-06-09T21:16:51Z", "hours": 0.6447, "text": "Devlog 2: Added the SendPacket() function to both client and server module. Im essentially making custom functions so I get better flexibility with managing my packets rather to directly use unix functions to do what I want. I really needed the pointer arithmetic check (this is common for the ReceivePacket() as well) because well, TCP guarantees all the bytes will be sent, but not the time it will take to do so. That is why we have to keep looping through our buffer size to get an idea of how many bytes we received and how many are remaining. Yep, its subtle but absolutely important for file transfers. You dont want receiving incomplete and corrupt files!"}, {"post_id": 5507, "ts": "2026-06-09T09:47:48Z", "hours": 1.2172, "text": "Devlog 1: soooooooooooo i finally understood what einstein type shi brain I used before my vacation. Right now my main goal was to not add new features, but to improve the readability of the code. For this, I made a new function, ReceivePacket(), that does nothing but uses TCP streams to receive packets. Earlier I repeated its function for like 4 times, so I made a dedicated function in my API so I could easily use it and reduces lines of code. Enough tech talk, im still recovering from the vacation mode haha."}, {"post_id": 5441, "ts": "2026-06-09T06:40:29Z", "hours": 1.3061, "text": "As i started this project wayyy earlier than i logged into hacktime, I have the chatting thing ready. Though its not much, its better than nothing. Atleast the foundation is set up. I was going to add the file transfer stuff soon, but I went for a vacation for like a week and I forgot much of the stuff (my memory is like a gold fish). But the one thing that I did learn was that: ALWAYS DOCUMENT AND ADD COMMENTS TO YOUR CODE. That way reading it after an eternity is much more sane. Anyways, what I did really was read the code. Spent two days understanding what my sleep-deprived brain at 2AM thought. Wish me luck. b-bye! (also idk what to upload in the screenshot when i said i did nothing meaningful)"}]...
|
Title: WireSend by @sudu | Stardance
Devlogs:
As Title: WireSend by @sudu | Stardance
Devlogs:
As i started this project wayyy earlier than i logged into hacktime, I have the chatting thing ready. Though its not much, its better than nothing. Atleast the foundation is set up. I was going to add the file transfer stuff soon, but I went for a vacation for like a week and I forgot much of the stuff (my memory is like a gold fish). But the one thing that I did learn was that: ALWAYS DOCUMENT AND ADD COMMENTS TO YOUR CODE. That way reading it after an eternity is much more sane. Anyways, what I did really was read the code. Spent two days understanding what my sleep-deprived brain at 2AM thought. Wish me luck. b-bye! (also idk what to upload in the screenshot when i said i did nothing meaningful)
Devlog 1: soooooooooooo i finally understood what einstein type shi brain I used before my vacation. Right now my main goal was to not add new features, but to improve the readability of the code. For this, I made a new function, ReceivePacket(), that does nothing but uses TCP streams to receive packets. Earlier I repeated its function for like 4 times, so I made a dedicated function in my API so I could easily use it and reduces lines of code. Enough tech talk, im still recovering from the vacation mode haha.
Devlog 2: Added the SendPacket() function to both client and server module. Im essentially making custom functions so I get better flexibility with managing my packets rather to directly use unix functions to do what I want. I really needed the pointer arithmetic check (this is common for the ReceivePacket() as well) because well, TCP guarantees all the bytes will be sent, but not the time it will take to do so. That is why we have to keep looping through our buffer size to get an idea of how many bytes we received and how many are remaining. Yep, its subtle but absolutely important for file transfers. You dont want receiving incomplete and corrupt files!
Devlog 3: Hey y’all new day new ambitions, at least i dont have them. Jokes apart, today I implemented something which bridges the gap more towards the actual file transfer. I added the binary to ASCII and vice versa conversion for receiving and sending packets respectively. Earlier to keep things simple, I was just sending std::string packets, but files cannot be sent that way. Thats one of the foundational stepping stone for this. Apart from this, I also improved the readability for the enum values for payload_type (for which I was kinda responsible in the first place lol). I used to start the numbers with 0…examples: 010, 002, etc. They all represent octal values in C++. I didnt wanna get into that mess so I just removed it. I also added a necessary check to see if the receiving packet contains text or a file chunk (tho only text for now since Ive not implemented the file transfer yet). Im yet to do that flag for the sending as well, but not before I add file handling. Nowadays, I’m just changing the architecture rather than functionality and features. Since I made this project for file transfer than chatting, I think I’d keep both of them, because I have one of them ready, and why not? Thanks have a great day!
Devlog 4: HELLLOOO omg ive been out so long. These past couple of days ive been thinking so long about protocol design for the actual file transfer that i said im working on. GOsh it was such a long journey. 5 rejected ideas and endless staring at the whiteboard. Nevertheless, ive managed to build a file negotiation system (so that the other device can accept/reject the incoming file) that can then also transfer files later on. The reason it was so complex because well, file negotiation is completely different from normal message packets. I need to measure the file size (that can be 64-bit worth in size….which is just BIG), the file name size (which was the big issue for me) and bundle them together and send over the wire. Earlier i was thinking to make completely different packet type for such tasks, but that was seriously wrong idea as i would end up with endless conditional loops, and it looks awful. Instead what im doing is im serializing all that info and shoving it inside the body of the main packet. Then build a seperate deserializer for the file metadata so it could extract data and show it to the user. You could say i could’ve just used the existing messaging infra to transfer the info…after all they’re just strings, right? Well, true they’re just strings, but we’re handling them completely differently. For instance, we’re building a separate architecture for this so that the messaging thing remains different from the file thing. They both dont have any business to be together. That’s called modularity. And besides, i will be transferring files…i certainly couldnt do that using messaging technique and was bound to make a different protocol. SO here i am. Im so sleep deprived rn. so good night
Devlog 5: Gm! So today i started off with documenting the architecture and the protocol design for WireSend. Have a look below!
Devlog 6: HOWDYY EVERYONE!! i know its been an eternity since ive logged in to stardance, and trust me i have a very good reason for this. Firstly, yeah i was busy with my college admissions stuff, quite a long time honestly (and its just the beginning). But also during this time, i was hard at work pushing this project forward for the actual file transfer protocol thing. It was NOT at all easy as i was thinking. To send a file, both the users should have a prompt that shows what type of file they’re receiving and then ask them if they would wanna accept it or not. it seems VERY easy but trust me its the opposite. It took me like a week to come up with a very good and redundant method to ask the users. What is hard you might ask? Well the thing is, you need to have a seperate message parser (ie serializer) so you can make out the file details such as the file name, file size, etc. You need to send that seperately, and then ask the recv thread (the one that is always running to see if there are messages on the socket–multi-threading baby!) that the next incoming packet should be a file negotiation packet (as the name suggests, it negotiates with the user if they wanna accept the file) and then assigns the send thread to pay attention for the user command to accept (using “/accept” or “/reject”) for the files. As for selecting the files, im using an API called “tinyFD”. It’s goated honestly. Made my work a lot easier. Basically what it does is it opens the file saving / file opening dialog native to you OS or display server! Pretty darn good for cross-platform project like this (tho my project only works for unix atm). This was about the file transfer stuff. But there are also many architectural improvements that I made throughout to improve the readibility of the code. For example, instead of endless nested if-else statements, i used switch statements. For the commands, i made a seperate command parser (tho its buggy, not my main focus for now, but yeah working towards it). A few days ago, a reviewer (huge thank you!) asked me for a feature for custom ports. I’ve added it. Now, you should select a port on which you want your host/server to listen on. Took me long enough, but yep, working like a charm. Another issue i found on the reviewer’s screen rec video was that the server STILL proceeded to operate if the binding failed (for context they had port 8000 – the default port for this project previously already busy. When they attempted to run the server, the socket binding failed due to the port being used by another entity). The server would still go to its operating mode. Thats not good and meaningless. So fixed that bug as well. Thank you, reviewer for taking time having a look on my project! Anyways, thank you for reading, have a great day!
Ships:
WireSend aims to be a custom, made-from-scratch FTP project that transfers files in a local network of computers. Currently, it supports chatting only as the foundation step of the project and actual file transfer system is still in development. I have made the serializing, de-serializing algorithms, along with packet construction and deconstructions and sending/receiving system via TCP sockets. Try it out!...
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1793263798.741462
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1793350198.741462
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13956
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CosmicLens — James Webb Space Telescope Explorer b CosmicLens — James Webb Space Telescope Explorer by @anshitbhattarai | Stardance...
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anshitbhattarai
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T13:10:04Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CosmicLens is a James Webb Space Telescope (JWST) explorer that can be interactively used to browse 6 actual JWST observations with real-time NASA images pulled from the NASA’s Image Library API, or to view real instrument temperatures and mission statistics on the telescope, or to map every observation by celestial coordinates with a clickable map indicating its details in-line. The most challenging part was getting real NASA images had to go through hotlink blocks to proxy route, and even broken urls until it hit NASA’s API directly through curl to find the correct image IDs. Worst of all was the fact that we rejected all the placeholders, and all of the telemetry data reported here is real as well: running at 1.5 million km away from Earth at L2, with MIRI running at -128°C. To test it, click on any observation card in Explore to view a live NASA image from that card, and click any dot on the Sky Map to see details appear in-line. No login needed.", "repo": "https://github.com/anshitbhattarai/cosmiclens", "demo": "https://cosmiclens-six.vercel.app/"}]...
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[{"post_id": 6801, "ts": "2026 [{"post_id": 6801, "ts": "2026-06-11T12:23:59Z", "hours": 3.1444, "text": "Day 2 — June 11, 2026 Big day. Built the rest of the app and fought NASA’s APIs for most of it. Built ExploreDetail right panel with empty state, full observation detail view with image loading, data grid showing coordinates and program info, and a direct link to the ESA Webb Portal. Built TelemetryTab showing real JWST instrument temperatures with color-coded bars, telescope status, orbit info, and mission statistics. Built SkyMapTab an interactive celestial coordinate map with all 6 observations plotted by RA/Dec position. Clickable dots with hover tooltips. Clicking a dot shows an inline detail card below the map with coordinates, distance, program info. Color-coded by object type with a legend. What I learned: NASA’s Image Library API item.links array has the direct URL don’t fetch the manifest. Not all Webb images are in NASA’s public library. WASP-96b has no photo, only spectrum data. stsci-opo.org blocks hotlinking. Rotating AI providers when rate limited is a real skill."}, {"post_id": 6185, "ts": "2026-06-10T12:01:05Z", "hours": 1.0, "text": "CosmicLens — Dev Log #2 Date: June 10, 2026 What Got Built Today Completed Animated starfield background Tab navigation Explore tab left panel with: Live search filtering Object type filter pills (Nebula/Galaxy/Exoplanet etc) Instrument filter pills (NIRCam/MIRI/NIRISS) 6 mock JWST observation cards with color-coded type badges Scrollable card list In Progress ExploreDetail right panel (observation detail view) ExploreTab parent component wiring left + right panels Telemetry tab (telescope temperature gauges, mission status)"}, {"post_id": 6105, "ts": "2026-06-10T08:34:02Z", "hours": 0.5739, "text": "CosmicLens — Dev Log Day 1 — June 10, 2026 What I built Initialized Next.js 14 project with App Router and TypeScript Configured Tailwind CSS with custom space theme color Installed Framer Motion for animations Built animated StarField background component Set up base layout.tsx with correct metadata Connected GitHub repo and pushed first commits Tools used OpenCode Zed Next.js 14, TypeScript, Tailwind, Framer Motion What’s next Navbar with live status indicator Tab navigation (Explore / Telemetry / Sky Map) Connect NASA APOD API Build ObservationCard component"}]...
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Title: CosmicLens — James Webb Space Telescope Exp Title: CosmicLens — James Webb Space Telescope Explorer by @anshitbhattarai | Stardance
Devlogs:
CosmicLens — Dev Log Day 1 — June 10, 2026 What I built Initialized Next.js 14 project with App Router and TypeScript Configured Tailwind CSS with custom space theme color Installed Framer Motion for animations Built animated StarField background component Set up base layout.tsx with correct metadata Connected GitHub repo and pushed first commits Tools used OpenCode Zed Next.js 14, TypeScript, Tailwind, Framer Motion What’s next Navbar with live status indicator Tab navigation (Explore / Telemetry / Sky Map) Connect NASA APOD API Build ObservationCard component
CosmicLens — Dev Log #2 Date: June 10, 2026 What Got Built Today Completed Animated starfield background Tab navigation Explore tab left panel with: Live search filtering Object type filter pills (Nebula/Galaxy/Exoplanet etc) Instrument filter pills (NIRCam/MIRI/NIRISS) 6 mock JWST observation cards with color-coded type badges Scrollable card list In Progress ExploreDetail right panel (observation detail view) ExploreTab parent component wiring left + right panels Telemetry tab (telescope temperature gauges, mission status)
Day 2 — June 11, 2026 Big day. Built the rest of the app and fought NASA’s APIs for most of it. Built ExploreDetail right panel with empty state, full observation detail view with image loading, data grid showing coordinates and program info, and a direct link to the ESA Webb Portal. Built TelemetryTab showing real JWST instrument temperatures with color-coded bars, telescope status, orbit info, and mission statistics. Built SkyMapTab an interactive celestial coordinate map with all 6 observations plotted by RA/Dec position. Clickable dots with hover tooltips. Clicking a dot shows an inline detail card below the map with coordinates, distance, program info. Color-coded by object type with a legend. What I learned: NASA’s Image Library API item.links array has the direct URL don’t fetch the manifest. Not all Webb images are in NASA’s public library. WASP-96b has no photo, only spectrum data. stsci-opo.org blocks hotlinking. Rotating AI providers when rate limited is a real skill.
Ships:
CosmicLens is a James Webb Space Telescope (JWST) explorer that can be interactively used to browse 6 actual JWST observations with real-time NASA images pulled from the NASA’s Image Library API, or to view real instrument temperatures and mission statistics on the telescope, or to map every observation by celestial coordinates with a clickable map indicating its details in-line. The most challenging part was getting real NASA images had to go through hotlink blocks to proxy route, and even broken urls until it hit NASA’s API directly through curl to find the correct image IDs. Worst of all was the fact that we rejected all the placeholders, and all of the telemetry data reported here is real as well: running at 1.5 million km away from Earth at L2, with MIRI running at -128°C. To test it, click on any observation card in Explore to view a live NASA image from that card, and click any dot on the Sky Map to see details appear in-line. No login needed....
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1793234852.5498204
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1793321252.5498204
|
|
13959
|
My first WebOS by @Arradhya | Stardance
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Arradhya
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T17:03:48Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project Name: NoteStarOS Elevator Pitch: A browser-based operating system featuring custom window-dragging physics, a built-in notepad, and a calculator. Live Demo: https://arradhyasharma.github.io/stardance/ Time Spent: ~ 16 hours Tech Stack: Vanilla JavaScript (ES6), HTML5, CSS3 (Glassmorphism, Flexbox, Grid) What I’m proud of: Building the window management logic from scratch without using any heavy external frameworks or libraries.", "repo": "https://github.com/arradhyasharma/stardance", "demo": "https://arradhyasharma.github.io/stardance/"}]...
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[{"post_id": 20068, "ts": "202 [{"post_id": 20068, "ts": "2026-07-01T16:05:05Z", "hours": 15.0, "text": "I am working on my webOS and I have completed 4 levels and started level 5"}]...
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Title: My first WebOS by @Arradhya | Stardance
De Title: My first WebOS by @Arradhya | Stardance
Devlogs:
I am working on my webOS and I have completed 4 levels and started level 5
Ships:
Project Name: NoteStarOS Elevator Pitch: A browser-based operating system featuring custom window-dragging physics, a built-in notepad, and a calculator. Live Demo: https://arradhyasharma.github.io/stardance/ Time Spent: ~ 16 hours Tech Stack: Vanilla JavaScript (ES6), HTML5, CSS3 (Glassmorphism, Flexbox, Grid) What I’m proud of: Building the window management logic from scratch without using any heavy external frameworks or libraries....
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1792882088.3322299
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1793746088.3322299
|
|
13978
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Roblox Minigolf by @ThatRandomMaker | Stardance
|
ThatRandomMaker
|
1
|
170.69
|
2416
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T09:33:14Z", "hours": 167.0, "multiplier": 15.65, "payout": 2416, "blessing": "neutral", "text": "I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)", "repo": "https://github.com/ThatRandomMaker/Roblox-Minigolf", "demo": "https://www.roblox.com/games/11200475351/Minigolf"}]...
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[{"post_id": 76096, "ts": "202 [{"post_id": 76096, "ts": "2026-10-02T09:52:34Z", "hours": 2.2314, "text": "Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out."}, {"post_id": 72599, "ts": "2026-09-23T09:50:33Z", "hours": 1.4561, "text": "After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon."}, {"post_id": 67234, "ts": "2026-09-13T09:16:00Z", "hours": 4.0808, "text": "FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke"}, {"post_id": 65465, "ts": "2026-09-10T16:40:51Z", "hours": 1.6436, "text": "Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while"}, {"post_id": 64885, "ts": "2026-09-09T16:18:59Z", "hours": 1.3189, "text": "Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)"}, {"post_id": 64261, "ts": "2026-09-08T15:10:07Z", "hours": 8.0694, "text": "Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting."}, {"post_id": 61466, "ts": "2026-09-04T12:15:21Z", "hours": 10.2056, "text": "Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time."}, {"post_id": 54531, "ts": "2026-08-25T15:39:57Z", "hours": 4.0231, "text": "Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated."}, {"post_id": 51588, "ts": "2026-08-21T11:08:56Z", "hours": 8.1239, "text": "Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)"}, {"post_id": 48935, "ts": "2026-08-17T14:30:42Z", "hours": 4.1728, "text": "New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI."}, {"post_id": 48115, "ts": "2026-08-16T12:28:38Z", "hours": 9.935, "text": "In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great"}, {"post_id": 41247, "ts": "2026-08-05T10:30:05Z", "hours": 9.6728, "text": "UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)"}, {"post_id": 37696, "ts": "2026-07-30T16:22:40Z", "hours": 4.7486, "text": "Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play."}, {"post_id": 35256, "ts": "2026-07-26T15:40:53Z", "hours": 8.5958, "text": "Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!"}, {"post_id": 30623, "ts": "2026-07-18T10:46:31Z", "hours": 6.6422, "text": "Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change."}, {"post_id": 27248, "ts": "2026-07-12T17:13:40Z", "hours": 10.0919, "text": "Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error."}, {"post_id": 25189, "ts": "2026-07-09T08:12:53Z", "hours": 21.9158, "text": "Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!"}, {"post_id": 19276, "ts": "2026-06-30T15:27:41Z", "hours": 4.4606, "text": "Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree."}, {"post_id": 17522, "ts": "2026-06-28T10:34:21Z", "hours": 10.4989, "text": "Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!"}, {"post_id": 15173, "ts": "2026-06-24T17:30:12Z", "hours": 10.3753, "text": "Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!"}, {"post_id": 11863, "ts": "2026-06-19T09:53:37Z", "hours": 8.5456, "text": "Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)"}, {"post_id": 10585, "ts": "2026-06-17T12:07:24Z", "hours": 7.51, "text": "Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu"}, {"post_id": 9284, "ts": "2026-06-15T16:15:08Z", "hours": 6.1644, "text": "Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls"}, {"post_id": 7945, "ts": "2026-06-13T07:59:58Z", "hours": 6.6408, "text": "Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu"}]...
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Title: Roblox Minigolf by @ThatRandomMaker | Stard Title: Roblox Minigolf by @ThatRandomMaker | Stardance
Devlogs:
Hello, Minigolf! Implemented the core mechanics for the game to work which are: Custom collisiongroups to prevent griefing (for example, your golf ball hitting one that’s owned by another player, or the golf club hitting the ground making it hard to play) Transparency on different clients, to know which golf ball you own Working goal with a sound effect and tween to fade out the ball before destroying it Side mechanics added: Barebones datastore implementation, now rewards cash and golf hole scored/won UI test for music selection menu and shop (to get trails, custom golf ball colors, etc), full implementation soonTM Still working on to implement: Working shop with equippable cosmetics Working music selection Main menu
Devlog 2, a lot has changed! Project demo available in the video Features: Shop UI has now been fully implemented and saving works Golf balls are now customizable by buying cosmetics from the shop (with in-game cash), cosmetics consist of golf ball colors, trails and effects Music UI has been added to the game for listening songs during gameplay Now there was one bad thing, which is that I somehow accidentally deleted the whole shop UI and had to remake it since autosave (of course) had to save in that exact moment.. Still need to implement: Badge rewards when winning a stage Main menu with setting(s) Spinning and moving parts (for unique stages) Volume control for music UI Replacing placeholder sounds in the music frame Replacing placeholder items and images in the shop frame Adding materials as a customization option for golf balls
Devlog 3, game additions and hotfixes New additions shown in the video Additions: Implemented most of the main menu. Includes: Credits, settings (shadows and night time) Camera spinning around a specific (target) part for main menu Button to stop current song in the music menu. Replaced placeholder images and sounds in the music menu Spinning parts using tween(s) Fixes: Menu proper scaling for devices Player input and backpack UI disabling when in main menu Shop has an error sound (instead of purchase sound) when not having enough money for an item. Added default/none options to the shop for disabling trails and effects. Still need to add: Badge rewards on a milestone (changed from reward per stage) Volume slider or manual volume entering for the music menu Replacing placeholder items and images in the shop frame Images for the buttons, separate play UI in the main menu
Devlog 4 fixes and additions New additions and fixes also shown in the video Features: Added badge rewards on milestones (5 badges so far, 1-1000 stages won) Setting for daytime cycle in main menu Dynamic lighting system Replaced placeholder images in the main menu (main menu is fully complete now) Seperate play UI instead of one button Spinning parts Loading screen Day and night ambiance Fixes: Dynamic lighting fixed to not depend the animation on ClockTime, instead make a tween and play it in a certain time range. Dynamic lighting fixed to not read ClockTime every time it changes (inefficient) Teleport handler fixed to handle any errors with servers and re-enable the menu incase of an unsuccesful teleport. Music UI fixed to show volume slider properly (not to combine the button to stop the current song playing in the same line) Implemented proper join song rng (otherwise it’d usually pick the first or the 4th song) Credit menu scaling Needs fixing: Shop and music menu scaling on 1440p screens (Credit to ShootingCat for finding this bug, since I don’t have a 1440p monitor) Disabling the back button when attempting to teleport to a different place When enabling night time, to turn the lights on, since the current dynamic lighting system only checks 2 timeframes, and doesn’t turn on otherwise. Still need to add/replace: Replace placeholder items and images in the shop frame Adding customization options for the golf club (or as it’s named, golfstick) 3. Finally start building the map (if nothing else comes up that needs fixing, or another idea that needs to be implemented)
Devlog 5! New fixes and additions also shown in the video Features: Parts now spin the same speed at any fps, and one main script is now controlling them all using CollectionService The GolfStick now has customization added in the shop! Autosave has been added (saves every 60sec with visual UI) Completed levels and main menu settings get saved Main menu now has transitions! Fixes: Shop and music menu now finally properly scale on ALL resolutions! Shop buttons fixed with scale instead of sizing Disabled the back button when attempting to teleport to a different place Lights are fixed for the nightTime setting (didn’t turn on/off before) Ambiance now plays with the nightTime setting on A saved table is now used instead of searching for lamp parts each time the alpha tween runs (dynamic lighting on/off tween), in result saving performance. Fixed golf ball trail and effect visibility (now you don’t see other player trails and effects, which reduced visibility before.) Main menu play button fixed to not start volume fade out from volume 1, instead now uses the current volume of the sound Commented out debug prints that aren’t needed anymore (kept incase something breaks though) Fixed saves when altf4-ing from the game or the server shutting down. PlayerRemoving and BindToClose double saving upon shutdown Still need to replace: Placeholder images and items in the shop UI. After that, time to start building!
Small update/Devlog 5.5 I’ve been working on a few things for the game before starting to build the map and in result wanted to share these. Changes: “New” spawnPad and clearBall models, both now display their cooldowns with text and colors (locally for the player) I’ve replaced the low quality music in the main menu and added a “few” more songs, instead of just 11 songs now the game has.. 87! Now the main menu is also controlled by one script only, instead of having one in each button (in result also making porting easier to the other places) Also, the side buttons have been redesigned! Now they have a collapse menu button, and a button for returning to the main menu. This is so that more of the screen is available for mobile players (and a bit of the screen on PC, too). Returning to the main menu will be useful for example, if the player completes every stage in the Grass “destination”/Environment and wants to continue to the next one. Also the music UI has been fixed to work on 4K (didn’t properly implement scale on the buttons) And, a very special thing in my opinion is that the shop is finally complete ! Consisting of golf balls, trails, effects and different golf clubs (for a visual representation, go to the video after reading this post) The Golf club preview image on the tool changes per the equipped cosmetic too!
Map development update I’ve been working on a few ideas recently and have been attempting to build something “decent”. With a bit of trial and error so far I’ve made A tree And 3 stages 🤞 Perfect development pace, isn’t it? Anyway, here are the images showing stages and the tree.
Map development update #2 I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one) Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees. Sunrays, bloom and a shorter range detpth of field have been added And a small experiment for a tutorial cutscene has been added too. In the process of this “devlog” I’ve also lost 11h of work Also, a new loading screen has been added and the one from TP has been fixed!
Small update/Devlog 6 New additions: A tutorial has been added and is fully working! (still needs sounds but otherwise fully complete) Main menu disallows the player to join the Arcade and Desert map if they haven’t completed the tutorial yet. Map scenery is done! Only need the stages now A boost pad has been added (and a golf ball loop will be made!) Colorcorrectioneffect has been added to make the game brighter in terms of colors instead of dull. Fixes: Trees were optimized a little in blender (the fir tree originally had 6.6k faces when I opened the file.. oof) Renderfidelity on leaf parts for trees was changed to automatic (otherwise the trees would look like twigs from far away) Lights turn off when daytime cycle setting gets turned off Daytime cycle script fixed to turn off after turning off the nighttime setting Changes: Lighting from invisible walls on stages removed (will use lights that the player can see instead) Main menu UI has been changed to have shadows on the buttons. Main menu UI text also has a “manual” shadow on the “Choose your destination!” text UIStroke on stage signs is now a bit thicker (text is easier to read) Need to add/fix: UI that shows your current leaderboard stats instead of the default one Arm swinging the golfstick when moving with it (will probably either switch to R6 or just make an invisible hitbox for the tool) Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error.
Devlog 7 Additions: Grass map is now complete! Added lamp scenery to the stages, so you can actually complete them during the night Tutorial is complete with music! Shop UI now has shadows behind the buttons Added an invisible hitbox extension to the golfstick (mainly fixes issue, although still may need to switch to r6 due to animation packs) UI with stats (Cash, stages won) and sounds + cash counting up/down The tutorial now has animations for hitting the ball Changes: Tutorial made more visually similar overall First tutorial animation changed to: Move the golfstick not as far back/forward Move the golfstick a bit faster when hitting the ball Tutorial second animation changed to: Not rotate the golfstick as far (60 degrees instead of 90) Fixes: Stats UI centering on screen Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu. Music UI may also change.
Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2. Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) So far I’ve made a few things in-game and outlined a few ideas and a roadmap. Currently built: First three stages (which are glow-in-the-dark!) mostly complete parking lot Front of the building (although unfinished) A road leading up to the parking lot with a small grass patch. Automated door There may not be as much devlogs now, but the game is still in development!
Every stage in the Arcade (map) has been built! The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive , and a few are a bit difficult or tedious .. to say the least. (example of changing stages the attached video) Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap , but any progress is great. You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype) Anyway, during this time a few small misc changes have been done: stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.) Shop UI trail naming has been changed a little. Blinking activity on stage signs has been removed. Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play.
UI Revamp (W.I.P) I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good. So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time) I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now. Another thing I’ve experimented a bit with is viewport frames , which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment. Things still unfinished that I want to complete (for UIs): Setting to enable/disable dark mode Light mode UI (as at the moment it’s dark mode only) Sound changes: “song2” in the main menu has been replaced due to it being striked by Roblox (not sure why!) Sound in the tutorial UI before accepting/declining the tutorial has been changed (same issue)
In-game UI revamp is complete! *and a few miscellaneous fixes have been made The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made. In my opinion, light mode looks decent but I still prefer dark mode. A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey , which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though. Fixes: autosaveUI loading/saving icon was still spinning when not visible. Fixed by seeing if the frame is actually visible (instead of if the frame exists, small typo) Shadow button now just changes immediately instead of waiting for the server to change the variable, now it just fires the remoteEvent only to save the setting autosaveUI UIstroke clipping fixed by changing it to apply inner instead of outer Tree sway intensity has been changed to be a bit lower, otherwise it’d look unnatural. Tree pivots fixed to be on the bottom for tree sway (this was a pain) Tree pivot issues: Changing tree pivots manually always broke for some reason. It took a few hours to fix them, then when I dragged the trees down it reset them. Upon pressing undo the pivots were still reset, not like they were before. Then, I tried fixing them without dragging anything, and the next time I opened studio it reset again. I found that ctrl+l may work, but that didn’t work either. Had to end up cloning everything over again, which somehow has made the shadows more intense in the dense tree areas, even though nothing changed between the two. This was NOT fun When writing this devlog, I found out that the oak trees have decided to fly in the air, so that’s great
New camera mode for the main menu! Demo is in the video! Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu. It features: Camera sway Camera switching between points 15 different points for the camera Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work. Miscellanous changes/fixes: Flying trees fixed statsGui (naming fix soonTM) bgcolor and background transparency changed in light mode to that of the old UI.
Overhauled main menu GUI including new songs and animations! Demo is in the attached video as usual! So, I’ve spent a bit of time reworking the main menu , since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice . I’ve made/added/reworked: Esentially every menu New animations when moving pages or when going in-game Added hover effects for buttons Icons for the main buttons Added fake shadows to text instead of the bad-looking UIStroke like before Added image backgrounds Replaced (most) old songs! (song 1, song 3-5) It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional! When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map. Every time I test the game I somehow find bugs on accident, whoops! Anyway, there were a “few” fixes/updates that were made during development of this overhaul: Fixed spinnyCamera (script) to not repeat points Updated generateNumber for spinnyCamera (script) to go through all the points instead of randomly pick one and look repetitive Fixed autosaveUI appearing in the main menu Fixed hideUIHotkey setting (a lot of things which I won’t describe as this post isn’t meant to be a wall of text) Fixed mainMenuButton UIScale bug by resetting UIScale on click Updated both cameraFolder(s) to be models instead of folders, with ModelStreamingMode to be set to Atomic (fixes delay or infinite yielding on slower devices) Updated mainMenuUI image background transparency to 0.5 for settingsFrame, cameraModeFrame and creditsFrame Updated hideHotkey setting textColor3 when text is “Set Keybind” and added UIPadding to the button for text not to clip Fixed soundLogic volume bug that didn’t reset audio volume when going back to the main menu, in result making the song silent Updated soundLogic to fade in song volume instead of immediately start playing it at full volume And a lot more… (these are just ones found after the overhaul)
Arcade Machines They have interactable buttons (which do nothing, except move up and down) Nothing else to say about them, really.. Changes/additions: Changed song2 (main menu) due to likely being made by AI (cover seems to be aigen) Light mode setting now also changes the main menu Changed buttonFrame in-game to have wrapper frames, in result being affected by the UIListLayout, and now they don’t clip together when using smaller screens, but they can still be animated.
Arcade map update The indoor area is close to being finished! It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.) Next step is, of course, the outdoors! I assume it shouldn’t take as long to make as the interior was, but who knows Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick. Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time.
Arcade map complete! New: the outside has now been fully finished (instead of just being a baseplate) Smaller changes/additions: the arcade map now has seats , shapes on the floor and ambiance zones. As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD. The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting.
Started work on the “Desert” map. All stages are now built! There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Desert map complete! Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert. Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship , of course. *Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while
FINALLY shipping! (after this devlog) After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done. I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations). I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it. I also want to say thank you to everyone that has supported me and this project, it means a lot :) Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are: Stardance: Making a new banner (old one didn’t even match the style of the game anymore) Adding a demo link & github repository link GitHub repository: Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc) Game: Changing the teleport screen to one that blends in during teleport Changed badges for new ones (icons) and requirements (now 1, 10 and 22 stages) Made the maze in stage 8 (grass map) harder to complete, was too easy before Changed all loading music Removed the funFacts moduleScript (not needed anymore) Stage 9 sign fixed to show status for Arcade_9 instead of Arcade_3 Updated desertMap particles to be thinner Changed loadUI to have fake shadow text instead of a thick UIStroke
After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map. So far, I’ve made these props: Conveyor Structual beam Light Unloading zones At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.) One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon.
Finished the first room in the new Factory map! What lighting style do you think is better? Realistic or soft? (shadowmap) Realistic is img 1-2, soft is 3-4 At the moment, there won’t be any minigolf courses, as I’d rather finish the building first. Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out.
Ships:
I’ve made a minigolf game in Roblox studio, featuring 3 maps and 22 stages in total, with cosmetics that can be bought for your golf club or golf ball, and some nice QoL features like a music menu, or a hide UI hotkey In my opinion, the main challenging thing was building all the maps. I’m not a great map builder, so making even one map or all stages took a lot of time, plus taking on the task of making 3 maps for the first release was, admittedly, a not-so-thought-through idea. Of course, this doesn’t mean that there was just 1 challenge, this was just the main one for me. Please note: due to the Roblox guideline changes, you must have an account that is 16+ Facial Age Estimation or ID verified to play the game. This can only be changed if the game reaches 250 “active” players. There are alternatives, which is either setting up the game yourself in Roblox Studio (takes some time), or just by watching the small feature demo. These restrictions/alternatives are mentioned in the README. (written per default questions)...
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1793144909.4447956
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1793231309.4447956
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13992
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My very own WebOS by @chaitanya57313 | Stardance
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chaitanya57313
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T08:26:14Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a working webos. I face challenges with creating the workflow of the webos which i overcame with the help of google’s gemini. anyways i hope yall like!!", "repo": "https://github.com/Chaitanya1956/WebOS---Chaos-OS", "demo": "https://bagesai.me/WebOS---Chaos-OS/index.html"}]...
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[{"post_id": 6727, "ts": "2026 [{"post_id": 6727, "ts": "2026-06-11T08:24:30Z", "hours": 0.0, "text": "gave final touches and published it on a public site"}, {"post_id": 6715, "ts": "2026-06-11T07:48:44Z", "hours": 2.0, "text": "completed webos."}, {"post_id": 6258, "ts": "2026-06-10T14:51:01Z", "hours": 3.0, "text": "made the css. cool stuff inc 🔥🔥"}]...
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Title: My very own WebOS by @chaitanya57313 | Star Title: My very own WebOS by @chaitanya57313 | Stardance
Devlogs:
made the css. cool stuff inc 🔥🔥
completed webos.
gave final touches and published it on a public site
Ships:
I made a working webos. I face challenges with creating the workflow of the webos which i overcame with the help of google’s gemini. anyways i hope yall like!!...
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1792878794.5585892
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1793742794.5585892
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14006
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404OS by @Indian5000 | Stardance
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Indian5000
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T22:29:43Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a WebOS (404 OS) built by me. First time writing code completely independently felt very challenging but the really entertaining guide helped me a lot! Overall, i learnt a lot through this project(including but not limited to writing Javascript, Using Various CSS styles, Readme composition, etc)", "repo": "https://github.com/Indian5000/404OS", "demo": "https://indian5000.github.io/404OS/Frontend/index.html"}]...
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[{"post_id": 6479, "ts": "2026 [{"post_id": 6479, "ts": "2026-06-10T21:54:03Z", "hours": 0.5025, "text": "Added “Web Browser” using iframe. Generated a about.html using claude as landing page. Part 5 done."}, {"post_id": 6433, "ts": "2026-06-10T20:21:08Z", "hours": 1.6544, "text": "Finished Adding Notes App (Took me way to long to figure out the Logic and Javascript in secondary experimental project- Reason for such a huge work hour count in previous devblogs.) Completed Part 4."}, {"post_id": 5866, "ts": "2026-06-09T20:19:10Z", "hours": 4.0414, "text": "Decided to Change things up a bit…definetly…Finished Part 3."}, {"post_id": 5521, "ts": "2026-06-09T10:23:02Z", "hours": 0.4183, "text": "Made the welcome page suck less"}, {"post_id": 5501, "ts": "2026-06-09T09:41:06Z", "hours": 1.1036, "text": "Added a Welcome Screen (Very Crappy one at that)"}]...
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Title: 404OS by @Indian5000 | Stardance
Devlogs:
Title: 404OS by @Indian5000 | Stardance
Devlogs:
Added a Welcome Screen (Very Crappy one at that)
Made the welcome page suck less
Decided to Change things up a bit…definetly…Finished Part 3.
Finished Adding Notes App (Took me way to long to figure out the Logic and Javascript in secondary experimental project- Reason for such a huge work hour count in previous devblogs.) Completed Part 4.
Added “Web Browser” using iframe. Generated a about.html using claude as landing page. Part 5 done.
Ships:
This was a WebOS (404 OS) built by me. First time writing code completely independently felt very challenging but the really entertaining guide helped me a lot! Overall, i learnt a lot through this project(including but not limited to writing Javascript, Using Various CSS styles, Readme composition, etc)...
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1793137678.7004075
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1793224078.7004075
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