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23816
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Portfolio - Elijah Feldman by @elifeldman769 | Sta Portfolio - Elijah Feldman by @elifeldman769 | Stardance...
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elifeldman769
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1
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12.0
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192
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T15:52:13Z", "hours": 12.0, "multiplier": 16.3, "payout": 192, "blessing": "neutral", "text": "This is my personal website, built in React and hosted on Vercel. I designed most of it with smaller screens in mind first, since my hope was to render it best on the screen of phones, then made sure everything held up on desktop too, using different tailwind classnames for different screen sizes so pages fit well on small, medium, and large screens alike. The home page is smaller and vertically centered rather than using the full width like the rest of the site, since it’s the first thing anyone sees and I wanted it to feel right on a phone before anything else. On the top left of the navbar, it dynamically renders the current page name based on the url you’re on, and on small screens the links collapse into a hamburger button that opens into a full screen menu. For the gallery, I built an indexed system that automatically tiles a group of photos and displays them, hovering a photo reveals its caption sliding up from the bottom. Originally the captions came from the photo’s filename, split by underscore, so each member of that array got appended with spaces to become the string making up the name of the place, which is what shows up on hover. The gallery is much nicer now and loads quickly too, since I wrote a js script to go through each image and compress it, taking the photos from 40 MB down to about 4MB, meaning the page loads much much faster. The two photos that are actually portraits of me get compressed less aggressively than the rest so they stay sharp, since those are the ones I want search engines to associate with my name. I wanted to make sure the site would be easy to add to in the future, so the projects page pulls automatically from a JSON file. I specify a title, date, description, image path, and links, where I just give a tag name for each link and it renders in a unified button format. These are autopopulated with reference ids and jump to the right spot automatically, going straight to that project’s section, and they also get added to a table of contents at the top automatically, so adding a new project is just adding a JSON entry, nothing else. Publications works the same way, off its own JSON file, showing the paper’s title, authors with my own name auto-bolded, venue and year, and the same flexible tag and link buttons as projects. The CV page is taken from the latex code of my actual resume, restructured into that same JSON format so it renders natively on the site instead of just being an embedded PDF, with the option to download the compiled latex pdf too. The publications section on that page pulls from the exact same JSON file the publications page uses, so I only ever add a new paper in one place and both pages stay in sync. The blog has search and topic filtering over a list of posts, and each post’s actual content is a static html file that gets fetched dynamically based on the url, so writing a new post is dropping in an html file and a metadata entry rather than writing more react. Contact is just emails and socials, written with brackets around the at sign to dodge the most basic scrapers. I put the site on google search console with a sitemap so it gets indexed properly, and spent time making sure page titles, descriptions, and image metadata are set up right so photos of me actually have a shot at showing up when people search my name, without cluttering the site with extra images just for that purpose. Overall I really love the theme of this site, with the blue accents, I got some inspiration from other research portfolios I’d seen. Before this it was pretty scattered, without a gallery or projects page, and mostly just had the home page with a weird VantaJS background running on it. Now it’s a lot more complete: a dynamic gallery, a projects page and publications page that both pull from JSON so they’re easy to keep updated, a CV page sourced from my actual resume, and a blog that can actually grow instead of being one hardcoded post.", "repo": "https://github.com/ElijahFeldman7/portfolio", "demo": "https://elijahwfeldman.com"}]...
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[{"post_id": 31277, "ts": "202 [{"post_id": 31277, "ts": "2026-07-19T15:40:04Z", "hours": 4.6214, "text": "Devlog II: Personal Portfolio The devlog today showcases in a sense more of a refinement with several large QOL updates, along with 2 more pages. Firstly, I optimized the site for mobile. All pages are now fit well for small or md screens by using different tailwind classnames for different screens. Second of all, the gallery is much nicer now and loads quickly, since I wrote a js script to go through each image and compress them. This took them from 40 MB -> 4MB, meaning the page loads much much faster. Next, I wanted to ensure that the site would be easy to add to in the future, so the projects page now pulls automatically from a JSON file. It can have tags for links that render in a unified format and I specify file path, description, title. These are autopopulated with reference ids and go to the table of contents automatically. I added a publications page to showcase my last paper, and those in the future to come. The CV is taken from latex code from my resume and is just a JSON structured format. It has the option to download the latex pdf too."}, {"post_id": 24201, "ts": "2026-07-07T16:47:34Z", "hours": 7.2322, "text": "Devlog I - Personal Website For a bit of context, I worked on this site earlier however before it was pretty scattered without a gallery, projects, and mostly just had the home page with a weird VantaJS background. I apoligize for not dev logging over the past 7 hours, since I got so caught up in dev work. For a brief overview, several features I built were: an indexed gallery system that would automatically tile a group of photos in a folder and display them. it would take the name of the photo and split it by _. for each member in the array, it would append it with spaces to become a string making the name of teh place that can be hovered over. On the top left of the navbar, it’ll dynamically render the url based on what page you are on The home page is smaller since my hope was to render it best on the screen of phones. I designed most of the site with smaller screens in mind For projects, I rendered a table of contexts that will jump to projects/#project based on the selected one, automatically going to that index of the page. I linked the code to previous project, bioblitz, however I still need to add more. I put the site on google search console with a sitemap so it will soon be indexed. Overall, I really love the theme of this site, with the blue accents. I got some inspiration from other research portfolios. In the future, I want to redo the blog page fully since it didn’t have much before but one not dynamically rendered post. Attached are some photos of the pages."}]...
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Title: Portfolio - Elijah Feldman by @elifeldman76 Title: Portfolio - Elijah Feldman by @elifeldman769 | Stardance
Devlogs:
Devlog I - Personal Website For a bit of context, I worked on this site earlier however before it was pretty scattered without a gallery, projects, and mostly just had the home page with a weird VantaJS background. I apoligize for not dev logging over the past 7 hours, since I got so caught up in dev work. For a brief overview, several features I built were: an indexed gallery system that would automatically tile a group of photos in a folder and display them. it would take the name of the photo and split it by _. for each member in the array, it would append it with spaces to become a string making the name of teh place that can be hovered over. On the top left of the navbar, it’ll dynamically render the url based on what page you are on The home page is smaller since my hope was to render it best on the screen of phones. I designed most of the site with smaller screens in mind For projects, I rendered a table of contexts that will jump to projects/#project based on the selected one, automatically going to that index of the page. I linked the code to previous project, bioblitz, however I still need to add more. I put the site on google search console with a sitemap so it will soon be indexed. Overall, I really love the theme of this site, with the blue accents. I got some inspiration from other research portfolios. In the future, I want to redo the blog page fully since it didn’t have much before but one not dynamically rendered post. Attached are some photos of the pages.
Devlog II: Personal Portfolio The devlog today showcases in a sense more of a refinement with several large QOL updates, along with 2 more pages. Firstly, I optimized the site for mobile. All pages are now fit well for small or md screens by using different tailwind classnames for different screens. Second of all, the gallery is much nicer now and loads quickly, since I wrote a js script to go through each image and compress them. This took them from 40 MB -> 4MB, meaning the page loads much much faster. Next, I wanted to ensure that the site would be easy to add to in the future, so the projects page now pulls automatically from a JSON file. It can have tags for links that render in a unified format and I specify file path, description, title. These are autopopulated with reference ids and go to the table of contents automatically. I added a publications page to showcase my last paper, and those in the future to come. The CV is taken from latex code from my resume and is just a JSON structured format. It has the option to download the latex pdf too.
Ships:
This is my personal website, built in React and hosted on Vercel. I designed most of it with smaller screens in mind first, since my hope was to render it best on the screen of phones, then made sure everything held up on desktop too, using different tailwind classnames for different screen sizes so pages fit well on small, medium, and large screens alike. The home page is smaller and vertically centered rather than using the full width like the rest of the site, since it’s the first thing anyone sees and I wanted it to feel right on a phone before anything else. On the top left of the navbar, it dynamically renders the current page name based on the url you’re on, and on small screens the links collapse into a hamburger button that opens into a full screen menu. For the gallery, I built an indexed system that automatically tiles a group of photos and displays them, hovering a photo reveals its caption sliding up from the bottom. Originally the captions came from the photo’s filename, split by underscore, so each member of that array got appended with spaces to become the string making up the name of the place, which is what shows up on hover. The gallery is much nicer now and loads quickly too, since I wrote a js script to go through each image and compress it, taking the photos from 40 MB down to about 4MB, meaning the page loads much much faster. The two photos that are actually portraits of me get compressed less aggressively than the rest so they stay sharp, since those are the ones I want search engines to associate with my name. I wanted to make sure the site would be easy to add to in the future, so the projects page pulls automatically from a JSON file. I specify a title, date, description, image path, and links, where I just give a tag name for each link and it renders in a unified button format. These are autopopulated with reference ids and jump to the right spot automatically, going straight to that project’s section, and they also get added to a table of contents at the top automatically, so adding a new project is just adding a JSON entry, nothing else. Publications works the same way, off its own JSON file, showing the paper’s title, authors with my own name auto-bolded, venue and year, and the same flexible tag and link buttons as projects. The CV page is taken from the latex code of my actual resume, restructured into that same JSON format so it renders natively on the site instead of just being an embedded PDF, with the option to download the compiled latex pdf too. The publications section on that page pulls from the exact same JSON file the publications page uses, so I only ever add a new paper in one place and both pages stay in sync. The blog has search and topic filtering over a list of posts, and each post’s actual content is a static html file that gets fetched dynamically based on the url, so writing a new post is dropping in an html file and a metadata entry rather than writing more react. Contact is just emails and socials, written with brackets around the at sign to dodge the most basic scrapers. I put the site on google search console with a sitemap so it gets indexed properly, and spent time making sure page titles, descriptions, and image metadata are set up right so photos of me actually have a shot at showing up when people search my name, without cluttering the site with extra images just for that purpose. Overall I really love the theme of this site, with the blue accents, I got some inspiration from other research portfolios I’d seen. Before this it was pretty scattered, without a gallery or projects page, and mostly just had the home page with a weird VantaJS background running on it. Now it’s a lot more complete: a dynamic gallery, a projects page and publications page that both pull from JSON so they’re easy to keep updated, a CV page sourced from my actual resume, and a blog that can actually grow instead of being one hardcoded post....
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1793263764.1133318
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1793350164.1133318
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23832
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Python Stuff by @joedesmos | Stardance
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joedesmos
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1
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6.53
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T16:44:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have a bunch of different projects on here. It is my Python portfolio. I am not fully done with it and still adding things currently. Just a kind of big update as I have finished some big projects.", "repo": "https://github.com/joedesmos/PythonStuff", "demo": "https://github.com/joedesmos/PythonStuff/releases/tag/Games"}]...
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[{"post_id": 69375, "ts": "202 [{"post_id": 69375, "ts": "2026-09-16T22:32:10Z", "hours": 0.5322, "text": "hi"}, {"post_id": 14440, "ts": "2026-06-23T15:54:09Z", "hours": 4.8978, "text": "Started some new projects. Continued working on poker, made a 24 inspired math game and also played around with weather api’s."}, {"post_id": 13462, "ts": "2026-06-22T01:15:12Z", "hours": 0.7144, "text": "Started Working on Poker: Started the Dealing Portion of the Game and introduction to Poker / how to play text."}]...
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Title: Python Stuff by @joedesmos | Stardance
Dev Title: Python Stuff by @joedesmos | Stardance
Devlogs:
Started Working on Poker: Started the Dealing Portion of the Game and introduction to Poker / how to play text.
Started some new projects. Continued working on poker, made a 24 inspired math game and also played around with weather api’s.
hi
Ships:
I have a bunch of different projects on here. It is my Python portfolio. I am not fully done with it and still adding things currently. Just a kind of big update as I have finished some big projects....
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1793285375.854356
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1793371775.854356
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23852
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CyberScore by @Ashu-cipher | Stardance
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Ashu-cipher
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1
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23.0
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97
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[{"ship_num": 1, "hours": 23.0, [{"ship_num": 1, "hours": 23.0, "multiplier": 9.67, "payout": 97, "blessing": "neutral", "text": "i made a cyber security assessment tool called CyberScore, this tool basically gives you some scenarios and you choose an option based on which your points increase or decrease, also after testing you get to know about your weak spots along with result. which you can fix. also you don't need to know anything to test this project, just go to site, complete test, and know your weak spots, i am proud that it is helping some people to be more aware about these cyber threats. i hope you like it. thanks for your time.", "repo": "https://github.com/Ashu-Cipher/CyberScore", "demo": "https://ashu-cipher.github.io/CyberScore", "ts": "2026-06-22T13:01:39Z"}]...
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[{"post_id": 13667, "ts": "202 [{"post_id": 13667, "ts": "2026-06-22T12:54:27Z", "hours": 23.0, "text": "Introducing CyberScore, this is a web based assessment tool that gives you 40 real world scenarios and ask to pick an option, if correct, you get some point, if wrong, you lose some point, i have included some common attack that have large attack surface and can happen to anyone, also i made its scoring system like CIBIL, i mean atleast i tried to do so, also at lasy you get your quiz summary and get to know your weak spot. you can only fix the problem when you know what the problem is. i hope you have a good day, thanks. Also i didn’t uploaded devlog as i thought i would upload it to somewhere else, but i changed my mind. 😀"}]...
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Title: CyberScore by @Ashu-cipher | Stardance
Dev Title: CyberScore by @Ashu-cipher | Stardance
Devlogs:
Introducing CyberScore, this is a web based assessment tool that gives you 40 real world scenarios and ask to pick an option, if correct, you get some point, if wrong, you lose some point, i have included some common attack that have large attack surface and can happen to anyone, also i made its scoring system like CIBIL, i mean atleast i tried to do so, also at lasy you get your quiz summary and get to know your weak spot. you can only fix the problem when you know what the problem is. i hope you have a good day, thanks. Also i didn’t uploaded devlog as i thought i would upload it to somewhere else, but i changed my mind. 😀
Ships:
i made a cyber security assessment tool called CyberScore, this tool basically gives you some scenarios and you choose an option based on which your points increase or decrease, also after testing you get to know about your weak spots along with result. which you can fix. also you don't need to know anything to test this project, just go to site, complete test, and know your weak spots, i am proud that it is helping some people to be more aware about these cyber threats. i hope you like it. thanks for your time....
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1792878826.0948997
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1793742826.0948997
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23867
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Sudoku Game by @Veeraj | Stardance
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Veeraj
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T06:09:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built this sudoku game for my grandma really quickly and thought it was pretty cool so I thought I would share it. UI isnt the best something to work on though", "repo": "https://github.com/Octolord12/Sudoku-Game", "demo": "https://sudoku-game-woad.vercel.app/"}]...
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[{"post_id": 13519, "ts": "202 [{"post_id": 13519, "ts": "2026-06-22T03:57:00Z", "hours": 1.0572, "text": "Game is completely working!"}]...
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Title: Sudoku Game by @Veeraj | Stardance
Devlogs Title: Sudoku Game by @Veeraj | Stardance
Devlogs:
Game is completely working!
Ships:
I built this sudoku game for my grandma really quickly and thought it was pretty cool so I thought I would share it. UI isnt the best something to work on though...
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1793134483.2228363
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1793220883.2228363
|
|
23875
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Open Wall by @Liam303 | Stardance
|
Liam303
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1
|
119.0
|
1204
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T11:26:33Z", "hours": 119.0, "multiplier": 11.57, "payout": 1204, "blessing": "neutral", "text": "This is Open Wall, my first every complete Python project, this app takes data from open f1 and displays it visual in a clean way so that any user can use it. The biggest struggle throughout this project what converting the data supplied by open f1 into functional number, this involves time conversion, coordinate setting and proper caching.", "repo": "https://github.com/Minos303/OpenWall", "demo": "https://github.com/Minos303/OpenWall/releases"}]...
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[{"post_id": 26517, "ts": "202 [{"post_id": 26517, "ts": "2026-07-11T11:21:18Z", "hours": 2.0, "text": "Its officially done, Open Wall is finished. 120 hours have gone into the project and I’ve gone from a complete beginner in python to somewhat competent. I’ve lost a huge amount of sleep trying to get this working but now that’s it’s finished I feel so proud of the final design. A massive thanks to Star Dance for hosting this and giving me a reason to finally learn python, I’ve never given myself a good enough reason until now. My dream is to become a aero engineering and this project is a stepping stone in that journey, my next project will be alot more relaxed. Thanks to everyone that supported me along the way, and with that I need sleep so in case I don’t see ya, good afternoon, good evening, and good night!"}, {"post_id": 26461, "ts": "2026-07-11T08:37:04Z", "hours": 9.0, "text": "Sorry if it sounds like I’m in a rush but I was in the process of testing my code for bugs and I discovered a gasp bug. Basically for driver swaps in the middle of the year like Lawson and Red bull the code would download separate data for the team for two different instances, and since previously I would have it assume they were the same it would crash. This fix shouldn’t take long, just like 30 minutes of testing values, but I’ve confirmed everything else works, fixed some bugs surrounding the time library I use, and so I’m confident my next post will be one announcing the conclusion of this project. For dramatic effect my project will officially be released in Bum bum baa 2 Hours. (Sorry for the lack of a project image, you’ll just have to check it out for yourself ;)"}, {"post_id": 26234, "ts": "2026-07-10T22:00:31Z", "hours": 9.0, "text": "I’ve officially passed 100 hours on my project. Today is the final stretch, the final sprint to the finish line, I was able to get it all running normally on windows, my plan is to lock in the for the remaining time, hopefully my next post will be to tell you all of the projects completion, I found the problem from yesterday and was able to get the data to cache properly and now I’m literally just running the app over and over to find as many bugs and errors as possible, I’d rather get the errors myself then make the final user have them. Sorry if none of this makes sense or if it lacks any of my previous humor, I’m pretty tired and I know the second this project is over I will be sleeping as long as possible, but for now I’m just desperately trying to get the final project finished."}, {"post_id": 25835, "ts": "2026-07-10T09:48:26Z", "hours": 9.0, "text": "I jinxed myself. So earlier I might have got a bit cocky about my own error fixing ability, it all worked perfectly well on my Cachy os laptop, but on my windows pc it all breaks for absolutely no reason. What I’ve spent the past 9 hours doing is converting it to use a different library, while this is easier than it sounds it’s by no means a walk in the park, so far I’ve got the functions to run, but efficiency, ironically the thing I was bragging about before, it still a problem so it crashes after like 5 minutes due to the previously displayed data not being properly cached. My plan is to finish the entire project by the end of tomorrow, I’m so close and super exited to show the final product."}, {"post_id": 25581, "ts": "2026-07-09T22:28:38Z", "hours": 9.0, "text": "Mānawatia a Matariki! 🌟, I am in a very good mood. For the past 9 hours I’ve worked on this project everything has just worked, within an hour the error that plagued me yesterday just dissapeared, do I know why? No. Do I care? Not at all. If it works it works. Today was more of a continuation of yesterday, making everything feel faster, better, fixing everything that didn’t work yesterday, I made the graphs scroll properly, I made the ui look even better, my plan is to lock in today and tomorrow and finish it by the end of tomorrow, might pull an all nighter"}, {"post_id": 25225, "ts": "2026-07-09T10:53:21Z", "hours": 9.0, "text": "Error time: For the past 9 Hours I’ve spent trying to make everything more efficient and I’ve been plagued with error after error, and as of this moment the errors are still erroring. The first error I got was the “texture not found”, which is unusual when I directly gave it the image texture, now obviously the fix to this error was that a completely unrelated button was labeled wrong so… Also some random thing about the way it downloaded the values from online meant specific races would spit out values that led to random websites, so basically it would try to download the f1 values from a bands website that had f1 in its name. Also the error below which I’m in the process of fixing."}, {"post_id": 25031, "ts": "2026-07-08T23:32:20Z", "hours": 11.0, "text": "Day number, you know what I’ve lost track of the time. Hours go by so quickly yet it refuses to work, I refuse to give in the ai and let it fix it for me, what could I have done, did I displease the coding gods, how can I undo my, oh wait it works now. Seems I mistook a full stop for a comma. That definitely didn’t take me over 5 hours to fix, and of course the error messages point to a random line that has nothing to do with the problem. Today was mainly just cleaning up the ui, just unifying everything into a good looking color scheme, next I think will be a few new features."}, {"post_id": 24445, "ts": "2026-07-08T00:26:07Z", "hours": 14.0, "text": "The beta build is now live. Please feel free to try out the program, test it, give feedback, the more I know the better this becomes. Close to 60 hours have been spent so far and so I hope this project brings as much joy to you all as it did to me, more updates coming soon and the final build should be released by the end of the week, have fun. installation: To install this program go to the releases page, and download the version for your operating system (as of now there is no Mac OS installer and no plans to implement one), extract the .zip file, open the read me and follow the instruction inside, if there are any issues at all please record them and respond. Have Fun"}, {"post_id": 23899, "ts": "2026-07-07T03:16:17Z", "hours": 12.0, "text": "UI Update: Added a new ui for the user to make it easier to select everything. Remove practice qauli and sprint sessions, they may return but they kept bringing up errors, added a loading screen, it doesn’t look great but… Tomorrow the app will be officially downloadable and hopefully after some small ui and error fixes in two days it should be fully finished"}, {"post_id": 23391, "ts": "2026-07-06T10:03:40Z", "hours": 15.0, "text": "Map Update: -Fast forward, pause rewind ect all works now -Tidied everything up making it look nice + colors -Now shows driver information -Shows current race information Planned Features: -Complete ui access -Making it downloadable Sorry for the long wait, I’ve had school internals ect and most of my time coding has been minor error fixing and starting to implement a few of the features above, on holiday for the next week so the project should speed up."}, {"post_id": 18163, "ts": "2026-06-29T05:50:18Z", "hours": 4.0, "text": "So I know it’s been a couple of days since my last update but for the past 2 days everything refused to work, most of my fixing wasn’t even me writing code just adjusting browser and html settings. I finally caved in and switched to an app ui for stability because the website keeped crashing. and after about 2 hours of work everything just started working, I can start graphing the speed gear that sort of stuff and even draw the track map so in the future I can animate it, this project is coming along really well, I look forward to sharing my first usable build in the near future, if you have any ideas for this project please feel free to tell me"}, {"post_id": 15501, "ts": "2026-06-25T06:13:21Z", "hours": 3.0, "text": "It does stuff now, yay, you can actually get back the driver speed and their gear and stuff, tried to make website gui but the diffrent code laungages have decided to gang up on me to make this task as hard as possible so I’ll hopefully finish that tomorrow. So far the website looks very unintresting but so be it, thats later me’s problem."}, {"post_id": 14897, "ts": "2026-06-24T05:57:34Z", "hours": 3.0, "text": "FINALY got it running on linux, added terminal interface so it doesnt take 5 minutes each time to select a track, and you can immediately get into the f1 action. It can now go and actually get the data so its not just a blank page, kinda a necessary part. Then spent close to an hour trying to sort the data, apparently “Sakhir” has an h in it which messed up all my code, its inefficient, terribly written, but it works so… And then finally I added a user interface because not everyone’s a nerd like me who likes staring at console screens. MORE F1 GREATNESS COMING SOON"}, {"post_id": 14196, "ts": "2026-06-23T06:00:23Z", "hours": 1.0, "text": "Day 2, spent most of my time today going back and forth with the server trying to get it to respond with the session info, in the end it seems the problem was the wrongly named race course, e.g. Monte Carlo vs Monaco, so got that fixed and I can now get the proper token for the session so progress should speed up from here, the other two things I got done was setting up the error codes so I could quickly identify the issue and began setting up a better user input system for simplicity, but all good things come in time"}, {"post_id": 13966, "ts": "2026-06-22T22:31:50Z", "hours": 0.0, "text": "Setting up the very basic function"}]...
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Title: Open Wall by @Liam303 | Stardance
Devlogs: Title: Open Wall by @Liam303 | Stardance
Devlogs:
Setting up the very basic function
Day 2, spent most of my time today going back and forth with the server trying to get it to respond with the session info, in the end it seems the problem was the wrongly named race course, e.g. Monte Carlo vs Monaco, so got that fixed and I can now get the proper token for the session so progress should speed up from here, the other two things I got done was setting up the error codes so I could quickly identify the issue and began setting up a better user input system for simplicity, but all good things come in time
FINALY got it running on linux, added terminal interface so it doesnt take 5 minutes each time to select a track, and you can immediately get into the f1 action. It can now go and actually get the data so its not just a blank page, kinda a necessary part. Then spent close to an hour trying to sort the data, apparently “Sakhir” has an h in it which messed up all my code, its inefficient, terribly written, but it works so… And then finally I added a user interface because not everyone’s a nerd like me who likes staring at console screens. MORE F1 GREATNESS COMING SOON
It does stuff now, yay, you can actually get back the driver speed and their gear and stuff, tried to make website gui but the diffrent code laungages have decided to gang up on me to make this task as hard as possible so I’ll hopefully finish that tomorrow. So far the website looks very unintresting but so be it, thats later me’s problem.
So I know it’s been a couple of days since my last update but for the past 2 days everything refused to work, most of my fixing wasn’t even me writing code just adjusting browser and html settings. I finally caved in and switched to an app ui for stability because the website keeped crashing. and after about 2 hours of work everything just started working, I can start graphing the speed gear that sort of stuff and even draw the track map so in the future I can animate it, this project is coming along really well, I look forward to sharing my first usable build in the near future, if you have any ideas for this project please feel free to tell me
Map Update: -Fast forward, pause rewind ect all works now -Tidied everything up making it look nice + colors -Now shows driver information -Shows current race information Planned Features: -Complete ui access -Making it downloadable Sorry for the long wait, I’ve had school internals ect and most of my time coding has been minor error fixing and starting to implement a few of the features above, on holiday for the next week so the project should speed up.
UI Update: Added a new ui for the user to make it easier to select everything. Remove practice qauli and sprint sessions, they may return but they kept bringing up errors, added a loading screen, it doesn’t look great but… Tomorrow the app will be officially downloadable and hopefully after some small ui and error fixes in two days it should be fully finished
The beta build is now live. Please feel free to try out the program, test it, give feedback, the more I know the better this becomes. Close to 60 hours have been spent so far and so I hope this project brings as much joy to you all as it did to me, more updates coming soon and the final build should be released by the end of the week, have fun. installation: To install this program go to the releases page, and download the version for your operating system (as of now there is no Mac OS installer and no plans to implement one), extract the .zip file, open the read me and follow the instruction inside, if there are any issues at all please record them and respond. Have Fun
Day number, you know what I’ve lost track of the time. Hours go by so quickly yet it refuses to work, I refuse to give in the ai and let it fix it for me, what could I have done, did I displease the coding gods, how can I undo my, oh wait it works now. Seems I mistook a full stop for a comma. That definitely didn’t take me over 5 hours to fix, and of course the error messages point to a random line that has nothing to do with the problem. Today was mainly just cleaning up the ui, just unifying everything into a good looking color scheme, next I think will be a few new features.
Error time: For the past 9 Hours I’ve spent trying to make everything more efficient and I’ve been plagued with error after error, and as of this moment the errors are still erroring. The first error I got was the “texture not found”, which is unusual when I directly gave it the image texture, now obviously the fix to this error was that a completely unrelated button was labeled wrong so… Also some random thing about the way it downloaded the values from online meant specific races would spit out values that led to random websites, so basically it would try to download the f1 values from a bands website that had f1 in its name. Also the error below which I’m in the process of fixing.
Mānawatia a Matariki! 🌟, I am in a very good mood. For the past 9 hours I’ve worked on this project everything has just worked, within an hour the error that plagued me yesterday just dissapeared, do I know why? No. Do I care? Not at all. If it works it works. Today was more of a continuation of yesterday, making everything feel faster, better, fixing everything that didn’t work yesterday, I made the graphs scroll properly, I made the ui look even better, my plan is to lock in today and tomorrow and finish it by the end of tomorrow, might pull an all nighter
I jinxed myself. So earlier I might have got a bit cocky about my own error fixing ability, it all worked perfectly well on my Cachy os laptop, but on my windows pc it all breaks for absolutely no reason. What I’ve spent the past 9 hours doing is converting it to use a different library, while this is easier than it sounds it’s by no means a walk in the park, so far I’ve got the functions to run, but efficiency, ironically the thing I was bragging about before, it still a problem so it crashes after like 5 minutes due to the previously displayed data not being properly cached. My plan is to finish the entire project by the end of tomorrow, I’m so close and super exited to show the final product.
I’ve officially passed 100 hours on my project. Today is the final stretch, the final sprint to the finish line, I was able to get it all running normally on windows, my plan is to lock in the for the remaining time, hopefully my next post will be to tell you all of the projects completion, I found the problem from yesterday and was able to get the data to cache properly and now I’m literally just running the app over and over to find as many bugs and errors as possible, I’d rather get the errors myself then make the final user have them. Sorry if none of this makes sense or if it lacks any of my previous humor, I’m pretty tired and I know the second this project is over I will be sleeping as long as possible, but for now I’m just desperately trying to get the final project finished.
Sorry if it sounds like I’m in a rush but I was in the process of testing my code for bugs and I discovered a gasp bug. Basically for driver swaps in the middle of the year like Lawson and Red bull the code would download separate data for the team for two different instances, and since previously I would have it assume they were the same it would crash. This fix shouldn’t take long, just like 30 minutes of testing values, but I’ve confirmed everything else works, fixed some bugs surrounding the time library I use, and so I’m confident my next post will be one announcing the conclusion of this project. For dramatic effect my project will officially be released in Bum bum baa 2 Hours. (Sorry for the lack of a project image, you’ll just have to check it out for yourself ;)
Its officially done, Open Wall is finished. 120 hours have gone into the project and I’ve gone from a complete beginner in python to somewhat competent. I’ve lost a huge amount of sleep trying to get this working but now that’s it’s finished I feel so proud of the final design. A massive thanks to Star Dance for hosting this and giving me a reason to finally learn python, I’ve never given myself a good enough reason until now. My dream is to become a aero engineering and this project is a stepping stone in that journey, my next project will be alot more relaxed. Thanks to everyone that supported me along the way, and with that I need sleep so in case I don’t see ya, good afternoon, good evening, and good night!
Ships:
This is Open Wall, my first every complete Python project, this app takes data from open f1 and displays it visual in a clean way so that any user can use it. The biggest struggle throughout this project what converting the data supplied by open f1 into functional number, this involves time conversion, coordinate setting and proper caching....
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1792882040.134691
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1793746040.134691
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23877
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My first slack bot! by @bakiran | Stardance
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bakiran
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T22:35:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that does a lot of cool things such as give a cat-fact, a funny joke, and lots of other cool things.", "repo": "https://github.com/bakiran2311-bit/biswajit", "demo": "https://youtu.be/5cGAVhldb8w"}]...
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[{"post_id": 27968, "ts": "202 [{"post_id": 27968, "ts": "2026-07-13T22:32:30Z", "hours": 0.2775, "text": "I am working on a slack bot, it can give you a random cat-fact, a really funny joke, a list of all the commands under the name /biswajit, and can do a lot of other cool things."}]...
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Title: My first slack bot! by @bakiran | Stardance Title: My first slack bot! by @bakiran | Stardance
Devlogs:
I am working on a slack bot, it can give you a random cat-fact, a really funny joke, a list of all the commands under the name /biswajit, and can do a lot of other cool things.
Ships:
I made a slack bot that does a lot of cool things such as give a cat-fact, a funny joke, and lots of other cool things....
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1793293015.3231025
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1793379415.3231025
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23888
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TUIplay by @jacobjuneau | Stardance
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jacobjuneau
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1
|
4.83
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43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T13:11:09Z", "hours": 4.0, "multiplier": 10.68, "payout": 43, "blessing": "neutral", "text": "I got the most critical features working; Playlists, Queues, CD image support. I was most challenged by how to find and store music files and log their metadata as well as parsing the actual audio data and sending it it pipewire.", "repo": "https://github.com/jacobjuneau6/TUIplay", "demo": "https://github.com/jacobjuneau6/TUIplay/releases/latest"}]...
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[{"post_id": 20910, "ts": "202 [{"post_id": 20910, "ts": "2026-07-02T17:06:16Z", "hours": 0.3, "text": "Fixed github release and added music prompt. on the last rereview, i forgot to update the try project link so it was pointed to the wrong release."}, {"post_id": 14490, "ts": "2026-06-23T17:03:14Z", "hours": 0.5333, "text": "I added the feature of asking for the music directory on startup if it cannot find XDG_MUSIC_DIR"}, {"post_id": 13671, "ts": "2026-06-22T12:59:48Z", "hours": 4.0, "text": "Ok, so i lowkey just decided to grind out this project in one night and here it is. playlists, DB, CD burning, I’m surprised at how quickly i got it running."}]...
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Title: TUIplay by @jacobjuneau | Stardance
Devlog Title: TUIplay by @jacobjuneau | Stardance
Devlogs:
Ok, so i lowkey just decided to grind out this project in one night and here it is. playlists, DB, CD burning, I’m surprised at how quickly i got it running.
I added the feature of asking for the music directory on startup if it cannot find XDG_MUSIC_DIR
Fixed github release and added music prompt. on the last rereview, i forgot to update the try project link so it was pointed to the wrong release.
Ships:
I got the most critical features working; Playlists, Queues, CD image support. I was most challenged by how to find and store music files and log their metadata as well as parsing the actual audio data and sending it it pipewire....
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1792878761.540969
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1793742761.540969
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23896
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Who will pause the music ? by @PAPER_01 | Stardanc Who will pause the music ? by @PAPER_01 | Stardance...
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PAPER_01
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1
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15.0
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200
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T13:09:07Z", "hours": 15.0, "multiplier": 13.44, "payout": 200, "blessing": "neutral", "text": "# 🎵 Shipping: Who Will Pause the Music? 🚀 Hey everyone! 👋 I made **Who Will Pause the Music?**, a retro-inspired web app where you can upload your own audio or choose from some preloaded songs, then set a **minimum** and **maximum** interval between which the music will stop randomly. The idea is simple—it helps remove bias while playing games like **Musical Chairs** or any other game that involves music and requires random pauses. Instead of someone controlling the music, the web app does it for you.(or you could play musical chair with two person)🤧 Some of the features include: * 🎵 Upload your own music * 📀 Choose from preloaded songs * ⏱️ Customizable minimum and maximum pause intervals * 🤖 AUTO Mode that automatically starts the next round 8 seconds after the music stops * 🌈 A real-time audio visualizer powered by the Web Audio API The biggest challenge I faced while building this project was creating the audio visualizer. It was my first time working with the **Web Audio API** and the **Canvas API**, so understanding how to connect the audio data to an animated visualizer took some time. Another challenge was preventing the AUTO feature from overlapping with other JavaScript functions and timers. Managing multiple `setTimeout()` calls without breaking the game logic turned out to be much harder than I expected, but it taught me a lot about asynchronous JavaScript. Overall, this project helped me learn a lot about JavaScript, browser APIs, debugging, and building a complete web application from scratch. Thanks for following along with the journey, and I hope you enjoy playing **Who Will Pause the Music!** 🎉", "repo": "https://github.com/sudipstha-01/Who-will-Pause-the-Music-", "demo": "https://sudip-project-05.netlify.app/"}]...
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[{"post_id": 18323, "ts": "202 [{"post_id": 18323, "ts": "2026-06-29T12:59:27Z", "hours": 0.0, "text": "Finally Shipping . Take a demo test here : https://sudip-project-05.netlify.app/ . More info in the ship section."}, {"post_id": 18284, "ts": "2026-06-29T11:44:35Z", "hours": 7.0, "text": "Devlog #3 Hello again everyone ! I finally finished working and the project is almost ready. The project now has a working Auto feature finally and a audio visualizer on the background which actually respond to the music beats , (to the frequency of the music tbh). And I would not hide the fact that I used Claude to make these two features work , the auto feature and the visualizer. Let me summarize the project feature : You can upload your own muisc for random pauses You can also choose some preloaded musics finally the auto mode is working which auto start the palying after the random pauses (after 8 seconds of the random play) the visualizer responding to the beat 😎. Thank You !"}, {"post_id": 17547, "ts": "2026-06-28T11:38:31Z", "hours": 3.0, "text": "Devlog #2 Hello again! After all those designing the HTML and CSS I finally started working on JavaScript. Here are the features that actually work now : You can click to upload or either Drag and drop to upload your audio file. You know what ! You can also see the name of audio file on the card. Listening audio being played for the first time made me feel like heaven fr. Currently I am working on fixing the AUTO mode features(or bugs you could say -_-) I am planing to fix the auto feature by the next time."}, {"post_id": 16741, "ts": "2026-06-27T06:15:33Z", "hours": 3.0, "text": "Devlog #1 Hello everyone! I am working on a project which I named “Who will pause the Music ?” . Let me tell you about the project I will be working on . I got the idea of this project from the game “Musical Chair”. In this project I will be making a web-app or web-game where a user can upload any audio file and let you choose a duration between which the user wants the music to be paused randomly. You may use this web-app not only for Musical Chair but any other game which might require random pauses. Untill now I have written only the HTML and CSS . I still have JavaScript to work on . For styling I have used the font= PressStart2P from google fonts . And for the first time I used pseudo element to color. I have made the container i name it wrapper though. Also made something like a card like feature . Thank you !"}]...
|
Title: Who will pause the music ? by @PAPER_01 | S Title: Who will pause the music ? by @PAPER_01 | Stardance
Devlogs:
Devlog #1 Hello everyone! I am working on a project which I named “Who will pause the Music ?” . Let me tell you about the project I will be working on . I got the idea of this project from the game “Musical Chair”. In this project I will be making a web-app or web-game where a user can upload any audio file and let you choose a duration between which the user wants the music to be paused randomly. You may use this web-app not only for Musical Chair but any other game which might require random pauses. Untill now I have written only the HTML and CSS . I still have JavaScript to work on . For styling I have used the font= PressStart2P from google fonts . And for the first time I used pseudo element to color. I have made the container i name it wrapper though. Also made something like a card like feature . Thank you !
Devlog #2 Hello again! After all those designing the HTML and CSS I finally started working on JavaScript. Here are the features that actually work now : You can click to upload or either Drag and drop to upload your audio file. You know what ! You can also see the name of audio file on the card. Listening audio being played for the first time made me feel like heaven fr. Currently I am working on fixing the AUTO mode features(or bugs you could say -_-) I am planing to fix the auto feature by the next time.
Devlog #3 Hello again everyone ! I finally finished working and the project is almost ready. The project now has a working Auto feature finally and a audio visualizer on the background which actually respond to the music beats , (to the frequency of the music tbh). And I would not hide the fact that I used Claude to make these two features work , the auto feature and the visualizer. Let me summarize the project feature : You can upload your own muisc for random pauses You can also choose some preloaded musics finally the auto mode is working which auto start the palying after the random pauses (after 8 seconds of the random play) the visualizer responding to the beat 😎. Thank You !
Finally Shipping . Take a demo test here : https://sudip-project-05.netlify.app/ . More info in the ship section.
Ships:
# 🎵 Shipping: Who Will Pause the Music? 🚀 Hey everyone! 👋 I made **Who Will Pause the Music?**, a retro-inspired web app where you can upload your own audio or choose from some preloaded songs, then set a **minimum** and **maximum** interval between which the music will stop randomly. The idea is simple—it helps remove bias while playing games like **Musical Chairs** or any other game that involves music and requires random pauses. Instead of someone controlling the music, the web app does it for you.(or you could play musical chair with two person)🤧 Some of the features include: * 🎵 Upload your own music * 📀 Choose from preloaded songs * ⏱️ Customizable minimum and maximum pause intervals * 🤖 AUTO Mode that automatically starts the next round 8 seconds after the music stops * 🌈 A real-time audio visualizer powered by the Web Audio API The biggest challenge I faced while building this project was creating the audio visualizer. It was my first time working with the **Web Audio API** and the **Canvas API**, so understanding how to connect the audio data to an animated visualizer took some time. Another challenge was preventing the AUTO feature from overlapping with other JavaScript functions and timers. Managing multiple `setTimeout()` calls without breaking the game logic turned out to be much harder than I expected, but it taught me a lot about asynchronous JavaScript. Overall, this project helped me learn a lot about JavaScript, browser APIs, debugging, and building a complete web application from scratch. Thanks for following along with the journey, and I hope you enjoy playing **Who Will Pause the Music!** 🎉...
|
1792878851.0299356
|
1793742851.0299356
|
|
23907
|
Dragon Warrior Game by @JJ | Stardance
|
JJ
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T23:51:02Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I started with nothing, from having no idea how to code to making my first game. Welcome to Dragon Warrior . In Dragon Warrior, your goal is to defeat the dragon that is stopping people from leaving the town. In a nutshell, you go to the cave, practice by fighting smaller mobs, earn gold, upgrade your weapons, buy more health, and then take on the big dragon. The more you upgrade, the easier the final fight becomes.", "repo": "https://github.com/JJ-os-2026/Dragon-Warrior", "demo": "https://dragonwarriorgame.netlify.app/"}]...
|
[{"post_id": 24425, "ts": "202 [{"post_id": 24425, "ts": "2026-07-07T23:37:41Z", "hours": 1.9003, "text": "Voila! My first ever website is complete. https://dragonwarriorgame.netlify.app/ How to play: In Dragon Warrior, your goal is to defeat the dragon stopping people from leaving the town. You start with: XP: 0 Health: 100 Gold: 50 Weapon: Stick Use the three buttons on the screen to choose what to do. Begin in the Town Square, where you can visit the store, enter the cave, or fight the dragon. In the store, you can buy health and stronger weapons using gold. Weapons get stronger in this order: Stick, Dagger, Claw Hammer, Sword. In the cave, you can fight smaller monsters like slimes and fanged beasts to earn XP and gold. XP makes you stronger, and gold helps you buy health and weapons. During a fight, you can attack, dodge, or run. Sometimes your weapon can also break, so keep an eye on your inventory. To win, train in the cave, earn XP and gold, buy stronger weapons, restore your health, and defeat the dragon. This project was a big step in my coding journey. I had previously documented a lot of HTML and CSS while following videos, but this time I followed website-based instructions and focused more on JavaScript, functions, and basic game logic. Overall, I really enjoyed building my first project. Thank you to everyone who checks it out :)"}, {"post_id": 15690, "ts": "2026-06-25T14:46:04Z", "hours": 2.7006, "text": "Dev Log# 2 Part - (1/2) Had to retype everything due to the 4,000 character limit 😭 LOL THIS ONE IS GONNA BE A BIG CHUNK. (This will also help y’all with the personal engagement piece when you rate this project.) I was away on Day 2, so I couldn’t really code. For Days 3 and 4, I focused on getting my HTML and CSS fundamentals down before I write another journal. AND BEFORE I TALK ABOUT WHAT I LEARNED, I want to talk about my experience. Back in middle school, I did a little bit of Python, and it’s been fun seeing how HTML and CSS use human-like words instead of looking like random bits and symbols. You want to change the background color? Just go into styles.css and change the color. That’s it. Easy. Sauce. While I’m still learning, I’ve already started brainstorming a few projects I want to make to test my knowledge: I’m thinking of creating a personal portfolio site. Just a simple “Hello, this is my first website, here’s my journey” type of thing. During my first project, when I worked with the Slack bot, I became really interested in APIs. From what I’ve seen, JavaScript works really well with them, so I think it would be fun to make something like a weather tracker or a top news dashboard. I want something that uses JavaScript to fetch information and bring it onto my screen. Calculator app (a lot of people make this lol). Tic-Tac-Toe. One of those classic beginner projects. Anyways, here’s the big dump for y’all to show the new terms and concepts I’ve learned over the past two days. HTML When you use <a href=\"link.com\"> , it is generally expected that the link opens in the same tab. However, this can be changed. Using target=\"_blank\" forces the webpage to open in a new tab. There’s also the concept of Relative URLs vs. Absolute URLs. A relative URL points to another file within your project, such as about.html . An absolute URL includes the full web address, such as https://example.com , which tells the browser to navigate to a website. <head> is for information and settings that the browser uses behind the scenes. Favicon = the little image that appears beside the website title. Title = the name of the webpage shown on the browser tab. <body> is the part of the webpage that users actually see. You can use mailto: in a link, and it will open the user’s default email application to send an email. I learned how to make a table: tr = table row td = table data (a table cell) (I learned the hard way that it’s usually easier to organize layouts using div containers.) Speaking of div , it’s basically a container for your code. Let’s say you’re making a dropdown menu—you can place all the related code inside a single div to keep everything organized. I also learned about lists: ul = unordered list ol = ordered list li = list item Description lists: dl = description list dt = description term dd = description definition Block elements stay on their own line and take up available width, while inline elements flow with the content around them. iframe is used to display another webpage inside your webpage, although some websites prevent themselves from being embedded. For symbols, one method is to use HTML entities. For example: ♥ = ♥ I also learned about HTML forms: There are two common methods for sending data: POST = sends data without showing it in the URL. GET = the default method if none is specified. It sends data through the URL, making it visible in browser history and the address bar. There’s stuff in the Comment section aswell ~ continued."}, {"post_id": 13564, "ts": "2026-06-22T06:30:06Z", "hours": 0.7789, "text": "It’s been going well so far. I’m following the W3Schools guide to learn everything. So far soo good, I’ve learned a couple of things already such as: <h1> , <h2> , <h3> , <h4> are types of headings that decrease in size as you go on. <p> is used for paragraphs. <hr> is for a straight line across the site. One issue with using <p> is that you cannot add spaces or switch to another line, so there are 2 alternatives: Using <br> , which breaks the line. Or using <pre> , which allows the text to behave in the same way as you write your code in. <strong> and <b> bold the text. <em> makes the text italic. <mark> highlights the text from within. <del> creates a strikethrough. <sub> adds a subscript. <sup> adds a superscript. Within each element you can add style=\"\" and change aspects of the code such as the colour/background colour. To refer to a link you can use: <a href=\"link\">text</a> There are no closing tags when using <img> , <br> , or <hr> . Uhh yea, that’s the first day in and out :)"}]...
|
Title: Dragon Warrior Game by @JJ | Stardance
Dev Title: Dragon Warrior Game by @JJ | Stardance
Devlogs:
It’s been going well so far. I’m following the W3Schools guide to learn everything. So far soo good, I’ve learned a couple of things already such as: <h1> , <h2> , <h3> , <h4> are types of headings that decrease in size as you go on. <p> is used for paragraphs. <hr> is for a straight line across the site. One issue with using <p> is that you cannot add spaces or switch to another line, so there are 2 alternatives: Using <br> , which breaks the line. Or using <pre> , which allows the text to behave in the same way as you write your code in. <strong> and <b> bold the text. <em> makes the text italic. <mark> highlights the text from within. <del> creates a strikethrough. <sub> adds a subscript. <sup> adds a superscript. Within each element you can add style="" and change aspects of the code such as the colour/background colour. To refer to a link you can use: <a href="link">text</a> There are no closing tags when using <img> , <br> , or <hr> . Uhh yea, that’s the first day in and out :)
Dev Log# 2 Part - (1/2) Had to retype everything due to the 4,000 character limit 😭 LOL THIS ONE IS GONNA BE A BIG CHUNK. (This will also help y’all with the personal engagement piece when you rate this project.) I was away on Day 2, so I couldn’t really code. For Days 3 and 4, I focused on getting my HTML and CSS fundamentals down before I write another journal. AND BEFORE I TALK ABOUT WHAT I LEARNED, I want to talk about my experience. Back in middle school, I did a little bit of Python, and it’s been fun seeing how HTML and CSS use human-like words instead of looking like random bits and symbols. You want to change the background color? Just go into styles.css and change the color. That’s it. Easy. Sauce. While I’m still learning, I’ve already started brainstorming a few projects I want to make to test my knowledge: I’m thinking of creating a personal portfolio site. Just a simple “Hello, this is my first website, here’s my journey” type of thing. During my first project, when I worked with the Slack bot, I became really interested in APIs. From what I’ve seen, JavaScript works really well with them, so I think it would be fun to make something like a weather tracker or a top news dashboard. I want something that uses JavaScript to fetch information and bring it onto my screen. Calculator app (a lot of people make this lol). Tic-Tac-Toe. One of those classic beginner projects. Anyways, here’s the big dump for y’all to show the new terms and concepts I’ve learned over the past two days. HTML When you use <a href="link.com"> , it is generally expected that the link opens in the same tab. However, this can be changed. Using target="_blank" forces the webpage to open in a new tab. There’s also the concept of Relative URLs vs. Absolute URLs. A relative URL points to another file within your project, such as about.html . An absolute URL includes the full web address, such as https://example.com , which tells the browser to navigate to a website. <head> is for information and settings that the browser uses behind the scenes. Favicon = the little image that appears beside the website title. Title = the name of the webpage shown on the browser tab. <body> is the part of the webpage that users actually see. You can use mailto: in a link, and it will open the user’s default email application to send an email. I learned how to make a table: tr = table row td = table data (a table cell) (I learned the hard way that it’s usually easier to organize layouts using div containers.) Speaking of div , it’s basically a container for your code. Let’s say you’re making a dropdown menu—you can place all the related code inside a single div to keep everything organized. I also learned about lists: ul = unordered list ol = ordered list li = list item Description lists: dl = description list dt = description term dd = description definition Block elements stay on their own line and take up available width, while inline elements flow with the content around them. iframe is used to display another webpage inside your webpage, although some websites prevent themselves from being embedded. For symbols, one method is to use HTML entities. For example: ♥ = ♥ I also learned about HTML forms: There are two common methods for sending data: POST = sends data without showing it in the URL. GET = the default method if none is specified. It sends data through the URL, making it visible in browser history and the address bar. There’s stuff in the Comment section aswell ~ continued.
Voila! My first ever website is complete. https://dragonwarriorgame.netlify.app/ How to play: In Dragon Warrior, your goal is to defeat the dragon stopping people from leaving the town. You start with: XP: 0 Health: 100 Gold: 50 Weapon: Stick Use the three buttons on the screen to choose what to do. Begin in the Town Square, where you can visit the store, enter the cave, or fight the dragon. In the store, you can buy health and stronger weapons using gold. Weapons get stronger in this order: Stick, Dagger, Claw Hammer, Sword. In the cave, you can fight smaller monsters like slimes and fanged beasts to earn XP and gold. XP makes you stronger, and gold helps you buy health and weapons. During a fight, you can attack, dodge, or run. Sometimes your weapon can also break, so keep an eye on your inventory. To win, train in the cave, earn XP and gold, buy stronger weapons, restore your health, and defeat the dragon. This project was a big step in my coding journey. I had previously documented a lot of HTML and CSS while following videos, but this time I followed website-based instructions and focused more on JavaScript, functions, and basic game logic. Overall, I really enjoyed building my first project. Thank you to everyone who checks it out :)
Ships:
I started with nothing, from having no idea how to code to making my first game. Welcome to Dragon Warrior . In Dragon Warrior, your goal is to defeat the dragon that is stopping people from leaving the town. In a nutshell, you go to the cave, practice by fighting smaller mobs, earn gold, upgrade your weapons, buy more health, and then take on the big dragon. The more you upgrade, the easier the final fight becomes....
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1793141301.9103117
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1793227701.9103117
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23943
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BlackHole simulation by @MrParrot | Stardance
|
MrParrot
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T06:07:12Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Event Horizon — a gravity sandbox A live, in-browser simulation of gravity around a black hole, built with plain HTML and python 3. No build step, no dependencies — just open the file. Try it live → (recomended, way easier then the file!) What it does Event Horizon models Newtonian gravity (not full general relativity) to let you drop matter, launch planets, and spawn extra gravitational bodies into a warped spacetime grid. Watch matter get consumed, planets stretch as they approach the event horizon, and light rays bend as they pass close to mass. Features Two body types — black holes (swallow anything that crosses the event horizon) and neutron stars (matter sticks to their surface and grows their mass; enough accreted mass causes a collapse into a black hole) Mutual gravity — toggle it on and every body pulls on every other one, including merging on collision Vector spawning — click and drag to set the launch direction and speed of anything you place, instead of just dropping it at rest Preset scenarios — Single hole, Binary black holes, Hole + neutron star, and Three-body chaos Pause and time-speed controls — slow down or freeze the simulation to study a moment Live telemetry — matter count, light-ray count, FPS, and closest approach to a body Controls Action Effect Click / tap Drop the selected body at rest Click + drag Set a launch vector (direction + speed) Shift + click Launch a planet (desktop) Ctrl + click Spawn a black hole (desktop) Right-click a body Delete it Right-click empty space Lock / unlock the primary hole Scroll Adjust the primary hole’s mass Tech Python 3 using for the physics and main brain HTML to make it look good and a site Netlify for the site upload Notes This uses a simplified Newtonian gravity model (inverse-square law) rather than true general relativity — it’s a fun approximation, not a physically accurate spacetime simulator. Built with some help from Claude for the physics-to-visuals translation and UI polish.", "repo": "https://github.com/MrParrot814/Black-hole-simulator", "demo": "https://blackholesimulator1710.netlify.app"}]...
|
[{"post_id": 24048, "ts": "202 [{"post_id": 24048, "ts": "2026-07-07T10:42:30Z", "hours": 2.0019, "text": "i just made it a lot better, since i dont code html very well, i used some help from cluade, and turned it into a site! i added neutron stars, saved scenarios, a lot of option to pause time, vector spawning, opening page and more, i have been coding for servel hours in a diffrent app so it didn’t save most of the time (i know it sounds weird but belive me) , but it’s in the finals! any way, i will ship soon, that project teached me a lot!"}, {"post_id": 23305, "ts": "2026-07-06T05:40:33Z", "hours": 1.4847, "text": "the black hole is working great! the simulation can: _____________________________________________1.) you can scroll you mouse wheel to change the blackhole’s mass and size . 2.) you can move it around with you mouse or you can lock it in place. 3.) you can summon matter and summon a planet like seen in the photo and see it going through spaghettification and fall in all with very good physics. _____________________________________________ now i am going to make it look more proffesional, and maybe more features. anyway, i will keep you tuned!"}, {"post_id": 22968, "ts": "2026-07-05T17:20:38Z", "hours": 0.2675, "text": "i just came back from vaction, i’m going to start a quick marathon, i hope to get better with the grahps and then get better with the physics, anyway, goodbye for now!"}, {"post_id": 15176, "ts": "2026-06-24T17:34:19Z", "hours": 0.0, "text": "i just started my black hole simulation, nothing to say really, it can show a simulation of a black hole (no animation , yet) the black hole has constant values . anyway i will keep you tuned!"}]...
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Title: BlackHole simulation by @MrParrot | Stardan Title: BlackHole simulation by @MrParrot | Stardance
Devlogs:
i just started my black hole simulation, nothing to say really, it can show a simulation of a black hole (no animation , yet) the black hole has constant values . anyway i will keep you tuned!
i just came back from vaction, i’m going to start a quick marathon, i hope to get better with the grahps and then get better with the physics, anyway, goodbye for now!
the black hole is working great! the simulation can: _____________________________________________1.) you can scroll you mouse wheel to change the blackhole’s mass and size . 2.) you can move it around with you mouse or you can lock it in place. 3.) you can summon matter and summon a planet like seen in the photo and see it going through spaghettification and fall in all with very good physics. _____________________________________________ now i am going to make it look more proffesional, and maybe more features. anyway, i will keep you tuned!
i just made it a lot better, since i dont code html very well, i used some help from cluade, and turned it into a site! i added neutron stars, saved scenarios, a lot of option to pause time, vector spawning, opening page and more, i have been coding for servel hours in a diffrent app so it didn’t save most of the time (i know it sounds weird but belive me) , but it’s in the finals! any way, i will ship soon, that project teached me a lot!
Ships:
Event Horizon — a gravity sandbox A live, in-browser simulation of gravity around a black hole, built with plain HTML and python 3. No build step, no dependencies — just open the file. Try it live → (recomended, way easier then the file!) What it does Event Horizon models Newtonian gravity (not full general relativity) to let you drop matter, launch planets, and spawn extra gravitational bodies into a warped spacetime grid. Watch matter get consumed, planets stretch as they approach the event horizon, and light rays bend as they pass close to mass. Features Two body types — black holes (swallow anything that crosses the event horizon) and neutron stars (matter sticks to their surface and grows their mass; enough accreted mass causes a collapse into a black hole) Mutual gravity — toggle it on and every body pulls on every other one, including merging on collision Vector spawning — click and drag to set the launch direction and speed of anything you place, instead of just dropping it at rest Preset scenarios — Single hole, Binary black holes, Hole + neutron star, and Three-body chaos Pause and time-speed controls — slow down or freeze the simulation to study a moment Live telemetry — matter count, light-ray count, FPS, and closest approach to a body Controls Action Effect Click / tap Drop the selected body at rest Click + drag Set a launch vector (direction + speed) Shift + click Launch a planet (desktop) Ctrl + click Spawn a black hole (desktop) Right-click a body Delete it Right-click empty space Lock / unlock the primary hole Scroll Adjust the primary hole’s mass Tech Python 3 using for the physics and main brain HTML to make it look good and a site Netlify for the site upload Notes This uses a simplified Newtonian gravity model (inverse-square law) rather than true general relativity — it’s a fun approximation, not a physically accurate spacetime simulator. Built with some help from Claude for the physics-to-visuals translation and UI polish....
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1793314376.9158828
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1793400776.9158828
|
|
23951
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SMB remake by @yagmur | Stardance
|
yagmur
|
1
|
34.3
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:13:08Z", "hours": 11.0, "multiplier": 13.11, "payout": 150, "blessing": "neutral", "text": "well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics", "repo": "https://github.com/yagmurpog/mediocre-michael-siblings", "demo": "https://yagmurpog.github.io/"}]...
|
[{"post_id": 28342, "ts": "202 [{"post_id": 28342, "ts": "2026-07-14T15:14:01Z", "hours": 1.5428, "text": "piranha plant!!!!!!"}, {"post_id": 27628, "ts": "2026-07-13T11:38:09Z", "hours": 3.0658, "text": "star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels"}, {"post_id": 25808, "ts": "2026-07-10T08:38:09Z", "hours": 2.4603, "text": "pipes!!!!! and"}, {"post_id": 24817, "ts": "2026-07-08T16:59:19Z", "hours": 3.2314, "text": "splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1"}, {"post_id": 23615, "ts": "2026-07-06T17:52:02Z", "hours": 3.0028, "text": "polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies"}, {"post_id": 21506, "ts": "2026-07-03T14:32:16Z", "hours": 2.1742, "text": "mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics"}, {"post_id": 20905, "ts": "2026-07-02T17:03:49Z", "hours": 1.4153, "text": "fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember"}, {"post_id": 20175, "ts": "2026-07-01T18:39:28Z", "hours": 1.5306, "text": "sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme"}, {"post_id": 19981, "ts": "2026-07-01T13:38:36Z", "hours": 1.9756, "text": "bump"}, {"post_id": 19300, "ts": "2026-06-30T15:55:11Z", "hours": 2.9019, "text": "are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol"}, {"post_id": 17516, "ts": "2026-06-28T10:21:44Z", "hours": 3.8097, "text": "one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere"}, {"post_id": 16831, "ts": "2026-06-27T10:19:19Z", "hours": 1.5264, "text": "brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess"}, {"post_id": 16327, "ts": "2026-06-26T15:54:01Z", "hours": 0.5528, "text": "mmm pit of fire"}, {"post_id": 15875, "ts": "2026-06-25T20:01:07Z", "hours": 1.0906, "text": "boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball"}, {"post_id": 15014, "ts": "2026-06-24T12:12:42Z", "hours": 4.1283, "text": "got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )"}, {"post_id": 13678, "ts": "2026-06-22T13:05:26Z", "hours": 0.3308, "text": "started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud"}]...
|
Title: SMB remake by @yagmur | Stardance
Devlogs: Title: SMB remake by @yagmur | Stardance
Devlogs:
started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud
got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )
boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball
mmm pit of fire
brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess
one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere
are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol
bump
sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme
fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember
mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics
polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies
splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1
pipes!!!!! and
star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels
piranha plant!!!!!!
Ships:
well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics...
|
1793242307.2702801
|
1793328707.2702801
|
|
23961
|
Making a killer robot by @colgation | Stardance
|
colgation
|
1
|
7.0
|
43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T00:56:09Z", "hours": 7.0, "multiplier": 5.0, "payout": 43, "blessing": "neutral", "text": "My 150g antweight wedgebot design (only 3dprinted parts excluding motors/batteries/board). Key features and design choices I made: The wedge is intetionally not flat at the bottom. It is more of a triangle pointing downwards, in order to have a higher surface clearance. My antweight does NOT use TPU for its wedge, but rather 100% PLA+. This because the rigid wedge will get under opponents using TPU wedges (90% of opponents). Even when flipped, the bot can still move around. A pointy end helps prevent it from lying on its back (imagine if your bot landed on the back but couldn’t self-right -> loss) Finally, the wedge is not flush with the top. The small amount of vertical face helps it to catch onto opponents, not just slide under them. By combining all these features, I have created a deceptively simple design, which is beginner friendly and competitive. -Colgation", "repo": "https://github.com/194500-cpu/Greenhorn-150g-Antweight", "demo": ""}]...
|
[{"post_id": 29205, "ts": "202 [{"post_id": 29205, "ts": "2026-07-15T22:55:54Z", "hours": 0.6, "text": "Model is Fully functional! I had to tweak the controls and a motor a bit, but I’m planning on shipping soon"}, {"post_id": 28777, "ts": "2026-07-15T08:13:32Z", "hours": 0.6375, "text": "Im planning on competing in a local tournament soon. Heres the rolling chassis btw"}, {"post_id": 28725, "ts": "2026-07-15T05:06:53Z", "hours": 0.75, "text": "Up and running hardware!"}, {"post_id": 28593, "ts": "2026-07-14T22:43:30Z", "hours": 0.6336, "text": "It was really a pain to make the chassis larger. Now that its done, I plan on making the actual physical robot."}, {"post_id": 22386, "ts": "2026-07-04T20:41:12Z", "hours": 0.3667, "text": "New design"}, {"post_id": 18223, "ts": "2026-06-29T09:12:02Z", "hours": 1.1292, "text": "3dprinted a test model! Also a new design is underway. I will very much take name suggestions."}, {"post_id": 17480, "ts": "2026-06-28T08:54:16Z", "hours": 1.2381, "text": "Will 3dprint this test model shortly. I plan on making a more unique design, but this is my first every CAD antweight! 🥹"}, {"post_id": 16654, "ts": "2026-06-27T02:28:13Z", "hours": 1.1667, "text": "New design v2"}, {"post_id": 16599, "ts": "2026-06-27T00:25:24Z", "hours": 0.6, "text": "#1: First sketchups of my battlebot!"}]...
|
Title: Making a killer robot by @colgation | Stard Title: Making a killer robot by @colgation | Stardance
Devlogs:
#1: First sketchups of my battlebot!
New design v2
Will 3dprint this test model shortly. I plan on making a more unique design, but this is my first every CAD antweight! 🥹
3dprinted a test model! Also a new design is underway. I will very much take name suggestions.
New design
It was really a pain to make the chassis larger. Now that its done, I plan on making the actual physical robot.
Up and running hardware!
Im planning on competing in a local tournament soon. Heres the rolling chassis btw
Model is Fully functional! I had to tweak the controls and a motor a bit, but I’m planning on shipping soon
Ships:
My 150g antweight wedgebot design (only 3dprinted parts excluding motors/batteries/board). Key features and design choices I made: The wedge is intetionally not flat at the bottom. It is more of a triangle pointing downwards, in order to have a higher surface clearance. My antweight does NOT use TPU for its wedge, but rather 100% PLA+. This because the rigid wedge will get under opponents using TPU wedges (90% of opponents). Even when flipped, the bot can still move around. A pointy end helps prevent it from lying on its back (imagine if your bot landed on the back but couldn’t self-right -> loss) Finally, the wedge is not flush with the top. The small amount of vertical face helps it to catch onto opponents, not just slide under them. By combining all these features, I have created a deceptively simple design, which is beginner friendly and competitive. -Colgation...
|
1793318041.6823797
|
1793404441.6823797
|
|
23969
|
Nova Break by @hbcguntur | Stardance
|
hbcguntur
|
1
|
7.23
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T09:55:18Z", "hours": 3.0, "multiplier": 8.2, "payout": 22, "blessing": "neutral", "text": "I built Blackhole Break, a non-annoying screen break reminder that spawns a cool, 3D Interstellar-style black hole right on your web page instead of using ugly, screen-locking popups. The biggest challenge was stacking multiple asymmetrical CSS layers at a -8 degrees 3D perspective warp to make the plasma belt look like it’s realistically bending around a pitch-black void without lagging the browser. I’m most proud of the balance: it completely respects your workflow using pointer-events: none so you can type right through it, yet it visually nudges you to rest by physically expanding over time if you keep grinding. Reviewers can test it instantly via the live GitHub Pages demo by adjusting the lo-fi terminal sliders and clicking “Force Event Horizon” to watch the anomaly form on the workspace preview. Yeah it still need some ui improvements i am into it .", "repo": "https://github.com/Prfhh/NovaBreak", "demo": "https://github.com/Prfhh/NovaBreak/releases/tag/V0.2"}]...
|
[{"post_id": 43972, "ts": "202 [{"post_id": 43972, "ts": "2026-08-09T13:26:42Z", "hours": 2.1136, "text": "I fixed the issue where it doesnt injects back the script u need to refresh the page and after some close research i found out i need to fix the permissions in the config and now its fixed guys now maybe its an end to this project ."}, {"post_id": 14925, "ts": "2026-06-24T07:28:46Z", "hours": 2.1158, "text": "Before the blackhole is becoming worse it become double ring and the unusual rings form from the blackhole and when it is perfect like the 3rd image the machine lags i need to fix all the issues and the main issue is the script doesnt gets injected i need to fix this main issue"}, {"post_id": 14269, "ts": "2026-06-23T09:49:11Z", "hours": 0.4603, "text": "Today I polished the NOVA Break popup UI and launched a live demo. While testing, I realized screenshots don’t really capture the effect. NOVA Break is all about how the black hole slowly appears and grows over time, so I wanted people to experience it instantly instead of just looking at images. Live Demo: https://prfhh.github.io/NovaBreakDemo For anyone new to the project: •It is an Browser extension for people who hate productivity apps. • Creates a cinematic 3D black hole after a period of work. • No popups, notifications, or screen locks. • Can be completely ignored. • Slowly grows if you keep working as a gentle reminder to take a break. • Runs directly in your browser tabs. No popups and No nagging. The live demo is a quick web sandbox built so anyone can test the 3D black hole mechanics instantly without installing the extension. The actual project is a full Chrome extension that runs the exact same script to inject the anomaly into your real browser tabs!"}, {"post_id": 14199, "ts": "2026-06-23T06:05:07Z", "hours": 2.2772, "text": "I’ve been building NOVA Break because I got tired of Pomodoro apps interrupting me with giant popups and screen locks right when I’m focused. Instead of forcing a break, NOVA Break creates a small Interstellar-inspired black hole after 20 minutes of work. It doesn’t block clicks, typing, or scrolling—you can completely ignore it. The twist is that if you keep ignoring it, the black hole slowly grows. The goal is to gently encourage breaks instead of demanding them. The hardest part wasn’t the timer logic but making the effect actually feel like a black hole. Early versions looked more like glowing spinning circles, so I spent most of my time experimenting with CSS layers, blur effects, gradients, and perspective transforms until it felt cinematic. I also added pointer-events: none so the effect never interferes with the page. Finding the right growth rate took a lot of tweaking too—too fast and it’s annoying, too slow and nobody notices it. Next I’m experimenting with text warping, subtle audio effects, and stronger gravitational distortion. My goal isn’t to make another productivity app—it’s to create a small sci-fi experience that reminds you to take a break without getting in your way."}]...
|
Title: Nova Break by @hbcguntur | Stardance
Devlo Title: Nova Break by @hbcguntur | Stardance
Devlogs:
I’ve been building NOVA Break because I got tired of Pomodoro apps interrupting me with giant popups and screen locks right when I’m focused. Instead of forcing a break, NOVA Break creates a small Interstellar-inspired black hole after 20 minutes of work. It doesn’t block clicks, typing, or scrolling—you can completely ignore it. The twist is that if you keep ignoring it, the black hole slowly grows. The goal is to gently encourage breaks instead of demanding them. The hardest part wasn’t the timer logic but making the effect actually feel like a black hole. Early versions looked more like glowing spinning circles, so I spent most of my time experimenting with CSS layers, blur effects, gradients, and perspective transforms until it felt cinematic. I also added pointer-events: none so the effect never interferes with the page. Finding the right growth rate took a lot of tweaking too—too fast and it’s annoying, too slow and nobody notices it. Next I’m experimenting with text warping, subtle audio effects, and stronger gravitational distortion. My goal isn’t to make another productivity app—it’s to create a small sci-fi experience that reminds you to take a break without getting in your way.
Today I polished the NOVA Break popup UI and launched a live demo. While testing, I realized screenshots don’t really capture the effect. NOVA Break is all about how the black hole slowly appears and grows over time, so I wanted people to experience it instantly instead of just looking at images. Live Demo: https://prfhh.github.io/NovaBreakDemo For anyone new to the project: •It is an Browser extension for people who hate productivity apps. • Creates a cinematic 3D black hole after a period of work. • No popups, notifications, or screen locks. • Can be completely ignored. • Slowly grows if you keep working as a gentle reminder to take a break. • Runs directly in your browser tabs. No popups and No nagging. The live demo is a quick web sandbox built so anyone can test the 3D black hole mechanics instantly without installing the extension. The actual project is a full Chrome extension that runs the exact same script to inject the anomaly into your real browser tabs!
Before the blackhole is becoming worse it become double ring and the unusual rings form from the blackhole and when it is perfect like the 3rd image the machine lags i need to fix all the issues and the main issue is the script doesnt gets injected i need to fix this main issue
I fixed the issue where it doesnt injects back the script u need to refresh the page and after some close research i found out i need to fix the permissions in the config and now its fixed guys now maybe its an end to this project .
Ships:
I built Blackhole Break, a non-annoying screen break reminder that spawns a cool, 3D Interstellar-style black hole right on your web page instead of using ugly, screen-locking popups. The biggest challenge was stacking multiple asymmetrical CSS layers at a -8 degrees 3D perspective warp to make the plasma belt look like it’s realistically bending around a pitch-black void without lagging the browser. I’m most proud of the balance: it completely respects your workflow using pointer-events: none so you can type right through it, yet it visually nudges you to rest by physically expanding over time if you keep grinding. Reviewers can test it instantly via the live GitHub Pages demo by adjusting the lo-fi terminal sliders and clicking “Force Event Horizon” to watch the anomaly form on the workspace preview. Yeah it still need some ui improvements i am into it ....
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1793311012.4717867
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1793397412.4717867
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23970
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CSS//LOADER by @n0o0b090lv | Stardance
|
n0o0b090lv
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T22:00:54Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made extension for firefox that loads auto css for those websites which are littered with ads or those who look bleak.. think of firefox ricing ;pp In the screenshot it is using my made preset for yt music", "repo": "https://github.com/officialErnests/cssLoader", "demo": "https://github.com/officialErnests/cssLoader/releases/tag/v1.0"}]...
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[{"post_id": 13608, "ts": "202 [{"post_id": 13608, "ts": "2026-06-22T09:40:36Z", "hours": 4.8381, "text": "Have made some gui + made base functionality, atm working on slot system + presets ;))"}]...
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Title: CSS//LOADER by @n0o0b090lv | Stardance
Dev Title: CSS//LOADER by @n0o0b090lv | Stardance
Devlogs:
Have made some gui + made base functionality, atm working on slot system + presets ;))
Ships:
I made extension for firefox that loads auto css for those websites which are littered with ads or those who look bleak.. think of firefox ricing ;pp In the screenshot it is using my made preset for yt music...
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1793134505.0370576
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1793220905.0370576
|
|
23974
|
SecM by @JoonHyuk | Stardance
|
JoonHyuk
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1
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1.0
|
2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T11:05:50Z", "hours": 1.0, "multiplier": 1.11, "payout": 2, "blessing": "neutral", "text": "I made a privacy terminal that is linked to a secret account in windows 11", "repo": "https://github.com/coder1529/SecM", "demo": "https://github.com/coder1529/SecM/releases/tag/SecM_%2BV1.0"}]...
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[{"post_id": 13628, "ts": "202 [{"post_id": 13628, "ts": "2026-06-22T11:04:46Z", "hours": 1.3556, "text": "FINISHED SECM"}]...
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Title: SecM by @JoonHyuk | Stardance
Devlogs:
FIN Title: SecM by @JoonHyuk | Stardance
Devlogs:
FINISHED SECM
Ships:
I made a privacy terminal that is linked to a secret account in windows 11...
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1793303807.3461063
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1793390207.3461063
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23982
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OSSfolio by @itzprodhosh | Stardance
|
itzprodhosh
|
1
|
3.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:35:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is OSSfolio? GitHub shows your repos. OSSfolio shows you. OSSfolio is a free, open-source platform where every contributor gets a public profile page at https://ossfolio.qzz.io//username — showcasing the full picture of their open-source journey. The PRs you merged into other projects, the issues you filed, the orgs you contributed to, the programs you participated in like GSoC or GSSoC — all in one shareable link. No manual input. Just sign in with GitHub and your profile is ready. Why does this exist? GitHub profiles are built around repositories — stars, forks, and commit graphs tell only part of the story. If you have spent months reviewing PRs, triaging issues, contributing to other people’s projects, or participating in GSoC/GSSoC — none of that shows up clearly on your GitHub profile. Recruiters miss it. Maintainers miss it. You cannot share it. OSSfolio is built to fix that — for students applying to GSoC, for developers sharing their work with recruiters, and for anyone who wants their contributions to actually be seen.", "repo": "https://github.com/PRODHOSH/ossfolio", "demo": "https://ossfolio.qzz.io/"}]...
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[{"post_id": 72998, "ts": "202 [{"post_id": 72998, "ts": "2026-09-24T05:59:15Z", "hours": 2.5961, "text": "new version out now"}, {"post_id": 18972, "ts": "2026-06-30T04:35:13Z", "hours": 1.3169, "text": "Checkout ossfolio! What is ossfolio? GitHub shows your repos. OSSfolio shows you.OSSfolio is a free, open-source platform where every contributor gets a public profile page at https://ossfolio.qzz.io//username — showcasing the full picture of their open-source journey. The PRs you merged into other projects, the issues you filed, the orgs you contributed to, the programs you participated in like GSoC or GSSoC — all in one shareable link. Its a really cool project"}]...
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Title: OSSfolio by @itzprodhosh | Stardance
Devlo Title: OSSfolio by @itzprodhosh | Stardance
Devlogs:
Checkout ossfolio! What is ossfolio? GitHub shows your repos. OSSfolio shows you.OSSfolio is a free, open-source platform where every contributor gets a public profile page at https://ossfolio.qzz.io//username — showcasing the full picture of their open-source journey. The PRs you merged into other projects, the issues you filed, the orgs you contributed to, the programs you participated in like GSoC or GSSoC — all in one shareable link. Its a really cool project
new version out now
Ships:
What is OSSfolio? GitHub shows your repos. OSSfolio shows you. OSSfolio is a free, open-source platform where every contributor gets a public profile page at https://ossfolio.qzz.io//username — showcasing the full picture of their open-source journey. The PRs you merged into other projects, the issues you filed, the orgs you contributed to, the programs you participated in like GSoC or GSSoC — all in one shareable link. No manual input. Just sign in with GitHub and your profile is ready. Why does this exist? GitHub profiles are built around repositories — stars, forks, and commit graphs tell only part of the story. If you have spent months reviewing PRs, triaging issues, contributing to other people’s projects, or participating in GSoC/GSSoC — none of that shows up clearly on your GitHub profile. Recruiters miss it. Maintainers miss it. You cannot share it. OSSfolio is built to fix that — for students applying to GSoC, for developers sharing their work with recruiters, and for anyone who wants their contributions to actually be seen....
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1793310959.7768497
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1793397359.7768497
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|
24003
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Arduino snake by @robopugo | Stardance
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robopugo
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T17:25:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out.", "repo": "https://github.com/no10123/arduino-snake/", "demo": ""}]...
|
[{"post_id": 13823, "ts": "202 [{"post_id": 13823, "ts": "2026-06-22T17:23:52Z", "hours": 0.4211, "text": "added a cheese and a hotdog game mode, image has list of all the current game modes."}, {"post_id": 13787, "ts": "2026-06-22T16:26:36Z", "hours": 0.6239, "text": "Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now."}, {"post_id": 13738, "ts": "2026-06-22T15:05:14Z", "hours": 1.0442, "text": "Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique"}]...
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Title: Arduino snake by @robopugo | Stardance
Dev Title: Arduino snake by @robopugo | Stardance
Devlogs:
Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique
Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now.
added a cheese and a hotdog game mode, image has list of all the current game modes.
Ships:
I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out....
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1793141338.6530116
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1793227738.6530116
|
|
24004
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Anna's Desk by @anna1 | Stardance
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anna1
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1
|
18.0
|
159
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:25:37Z", "hours": 18.0, "multiplier": 15.91, "payout": 159, "blessing": "neutral", "text": "I made an all in one web app with mini sub apps: classes, habits, workouts, recipes, notes, and key dates! I made this to organize all my thoughts and todos in one place. It took a while for me to finalize designs because my ultimate goal was to make this as scrapbook and fun looking as possible. It was also important to make it functional across devices: phone, ipad, laptop… Overall, im super happy w/ the end result! Its functional and something I truly have started using for myself. Especially the packing list for uni is the most relevant for me right now :)", "repo": "https://github.com/dnsva/anna-s-desk", "demo": "https://dnsva.github.io/anna-s-desk/"}]...
|
[{"post_id": 45771, "ts": "202 [{"post_id": 45771, "ts": "2026-08-12T14:04:08Z", "hours": 17.5544, "text": "Currenly working on making demos for the readme. I want to record some gifs using Playwright for Python!"}]...
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Title: Anna's Desk by @anna1 | Stardance
Devl Title: Anna's Desk by @anna1 | Stardance
Devlogs:
Currenly working on making demos for the readme. I want to record some gifs using Playwright for Python!
Ships:
I made an all in one web app with mini sub apps: classes, habits, workouts, recipes, notes, and key dates! I made this to organize all my thoughts and todos in one place. It took a while for me to finalize designs because my ultimate goal was to make this as scrapbook and fun looking as possible. It was also important to make it functional across devices: phone, ipad, laptop… Overall, im super happy w/ the end result! Its functional and something I truly have started using for myself. Especially the packing list for uni is the most relevant for me right now :)...
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1793310928.9838324
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1793397328.9838324
|
|
24029
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My very own WebOS by @Divyansh_Agarwal | Stardance
|
Divyansh_Agarwal
|
1
|
3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T06:31:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first very own project about an OS that runs in the browser and I named it basicOS which contains three sections - about me, projects and contact. The challenging part about this project was the draggable windows but I managed to do that(thanks to their guide). I really enjoyed doing this project.", "repo": "https://github.com/divagarwal1809-cpu/basicOS", "demo": "https://mybasicos.netlify.app/"}]...
|
[{"post_id": 14198, "ts": "202 [{"post_id": 14198, "ts": "2026-06-23T06:05:05Z", "hours": 0.2861, "text": "I have completed my webOS named basicOS that has a clock and 3 basic applications that tell about my projects , about me and a basic contact form with some icons and cool background."}, {"post_id": 14186, "ts": "2026-06-23T05:38:24Z", "hours": 2.1411, "text": "#2 I have created the basic interface of my webOS with timer on the top right corner and 3 applications that states - about, projects and contact. Now I will work upon The contents and the draggable and closable windows of these applications"}, {"post_id": 13862, "ts": "2026-06-22T18:23:48Z", "hours": 0.7575, "text": "Today I started working on my webOS project. The first step was planning the layout and deciding how different parts of the interface would work together. I created a welcome screen that acts as the entry point to the OS and began designing the desktop environment. I also set up the basic HTML structure and styling for the project. My goal was to make the experience feel like a lightweight operating system while keeping the code simple and easy to understand. By the end of the session, I had a functioning welcome screen and the basic desktop layout ready for future features."}]...
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Title: My very own WebOS by @Divyansh_Agarwal | St Title: My very own WebOS by @Divyansh_Agarwal | Stardance
Devlogs:
Today I started working on my webOS project. The first step was planning the layout and deciding how different parts of the interface would work together. I created a welcome screen that acts as the entry point to the OS and began designing the desktop environment. I also set up the basic HTML structure and styling for the project. My goal was to make the experience feel like a lightweight operating system while keeping the code simple and easy to understand. By the end of the session, I had a functioning welcome screen and the basic desktop layout ready for future features.
#2 I have created the basic interface of my webOS with timer on the top right corner and 3 applications that states - about, projects and contact. Now I will work upon The contents and the draggable and closable windows of these applications
I have completed my webOS named basicOS that has a clock and 3 basic applications that tell about my projects , about me and a basic contact form with some icons and cool background.
Ships:
I made my first very own project about an OS that runs in the browser and I named it basicOS which contains three sections - about me, projects and contact. The challenging part about this project was the draggable windows but I managed to do that(thanks to their guide). I really enjoyed doing this project....
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1792878445.063874
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1793742445.063874
|
|
24059
|
Cybra the Cyber Slack Bot! by @____ | Stardance
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____
|
1
|
5.23
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T14:37:28Z", "hours": 3.0, "multiplier": 2.98, "payout": 7, "blessing": "neutral", "text": "I made Cybra the Cyber Slack Bot. The main purpose of this slack bot is to teach average Slack users about important cybersecurity practices and skills, and can even help someone build their skillset in cybersecurity if they want a career in it in the future. Things that were challenging was making it work 24/7 and I’m certainly proud of being able to finally make some sort of bot and being able to code it! To test my project, the channel is a public channel in the Hack Club workspace! It is best if you try the command “/cybra-help” first in order to see all the commands you can use!", "repo": "https://github.com/Explore2333/SuperCybra", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 17034, "ts": "202 [{"post_id": 17034, "ts": "2026-06-27T17:24:06Z", "hours": 0.5364, "text": "Final Update!"}, {"post_id": 16551, "ts": "2026-06-26T22:23:05Z", "hours": 1.6939, "text": "Updates made!"}, {"post_id": 14388, "ts": "2026-06-23T14:34:34Z", "hours": 1.3931, "text": "Work Completed!"}, {"post_id": 13907, "ts": "2026-06-22T20:04:45Z", "hours": 0.2778, "text": "Cybra the Cyber Slack Bot Update! Hey everyone! I’m still actively working on Cybra, the Cyber Slack Bot, and I’ve made some exciting progress. Recently, I focused on developing a system that allows the bot to cycle through and manage a list of messages, making interactions more dynamic and organized. This will help Cybra provide information in a structured way while improving the overall user experience. In addition, I spent time creating and expanding a library of commands that users can access directly through Slack. Since Cybra is specifically designed to promote cybersecurity awareness and education, I have been building commands that provide information on a variety of important cybersecurity topics. Some of these include Multi-Factor Authentication (MFA), password security best practices, identity theft prevention, phishing attacks, social engineering, online privacy, and many more cybersecurity concepts that users may encounter in their daily digital lives. As I continue developing the bot, I am also testing each command to ensure it works correctly and delivers accurate, useful information. My goal is to make Cybra both educational and easy to use, helping users learn about cybersecurity in an interactive and accessible way directly within Slack. There’s still more work to be done, but I’m excited to keep improving Cybra and adding new features. Hopefully, the final product will become a helpful resource for anyone looking to strengthen their cybersecurity knowledge and stay safer online!"}, {"post_id": 13767, "ts": "2026-06-22T15:52:06Z", "hours": 0.8311, "text": "Hey everyone! Quick update on Cybra the Cyber Chatbot. Right now, I’m focused on getting the Slack integration fully up and running. I’ve been working through a few connection issues between the Slack app and VS Code, troubleshooting the setup step by step to make sure everything communicates properly. Alongside that, I’ve been exploring and testing the chatbot’s available commands to better understand how they function in real-world use. As I experiment with different features, I’m also taking time to dive into the code behind them—learning how each component works, how commands are processed, and how the overall system is structured.This process has been a great opportunity to not only solve technical challenges but also gain a deeper understanding of the development side of the project. I’ll continue refining the integration, testing functionality, and sharing progress as Cybra moves closer to being fully operational within Slack."}]...
|
Title: Cybra the Cyber Slack Bot! by @____ | Stard Title: Cybra the Cyber Slack Bot! by @____ | Stardance
Devlogs:
Hey everyone! Quick update on Cybra the Cyber Chatbot. Right now, I’m focused on getting the Slack integration fully up and running. I’ve been working through a few connection issues between the Slack app and VS Code, troubleshooting the setup step by step to make sure everything communicates properly. Alongside that, I’ve been exploring and testing the chatbot’s available commands to better understand how they function in real-world use. As I experiment with different features, I’m also taking time to dive into the code behind them—learning how each component works, how commands are processed, and how the overall system is structured.This process has been a great opportunity to not only solve technical challenges but also gain a deeper understanding of the development side of the project. I’ll continue refining the integration, testing functionality, and sharing progress as Cybra moves closer to being fully operational within Slack.
Cybra the Cyber Slack Bot Update! Hey everyone! I’m still actively working on Cybra, the Cyber Slack Bot, and I’ve made some exciting progress. Recently, I focused on developing a system that allows the bot to cycle through and manage a list of messages, making interactions more dynamic and organized. This will help Cybra provide information in a structured way while improving the overall user experience. In addition, I spent time creating and expanding a library of commands that users can access directly through Slack. Since Cybra is specifically designed to promote cybersecurity awareness and education, I have been building commands that provide information on a variety of important cybersecurity topics. Some of these include Multi-Factor Authentication (MFA), password security best practices, identity theft prevention, phishing attacks, social engineering, online privacy, and many more cybersecurity concepts that users may encounter in their daily digital lives. As I continue developing the bot, I am also testing each command to ensure it works correctly and delivers accurate, useful information. My goal is to make Cybra both educational and easy to use, helping users learn about cybersecurity in an interactive and accessible way directly within Slack. There’s still more work to be done, but I’m excited to keep improving Cybra and adding new features. Hopefully, the final product will become a helpful resource for anyone looking to strengthen their cybersecurity knowledge and stay safer online!
Work Completed!
Updates made!
Final Update!
Ships:
I made Cybra the Cyber Slack Bot. The main purpose of this slack bot is to teach average Slack users about important cybersecurity practices and skills, and can even help someone build their skillset in cybersecurity if they want a career in it in the future. Things that were challenging was making it work 24/7 and I’m certainly proud of being able to finally make some sort of bot and being able to code it! To test my project, the channel is a public channel in the Hack Club workspace! It is best if you try the command “/cybra-help” first in order to see all the commands you can use!...
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1793249655.525626
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1793336055.525626
|
|
24133
|
My first password checker by @Tayyeb_H | Stardance
|
Tayyeb_H
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T04:36:17Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first password checker, it was a bit difficult using code for the first time but it was really fun to write it and learn how to get better writing and making things", "repo": "https://github.com/Tayyebh/password-checker", "demo": "https://code-drop--thayat2008.replit.app"}]...
|
[{"post_id": 17382, "ts": "202 [{"post_id": 17382, "ts": "2026-06-28T04:33:18Z", "hours": 2.045, "text": "I was able to recorrect some small mispells and some code accidently written twice so now its functions as it should."}, {"post_id": 15924, "ts": "2026-06-25T21:26:08Z", "hours": 7.0686, "text": "i was able to change the looping from showing password is too short 3 times to letting you try 3 times"}]...
|
Title: My first password checker by @Tayyeb_H | St Title: My first password checker by @Tayyeb_H | Stardance
Devlogs:
i was able to change the looping from showing password is too short 3 times to letting you try 3 times
I was able to recorrect some small mispells and some code accidently written twice so now its functions as it should.
Ships:
I made my first password checker, it was a bit difficult using code for the first time but it was really fun to write it and learn how to get better writing and making things...
|
1793260293.7547612
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1793346693.7547612
|
|
24142
|
NovaOS by @Zeniths_story | Stardance
|
Zeniths_story
|
1
|
28.91
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T16:40:32Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NovaOS A space-themed WebOS with (so far): a notes app open and closeable windows code that hates me fun background from NASA Pretty impressive isn’t it? -w- I’m kidding… Planned projects for this OS: Better handle looks better app placement (draggable?) “Get to Know Zenith” App “Making NovaOS Map” App", "repo": "https://github.com/zeniths-story/Zenith-NovaOS", "demo": "https://zeniths-story.github.io/Zenith-NovaOS/"}]...
|
[{"post_id": 32601, "ts": "202 [{"post_id": 32601, "ts": "2026-07-21T21:35:17Z", "hours": 2.4592, "text": "NovaOS Devlog #10 Windows now stay open and where you put them between page reloads! Pages reset, however I’m working on it."}, {"post_id": 31451, "ts": "2026-07-19T20:23:37Z", "hours": 1.3178, "text": "NovaOS Devlog #9 Window initilization has been optimized! Yay! currently working on getting windows to stay open between reloads."}, {"post_id": 30880, "ts": "2026-07-18T20:45:41Z", "hours": 1.7767, "text": "NovaOS Devlog #8 Windows now can come to top when clicked! App icons get an outline to show they are selected/open, and opening/closing has been semi-optimized. (initWind still isn’t working, but I am working on it.)"}, {"post_id": 30806, "ts": "2026-07-18T18:27:58Z", "hours": 1.5272, "text": "NovaOS Devlog #7 Finally fixed the headers, now they’re bugging me in a different way. Added a slight transparency to the welcome window for funsies. going to start working on the buggy selection stuff so things actually rise to the top when you click on them."}, {"post_id": 30740, "ts": "2026-07-18T15:55:56Z", "hours": 0.5075, "text": "NovaOS Devlog #6 Finally got notes working again! There was just a small typo TwT also changed the color scheme to be a little more like the app icon."}, {"post_id": 30127, "ts": "2026-07-17T13:27:59Z", "hours": 1.2939, "text": "NovaOS devlog #5 Notes still aren’t working T-T New section added to ZenApp: “Full about”, just tells you a little more about me!"}, {"post_id": 29670, "ts": "2026-07-16T18:53:57Z", "hours": 2.025, "text": "The ZenApp has been implimented. Planning on adding a couple more sections there. Also started to change the notes color scheme, however the functionality broke, not fun, looking at it right now."}, {"post_id": 29569, "ts": "2026-07-16T16:29:42Z", "hours": 2.3514, "text": "Notes are working! Notes are working and I can create more, however JavaScript is still being mean and not letting me make a full initilization function so the code’s not as optimized as I’d like yet. :’>"}, {"post_id": 29044, "ts": "2026-07-15T18:12:43Z", "hours": 0.8569, "text": "Small update: Just have the window up, still working on functionality & stuff"}, {"post_id": 28991, "ts": "2026-07-15T17:00:33Z", "hours": 14.4614, "text": "NovaOS has been a mess so far. Finally got Hackatime working (no idea why it wasn’t before). It’s pretty basic right now, going to start working on the Nova Notes (which in the end I want to be sort of a update tracker thingy) and getting the handle to look the way I want. So nothing special right now, just a basic WebOS. So far 90% of my coding time has been debugging the dragging & open/close features. TwT thanks Dad."}]...
|
Title: NovaOS by @Zeniths_story | Stardance
Devlo Title: NovaOS by @Zeniths_story | Stardance
Devlogs:
NovaOS has been a mess so far. Finally got Hackatime working (no idea why it wasn’t before). It’s pretty basic right now, going to start working on the Nova Notes (which in the end I want to be sort of a update tracker thingy) and getting the handle to look the way I want. So nothing special right now, just a basic WebOS. So far 90% of my coding time has been debugging the dragging & open/close features. TwT thanks Dad.
Small update: Just have the window up, still working on functionality & stuff
Notes are working! Notes are working and I can create more, however JavaScript is still being mean and not letting me make a full initilization function so the code’s not as optimized as I’d like yet. :’>
The ZenApp has been implimented. Planning on adding a couple more sections there. Also started to change the notes color scheme, however the functionality broke, not fun, looking at it right now.
NovaOS devlog #5 Notes still aren’t working T-T New section added to ZenApp: “Full about”, just tells you a little more about me!
NovaOS Devlog #6 Finally got notes working again! There was just a small typo TwT also changed the color scheme to be a little more like the app icon.
NovaOS Devlog #7 Finally fixed the headers, now they’re bugging me in a different way. Added a slight transparency to the welcome window for funsies. going to start working on the buggy selection stuff so things actually rise to the top when you click on them.
NovaOS Devlog #8 Windows now can come to top when clicked! App icons get an outline to show they are selected/open, and opening/closing has been semi-optimized. (initWind still isn’t working, but I am working on it.)
NovaOS Devlog #9 Window initilization has been optimized! Yay! currently working on getting windows to stay open between reloads.
NovaOS Devlog #10 Windows now stay open and where you put them between page reloads! Pages reset, however I’m working on it.
Ships:
NovaOS A space-themed WebOS with (so far): a notes app open and closeable windows code that hates me fun background from NASA Pretty impressive isn’t it? -w- I’m kidding… Planned projects for this OS: Better handle looks better app placement (draggable?) “Get to Know Zenith” App “Making NovaOS Map” App...
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1793260280.4836571
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1793346680.4836571
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24154
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AI Email Writer by @mazoonelwakeel | Stardance
|
mazoonelwakeel
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T18:18:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the python files and the logic of the program, and i just let the AI make the website or the UI to make it playable. What was challenging is the flask library in python, as I needed to link it to a specific UI maker to be able to submit the project and get a working repo of it. Please accept the AI thing because I am a very beginner. Hope you like my program", "repo": "https://github.com/mazoonelwakeel-cloud/ai-email-writer", "demo": "https://mazenelwakeel.pythonanywhere.com/"}]...
|
[{"post_id": 13853, "ts": "202 [{"post_id": 13853, "ts": "2026-06-22T18:15:29Z", "hours": 2.0069, "text": "I made an AI Email Writer that helps users create emails faster. Instead of writing an email from scratch, the user enters the purpose of the email, who it is for, the sender name, language, tone, and length. The application then uses AI to generate a complete email based on the information provided. The idea behind the project was to make writing emails easier and save time, especially for people who struggle with wording professional or formal emails. The application supports different languages and writing styles, making it useful for different situations such as school, work, or personal communication."}]...
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Title: AI Email Writer by @mazoonelwakeel | Starda Title: AI Email Writer by @mazoonelwakeel | Stardance
Devlogs:
I made an AI Email Writer that helps users create emails faster. Instead of writing an email from scratch, the user enters the purpose of the email, who it is for, the sender name, language, tone, and length. The application then uses AI to generate a complete email based on the information provided. The idea behind the project was to make writing emails easier and save time, especially for people who struggle with wording professional or formal emails. The application supports different languages and writing styles, making it useful for different situations such as school, work, or personal communication.
Ships:
I made the python files and the logic of the program, and i just let the AI make the website or the UI to make it playable. What was challenging is the flask library in python, as I needed to link it to a specific UI maker to be able to submit the project and get a working repo of it. Please accept the AI thing because I am a very beginner. Hope you like my program...
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1793137663.5276916
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1793224063.5276916
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24158
|
MovieOS by @Leon36 | Stardance
|
Leon36
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T14:05:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built this WebOS called MovieOS. The goal was to give it the look and feel of a typical hacker OS straight out of a movie. The only real challenge was the onboarding process, but that’s probably just because I’d never built one before. All in all, it’s been a really fun and rewarding challenge!", "repo": "https://github.com/leonst036/MovieOS", "demo": "https://movie-os-red.vercel.app/"}]...
|
[{"post_id": 27685, "ts": "202 [{"post_id": 27685, "ts": "2026-07-13T13:58:57Z", "hours": 0.26, "text": "I just added this Painting app. It doesn’t took much time. Maybe because I got a bit help from Gemini… Maybe I’ll add some more apps when I have some time."}, {"post_id": 27277, "ts": "2026-07-12T18:29:34Z", "hours": 0.3011, "text": "I made this game you see below. It’s not very hard you just have to enter the sequences within the time (It get shorter after every “level”)"}, {"post_id": 27241, "ts": "2026-07-12T17:07:41Z", "hours": 1.3261, "text": "This is the first version of my WebOS! It’s a nice little OS that looks like a typical hacker OS from a movie (you’ll see what I mean when you try it out). I’m planning to add more apps soon!"}]...
|
Title: MovieOS by @Leon36 | Stardance
Devlogs:
Th Title: MovieOS by @Leon36 | Stardance
Devlogs:
This is the first version of my WebOS! It’s a nice little OS that looks like a typical hacker OS from a movie (you’ll see what I mean when you try it out). I’m planning to add more apps soon!
I made this game you see below. It’s not very hard you just have to enter the sequences within the time (It get shorter after every “level”)
I just added this Painting app. It doesn’t took much time. Maybe because I got a bit help from Gemini… Maybe I’ll add some more apps when I have some time.
Ships:
I built this WebOS called MovieOS. The goal was to give it the look and feel of a typical hacker OS straight out of a movie. The only real challenge was the onboarding process, but that’s probably just because I’d never built one before. All in all, it’s been a really fun and rewarding challenge!...
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1793299992.21896
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1793386392.21896
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24171
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Nocturnal by @Devin | Stardance
|
Devin
|
1
|
3.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T23:24:07Z", "hours": 3.0, "multiplier": 3.72, "payout": 11, "blessing": "neutral", "text": "i made an ascii art displayer that focuses on star paintings like starry night, the hardest part was getting the paintings to look right. I originally wanted it to be animated but that was too hard.", "repo": "https://github.com/Melangert/Nocturnal", "demo": "https://github.com/Melangert/Nocturnal/releases/tag/Initital-release"}]...
|
[{"post_id": 14747, "ts": "202 [{"post_id": 14747, "ts": "2026-06-23T23:22:24Z", "hours": 0.3889, "text": "finished up with the render.js file that renders the colors and brightness of the art inside render.js instead of the painting files"}, {"post_id": 14714, "ts": "2026-06-23T22:24:13Z", "hours": 0.4578, "text": "Got color display on the paintings by encoding the brightness and color of the images and then rendering hundreds of these tiny colored characters like a CRT"}, {"post_id": 14601, "ts": "2026-06-23T19:26:39Z", "hours": 2.2275, "text": "Finally got Starry night to display in the terminal using jimp, no color yet"}]...
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Title: Nocturnal by @Devin | Stardance
Devlogs:
F Title: Nocturnal by @Devin | Stardance
Devlogs:
Finally got Starry night to display in the terminal using jimp, no color yet
Got color display on the paintings by encoding the brightness and color of the images and then rendering hundreds of these tiny colored characters like a CRT
finished up with the render.js file that renders the colors and brightness of the art inside render.js instead of the painting files
Ships:
i made an ascii art displayer that focuses on star paintings like starry night, the hardest part was getting the paintings to look right. I originally wanted it to be animated but that was too hard....
|
1793141242.1248872
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1793227642.1248872
|
|
24181
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Project Horizon by @SubTomic | Stardance
|
SubTomic
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T17:14:22Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project Horizon I built a custom, real-time browser flight simulator from scratch using pure JavaScript and an HTML5 canvas. The rendering engine utilizes custom pseudo-3D matrix projection to dynamically calculate and display infinite terrain grid blocks, including mountain ranges and water tiles, completely independent of external 3D libraries like WebGL or Three.js. The core of the project is the physical hardware integration. I designed and 3D printed a custom flight yoke assembly that houses a Raspberry Pi 5 equipped with a Sense HAT. The Pi polls the integrated IMU sensor and streams live pitch, roll, and throttle variables over a local WebSocket server , allowing the user to manipulate the aircraft’s cockpit view seamlessly via physical motion. The primary technical challenges involved implementing the manual projection mathematics and filtering the raw sensor telemetry to eliminate signal noise and jitter. I am particularly proud of achieving a stable hardware-to-software data stream and developing a high-visibility, responsive glass-cockpit HUD featuring synchronized airspeed and altitude instrument tapes. How to Test the Project : If you are reviewing this project without the physical Raspberry Pi yoke connected, the flight simulator automatically initializes a desktop fallback mode with interactive manual controls: Pitch (Climb/Dive): Use W / S Roll (Bank wings): Use A / D Throttle (Engine Thrust): Scroll the Mouse Wheel to adjust power linearly from 0% to 100%", "repo": "https://github.com/SubTomic1833/Project-Horizon", "demo": ""}]...
|
[{"post_id": 15733, "ts": "202 [{"post_id": 15733, "ts": "2026-06-25T16:28:29Z", "hours": 1.5669, "text": "Devlog 6/25 Done : Website working with speedometer and altitude indicator Backend code for the Raspberry Pi 5 for gyroscopic data telemetry Physical model featuring a yoke design with a Raspberry Pi 5 holder in the center Whats next? SHIP"}, {"post_id": 15328, "ts": "2026-06-24T22:05:17Z", "hours": 2.1169, "text": "Devlog 6/24 Done : Started HTML Script to test roll, pitch and yaw data from Raspberry Pi 5 Set up WebSockets on Raspberry Pi to stream gyroscope data to HTML Code Whats next? Change UI to a more modern look Possibly add more features to enhance the look of the UI"}, {"post_id": 15150, "ts": "2026-06-24T16:45:14Z", "hours": 2.2344, "text": "Devlog - 6/24 Lot of work done today Done : Hardware side of the project, which includes: Main Assembly Raspberry Pi Holder Main Frame Joystick piece Full CAD of Raspberry Pi 5 The idea of the frame was that it looks like a Yoke you would see inside a cessna 172 or other aircraft, creating the sensation that you were actually flying the plane when looking into the horizon. Whats next? Start using VSCode and Thonny on Raspberry Pi to send data from Sense Hat to the code in order to control the horizon"}, {"post_id": 14414, "ts": "2026-06-23T15:17:26Z", "hours": 0.6669, "text": "Project Horizon - 6/23 Dev Log : This Dev Log is mainly focused on the Block CAD Model of the Raspberry Pi 5, as this was crucial for the later design of the physical structure/device. Added CPU, RAM, and I/O blocks, as well as the USB 2.0, USB 3.0, ethernet port and 40 PIN GPIO Header w/ extension. This is crucial since I will need to design the physical structure of the device around the R PI."}, {"post_id": 14009, "ts": "2026-06-22T23:55:46Z", "hours": 0.3006, "text": "Project Horizon - Started on : Raspberry Pi 5 Case Raspberry Pi 5 Block CAD Model This is crucial for the design of the case/holder since the entire physical prototype will be designed and assembled around the Pi itself. Whats next : Finish Pi Holder CAD Finish Pi Block CAD Model Start CAD on physical structure/device Hopefully start some basic HTML Code"}]...
|
Title: Project Horizon by @SubTomic | Stardance
D Title: Project Horizon by @SubTomic | Stardance
Devlogs:
Project Horizon - Started on : Raspberry Pi 5 Case Raspberry Pi 5 Block CAD Model This is crucial for the design of the case/holder since the entire physical prototype will be designed and assembled around the Pi itself. Whats next : Finish Pi Holder CAD Finish Pi Block CAD Model Start CAD on physical structure/device Hopefully start some basic HTML Code
Project Horizon - 6/23 Dev Log : This Dev Log is mainly focused on the Block CAD Model of the Raspberry Pi 5, as this was crucial for the later design of the physical structure/device. Added CPU, RAM, and I/O blocks, as well as the USB 2.0, USB 3.0, ethernet port and 40 PIN GPIO Header w/ extension. This is crucial since I will need to design the physical structure of the device around the R PI.
Devlog - 6/24 Lot of work done today Done : Hardware side of the project, which includes: Main Assembly Raspberry Pi Holder Main Frame Joystick piece Full CAD of Raspberry Pi 5 The idea of the frame was that it looks like a Yoke you would see inside a cessna 172 or other aircraft, creating the sensation that you were actually flying the plane when looking into the horizon. Whats next? Start using VSCode and Thonny on Raspberry Pi to send data from Sense Hat to the code in order to control the horizon
Devlog 6/24 Done : Started HTML Script to test roll, pitch and yaw data from Raspberry Pi 5 Set up WebSockets on Raspberry Pi to stream gyroscope data to HTML Code Whats next? Change UI to a more modern look Possibly add more features to enhance the look of the UI
Devlog 6/25 Done : Website working with speedometer and altitude indicator Backend code for the Raspberry Pi 5 for gyroscopic data telemetry Physical model featuring a yoke design with a Raspberry Pi 5 holder in the center Whats next? SHIP
Ships:
Project Horizon I built a custom, real-time browser flight simulator from scratch using pure JavaScript and an HTML5 canvas. The rendering engine utilizes custom pseudo-3D matrix projection to dynamically calculate and display infinite terrain grid blocks, including mountain ranges and water tiles, completely independent of external 3D libraries like WebGL or Three.js. The core of the project is the physical hardware integration. I designed and 3D printed a custom flight yoke assembly that houses a Raspberry Pi 5 equipped with a Sense HAT. The Pi polls the integrated IMU sensor and streams live pitch, roll, and throttle variables over a local WebSocket server , allowing the user to manipulate the aircraft’s cockpit view seamlessly via physical motion. The primary technical challenges involved implementing the manual projection mathematics and filtering the raw sensor telemetry to eliminate signal noise and jitter. I am particularly proud of achieving a stable hardware-to-software data stream and developing a high-visibility, responsive glass-cockpit HUD featuring synchronized airspeed and altitude instrument tapes. How to Test the Project : If you are reviewing this project without the physical Raspberry Pi yoke connected, the flight simulator automatically initializes a desktop fallback mode with interactive manual controls: Pitch (Climb/Dive): Use W / S Roll (Bank wings): Use A / D Throttle (Engine Thrust): Scroll the Mouse Wheel to adjust power linearly from 0% to 100%...
|
1793292531.3307545
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1793378931.3307545
|
|
24188
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Habitat Simulator by @SleepyTerrencee | Stardance
|
SleepyTerrencee
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T23:48:55Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-page of astronaut habitation. Basically you choose a difficulty, buy your modules, then start your simulation. Your goal is to obtain a certain amount of research while keeping your station alive. I used AI to create most of the simulation functionality but I’m still happy I was able to contribute to it! This is my first actual project I’ve ever presented to people so please try it!", "repo": "https://github.com/SleepyTerrence1/HabitatSimulator", "demo": "https://sleepyterrence1.github.io/HabitatSimulator/"}]...
|
[{"post_id": 78496, "ts": "202 [{"post_id": 78496, "ts": "2026-10-10T23:42:07Z", "hours": 2.8211, "text": "Working Station So after a couple of iterations along with using AI, the simulation is finally done! Here are the list of features in the semi-final version: -Summary Page All difficulties work Finished Information Page Thats it, thanks!"}, {"post_id": 66949, "ts": "2026-09-12T22:30:35Z", "hours": 2.4639, "text": "Semi-Working Simulation So I have been working on this for a bit and giving up a lot but I now have a working prototype. All you can do is buy Modules and see the station update, there is no crew, no food, no uncertainty. It works tho. Here are the list of current Modules I have added: Small Habitat Module Medium Habitat Module Large Habitat Module Solar Array Nuclear Power Unit Basic Lab Unit Basic Storage Unit Currently, only easy mode works so if you want to test it out and give feedback, please do. Thanks! Link to website: https://sleepyterrence1.github.io/HabitatSimulator/"}, {"post_id": 18052, "ts": "2026-06-29T00:59:00Z", "hours": 0.3772, "text": "Habitat Simulator first looks! Hello Everyone, I just started this project and it’s called “Habitat Simulator”. You kinda just Simulate astronauts in space as you can tell with the picture. Mind you this is the only thing I have really finished… Nevertheless, I’m really excited for the end results of this thing, sooo stay tuned I suppose!"}]...
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Title: Habitat Simulator by @SleepyTerrencee | Sta Title: Habitat Simulator by @SleepyTerrencee | Stardance
Devlogs:
Habitat Simulator first looks! Hello Everyone, I just started this project and it’s called “Habitat Simulator”. You kinda just Simulate astronauts in space as you can tell with the picture. Mind you this is the only thing I have really finished… Nevertheless, I’m really excited for the end results of this thing, sooo stay tuned I suppose!
Semi-Working Simulation So I have been working on this for a bit and giving up a lot but I now have a working prototype. All you can do is buy Modules and see the station update, there is no crew, no food, no uncertainty. It works tho. Here are the list of current Modules I have added: Small Habitat Module Medium Habitat Module Large Habitat Module Solar Array Nuclear Power Unit Basic Lab Unit Basic Storage Unit Currently, only easy mode works so if you want to test it out and give feedback, please do. Thanks! Link to website: https://sleepyterrence1.github.io/HabitatSimulator/
Working Station So after a couple of iterations along with using AI, the simulation is finally done! Here are the list of features in the semi-final version: -Summary Page All difficulties work Finished Information Page Thats it, thanks!
Ships:
I made a web-page of astronaut habitation. Basically you choose a difficulty, buy your modules, then start your simulation. Your goal is to obtain a certain amount of research while keeping your station alive. I used AI to create most of the simulation functionality but I’m still happy I was able to contribute to it! This is my first actual project I’ve ever presented to people so please try it!...
|
1793155729.2318356
|
1793242129.2318356
|
|
24209
|
vortex shader by @Alan | Stardance
|
Alan
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T01:21:17Z", "hours": 1.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "I made a simple, html based shader that is a swirling vortex, which will be used in the future for The Void project. The difficulty itself didn’t really come from writing the shader, but more so by the fact of having to choose the proper values of the constants until it looked like how I imagined it. Even the colors themselves were originally more vibrant and there was even orange sprinkled in there, which honestly idk where it went. But, in the end it was an overall easy project to do. I’m not really the best at writing in glsl, and a lot of things could probably be changed, but nonetheless it was done.", "repo": "https://github.com/Just-Alan/The-Void", "demo": "https://just-alan.github.io/The-Void/vortex_shader/void_shader.html"}]...
|
[{"post_id": 14040, "ts": "202 [{"post_id": 14040, "ts": "2026-06-23T00:46:28Z", "hours": 1.1483, "text": "My fellow stardancers. I humbly present my small grain of sand to an endless beach of shaders. Its basically just a vortex that just goes endlessly into the nothingness. Not really that cool, but its for my other project, The Void, so I thought I could share the shader as it’s own project."}]...
|
Title: vortex shader by @Alan | Stardance
Devlogs Title: vortex shader by @Alan | Stardance
Devlogs:
My fellow stardancers. I humbly present my small grain of sand to an endless beach of shaders. Its basically just a vortex that just goes endlessly into the nothingness. Not really that cool, but its for my other project, The Void, so I thought I could share the shader as it’s own project.
Ships:
I made a simple, html based shader that is a swirling vortex, which will be used in the future for The Void project. The difficulty itself didn’t really come from writing the shader, but more so by the fact of having to choose the proper values of the constants until it looked like how I imagined it. Even the colors themselves were originally more vibrant and there was even orange sprinkled in there, which honestly idk where it went. But, in the end it was an overall easy project to do. I’m not really the best at writing in glsl, and a lot of things could probably be changed, but nonetheless it was done....
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1793299979.2481365
|
1793386379.2481365
|
|
24242
|
RC Plane by @kartik_wadhone | Stardance
|
kartik_wadhone
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T04:35:18Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a DIY RC plane made from foam board and readily available parts. It was very challenging in finding the perfect balance between lightweight and efficient from feature packed and sturdy. I am proud of how well i have progressed over the past few months. If you are going to test this project make sure you are not going in blind and have some minimal knowledge about RC electronics prior. Not too much just a little, 10-15 worth of knowledge from youtube videos.", "repo": "https://github.com/kartikwadhone/RC-Plane", "demo": ""}]...
|
[{"post_id": 35604, "ts": "202 [{"post_id": 35604, "ts": "2026-07-27T04:22:02Z", "hours": 4.6172, "text": "I’m all done! Ready to ship"}, {"post_id": 35326, "ts": "2026-07-26T17:21:30Z", "hours": 3.1956, "text": "Finished the reinforcements and now halfway through the build guide. Also finishing up the Github repository"}, {"post_id": 34426, "ts": "2026-07-25T03:56:08Z", "hours": 0.7333, "text": "Finished the Plane! Now i just need to add final reinforcements and cover the tail section for better efficiency"}, {"post_id": 23924, "ts": "2026-07-07T04:03:58Z", "hours": 2.7378, "text": "Done with the body and installing the motor. Also reinforced the aieleron hinges and the wing leading edges with blue duct tape"}, {"post_id": 18921, "ts": "2026-06-30T03:10:47Z", "hours": 0.4739, "text": "Done with both wing halves! My wing is now ready for its servos"}, {"post_id": 18724, "ts": "2026-06-29T22:13:10Z", "hours": 0.5667, "text": "Just started building the plane and finished Half of the 1m wingspan"}, {"post_id": 16582, "ts": "2026-06-26T23:33:06Z", "hours": 0.5333, "text": "I have now set up the Github repo and partially completed the ReadMe. I have added photos and videos demonstrating the plane"}, {"post_id": 16564, "ts": "2026-06-26T22:47:40Z", "hours": 0.8297, "text": "Just Finished Modelling and Making drawings of all of the parts needed to make a DIY RC Airplane"}]...
|
Title: RC Plane by @kartik_wadhone | Stardance
De Title: RC Plane by @kartik_wadhone | Stardance
Devlogs:
Just Finished Modelling and Making drawings of all of the parts needed to make a DIY RC Airplane
I have now set up the Github repo and partially completed the ReadMe. I have added photos and videos demonstrating the plane
Just started building the plane and finished Half of the 1m wingspan
Done with both wing halves! My wing is now ready for its servos
Done with the body and installing the motor. Also reinforced the aieleron hinges and the wing leading edges with blue duct tape
Finished the Plane! Now i just need to add final reinforcements and cover the tail section for better efficiency
Finished the reinforcements and now halfway through the build guide. Also finishing up the Github repository
I’m all done! Ready to ship
Ships:
I have made a DIY RC plane made from foam board and readily available parts. It was very challenging in finding the perfect balance between lightweight and efficient from feature packed and sturdy. I am proud of how well i have progressed over the past few months. If you are going to test this project make sure you are not going in blind and have some minimal knowledge about RC electronics prior. Not too much just a little, 10-15 worth of knowledge from youtube videos....
|
1793242577.9423919
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1793328977.9423919
|
|
24254
|
Miniature Mars Rover by @PRIKLY | Stardance
|
PRIKLY
|
1
|
24.0
|
451
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T05:02:28Z", "hours": 24.0, "multiplier": 18.84, "payout": 451, "blessing": "neutral", "text": "I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!", "repo": "https://github.com/PriklyParthiki/Mars-Rover", "demo": "https://makerworld.com/en/models/3211802-miniature-mars-rover"}]...
|
[{"post_id": 45016, "ts": "202 [{"post_id": 45016, "ts": "2026-08-11T04:51:22Z", "hours": 0.3517, "text": "Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D"}, {"post_id": 44763, "ts": "2026-08-10T19:15:54Z", "hours": 0.5322, "text": "Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!"}, {"post_id": 42742, "ts": "2026-08-07T16:47:54Z", "hours": 4.0042, "text": "DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!"}, {"post_id": 42098, "ts": "2026-08-06T17:42:07Z", "hours": 3.8094, "text": "Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!"}, {"post_id": 40353, "ts": "2026-08-03T20:01:04Z", "hours": 4.3903, "text": "DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work"}, {"post_id": 39684, "ts": "2026-08-02T20:21:59Z", "hours": 3.0975, "text": "😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3"}, {"post_id": 30088, "ts": "2026-07-17T12:01:50Z", "hours": 3.56, "text": "DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆"}, {"post_id": 18854, "ts": "2026-06-30T01:49:27Z", "hours": 4.1825, "text": "Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D"}]...
|
Title: Miniature Mars Rover by @PRIKLY | Stardance Title: Miniature Mars Rover by @PRIKLY | Stardance
Devlogs:
Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D
DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆
😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3
DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work
Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!
DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!
Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!
Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D
Ships:
I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!...
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1793141656.125247
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1793228056.125247
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24270
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Caesar Cipher by @Mikhail | Stardance
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Mikhail
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T02:14:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple Python script that decrypts and encrypts given text using the Caesar Cipher algorithm. This is my first project relating to cybersecurity, which is my main field of interest, and it’s also my first step into cryptography. The project was also a good way for me to demonstrate my understanding of basic Python, specifically functions and strings.", "repo": "https://github.com/michael-pixel85/Caesar-Cipher", "demo": "https://colab.research.google.com/drive/1uRbsP4nsbZ5X5DmZHSfRITGMux8AMVRQ"}]...
|
[{"post_id": 15379, "ts": "202 [{"post_id": 15379, "ts": "2026-06-25T00:31:29Z", "hours": 0.4367, "text": "Devlog 1 This is my first devlog, so please, spare me some mercy. My project is finished; it’s just a simple Python script that decrypts and encrypts text using the Caesar Cipher algorithm. Seems pretty simple, and it was, but I’m not sure what to do with it. Thinking of turning into a CLI tool/executable, not for practicality, but just to learn how to do it. Any tips or advice is welcome!"}]...
|
Title: Caesar Cipher by @Mikhail | Stardance
Devl Title: Caesar Cipher by @Mikhail | Stardance
Devlogs:
Devlog 1 This is my first devlog, so please, spare me some mercy. My project is finished; it’s just a simple Python script that decrypts and encrypts text using the Caesar Cipher algorithm. Seems pretty simple, and it was, but I’m not sure what to do with it. Thinking of turning into a CLI tool/executable, not for practicality, but just to learn how to do it. Any tips or advice is welcome!
Ships:
I made a simple Python script that decrypts and encrypts given text using the Caesar Cipher algorithm. This is my first project relating to cybersecurity, which is my main field of interest, and it’s also my first step into cryptography. The project was also a good way for me to demonstrate my understanding of basic Python, specifically functions and strings....
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1793202493.7134016
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1793288893.7134016
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24297
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AdmitPredictAI by @sira | Stardance
|
sira
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T17:31:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI powered college admissions website, check it out! Feedback is expected too!", "repo": "https://github.com/aryasira/AdmitPredictAI", "demo": "https://admit-predict-ai.vercel.app"}]...
|
[{"post_id": 14004, "ts": "202 [{"post_id": 14004, "ts": "2026-06-22T23:51:36Z", "hours": 0.3358, "text": "Backend logic"}]...
|
Title: AdmitPredictAI by @sira | Stardance
Devlog Title: AdmitPredictAI by @sira | Stardance
Devlogs:
Backend logic
Ships:
I made an AI powered college admissions website, check it out! Feedback is expected too!...
|
1793296617.963949
|
1793383017.963949
|
|
24305
|
Creative Cats Website by @ziminganimates | Stardan Creative Cats Website by @ziminganimates | Stardance...
|
ziminganimates
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T16:08:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for the Creative Cats Robotics FTC team. This was a unpaid project with the goal of helping me review and polish my HTML/CSS/JS Skills", "repo": "https://github.com/zimingcsascsa/CreativeCats27606", "demo": "https://zimingcsascsa.github.io/CreativeCats27606/index.html"}]...
|
[{"post_id": 14450, "ts": "202 [{"post_id": 14450, "ts": "2026-06-23T16:07:17Z", "hours": 0.3825, "text": "tuff new font"}, {"post_id": 13992, "ts": "2026-06-22T23:21:27Z", "hours": 1.2581, "text": "Finished updating website for 2026-2027 season"}]...
|
Title: Creative Cats Website by @ziminganimates | Title: Creative Cats Website by @ziminganimates | Stardance
Devlogs:
Finished updating website for 2026-2027 season
tuff new font
Ships:
I made a website for the Creative Cats Robotics FTC team. This was a unpaid project with the goal of helping me review and polish my HTML/CSS/JS Skills...
|
1793245983.8102298
|
1793332383.8102298
|
|
24308
|
Micro:bit radio security by @Maxwell-l-hack | Star Micro:bit radio security by @Maxwell-l-hack | Stardance...
|
Maxwell-l-hack
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T12:24:22Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a program for micro:bits that uses their radio to show how you could channel hop on their frequencies with a scrambled next channel number using a pre-shared key. It was fairly challenging to get the channel hopping working smoothly and having them communicate so that they would change channels together and avoid the headache of changing at separate times. By the end, however, I was really quite proud of getting the channel hopping working and doing something more advanced to showcase what the micro:bit can do. Anybody who wants to try this you’ll need two micro:bits and I’m not sure if it will work on v1s as I only have v2s.", "repo": "https://github.com/Maxwell-L-hack/microbit-radio-security", "demo": "https://github.com/Maxwell-L-hack/microbit-radio-security/blob/main/README.md#video"}]...
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[{"post_id": 63241, "ts": "202 [{"post_id": 63241, "ts": "2026-09-06T23:01:21Z", "hours": 3.1089, "text": "Finally got the infinite channel jumping working along with scrambling the channel number for greater security during transmission. Also added security features explanation to the README. And made a logo."}, {"post_id": 26937, "ts": "2026-07-12T00:49:23Z", "hours": 1.1983, "text": "Got stuck when I tried to make it continuously channel hop and send a scrambled channel number, so I made the How to use section in the README along with a flowchart."}, {"post_id": 24195, "ts": "2026-07-07T16:37:16Z", "hours": 1.9306, "text": "The micro:bits finally channel hop, only once, however debugging took longer than I expected."}, {"post_id": 18714, "ts": "2026-06-29T21:55:23Z", "hours": 1.8039, "text": "I was having difficulty getting the ‘ready’ message to either broadcast or get received, maybe both, I’m not sure. I commented out those parts to test if the radio was working, and it did. It will also pick up the ready signal even if reset."}, {"post_id": 14000, "ts": "2026-06-22T23:35:04Z", "hours": 1.4194, "text": "Attempted to get the micro:bits channel hopping, however the confirmation is either not getting sent or received (maybe both), but I’m not getting any errors."}]...
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Title: Micro:bit radio security by @Maxwell-l-hack Title: Micro:bit radio security by @Maxwell-l-hack | Stardance
Devlogs:
Attempted to get the micro:bits channel hopping, however the confirmation is either not getting sent or received (maybe both), but I’m not getting any errors.
I was having difficulty getting the ‘ready’ message to either broadcast or get received, maybe both, I’m not sure. I commented out those parts to test if the radio was working, and it did. It will also pick up the ready signal even if reset.
The micro:bits finally channel hop, only once, however debugging took longer than I expected.
Got stuck when I tried to make it continuously channel hop and send a scrambled channel number, so I made the How to use section in the README along with a flowchart.
Finally got the infinite channel jumping working along with scrambling the channel number for greater security during transmission. Also added security features explanation to the README. And made a logo.
Ships:
I made a program for micro:bits that uses their radio to show how you could channel hop on their frequencies with a scrambled next channel number using a pre-shared key. It was fairly challenging to get the channel hopping working smoothly and having them communicate so that they would change channels together and avoid the headache of changing at separate times. By the end, however, I was really quite proud of getting the channel hopping working and doing something more advanced to showcase what the micro:bit can do. Anybody who wants to try this you’ll need two micro:bits and I’m not sure if it will work on v1s as I only have v2s....
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BitDrop by @thestarviper | Stardance
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thestarviper
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1
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160.0
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3167
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T09:55:31Z", "hours": 160.0, "multiplier": 19.75, "payout": 3167, "blessing": "neutral", "text": "PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!", "repo": "https://github.com/TheStarViper/Bitdrop", "demo": "https://thestarviper.itch.io/bitdrop"}]...
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[{"post_id": 44510, "ts": "202 [{"post_id": 44510, "ts": "2026-08-10T09:53:13Z", "hours": 1.0939, "text": "UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY"}, {"post_id": 44482, "ts": "2026-08-10T08:38:47Z", "hours": 1.9064, "text": "UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP"}, {"post_id": 44442, "ts": "2026-08-10T06:02:41Z", "hours": 4.5892, "text": "UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx"}, {"post_id": 43180, "ts": "2026-08-08T09:27:38Z", "hours": 2.7903, "text": "UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing"}, {"post_id": 43020, "ts": "2026-08-08T01:57:36Z", "hours": 2.4019, "text": "UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music"}, {"post_id": 42465, "ts": "2026-08-07T06:51:18Z", "hours": 3.2836, "text": "UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 42369, "ts": "2026-08-07T01:41:28Z", "hours": 2.8478, "text": "UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41791, "ts": "2026-08-06T06:19:51Z", "hours": 4.7828, "text": "UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music"}, {"post_id": 41566, "ts": "2026-08-05T21:07:59Z", "hours": 4.3561, "text": "UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one"}, {"post_id": 41090, "ts": "2026-08-05T01:46:24Z", "hours": 8.2328, "text": "UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu"}, {"post_id": 40371, "ts": "2026-08-03T20:39:02Z", "hours": 6.2458, "text": "UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other"}, {"post_id": 39200, "ts": "2026-08-02T00:08:00Z", "hours": 5.2997, "text": "UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing"}, {"post_id": 38025, "ts": "2026-07-31T05:20:46Z", "hours": 3.1969, "text": "UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system"}, {"post_id": 37419, "ts": "2026-07-30T03:53:05Z", "hours": 2.9794, "text": "UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one"}, {"post_id": 36874, "ts": "2026-07-29T07:14:51Z", "hours": 4.0314, "text": "UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function"}, {"post_id": 36228, "ts": "2026-07-28T05:20:56Z", "hours": 4.4294, "text": "UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations"}, {"post_id": 35691, "ts": "2026-07-27T09:09:29Z", "hours": 3.3542, "text": "UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 35028, "ts": "2026-07-26T05:56:26Z", "hours": 4.0314, "text": "UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations"}, {"post_id": 34387, "ts": "2026-07-25T02:01:05Z", "hours": 6.0822, "text": "UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations"}, {"post_id": 33390, "ts": "2026-07-23T09:24:36Z", "hours": 3.9456, "text": "UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations"}, {"post_id": 32852, "ts": "2026-07-22T08:34:06Z", "hours": 5.7922, "text": "UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations"}, {"post_id": 32205, "ts": "2026-07-21T06:57:06Z", "hours": 1.8539, "text": "UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30986, "ts": "2026-07-19T00:25:17Z", "hours": 6.2539, "text": "UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 30395, "ts": "2026-07-17T21:48:54Z", "hours": 6.2739, "text": "UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 29365, "ts": "2026-07-16T08:28:25Z", "hours": 8.6403, "text": "UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 28533, "ts": "2026-07-14T20:51:02Z", "hours": 9.1822, "text": "UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations"}, {"post_id": 26490, "ts": "2026-07-11T09:42:24Z", "hours": 5.0842, "text": "UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons."}, {"post_id": 25812, "ts": "2026-07-10T08:45:53Z", "hours": 9.7839, "text": "UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop."}, {"post_id": 24451, "ts": "2026-07-08T00:39:27Z", "hours": 6.2844, "text": "UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring."}, {"post_id": 23373, "ts": "2026-07-06T09:29:37Z", "hours": 8.7297, "text": "UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko"}, {"post_id": 21983, "ts": "2026-07-04T06:24:52Z", "hours": 7.4675, "text": "UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic"}, {"post_id": 21233, "ts": "2026-07-03T02:04:38Z", "hours": 5.1572, "text": "UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu"}]...
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Title: BitDrop by @thestarviper | Stardance
Devlo Title: BitDrop by @thestarviper | Stardance
Devlogs:
UPDATE #1 so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool. How it works Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on. The plan currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher What i have so far graphics balls drop have have physics balls bounce off pegs everything else not listed is placeholder graphics but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu
UPDATE #2 Overview added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears Next steps the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update. AI USE had ai generate the daemons vector graphic
UPDATE #3 The Daemon Backend Overview just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them. Fine Details i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons. Next steps i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko
UPDATE #4 The Daemon Frontend Overview I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon. Fine Details i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug i added text wrapping to Daemon descriptions so that long descriptions dont overflow added a sell value to daemons and linked it to the credits display lines between daemons and balls fade out made is so that the line picks a random starting point on the left side of the daemon Next steps I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls. I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.
UPDATE #5 The Shop part 1 Summary I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs. Fine Details New Daemon “Loyalty Points” 2x points every 5 pins hit New Daemon “Mesh Network” 1.5x score for every ball in play somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down added a shop screen with the ability to buy a daemon extracted button logic from multiple places to a function to draw the button instead increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes made scores that are extremely large get formmated to scientific notation Next steps Still considering that hands system for later maybe in 3 devlogs I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop.
UPDATE #6 The Black Market part 2 Summary I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons. Finer Details New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points New Daemon “Dark Web Node” 5% chance for 15x points on scoring made it so when you buy a daemon it gets sold out instead of infinite stock daemons you have dont show up in shop next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler Next steps I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons.
UPDATE #7 The Map Summary I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector. Finer Details made a hacking style map based on slay the spire’s level selector map currently randomly generates nodes and connections map scrolls using left or right click along with scroll wheel nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool if you can’t afford a reroll the button gets darker to signal Next steps you can’t sell daemons in the map for some reason finish map to link to game consumables shop polish with hovers sfx near the end more animations
UPDATE #8 The Map PT 2 Summary Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these Finer Details levels give money now levels have a random amount of money that increase as you go levels interact with setting rewards and score requirements quota and reward are displayed on hover corner brackets appear with easing in and out size on hover aswell changed based unit to MB from KB cuz KB of data are kinda smol fixed some frame update bugs where the stuff updates after selection making it look weird for a frame faint orange glow on the column of levels you are on Next steps you can’t sell daemons in the map for some reason map polish level node entry point map path generation sometimes generates a void where you cant progress and also every node connects to every other consumables shop polish with hovers sfx near the end more animations
UPDATE #9 Map PT 3 Summary Added menu transitions, fixeds a few bugs Finer Details changes orange glow on current column to green made the nodes offset on the y and x axis a bit so it looks less grid-like added a glitch menu transition fixed bug where you couldnt interact with daemons in the map menu fixed map generation that generates stray nodes fixed map generate that generated incomplete paths level name it now displayed on box on hover light path that shows a path you can take to get to the node if you hover a future node from current node nodes no longer mostly connect to every single other node Next steps consumables shop polish with hovers sfx near the end more animations
UPDATE #10 Graphics Summary Added money adding animation, 4 new daemons, and a reroll animation Finer Details rerolls have a glitch animation money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level fixed bug where you could have over 5 daemons new daemon “Honeypot Trap” 30% chance to duplicate score new daemon “Firmware Backdoor” +5MB per node hit new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x) new daemon “Rootkit Persistence” every 3rd ball scores 3x Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #11 Graphics Summary Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them Next steps balancing consumables shop polish with hovers sfx near the end more animations
UPDATE #12 Audio Summary Added sound effects and shop polish breakdown transition sound (my favorite) bounce sound (need a better one) hover glitched node sound hover daemon sound hover shop item sound hover shop items for more interactivity Next steps balancing consumables more sfx more animations
UPDATE #13 Consumables Summary Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables. also fixed a bug where hovering sfx never stopped playing on glitched nodes Next steps balancing consumables actions more sfx more animations
UPDATE #14 Consumables 2 Summary Added two consumables, changed price of rerolls and did some code restructuring. breakdown added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are moved the payout ball orb stuff to a different file moved the transitions stuff to a different file you can now sell consumables and it adds to the balance aswell two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes Next steps balancing more consumables more sfx more animations
UPDATE #15 Consumables Shop Summary Added consumables to the shop and reduced consumables slots breakdown you can buy and reroll consumables in shop reroll animation rerolls consumables too the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho two consumable slots instead of four Next steps i came up with alot more ideas to implement balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #16 Map Graphics Update Summary updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background breakdown swirling things around node passively gliched nodes have funky movement with their animation which i find cool made pathways more distinct from background lines color nodes now have icons instead of text Next steps I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below balancing endless mode skill tree overclock shards and daemon leveling daemon synergies more consumables more sfx more animations
UPDATE #17 Shop Graphics Update pt 1 Summary updated shop graphics and animation breakdown used ai to generate a shop item slot and polished it in microsoft paint you can hover buttons and the main part and plays sfx buttons now have 6 vertexes daemons only get bought on left click release instead of on click since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while) reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer Next update plan update the consumables section of the shop to look better add buy animations
UPDATE #18 Shop Graphics Update pt 2 Summary updated shop graphics for consumables and made a custom class to make custom shaped polygons breakdown made consumables look better made consumables have a full consumables slot graphic and a not enough money alert made consumables have a background thingy in the shop that looks cool same hue shift graphic trick applied to the consumables like the daemons made insufficient funds for the daemons larger and more clear made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan made it so the class also detects hovers and clicks built in to make it easier Next update plan im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs add buy animations add sell animations screen shake helper function
UPDATE #19 more animations Summary added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code breakdown added buy animation for deamons and consumables added sell animations for daemons and consumablse fixed bug where shop didnt refresh when you re-enter after beating a level fixed bug where boss levels had a smaller quota than normal levels screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration Next update plan maybe 6 hours for this update add more sound effects expand consumables system maybe make daemons look better but that might be for the update after this one
UPDATE #20 more animations Summary got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling breakdown made daemons look better using a dual layer system map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel dual layer daemon graphics I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff. Empty daemon slot: empty daemon sprite layered text saying slot number and that it’s empty Occupied daemon slot: empty daemon sprite occupied daemon overlay with hue shift title and description text overlay + level overlay then put hover effects and stuff ontop Next update plan add more sound effects expand consumables system
UPDATE #21 consumable board editor Summary added new consumables that modified pins on the board to do different things breakdown added system where you can select nodes now added system where you can select multiple things to modify with a consumable added pin effect “mitosis” splits node into two added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this Next update plan add more sound effects make it so mitosis is called miosis and splits the value of the ball into half between the two balls make it so you can modify a pin with multiple modifiers and hovering shows what mods it has make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing
UPDATE #22 consumable board editor TWOOOO Summary made is so you can stack mods on pins and some are incompatible with others breakdown you can stack mods of different types on pins some mods are incompatible with each other if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin red alert text on consumables with conflicting modifiers hover shows the pins modifiers Next update plan you can stack modifiers on the same pin to level it up more pin modifier types make pins on modifiers visually distinct that can be stacked ontop of each other
UPDATE #23 Escape Menu Summary modularized code for pin mods, added levels and max levels, started work on an escape menu for settings. breakdown hover on nodes now shows level of the modifier on the node nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two added menu button next to balance display modularized code for pin modifiers so its easier to add conflicts and such in the future and new features esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button esc menu stops time and physics aswell as all interaction in game until you unpause fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button node modifiers were also split into a different file Next update plan I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff make pins on modifiers visually distinct that can be stacked ontop of each other more work on esc menu
UPDATE #24 Escape Menu two Summary pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now. breakdown escape menu now has buttons and a different color back button when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod putting multiple mods on a pin divides the outline into multiple parts Next update plan add stats menu add settings menu add main menu maybe add consumables for baskets aswell but prolly the update after this one
UPDATE #25 Escape Menu three Summary added settings and stats page to the esc menu thing breakdown made it so that you can add more stats and settings with just one line of code to control or display a variable added a gamespeed notched slider added volume slider added screenshake toggle added a bunch of stats in the stats page moved back button to the bottom of the menu since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here: add main menu maybe add consumables for baskets still not decided add tutorial endless mode daemon synergies polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #26 Main Menu Summary made a main menu breakdown took the grid background from the map and put it in the main menu took the tri-circle spinning animation from the map and put it in the main menu reused the button class i use everywhere settings button just goes to the settings menu i already made stats button just goes to the stats menu but i think ill change it to a tutorial button terminate button just gives a popup that says “its a web game silly” Roadmap in order of completion add tutorial endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #27 Tutorial Summary made a hint based tutorial system every time you encounter a new mechanic breakdown made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game hints pop up only on the first time you encounter a mechanic hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button Roadmap in order of completion fix some of the bugs i have noted down in a personal doc that are hard to explain endless mode daemon synergies maybe add consumables for baskets still not decided polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods music
UPDATE #28 Endless Mode Summary added a win screen for when you win with a button to go endless mode called “ascensions” breakdown made endless mode made win screen (prolly should make it look better) fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely fixed bug where you couldnt exit stats menu in escmenu from main menu Roadmap in order of completion add consumables for baskets to multiply basket mult re-org code before polish and balance cuz its kinda goofy spaghetti silly polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods add more screenshakes cuz i only have a few screenshakes music
UPDATE #29 Polish Polish Polish Summary added a few consumables and added basket mods breakdown added a consumable to multiply a basket’s mult by 1.5x permanently added a consumable to lower quota on a level by 25% added a pin modifier that makes balls gravitate towards it made it so that consumables in shop can have weights Things to polish before shipping daemons consumables pin mods screenshake more tutorial steps music / sfx balancing
UPDATE #30 A little bit of everything Summary added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic breakdown added a loss screen with a loss sound effect added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball changed clone pin graphic to show the pull distance and changes with leveling added main menu music and gameplay music changed map nodes by renaming them and changing colors around made final boss node bigger than it was originally for emphasis added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring Things to polish before shipping daemons consumables balancing sfx
UPDATE #31 Balancing Summary ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting. breakdown added 10 new daemons changed icons of every daemon since they shared the same icon balanced prices of consumables and daemons used playtester feedback: some things were confusing so i added more hints used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP
UPDATE #32 FIREFOX SUCKS Summary FIREFOX SUCKS. anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that breakdown map hover sfx shop buy sfx cashout sfx basket score sfx node pin sfx louder on playtester request used playtester feedback: this game on firefox compiled weird goofy its up on itchio now wowie #SHIP TIME YAYAYAYAYAYAYAY
Ships:
PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!...
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1793206147.877301
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1793292547.877301
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24331
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CompComp AI by @ar-bh | Stardance
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ar-bh
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1
|
5.29
|
68
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T13:05:02Z", "hours": 5.0, "multiplier": 15.01, "payout": 68, "blessing": "neutral", "text": "Inspiration I am a highly competitive individual, and one of my biggest passions is continually seeking ways to challenge and improve myself. However, finding appropriate platforms for this pursuit is often a broken, frustrating, and complicated process. This personal frustration led directly to the idea for this project. After wasting significant time and missing a key deadline, I recognized a common pain point faced by students nationwide. CompComp AI was created to fill that gap—giving students everywhere a seamless way to bypass disorganized data, avoid missed deadlines, and jump straight into action. What it does CompComp AI is a software platform that uses a matching algorithm to align a student’s detailed profile with current national academic competitions. Users provide defined demographics (age, grade, location), set their participation preferences (online or in-person), and enter their areas of interest. When users submit the form, the platform dynamically generates a grid of competition entries pulled in real time from a structured backend database. Each card shows the competition’s name, format, location, and submission deadlines. A sidebar consistently summarizes the user’s selections and profile. How we built it We built the application using a frontend stack of vanilla HTML5 and CSS3, leveraging grid and flexbox for a responsive dark-themed interface, and asynchronous JavaScript (ES6) for real-time interactivity. For the backend, we implemented a serverless PostgreSQL database hosted on Supabase to store and retrieve competition data through RESTful API calls. We used Cursor, an AI-assisted development environment, to accelerate coding logic, manage UI form state, and handle data synchronization between the user-facing client and the backend database. Challenges we ran into Before this hackathon, I had not integrated AI tools in software projects, and I faced difficulties with the AI’s handling of competition search logic. Initial implementations provided inconsistent filtering and output when processing form input, posing a significant technical learning challenge for AI-based query workflows. When users entered form data, variations in input phrasing or notation disrupted the script’s matching process, occasionally producing null or irrelevant results from the Supabase-backed data. To address this, we re-engineered the evaluation logic by switching from fixed-text comparisons to a more flexible, case-insensitive string-matching algorithm, improving reliability and ensuring that students received relevant results despite minor input differences. Accomplishments that we’re proud of Beyond the project’s technical accomplishments, I am particularly proud of how much I learned about AI and its future potential. Pushing myself to implement live backend query workflows—and realizing how AI is shaping the future of software engineering—marked a significant personal breakthrough. Turning a real challenge into a functional prototype that addresses students’ needs is something I am deeply proud of. What we learned This project taught me about both the strengths and risks of AI. I saw firsthand the immense productivity gains and rapid prototyping AI offers, but also the matching inaccuracies and the need for precise, human-written guardrails. What’s next for CompComp AI Next, we plan to improve the AI, deepen our understanding of it, and apply new knowledge to CompComp AI. We aim to upgrade from basic keyword filtering to semantic AI matching by integrating a serverless Large Language Model API. This will let the platform understand a student’s natural-language biography and pair them with competitions, even if exact keywords differ. We also plan to expand the use of AI and enhance the user experience for students.", "repo": "https://github.com/ar-bh/compcomp-ai", "demo": "https://ar-bh.github.io/compcomp-ai/"}]...
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[{"post_id": 15415, "ts": "202 [{"post_id": 15415, "ts": "2026-06-25T01:49:48Z", "hours": 0.2933, "text": "CompComp AI -> Comp^2 AI A friend suggested it"}, {"post_id": 14072, "ts": "2026-06-23T01:43:34Z", "hours": 4.5272, "text": "My AI reccomended Spotify as a competition to join. The filtering system clearly needs some work. (attached a screenshot) So Serper is for browsing the internet, which means Gemini is for filtering. My platform is doing a pretty good job on browsing the internet so far (it can search pretty far to get to Spotify), so I need to either provide more context to Gemini or just instruct it better. I do use Cursor AI to help me a lot with this project but using it, I was able to understand why this was happening. This is how the filtering works: Each competition sends Gemini a string full of all of its information, so Gemini can receive from 10 to 30 different strings to analyze. When it is done analyzing, it returns a list of information, like in the format: {“keep”:[0, 2, 5]}, where the computer will keep strings, or competitions, with those indexes. So I haven’t completely solved this filtering issue yet, but I do have a solid idea. I need to tweak the way Gemini recieves and analyzes these different strings. It’s going to have to look at things like the date, the genre (entertaiment, informative, etc.) of a page, and the contents. That also means I’m going to have to edit the strings given to Gemini, so they stop conviently leaving out the name of a website. If anyone has any other ways I can solve this problem and more similar in the future, please tell! Also I urge everyone to try my website and give me feedback! Here is the link: https://ar-bh.github.io/compcomp-ai/ Thank you!"}]...
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Title: CompComp AI by @ar-bh | Stardance
Devlogs: Title: CompComp AI by @ar-bh | Stardance
Devlogs:
My AI reccomended Spotify as a competition to join. The filtering system clearly needs some work. (attached a screenshot) So Serper is for browsing the internet, which means Gemini is for filtering. My platform is doing a pretty good job on browsing the internet so far (it can search pretty far to get to Spotify), so I need to either provide more context to Gemini or just instruct it better. I do use Cursor AI to help me a lot with this project but using it, I was able to understand why this was happening. This is how the filtering works: Each competition sends Gemini a string full of all of its information, so Gemini can receive from 10 to 30 different strings to analyze. When it is done analyzing, it returns a list of information, like in the format: {“keep”:[0, 2, 5]}, where the computer will keep strings, or competitions, with those indexes. So I haven’t completely solved this filtering issue yet, but I do have a solid idea. I need to tweak the way Gemini recieves and analyzes these different strings. It’s going to have to look at things like the date, the genre (entertaiment, informative, etc.) of a page, and the contents. That also means I’m going to have to edit the strings given to Gemini, so they stop conviently leaving out the name of a website. If anyone has any other ways I can solve this problem and more similar in the future, please tell! Also I urge everyone to try my website and give me feedback! Here is the link: https://ar-bh.github.io/compcomp-ai/ Thank you!
CompComp AI -> Comp^2 AI A friend suggested it
Ships:
Inspiration I am a highly competitive individual, and one of my biggest passions is continually seeking ways to challenge and improve myself. However, finding appropriate platforms for this pursuit is often a broken, frustrating, and complicated process. This personal frustration led directly to the idea for this project. After wasting significant time and missing a key deadline, I recognized a common pain point faced by students nationwide. CompComp AI was created to fill that gap—giving students everywhere a seamless way to bypass disorganized data, avoid missed deadlines, and jump straight into action. What it does CompComp AI is a software platform that uses a matching algorithm to align a student’s detailed profile with current national academic competitions. Users provide defined demographics (age, grade, location), set their participation preferences (online or in-person), and enter their areas of interest. When users submit the form, the platform dynamically generates a grid of competition entries pulled in real time from a structured backend database. Each card shows the competition’s name, format, location, and submission deadlines. A sidebar consistently summarizes the user’s selections and profile. How we built it We built the application using a frontend stack of vanilla HTML5 and CSS3, leveraging grid and flexbox for a responsive dark-themed interface, and asynchronous JavaScript (ES6) for real-time interactivity. For the backend, we implemented a serverless PostgreSQL database hosted on Supabase to store and retrieve competition data through RESTful API calls. We used Cursor, an AI-assisted development environment, to accelerate coding logic, manage UI form state, and handle data synchronization between the user-facing client and the backend database. Challenges we ran into Before this hackathon, I had not integrated AI tools in software projects, and I faced difficulties with the AI’s handling of competition search logic. Initial implementations provided inconsistent filtering and output when processing form input, posing a significant technical learning challenge for AI-based query workflows. When users entered form data, variations in input phrasing or notation disrupted the script’s matching process, occasionally producing null or irrelevant results from the Supabase-backed data. To address this, we re-engineered the evaluation logic by switching from fixed-text comparisons to a more flexible, case-insensitive string-matching algorithm, improving reliability and ensuring that students received relevant results despite minor input differences. Accomplishments that we’re proud of Beyond the project’s technical accomplishments, I am particularly proud of how much I learned about AI and its future potential. Pushing myself to implement live backend query workflows—and realizing how AI is shaping the future of software engineering—marked a significant personal breakthrough. Turning a real challenge into a functional prototype that addresses students’ needs is something I am deeply proud of. What we learned This project taught me about both the strengths and risks of AI. I saw firsthand the immense productivity gains and rapid prototyping AI offers, but also the matching inaccuracies and the need for precise, human-written guardrails. What’s next for CompComp AI Next, we plan to improve the AI, deepen our understanding of it, and apply new knowledge to CompComp AI. We aim to upgrade from basic keyword filtering to semantic AI matching by integrating a serverless Large Language Model API. This will let the platform understand a student’s natural-language biography and pair them with competitions, even if exact keywords differ. We also plan to expand the use of AI and enhance the user experience for students....
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1793253271.4185603
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1793339671.4185603
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24360
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Ouroboros by @DoorDarsh | Stardance
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DoorDarsh
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T07:10:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a quick little website. Looks cool, doesn’t do a whole lot but it looks cool. I lost interest in making this (ADHD i guess) but I decided I should still ship something.", "repo": "https://github.com/DoorDarsh/StarDance", "demo": "https://doordarsh.github.io/StarDance/"}]...
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[{"post_id": 14060, "ts": "202 [{"post_id": 14060, "ts": "2026-06-23T01:17:28Z", "hours": 2.3158, "text": "I recently started making a personal website just for fun and decided - why not use it for Stardance. I added the basics, like multiple pages (but with one html text file using JavaScript) and am now working on adding random generators as well as various other quirky items. The website is called Wild Ideas because that’s what it is. I did require a bit of help from a friend to make the website have a gradient as well as having the colours but it worked out. (Apologies for it looking like AI but I DIDN’T USE ANY-for now at least.)"}]...
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Title: Ouroboros by @DoorDarsh | Stardance
Devlog Title: Ouroboros by @DoorDarsh | Stardance
Devlogs:
I recently started making a personal website just for fun and decided - why not use it for Stardance. I added the basics, like multiple pages (but with one html text file using JavaScript) and am now working on adding random generators as well as various other quirky items. The website is called Wild Ideas because that’s what it is. I did require a bit of help from a friend to make the website have a gradient as well as having the colours but it worked out. (Apologies for it looking like AI but I DIDN’T USE ANY-for now at least.)
Ships:
i made a quick little website. Looks cool, doesn’t do a whole lot but it looks cool. I lost interest in making this (ADHD i guess) but I decided I should still ship something....
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1793307282.029501
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1793393682.029501
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|
24362
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Personal Portfolio Website by @mohan | Stardance
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mohan
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1
|
7.0
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26
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T01:49:44Z", "hours": 7.0, "multiplier": 3.86, "payout": 26, "blessing": "neutral", "text": "I made a website to show my projects and extracurriculars. I learned a lot about HTML, especially making image carousels, which was significantly more complicated than I think it should have been. It was fun adding content and building my website from scratch. Something that I guess is important to know is that I mostly focus on hardware engineering projects and extracurriculars, so I didn’t have a ton of webdev skills going in to this. Most of it I learned while coding the website, which made it take a while at first. However, a lot of the stuff I used many times so I only had to learn it once. I also had fun playing with the click to collapse part because it was satisfying, especially once I got the right animations. Its important to know that the LinkedIn connect element might not show up if you aren’t signed into LinkedIn. There is nothing I can do about this as it is something I embedded using code provided by LinkedIn.", "repo": "https://github.com/eastmohan/mohan-east-website", "demo": "https://mohan-east.vercel.app/"}]...
|
[{"post_id": 20451, "ts": "202 [{"post_id": 20451, "ts": "2026-07-02T01:32:36Z", "hours": 3.9714, "text": "I made a lot of substantial changes, but I think my website is now done. The home page is now significantly more interesting with the featured projects. Many of the changes I made were just content on the extracurriculars and projects pages, but I learned how to add image carousels which was cool. The navbar also now shows what page you’re on. Seems like I need to do more software projects to balance out the software section of my projects page."}, {"post_id": 14803, "ts": "2026-06-24T01:27:30Z", "hours": 1.7322, "text": "I did a lot of formatting work and started to do project stuff. I now have one hardware project there and it should be easy (other than the actual content) to add other hardware and software projects to my website. For the hardware one I have, I embedded the build demo video. I also put the connect with me stuff on the home page as well as the connect page. There is now a tab icon, too. The website is now deployed at https://mohan-east.vercel.app/"}, {"post_id": 14056, "ts": "2026-06-23T01:14:19Z", "hours": 0.9164, "text": "I started the home page, developed the connect page, and worked on CSS. I had to get creative to get rid of a weird LinkedIn badge glitch - I had to add a border encroaching on the badge to hide the weird border."}]...
|
Title: Personal Portfolio Website by @mohan | Star Title: Personal Portfolio Website by @mohan | Stardance
Devlogs:
I started the home page, developed the connect page, and worked on CSS. I had to get creative to get rid of a weird LinkedIn badge glitch - I had to add a border encroaching on the badge to hide the weird border.
I did a lot of formatting work and started to do project stuff. I now have one hardware project there and it should be easy (other than the actual content) to add other hardware and software projects to my website. For the hardware one I have, I embedded the build demo video. I also put the connect with me stuff on the home page as well as the connect page. There is now a tab icon, too. The website is now deployed at https://mohan-east.vercel.app/
I made a lot of substantial changes, but I think my website is now done. The home page is now significantly more interesting with the featured projects. Many of the changes I made were just content on the extracurriculars and projects pages, but I learned how to add image carousels which was cool. The navbar also now shows what page you’re on. Seems like I need to do more software projects to balance out the software section of my projects page.
Ships:
I made a website to show my projects and extracurriculars. I learned a lot about HTML, especially making image carousels, which was significantly more complicated than I think it should have been. It was fun adding content and building my website from scratch. Something that I guess is important to know is that I mostly focus on hardware engineering projects and extracurriculars, so I didn’t have a ton of webdev skills going in to this. Most of it I learned while coding the website, which made it take a while at first. However, a lot of the stuff I used many times so I only had to learn it once. I also had fun playing with the click to collapse part because it was satisfying, especially once I got the right animations. Its important to know that the LinkedIn connect element might not show up if you aren’t signed into LinkedIn. There is nothing I can do about this as it is something I embedded using code provided by LinkedIn....
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1793307055.3509448
|
1793393455.3509448
|
|
24380
|
CubeTrainer by @EthanCubes | Stardance
|
EthanCubes
|
1
|
45.0
|
447
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T01:23:02Z", "hours": 45.0, "multiplier": 10.4, "payout": 447, "blessing": "neutral", "text": "I made a timer and algorithm driller for people who solve Rubik’s cubes (aka speedcubers). I have minimal experience with JavaScript, and since this project is extremely JavaScript heavy (9 JavaScript files with an average of like 150 lines each (max 869 min 25)), it was pretty challenging for me. I’m really proud of how I build most of the application by myself with minimal or no AI assistance. Note that this project is relatively niche and other programs that do the same thing but better already exist.", "repo": "https://github.com/EthanCubes/CubeTrainer", "demo": "https://ethancubes.github.io/CubeTrainer/"}]...
|
[{"post_id": 25631, "ts": "202 [{"post_id": 25631, "ts": "2026-07-10T01:17:26Z", "hours": 0.3631, "text": "Devlog 13: Final devlog before ship I didn’t add much, just fixed some bugs and inconvenient things. For example, the space bar (finally) no longer triggers the dropdown menus. That was very annoying. Also, I added an option to clear all site settings and data, in case you have a outdated save file (no one is going to have that except me probably) that’s messing things up. I also added some things to the README."}, {"post_id": 25617, "ts": "2026-07-10T00:25:25Z", "hours": 2.1794, "text": "Devlog #12: I separated the times for timer mode and driller mode. Since timer mode is intended for timing entire solves and driller mode is intended for only short portions of the solve, it doesn’t make sense for them to be lumped together. I did this by adding another object inside the object for stored solves, and renaming the existing object. So now, inside of the stored solves object, there’s one object named “timer” and another named “driller”, to make it easy to get the correct object for the selected mode. I kept encountering errors on the GitHub Pages, but everything’s fine on Live Server. It’s happened so many times, it’s getting annoying. there’s literally no visual difference why do i still have to include a screenshot"}, {"post_id": 25120, "ts": "2026-07-09T03:48:48Z", "hours": 6.0483, "text": "Devlog #11: You can finally change stuff! I added settings to the web app, including the option to hide certain elements and 3 themes. The settings even stay across sessions, unless you clear solves, in which case the settings will be reset. This was totally intentional to make sure users are mindful about their times and not just spam times and definitely not because I’m too lazy to fix that part of the code. :)"}, {"post_id": 24352, "ts": "2026-07-07T21:16:38Z", "hours": 0.7514, "text": "Devlog #10: So it turns out that much of the code that involves paths and fetching other files were broken. I didn’t realize that until after I posted the devlog yesterday. For the next 24 hours, I proceeded to try everything I could think of to fix it. In the process, I definitely had one or two crashouts somewhat reminiscent to Doggie Acheron 1% . I ended up just having the program fetch the JSON files and the favicon from GitHub instead of the local files. This does come with the downside of difficulties when testing the code when I don’t have wifi but that’s a small tradeoff considering I have wifi pretty often."}, {"post_id": 23798, "ts": "2026-07-06T23:08:34Z", "hours": 8.6786, "text": "Devlog #9: Finally. FINALLY I HAVE EVIDENCE TO BACK UP THAT THIS ISN’T A CSTIMER CLONE. The main feature that I intended to add from the start, and the main reason that I wanted to make this web app in the first place has finally been implemented. It is, of course, the ability to drill algorithms. Yes, it does need more polishing. No, you can’t import your own algorithm sets yet. But you can drill some Roux algorithms, and that’s already better than CSTimer and JPerm.net. Or at least that’s what I tell myself before I go to bed so I don’t feel like a waste of space. This session was definitely the toughest mental challenge I’ve probably ever experienced. I started to code this, but halfway through I just decided to revert some of the changes cause the code was messy and wasn’t working. I reverted the changes back to the left Git commit and discovered that I forgot what I was doing at that time, and also that the code was broken. I proceeded to spend like 3 more hours fixing my broken code, and somehow ended up with something semi-coherent. Features I need to add: Importing algorithm sets Changing the theme Tool to create algorithm sets Probably more but I forgot. (sorry it doesn’t really look much different in the screenshot but I promise I actually did a lot of stuff."}, {"post_id": 21703, "ts": "2026-07-03T20:01:51Z", "hours": 2.9117, "text": "Devlog #8: The window not displays the difference between the current solve and the previous solve. If the user got a faster time, it displays green. If they got a slower time, it displays red (like CSTimer lol). I also added a help window that dims the background when it appears. There’s not much in the help window right now. Bugs The most notable bug(?) I encountered is the thing where some coding languages return weird numbers when dealing with decimals. It turned out like -0.249999999999999999999996 or something like that. I used difference.toPrecision(2); to round it to 3 decimals and I guess it works for now."}, {"post_id": 20386, "ts": "2026-07-01T23:31:48Z", "hours": 3.2872, "text": "Devlog #7: I added box that lists all the solves the user has done, and it even saves when you close the browser or refresh the page. I also made the scramble copyable by clicking on it. I did this with local storage, so I guess it probably isn’t the best way to do it, but I couldn’t find any good tutorials for indexedDB online (probably because of my cooked attention span). I ended up storing the entire object inside a single local storage string. Notable bugs that I fixed -When any of the buttons are pressed with the mouse, any press of the spacebar triggers the button because apparently that’s how buttons work. Retrospectively, I probably could’ve use a CSS property or something idk to prevent this from happening but I just made fake buttons instead."}, {"post_id": 18849, "ts": "2026-06-30T01:31:56Z", "hours": 2.1625, "text": "Devlog #6: I CAN SEE COLOURS! I finally used some CSS, added background colours, and moved some elements. As you can see, the cube net drawing is at the bottom right and the timer and scrambles are centred now. I didn’t have internet for the majority of this, so I lowkey copied a bunch of code from my other project CubeOS, which I have saved locally still. I also added a function to hide all elements when the timer is timing, to help with focus by setting the display to none and switching it back afterwards. Lastly, I wrote a couple of JSON files (with the help of AI when I did have internet for a few minutes) that contain the cubing algorithms that the drilling mode will use. But after I was done writing them I discovered that I don’t know how to actually read files using JavaScript, so I’ll be figuring that out later."}, {"post_id": 18013, "ts": "2026-06-28T23:52:49Z", "hours": 5.0386, "text": "Devlog #5: I spent a couple of hours doing optimizations and adding features that aren’t used yet but will definitely be built upon in the future. The one change that the user can actually see doesn’t work yet because I added the UI for it before the actual functionality was added. I’m going to attach a screenshot and try to see if you can spot the difference. I did try to add a new feature (hence the aforementioned UI change) but I ended up running into a bunch of issues including the following: Functions being called before they’re defined Browser running out of memory somehow Distraction Skill issue (please laugh. i need external validation) Here are the things I need to do still: [] Add a drilling mode that helps you master doing Rubik’s cubes algorithms [] Add ability to upload your own algorithms to drill [] Add ability for the timer to store solves in local story [] Add compatibility with CSTimer.net so that you can export or import timer solves. [] Add a somewhat good GUI"}, {"post_id": 16578, "ts": "2026-06-26T23:22:03Z", "hours": 8.5214, "text": "Devlog #4: I added a net of the scrambled Rubik’s cube to my webpage. Even though a real cube moves in separate pieces, I decided to calculate the cube using the stickers. I used an array to represent all 54 stickers on the cube, and used functions that switched around the stickers to represent turning the cube’s faces. I was originally going to make a function switching around the stickers for every single face turn (there’s 12, not including rotating the entire cube, the middle slice, and the double moves). But after I made the function for turning the top face and it already took up like 100 lines of code, and deciding that I don’t want to get carpal tunnel syndrome when I’m not even an adult, I realized I could just rotate the entire cube and stick with only one face turn. This brought down my code from a potential 1200 lines to only 300. At this point, I’ve spent like 2 hours on making this cube net but there’s still nothing on screen to show for it. So I quickly coded a net of the cube using HTML and CSS and used JavaScript to change each element according to what its color in the array is. Just when everything was just about done, I ran into the biggest problem of this entire session: the net/drawing wasn’t accurate. After about 2 hours of debugging, I discovered I forgot to reset the cube before “scrambling” it again. I literally wrote a function doing just that and I forgot to use it. (I’m reading the page on how to write a devlog and apparently they’re only supposed to be 4-6 sentences… lol)"}, {"post_id": 14806, "ts": "2026-06-24T01:31:37Z", "hours": 1.6894, "text": "Devlog #3: I SWEAR THIS IS NOT INTENDED (ENTIRELY) AS A CSTIMER CLONE. Soooo… I added scrambles to my web app. (You can see the current scramble above the time). I just used JavaScript random to pick from the basic 6 moves a 3x3 Rubik’s cube, as well as a modifier (normal, prime (counterclockwise), and 2 (twice). This move is then checked against the previous move so that there won’t be any cases of someone having to do the same move twice in a row. Every time the timer stops, a new scramble is generated and replaces the old one. Also, I added a delay of one second that the user has to hold to trigger the timer. In addition to that, the timer now changes colour when you’re holding the spacebar down before starting the timer. It’s green if the timer will start when you release it, and red if it’ll just cancel the timer. Wow, this is looking more and more like a CSTimer clone, right? (honestly I agree)"}, {"post_id": 14604, "ts": "2026-06-23T19:31:50Z", "hours": 1.7858, "text": "Devlog #2: I fixed most problems with the timer. It now updates in real time, and you can (and must) use the space bar to activate it. You start it after you release the space bar, and stop it as soon as you press the space bar again, without automatically starting the timer every time you stop it (believe me, that was a problem for a long time). So far, it’s turning out like a CSTimer clone, which isn’t actually what I want at the end of the day. Even though this will probably look like a CSTimer clone for a very long time, eventually I swear I’ll make it have additional functionality."}, {"post_id": 14086, "ts": "2026-06-23T02:11:19Z", "hours": 1.485, "text": "Devlog #1: I’m trying to build a web application that acts like a timer for solving Rubik’s cubes, a scramble generator, and a cubing algorithm driller. This coding session, I built a timer (or is it called a stopwatch?). It’s not that good, and you have to physically click a button with your mouse to start and stop the timer. It also does not update live and displays the time in milliseconds, which is… not the best. I’ll improve on it later though. I’ve gained a bit of JavaScript experience from my WebOS project, so this was honestly not that hard. It was very satisfying to code though. The actual web page still looks ugly though, I’ll style it after I add the bulk of the functionality probably."}]...
|
Title: CubeTrainer by @EthanCubes | Stardance
Dev Title: CubeTrainer by @EthanCubes | Stardance
Devlogs:
Devlog #1: I’m trying to build a web application that acts like a timer for solving Rubik’s cubes, a scramble generator, and a cubing algorithm driller. This coding session, I built a timer (or is it called a stopwatch?). It’s not that good, and you have to physically click a button with your mouse to start and stop the timer. It also does not update live and displays the time in milliseconds, which is… not the best. I’ll improve on it later though. I’ve gained a bit of JavaScript experience from my WebOS project, so this was honestly not that hard. It was very satisfying to code though. The actual web page still looks ugly though, I’ll style it after I add the bulk of the functionality probably.
Devlog #2: I fixed most problems with the timer. It now updates in real time, and you can (and must) use the space bar to activate it. You start it after you release the space bar, and stop it as soon as you press the space bar again, without automatically starting the timer every time you stop it (believe me, that was a problem for a long time). So far, it’s turning out like a CSTimer clone, which isn’t actually what I want at the end of the day. Even though this will probably look like a CSTimer clone for a very long time, eventually I swear I’ll make it have additional functionality.
Devlog #3: I SWEAR THIS IS NOT INTENDED (ENTIRELY) AS A CSTIMER CLONE. Soooo… I added scrambles to my web app. (You can see the current scramble above the time). I just used JavaScript random to pick from the basic 6 moves a 3x3 Rubik’s cube, as well as a modifier (normal, prime (counterclockwise), and 2 (twice). This move is then checked against the previous move so that there won’t be any cases of someone having to do the same move twice in a row. Every time the timer stops, a new scramble is generated and replaces the old one. Also, I added a delay of one second that the user has to hold to trigger the timer. In addition to that, the timer now changes colour when you’re holding the spacebar down before starting the timer. It’s green if the timer will start when you release it, and red if it’ll just cancel the timer. Wow, this is looking more and more like a CSTimer clone, right? (honestly I agree)
Devlog #4: I added a net of the scrambled Rubik’s cube to my webpage. Even though a real cube moves in separate pieces, I decided to calculate the cube using the stickers. I used an array to represent all 54 stickers on the cube, and used functions that switched around the stickers to represent turning the cube’s faces. I was originally going to make a function switching around the stickers for every single face turn (there’s 12, not including rotating the entire cube, the middle slice, and the double moves). But after I made the function for turning the top face and it already took up like 100 lines of code, and deciding that I don’t want to get carpal tunnel syndrome when I’m not even an adult, I realized I could just rotate the entire cube and stick with only one face turn. This brought down my code from a potential 1200 lines to only 300. At this point, I’ve spent like 2 hours on making this cube net but there’s still nothing on screen to show for it. So I quickly coded a net of the cube using HTML and CSS and used JavaScript to change each element according to what its color in the array is. Just when everything was just about done, I ran into the biggest problem of this entire session: the net/drawing wasn’t accurate. After about 2 hours of debugging, I discovered I forgot to reset the cube before “scrambling” it again. I literally wrote a function doing just that and I forgot to use it. (I’m reading the page on how to write a devlog and apparently they’re only supposed to be 4-6 sentences… lol)
Devlog #5: I spent a couple of hours doing optimizations and adding features that aren’t used yet but will definitely be built upon in the future. The one change that the user can actually see doesn’t work yet because I added the UI for it before the actual functionality was added. I’m going to attach a screenshot and try to see if you can spot the difference. I did try to add a new feature (hence the aforementioned UI change) but I ended up running into a bunch of issues including the following: Functions being called before they’re defined Browser running out of memory somehow Distraction Skill issue (please laugh. i need external validation) Here are the things I need to do still: [] Add a drilling mode that helps you master doing Rubik’s cubes algorithms [] Add ability to upload your own algorithms to drill [] Add ability for the timer to store solves in local story [] Add compatibility with CSTimer.net so that you can export or import timer solves. [] Add a somewhat good GUI
Devlog #6: I CAN SEE COLOURS! I finally used some CSS, added background colours, and moved some elements. As you can see, the cube net drawing is at the bottom right and the timer and scrambles are centred now. I didn’t have internet for the majority of this, so I lowkey copied a bunch of code from my other project CubeOS, which I have saved locally still. I also added a function to hide all elements when the timer is timing, to help with focus by setting the display to none and switching it back afterwards. Lastly, I wrote a couple of JSON files (with the help of AI when I did have internet for a few minutes) that contain the cubing algorithms that the drilling mode will use. But after I was done writing them I discovered that I don’t know how to actually read files using JavaScript, so I’ll be figuring that out later.
Devlog #7: I added box that lists all the solves the user has done, and it even saves when you close the browser or refresh the page. I also made the scramble copyable by clicking on it. I did this with local storage, so I guess it probably isn’t the best way to do it, but I couldn’t find any good tutorials for indexedDB online (probably because of my cooked attention span). I ended up storing the entire object inside a single local storage string. Notable bugs that I fixed -When any of the buttons are pressed with the mouse, any press of the spacebar triggers the button because apparently that’s how buttons work. Retrospectively, I probably could’ve use a CSS property or something idk to prevent this from happening but I just made fake buttons instead.
Devlog #8: The window not displays the difference between the current solve and the previous solve. If the user got a faster time, it displays green. If they got a slower time, it displays red (like CSTimer lol). I also added a help window that dims the background when it appears. There’s not much in the help window right now. Bugs The most notable bug(?) I encountered is the thing where some coding languages return weird numbers when dealing with decimals. It turned out like -0.249999999999999999999996 or something like that. I used difference.toPrecision(2); to round it to 3 decimals and I guess it works for now.
Devlog #9: Finally. FINALLY I HAVE EVIDENCE TO BACK UP THAT THIS ISN’T A CSTIMER CLONE. The main feature that I intended to add from the start, and the main reason that I wanted to make this web app in the first place has finally been implemented. It is, of course, the ability to drill algorithms. Yes, it does need more polishing. No, you can’t import your own algorithm sets yet. But you can drill some Roux algorithms, and that’s already better than CSTimer and JPerm.net. Or at least that’s what I tell myself before I go to bed so I don’t feel like a waste of space. This session was definitely the toughest mental challenge I’ve probably ever experienced. I started to code this, but halfway through I just decided to revert some of the changes cause the code was messy and wasn’t working. I reverted the changes back to the left Git commit and discovered that I forgot what I was doing at that time, and also that the code was broken. I proceeded to spend like 3 more hours fixing my broken code, and somehow ended up with something semi-coherent. Features I need to add: Importing algorithm sets Changing the theme Tool to create algorithm sets Probably more but I forgot. (sorry it doesn’t really look much different in the screenshot but I promise I actually did a lot of stuff.
Devlog #10: So it turns out that much of the code that involves paths and fetching other files were broken. I didn’t realize that until after I posted the devlog yesterday. For the next 24 hours, I proceeded to try everything I could think of to fix it. In the process, I definitely had one or two crashouts somewhat reminiscent to Doggie Acheron 1% . I ended up just having the program fetch the JSON files and the favicon from GitHub instead of the local files. This does come with the downside of difficulties when testing the code when I don’t have wifi but that’s a small tradeoff considering I have wifi pretty often.
Devlog #11: You can finally change stuff! I added settings to the web app, including the option to hide certain elements and 3 themes. The settings even stay across sessions, unless you clear solves, in which case the settings will be reset. This was totally intentional to make sure users are mindful about their times and not just spam times and definitely not because I’m too lazy to fix that part of the code. :)
Devlog #12: I separated the times for timer mode and driller mode. Since timer mode is intended for timing entire solves and driller mode is intended for only short portions of the solve, it doesn’t make sense for them to be lumped together. I did this by adding another object inside the object for stored solves, and renaming the existing object. So now, inside of the stored solves object, there’s one object named “timer” and another named “driller”, to make it easy to get the correct object for the selected mode. I kept encountering errors on the GitHub Pages, but everything’s fine on Live Server. It’s happened so many times, it’s getting annoying. there’s literally no visual difference why do i still have to include a screenshot
Devlog 13: Final devlog before ship I didn’t add much, just fixed some bugs and inconvenient things. For example, the space bar (finally) no longer triggers the dropdown menus. That was very annoying. Also, I added an option to clear all site settings and data, in case you have a outdated save file (no one is going to have that except me probably) that’s messing things up. I also added some things to the README.
Ships:
I made a timer and algorithm driller for people who solve Rubik’s cubes (aka speedcubers). I have minimal experience with JavaScript, and since this project is extremely JavaScript heavy (9 JavaScript files with an average of like 150 lines each (max 869 min 25)), it was pretty challenging for me. I’m really proud of how I build most of the application by myself with minimal or no AI assistance. Note that this project is relatively niche and other programs that do the same thing but better already exist....
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1793317991.4471128
|
1793404391.4471128
|
|
24383
|
Magic Chainsaw ⛓️ - fruitninja chainsaw game by @a Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance...
|
ar-bh
|
1
|
29.0
|
429
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T19:42:48Z", "hours": 29.0, "multiplier": 14.74, "payout": 429, "blessing": "neutral", "text": "PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!", "repo": "https://github.com/ar-bh/15percent", "demo": "https://ar-bh.github.io/15percent/"}]...
|
[{"post_id": 30110, "ts": "202 [{"post_id": 30110, "ts": "2026-07-17T12:57:23Z", "hours": 0.4214, "text": "First game ship ready I think"}, {"post_id": 29841, "ts": "2026-07-16T23:59:11Z", "hours": 1.0469, "text": "Refactored my code and got rid of everything unnecessary next I will probably change my title screen"}, {"post_id": 29804, "ts": "2026-07-16T22:53:09Z", "hours": 0.6169, "text": "Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide"}, {"post_id": 29071, "ts": "2026-07-15T18:32:43Z", "hours": 1.1842, "text": "added index.html on git"}, {"post_id": 28607, "ts": "2026-07-14T23:13:32Z", "hours": 0.5411, "text": "It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo"}, {"post_id": 28572, "ts": "2026-07-14T22:04:55Z", "hours": 1.595, "text": "I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated"}, {"post_id": 28430, "ts": "2026-07-14T17:45:45Z", "hours": 0.5825, "text": "Animations next is themes and outlines, and I will probably remove the modulate tween"}, {"post_id": 27965, "ts": "2026-07-13T22:29:33Z", "hours": 4.3311, "text": "FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with"}, {"post_id": 26258, "ts": "2026-07-10T22:56:03Z", "hours": 1.2194, "text": "Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time"}, {"post_id": 26147, "ts": "2026-07-10T19:29:30Z", "hours": 1.5822, "text": "Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)"}, {"post_id": 26048, "ts": "2026-07-10T17:10:49Z", "hours": 1.6294, "text": "first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area"}, {"post_id": 25605, "ts": "2026-07-09T23:42:01Z", "hours": 1.4781, "text": "Learing complete 🎓 I don’t know everything I need yet but I think I can manage"}, {"post_id": 25328, "ts": "2026-07-09T15:30:32Z", "hours": 1.5222, "text": "Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game"}, {"post_id": 24912, "ts": "2026-07-08T19:37:09Z", "hours": 5.2356, "text": "🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:"}, {"post_id": 21079, "ts": "2026-07-02T21:09:52Z", "hours": 1.8511, "text": "Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇"}, {"post_id": 20902, "ts": "2026-07-02T17:02:57Z", "hours": 2.5139, "text": "Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk"}, {"post_id": 20383, "ts": "2026-07-01T23:25:43Z", "hours": 1.1367, "text": "I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually."}, {"post_id": 20038, "ts": "2026-07-01T15:21:43Z", "hours": 0.6381, "text": "I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen"}]...
|
Title: Magic Chainsaw ⛓️ - fruitninja chainsaw gam Title: Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance
Devlogs:
I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen
I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually.
Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk
Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇
🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:
Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game
Learing complete 🎓 I don’t know everything I need yet but I think I can manage
first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area
Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)
Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time
FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with
Animations next is themes and outlines, and I will probably remove the modulate tween
I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated
It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo
added index.html on git
Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide
Refactored my code and got rid of everything unnecessary next I will probably change my title screen
First game ship ready I think
Ships:
PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!...
|
1793285638.936039
|
1793372038.936039
|
|
24384
|
Sole Survivor by @ar-bh | Stardance
|
ar-bh
|
1
|
11.18
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T23:58:59Z", "hours": 10.0, "multiplier": 7.1, "payout": 33, "blessing": "neutral", "text": "My first ever game’s first ship! 🎉🎉 Sole Survivor is a game on Godot inspired by Pizza tower.🍕 It’s a funny game with a silly art style where the goal is to NOT CREASE YOUR SHOES (orange air jordan 1 lows) Unfortunately, you have to travel through a bunch of levels, hoping not to make even a single dent. You can travel on feet, be careful though, or travel much faster on your hands, where your shoes are safe in the air! Although still in development, this base can still be fun! Go give it a try!", "repo": "https://github.com/ar-bh/sole-survivor", "demo": "https://arjun-bhumula.itch.io/sole-survivor-demo"}]...
|
[{"post_id": 17325, "ts": "202 [{"post_id": 17325, "ts": "2026-06-28T01:48:04Z", "hours": 1.1764, "text": "I added a menu it still has a few bugs and stuff that I will fix later"}, {"post_id": 16563, "ts": "2026-06-26T22:44:44Z", "hours": 1.2494, "text": "ALL ANIMATIONS ARE FINALLY FINISHED! 🎉🎉 everything i’ve done this week ✅ add all animations ✅ create physics system ✅ choose the shoes ✅ create the game in my head i guess everything i’m yet to do ❌ tileset map drawing and coding ❌ creating and implementing map and levels ❌ shoe health and drawings ❌ enemies and dangerous stuff ❌ small cutscene when switching modes ❌ settings, start and pause menu when everything else is done the next few days will be interesting so follow along!"}, {"post_id": 15792, "ts": "2026-06-25T17:50:17Z", "hours": 5.8094, "text": "animations are almost done Last time you saw me use Godot default icon to replace all the textures but this time I was able to draw my own pixel sprites and upload them as animations. It took a lot of refactoring, especially because I didn’t draw the legs and arms, and coded them seperate. All I have to do next is add the jump and fall animations for handstand mode and animations will be done! ignore how i died in the video"}, {"post_id": 14760, "ts": "2026-06-23T23:54:37Z", "hours": 2.6675, "text": "core gameplay almost finished! I already had movement, but I added a jump and a working level. Most importantly, I added the most important feature of the game, being able to switch modes. Right now it’s represented by a flipped sprite2d but i’m going to add animations later. The headstand mode gives you much faster movement at the cost of reliable controls, so the regular mode is the opposite. Also the coolest part is that I added controller support and made a way for it to vibrate as well"}, {"post_id": 14422, "ts": "2026-06-23T15:28:17Z", "hours": 0.4997, "text": "I finally started my game! I got the physics engine working and allowed my character to move left and right and jump. I still have a few mechanics to add but that’s for another time."}]...
|
Title: Sole Survivor by @ar-bh | Stardance
Devlog Title: Sole Survivor by @ar-bh | Stardance
Devlogs:
I finally started my game! I got the physics engine working and allowed my character to move left and right and jump. I still have a few mechanics to add but that’s for another time.
core gameplay almost finished! I already had movement, but I added a jump and a working level. Most importantly, I added the most important feature of the game, being able to switch modes. Right now it’s represented by a flipped sprite2d but i’m going to add animations later. The headstand mode gives you much faster movement at the cost of reliable controls, so the regular mode is the opposite. Also the coolest part is that I added controller support and made a way for it to vibrate as well
animations are almost done Last time you saw me use Godot default icon to replace all the textures but this time I was able to draw my own pixel sprites and upload them as animations. It took a lot of refactoring, especially because I didn’t draw the legs and arms, and coded them seperate. All I have to do next is add the jump and fall animations for handstand mode and animations will be done! ignore how i died in the video
ALL ANIMATIONS ARE FINALLY FINISHED! 🎉🎉 everything i’ve done this week ✅ add all animations ✅ create physics system ✅ choose the shoes ✅ create the game in my head i guess everything i’m yet to do ❌ tileset map drawing and coding ❌ creating and implementing map and levels ❌ shoe health and drawings ❌ enemies and dangerous stuff ❌ small cutscene when switching modes ❌ settings, start and pause menu when everything else is done the next few days will be interesting so follow along!
I added a menu it still has a few bugs and stuff that I will fix later
Ships:
My first ever game’s first ship! 🎉🎉 Sole Survivor is a game on Godot inspired by Pizza tower.🍕 It’s a funny game with a silly art style where the goal is to NOT CREASE YOUR SHOES (orange air jordan 1 lows) Unfortunately, you have to travel through a bunch of levels, hoping not to make even a single dent. You can travel on feet, be careful though, or travel much faster on your hands, where your shoes are safe in the air! Although still in development, this base can still be fun! Go give it a try!...
|
1793263684.8748317
|
1793350084.8748317
|
|
24390
|
Forensics Copilot by @weibolin322 | Stardance
|
weibolin322
|
1
|
10.85
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T22:24:56Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a command-line assistant for CTF forensics challenges. This ship is for v0.1.0. It’s a very simple version so it can only do some easy job like checking for trailing data or plain text flag scaning. I will add more feature to it in the furture. Sorry this release will only work on MacOS with Apple Silicon because it requires magic-lib and I put the version I have into the package. I will make a new release for Linux and Windows soon! Thank you for trying my project!", "repo": "https://github.com/Weibo0123/Forensics-Copilot", "demo": "https://github.com/Weibo0123/Forensics-Copilot/releases/tag/v0.1.0"}]...
|
[{"post_id": 24360, "ts": "202 [{"post_id": 24360, "ts": "2026-07-07T21:29:04Z", "hours": 0.85, "text": "Uploaded my code to pypi. Now users can use it on every OS."}, {"post_id": 17207, "ts": "2026-06-27T22:20:09Z", "hours": 3.4153, "text": "Devlog 5 Added the readme and finish the package for v0.1.0. This is a very early release so it might not work very well :("}, {"post_id": 15721, "ts": "2026-06-25T16:10:16Z", "hours": 1.0981, "text": "Devlog 4 Added regex-based scanning for common flag formats. It also support custom flag format."}, {"post_id": 15326, "ts": "2026-06-24T21:57:54Z", "hours": 1.0764, "text": "Devlog 3 I made a PNG file that has some hidden data appended to the end. This is the report my project generated after analyzing the file. It marked the file as suspicious and gave some suggestions for human to dive in. It could also analize other files, I will make video of all the files later."}, {"post_id": 15123, "ts": "2026-06-24T16:05:02Z", "hours": 2.2317, "text": "Devlog 2 I have already done all the code. Now I’m gonna write some test scripts to test."}, {"post_id": 14138, "ts": "2026-06-23T03:44:01Z", "hours": 1.7892, "text": "Hello! I just started my new project, the Forensics Copilot. Forensics is a main type of challenges in CTF Competitions. But it’s always boring and there are not many people want to do it. So I started this project. This project will help CTF competitors automate the tedious initial screening process for forensic challenges, like identifying real file types (not depends on extensions), catching common steganography/data-hiding tricks, recursively unpacking nested archives, and surfacing a prioritized list of next steps. For people that don’t know the CTF. “Capture The Flag” (CTF) competitions are not related to running outdoors or playing first-person shooters. Instead, they consist of a set of computer security puzzles (or challenges) involving reverse-engineering, forensics, cryptography, web technologies, and more. When players solve them they get a “flag”, a secret string which can be exchanged for points. The more points a team earns, the higher up it moves in rank."}]...
|
Title: Forensics Copilot by @weibolin322 | Stardan Title: Forensics Copilot by @weibolin322 | Stardance
Devlogs:
Hello! I just started my new project, the Forensics Copilot. Forensics is a main type of challenges in CTF Competitions. But it’s always boring and there are not many people want to do it. So I started this project. This project will help CTF competitors automate the tedious initial screening process for forensic challenges, like identifying real file types (not depends on extensions), catching common steganography/data-hiding tricks, recursively unpacking nested archives, and surfacing a prioritized list of next steps. For people that don’t know the CTF. “Capture The Flag” (CTF) competitions are not related to running outdoors or playing first-person shooters. Instead, they consist of a set of computer security puzzles (or challenges) involving reverse-engineering, forensics, cryptography, web technologies, and more. When players solve them they get a “flag”, a secret string which can be exchanged for points. The more points a team earns, the higher up it moves in rank.
Devlog 2 I have already done all the code. Now I’m gonna write some test scripts to test.
Devlog 3 I made a PNG file that has some hidden data appended to the end. This is the report my project generated after analyzing the file. It marked the file as suspicious and gave some suggestions for human to dive in. It could also analize other files, I will make video of all the files later.
Devlog 4 Added regex-based scanning for common flag formats. It also support custom flag format.
Devlog 5 Added the readme and finish the package for v0.1.0. This is a very early release so it might not work very well :(
Uploaded my code to pypi. Now users can use it on every OS.
Ships:
I made a command-line assistant for CTF forensics challenges. This ship is for v0.1.0. It’s a very simple version so it can only do some easy job like checking for trailing data or plain text flag scaning. I will add more feature to it in the furture. Sorry this release will only work on MacOS with Apple Silicon because it requires magic-lib and I put the version I have into the package. I will make a new release for Linux and Windows soon! Thank you for trying my project!...
|
1793300227.717529
|
1793386627.717529
|
|
24400
|
My very own WebOS by @Krishna_Bansal | Stardance
|
Krishna_Bansal
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T12:47:59Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my first WebOS. It is great for those who loves sci-fi. The most challenging part of this is to design the UI, create it’s own small AI and adding the user side notepad. So, there should be no need of internet if you should download it in your laptop.", "repo": "https://github.com/Krishna142010/Aura-OS", "demo": "https://auraoperatingsystem.netlify.app/"}]...
|
[{"post_id": 16983, "ts": "202 [{"post_id": 16983, "ts": "2026-06-27T15:48:54Z", "hours": 4.3231, "text": "This is the preview of Aura Operating System. This is the Operating System that I thinks those peoples who love sci-fi movies or sci-fi comics can try."}, {"post_id": 15579, "ts": "2026-06-25T10:37:29Z", "hours": 0.7336, "text": "Initializing Aura OS Every star ship needs a central nervous system, and today, I’m laying the foundation for mine. I’m incredibly excited to announce the start of my new project: Aura OS a resilient, AI-driven Operating System engineered for next-generation spacecraft, built entirely in the browser. I am currently in the very early starting phase. I’ve just wired up the root architecture and pushed my first major commits. The repository is synced, the Vite build pipeline is configured. What is the vision for Aura OS? I’m not just building a static dashboard; I’m engineering a deterministic, highly fault-tolerant interface. Over the coming weeks, I’ll be building out: A Local Heuristic AI: An offline cognitive engine that can execute commands and parse logic without relying on high-latency external API calls. A Stateful Virtual File System (VFS): True persistent storage right in the browser, allowing for complex file management. A Custom Window Manager: A full desktop environment featuring glass morphic layering, edge-boundary protection, and dynamic Z-indexing. Hardware-Accelerated Telemetry: Canvas-driven radar sweeps and physics-based navigation loops running on optimized rendering cycles. The engine room is just getting warmed up, and the codebase is officially locked and loaded. Follow along as I build the future of autonomous spaceflight!"}]...
|
Title: My very own WebOS by @Krishna_Bansal | Star Title: My very own WebOS by @Krishna_Bansal | Stardance
Devlogs:
Initializing Aura OS Every star ship needs a central nervous system, and today, I’m laying the foundation for mine. I’m incredibly excited to announce the start of my new project: Aura OS a resilient, AI-driven Operating System engineered for next-generation spacecraft, built entirely in the browser. I am currently in the very early starting phase. I’ve just wired up the root architecture and pushed my first major commits. The repository is synced, the Vite build pipeline is configured. What is the vision for Aura OS? I’m not just building a static dashboard; I’m engineering a deterministic, highly fault-tolerant interface. Over the coming weeks, I’ll be building out: A Local Heuristic AI: An offline cognitive engine that can execute commands and parse logic without relying on high-latency external API calls. A Stateful Virtual File System (VFS): True persistent storage right in the browser, allowing for complex file management. A Custom Window Manager: A full desktop environment featuring glass morphic layering, edge-boundary protection, and dynamic Z-indexing. Hardware-Accelerated Telemetry: Canvas-driven radar sweeps and physics-based navigation loops running on optimized rendering cycles. The engine room is just getting warmed up, and the codebase is officially locked and loaded. Follow along as I build the future of autonomous spaceflight!
This is the preview of Aura Operating System. This is the Operating System that I thinks those peoples who love sci-fi movies or sci-fi comics can try.
Ships:
I created my first WebOS. It is great for those who loves sci-fi. The most challenging part of this is to design the UI, create it’s own small AI and adding the user side notepad. So, there should be no need of internet if you should download it in your laptop....
|
1793148983.9570937
|
1793235383.9570937
|
|
24418
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ModsNGX by @lawrenceshi | Stardance
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lawrenceshi
|
1
|
55.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:42:28Z", "hours": 55.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Container Image that repacks Nginx with ngx_http_lua_module , cs-nginx-bouncer , coraza-nginx , and more nginx modules as dynamic modules. I also include many lua plugins See the full list in README.md . The challenging part is to install the all dependency of a module. The module may have a few dependencies, and the dependency may also have some dependencies. Another challenging part is testing and solving countless bugs. I am proud of that I really solved a problem I had when I was building up a website using nginx. I needed some plugins, but I needed to compile Nginx from source. Now, users including me only need to pull the image from Docker Hub to use the modules. People should have basic experience with Nginx before they test and use my project.", "repo": "https://github.com/lawrenceshi/slim-lua-nginx", "demo": "https://hub.docker.com/r/lawrenceshi/modsngx"}]...
|
[{"post_id": 82422, "ts": "202 [{"post_id": 82422, "ts": "2026-10-24T19:16:44Z", "hours": 7.0058, "text": "Devlog # 8 Final Devlog! I was working hardly on the REAMD.md . It took a long time to list every author and licenses of all of the modules and plugins. I kinda put all the copyright stuff in the README, because that works the best for me. Additionally, I uploaded the image to Docker Hub, fixed more bugs, did the finally testing, and added a video. The video may not load as expected, however this is a CORS problem with GitHub. I don’t know how to solve it."}, {"post_id": 81971, "ts": "2026-10-23T08:12:42Z", "hours": 3.1, "text": "Devlog # 7 Hi! I have broke down that big commits into smaller peaces (See Devlog # 6 ), merged the two Containerfiles into one, and wrote haft of my README. I also added support to automatically download the Core Rule Set and ngx_http_lua_upstream (I found out I missed it before, it was a dependency of lua-resty-upstream-healthcheck) I wanted to keep my DevLog short and clear. I think that’s enough. Also, I hope I can ship today!"}, {"post_id": 81937, "ts": "2026-10-23T03:40:20Z", "hours": 5.6811, "text": "Devlog # 6 I truly didn’t work on this project for a long time. I was trying to warp up by fixing some few bugs, trying to organize some of my uncommitted changes, and testing! I still need a README, and I plan to ship after a finish it! This project really changed a lot and shift from my original thoughts at the start! Good luck for me! 👇 Me failing to manage my code clearly. I’ll probably git reset --soft and separate this huge chunk."}, {"post_id": 45360, "ts": "2026-08-11T19:18:42Z", "hours": 9.5933, "text": "Devlog # 5 I have finished working on the .sh script, and now there are more customization options that can be passed in through the ARGs. I added SHA-256 verification for the packages downloaded from GitHub releases. I added support for some other modules, including Fancy Index, and geoip2. Also, I worked on NJS and found out that the official image already comes with the njs module. Repetitive work was done. :––––––––––––––––––––––––––––––––––––––––––––––––––: I’m running out of time and energy because I need to focus on “Back to School” stuff, so I plan to wrap up the project. I didn’t finish the Alpine-based image. To-Do: Fix one error Write the default nginx.conf file Test that everything works well Deal with copyright stuff, i.e. include the license in the image Write a CI/CD to push to Docker Hub Write a README file"}, {"post_id": 39144, "ts": "2026-08-01T21:13:22Z", "hours": 8.4239, "text": "Devlog # 4 Hello! I am now working on a big refactor (again). I am planning to write a .sh script that can be used in either alpine or debian based image. A rough description of what I am making from my previous Devlog: I am making an OCI Image, basically a Docker image, that includes Nginx and a bunch of third-party modules and runs out of the box. Leanred I was almost new to .sh scripts. I knew it is similar to the command used in Terminal, but I didn’t know there are actually some huge difference. case and if I learned how to use the case command. I learned more about the if command. A quick example: # /bin/sh # Example for Case case ${ YOUR_ENV } in \"Apple\" ) echo \"The ENV is Apple\" # Ending symble ;; \"Orange\" | \"Banana\" ) echo \"The ENV is either Orange or Banana\" ;; # Ending symble esac # Example for if: # Conditions can be: [ -z ${ YOUR_ENV } ] # If the ENV is empty [ ${ YOUR_ENV } == \"Hi\" ] # If the ENV matches the string Hi # The space after the \"[\" and before the \"]\" is super important. It cannot be forgotten. # Read more about the space: # https://www.shellcheck.net/wiki/SC1020 if [ condition ] ; then echo \"The condition is True!\" else echo \"The condition is not True!\" # Ending symble fi More information will be provided in the next Devlog (Devlog # 5 ). So many ARGs in the photo!"}, {"post_id": 35880, "ts": "2026-07-27T16:28:39Z", "hours": 11.3939, "text": "Devlog # 3 This is a shortened version due to the character limit. I posted the full version on GitHub . Hi! It has been a long time since I posted my last devlog, whether you count the days or the coding hours. I took a break surfing the internet and listening to the radio. After I came back, I ended up spending more than 10 hours coding. Anyway, there are some big changes. If you missed the previous devlogs, I am making an OCI Image, basically a Docker image, that includes Nginx and a bunch of third-party modules and runs out of the box. Changes: I first tried to make a Containerfile generator. Just like most complicated C/C++ projects use ./configure to generate the Makefile, I planned to write a python program that can generate the Containerfile for different combination of Nginx plugins. However, I think this may be too complicated for my project right now, so I moved the unfinished code to the experiment/containerfile-generator branch. I may come back to it later. 82 additions & 0 deletions #(WIP) Commit 2884ed1 Also, I did a big refactor with 134 additions and 89 deletions. Now the user can customize the versions of software and the installation path when building the image! I replaced a lot of fixed commands with build ARGs. The replacement tool really helped a lot! #Commit c9a2643 I changed the project name from slim-lua-nginx to ModsNGX . Does it feel better? Old GitHub links should automatically redirect. If you run into any issue, try replacing the repository name in the link with ModsNGX , and feel free to contact me. It is kinda weird, but I committed my latest changes first, and then commit my early generator code. It’s somehow out of order. Some code I commit now is written two weeks ago. Plan: Ship it when I feel it is ready!! I regret making the gap between the two devlogs this long. It literally took me an hour to separate the mixed code and stage the changes, and I also spent almost my whole day on this devlog. Even worse, I hit the 4000-character limit."}, {"post_id": 18621, "ts": "2026-06-29T20:23:40Z", "hours": 7.5258, "text": "Devlog # 2 Hello ! I am working on a prepared docker (or podman) image with Nginx, lua and other plugins. Changes: The major change since the last devlog is that I added support for the crowdsec-nginx-bouncer. Furthermore, I standardized some comments, installing path, stage names. These changes don’t really affect building the image, but will make maintenance easier. Challenges: I kept running into many kinds of errors. Mostly about missing or incorrect path to the dependency of the modules. The second most common errors are configuration problem or syntax issues. Learned: It might be surprising, but I feel like I learned how to use git the most. I didn’t use git a lot before, especially in a standard way. I learned the git add /path/to/file \\-p method, so I could stage changes by chunks instead of files. Also, I learned more about docker (or podman). I learned the dns resolver in docker is fixed as 127.0.0.11 , whereas it is dynamic in podman (can be shown by podman network inspect \\<network name\\> | grep “gateway” ) Plan: I plan to ship this before 2026-06-30T23:59-04:00 to earn the stickers Nevermind. I spent my weekend cooking. Let’s see how it goes. P.S.: I also found a bug of the stardance shop system too. See more on GitHub: https://github.com/hackclub/stardance/issues/700"}, {"post_id": 14162, "ts": "2026-06-23T04:38:12Z", "hours": 1.9714, "text": "Devlog #1 Hello! I’m building a docker (or podman) image that can make deploying nginx easier. The current version can compile and install the coraza-nginx, lua, and ngx_headers_more module as dynamic modules. It is closer to the original nginx, and it also includes other modules. I also believe the image size will be smaller than openresty when I switch the base to alpine Linux. Furthermore, I plan to include a default nginx configuration, not only a basic hello page, but basic ip rate limits, waf rules, and blocking secured files like “.env”, etc. I started writing the Containerfile (almost the same as Dockerfile) when I was working on my website (not working). I quickly found out this could help someone, and I decided to make it a single project, so some git history may be missing. Also, I am coding on the dev branch for those who are confused."}]...
|
Title: ModsNGX by @lawrenceshi | Stardance
Devlog Title: ModsNGX by @lawrenceshi | Stardance
Devlogs:
Devlog #1 Hello! I’m building a docker (or podman) image that can make deploying nginx easier. The current version can compile and install the coraza-nginx, lua, and ngx_headers_more module as dynamic modules. It is closer to the original nginx, and it also includes other modules. I also believe the image size will be smaller than openresty when I switch the base to alpine Linux. Furthermore, I plan to include a default nginx configuration, not only a basic hello page, but basic ip rate limits, waf rules, and blocking secured files like “.env”, etc. I started writing the Containerfile (almost the same as Dockerfile) when I was working on my website (not working). I quickly found out this could help someone, and I decided to make it a single project, so some git history may be missing. Also, I am coding on the dev branch for those who are confused.
Devlog # 2 Hello ! I am working on a prepared docker (or podman) image with Nginx, lua and other plugins. Changes: The major change since the last devlog is that I added support for the crowdsec-nginx-bouncer. Furthermore, I standardized some comments, installing path, stage names. These changes don’t really affect building the image, but will make maintenance easier. Challenges: I kept running into many kinds of errors. Mostly about missing or incorrect path to the dependency of the modules. The second most common errors are configuration problem or syntax issues. Learned: It might be surprising, but I feel like I learned how to use git the most. I didn’t use git a lot before, especially in a standard way. I learned the git add /path/to/file \-p method, so I could stage changes by chunks instead of files. Also, I learned more about docker (or podman). I learned the dns resolver in docker is fixed as 127.0.0.11 , whereas it is dynamic in podman (can be shown by podman network inspect \<network name\> | grep “gateway” ) Plan: I plan to ship this before 2026-06-30T23:59-04:00 to earn the stickers Nevermind. I spent my weekend cooking. Let’s see how it goes. P.S.: I also found a bug of the stardance shop system too. See more on GitHub: https://github.com/hackclub/stardance/issues/700
Devlog # 3 This is a shortened version due to the character limit. I posted the full version on GitHub . Hi! It has been a long time since I posted my last devlog, whether you count the days or the coding hours. I took a break surfing the internet and listening to the radio. After I came back, I ended up spending more than 10 hours coding. Anyway, there are some big changes. If you missed the previous devlogs, I am making an OCI Image, basically a Docker image, that includes Nginx and a bunch of third-party modules and runs out of the box. Changes: I first tried to make a Containerfile generator. Just like most complicated C/C++ projects use ./configure to generate the Makefile, I planned to write a python program that can generate the Containerfile for different combination of Nginx plugins. However, I think this may be too complicated for my project right now, so I moved the unfinished code to the experiment/containerfile-generator branch. I may come back to it later. 82 additions & 0 deletions #(WIP) Commit 2884ed1 Also, I did a big refactor with 134 additions and 89 deletions. Now the user can customize the versions of software and the installation path when building the image! I replaced a lot of fixed commands with build ARGs. The replacement tool really helped a lot! #Commit c9a2643 I changed the project name from slim-lua-nginx to ModsNGX . Does it feel better? Old GitHub links should automatically redirect. If you run into any issue, try replacing the repository name in the link with ModsNGX , and feel free to contact me. It is kinda weird, but I committed my latest changes first, and then commit my early generator code. It’s somehow out of order. Some code I commit now is written two weeks ago. Plan: Ship it when I feel it is ready!! I regret making the gap between the two devlogs this long. It literally took me an hour to separate the mixed code and stage the changes, and I also spent almost my whole day on this devlog. Even worse, I hit the 4000-character limit.
Devlog # 4 Hello! I am now working on a big refactor (again). I am planning to write a .sh script that can be used in either alpine or debian based image. A rough description of what I am making from my previous Devlog: I am making an OCI Image, basically a Docker image, that includes Nginx and a bunch of third-party modules and runs out of the box. Leanred I was almost new to .sh scripts. I knew it is similar to the command used in Terminal, but I didn’t know there are actually some huge difference. case and if I learned how to use the case command. I learned more about the if command. A quick example: # /bin/sh # Example for Case case ${ YOUR_ENV } in "Apple" ) echo "The ENV is Apple" # Ending symble ;; "Orange" | "Banana" ) echo "The ENV is either Orange or Banana" ;; # Ending symble esac # Example for if: # Conditions can be: [ -z ${ YOUR_ENV } ] # If the ENV is empty [ ${ YOUR_ENV } == "Hi" ] # If the ENV matches the string Hi # The space after the "[" and before the "]" is super important. It cannot be forgotten. # Read more about the space: # https://www.shellcheck.net/wiki/SC1020 if [ condition ] ; then echo "The condition is True!" else echo "The condition is not True!" # Ending symble fi More information will be provided in the next Devlog (Devlog # 5 ). So many ARGs in the photo!
Devlog # 5 I have finished working on the .sh script, and now there are more customization options that can be passed in through the ARGs. I added SHA-256 verification for the packages downloaded from GitHub releases. I added support for some other modules, including Fancy Index, and geoip2. Also, I worked on NJS and found out that the official image already comes with the njs module. Repetitive work was done. :––––––––––––––––––––––––––––––––––––––––––––––––––: I’m running out of time and energy because I need to focus on “Back to School” stuff, so I plan to wrap up the project. I didn’t finish the Alpine-based image. To-Do: Fix one error Write the default nginx.conf file Test that everything works well Deal with copyright stuff, i.e. include the license in the image Write a CI/CD to push to Docker Hub Write a README file
Devlog # 6 I truly didn’t work on this project for a long time. I was trying to warp up by fixing some few bugs, trying to organize some of my uncommitted changes, and testing! I still need a README, and I plan to ship after a finish it! This project really changed a lot and shift from my original thoughts at the start! Good luck for me! 👇 Me failing to manage my code clearly. I’ll probably git reset --soft and separate this huge chunk.
Devlog # 7 Hi! I have broke down that big commits into smaller peaces (See Devlog # 6 ), merged the two Containerfiles into one, and wrote haft of my README. I also added support to automatically download the Core Rule Set and ngx_http_lua_upstream (I found out I missed it before, it was a dependency of lua-resty-upstream-healthcheck) I wanted to keep my DevLog short and clear. I think that’s enough. Also, I hope I can ship today!
Devlog # 8 Final Devlog! I was working hardly on the REAMD.md . It took a long time to list every author and licenses of all of the modules and plugins. I kinda put all the copyright stuff in the README, because that works the best for me. Additionally, I uploaded the image to Docker Hub, fixed more bugs, did the finally testing, and added a video. The video may not load as expected, however this is a CORS problem with GitHub. I don’t know how to solve it.
Ships:
I made a Container Image that repacks Nginx with ngx_http_lua_module , cs-nginx-bouncer , coraza-nginx , and more nginx modules as dynamic modules. I also include many lua plugins See the full list in README.md . The challenging part is to install the all dependency of a module. The module may have a few dependencies, and the dependency may also have some dependencies. Another challenging part is testing and solving countless bugs. I am proud of that I really solved a problem I had when I was building up a website using nginx. I needed some plugins, but I needed to compile Nginx from source. Now, users including me only need to pull the image from Docker Hub to use the modules. People should have basic experience with Nginx before they test and use my project....
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1793188351.2188182
|
1793274751.2188182
|
|
24420
|
Slide calipers by @nishansarker | Stardance
|
nishansarker
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:27:40Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a slide calliper for myself! The whole project is around cad designing and since slide calipers have quite a few interactions parts, it was challenging to make them all fit together while keeping dimensions and keeping the model good looking! Also I had to make sure I put tolerance to make the thing work even after printing I’m really glad that I have made such a cad model myself. now I’m more confident about my 3d modeling skills! If someone wants to use my model, they need to print the sections of my 3d model seperately and then combine them into one physical tool! An m3 heat-set insert and one m3 screw also need to be added to the build. I haven’t added any engraved readings into the scale. One can print their own suitable metric readings and appropriate vernier scale reading and stick it to the model, making the model useful for their needs! It overall makes the model versatile and usable by multiple users.", "repo": "https://github.com/Nishan-wisdomadventure/Slide-Caliper", "demo": ""}]...
|
[{"post_id": 17500, "ts": "202 [{"post_id": 17500, "ts": "2026-06-28T09:49:48Z", "hours": 0.5161, "text": "I finalized my caliper with a hole for m3 heat-set insert and a grippy texture around the bulge in the vernier scale part. It’s finally a complete design"}, {"post_id": 14989, "ts": "2026-06-24T10:53:48Z", "hours": 1.6947, "text": "So Finally I completed the vernier scale part as well. Now all I need to do is, make a screw and a threading for it in the vernier scale part, which will complete the project!!!"}, {"post_id": 14951, "ts": "2026-06-24T09:06:28Z", "hours": 1.055, "text": "So I built the main scale part of the caliper, but I’m having some trouble with the vernier scale part. I need to look at some real calipers pictures before making that part."}]...
|
Title: Slide calipers by @nishansarker | Stardance Title: Slide calipers by @nishansarker | Stardance
Devlogs:
So I built the main scale part of the caliper, but I’m having some trouble with the vernier scale part. I need to look at some real calipers pictures before making that part.
So Finally I completed the vernier scale part as well. Now all I need to do is, make a screw and a threading for it in the vernier scale part, which will complete the project!!!
I finalized my caliper with a hole for m3 heat-set insert and a grippy texture around the bulge in the vernier scale part. It’s finally a complete design
Ships:
I built a slide calliper for myself! The whole project is around cad designing and since slide calipers have quite a few interactions parts, it was challenging to make them all fit together while keeping dimensions and keeping the model good looking! Also I had to make sure I put tolerance to make the thing work even after printing I’m really glad that I have made such a cad model myself. now I’m more confident about my 3d modeling skills! If someone wants to use my model, they need to print the sections of my 3d model seperately and then combine them into one physical tool! An m3 heat-set insert and one m3 screw also need to be added to the build. I haven’t added any engraved readings into the scale. One can print their own suitable metric readings and appropriate vernier scale reading and stick it to the model, making the model useful for their needs! It overall makes the model versatile and usable by multiple users....
|
1793141293.1052108
|
1793227693.1052108
|
|
24446
|
AnimalSay by @august | Stardance
|
august
|
1
|
2.33
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T05:18:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details.", "repo": "https://github.com/10la5-Veygarn/animalsay", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCR4G7ZBP"}]...
|
[{"post_id": 14907, "ts": "202 [{"post_id": 14907, "ts": "2026-06-24T06:30:29Z", "hours": 0.3264, "text": "So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace."}, {"post_id": 14165, "ts": "2026-06-23T04:51:58Z", "hours": 2.4278, "text": "Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features."}]...
|
Title: AnimalSay by @august | Stardance
Devlogs:
Title: AnimalSay by @august | Stardance
Devlogs:
Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features.
So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace.
Ships:
I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details....
|
1793141470.8092403
|
1793227870.8092403
|
|
24466
|
Aphelion by @Bubblegumoxide | Stardance
|
Bubblegumoxide
|
1
|
14.11
|
175
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T04:22:08Z", "hours": 11.0, "multiplier": 15.43, "payout": 175, "blessing": "neutral", "text": "This is aphelion! My personal project that ive been working on for like one month ago! Its a procedurally infinite lander game where u have to land on platforms! crazy part is that it’s completely embedded inside of a SINGLE .html web file, with the exception of the rocket model and background music. There were tons of moment where I nearly gave up because of all the bugs, even one that caused the ship to fly into the ground. I tried experimenting with a lot of different features but ended up settling on just the infinite world. Im very proud of this as this is my FIRST ever coding project. Although i did use AI for a lot of the coding I still learn alot from the packaging to the exe setup to even the declaration of variables and whatnot. Aside from being simply a stardance project, I think this will aid me a lot and HAS aided me in learning computer science, and i can say with no doubt that i will be using these skills that ive learned and earned practically. I know that barely anyone will probably read this and most people will have clicked away by now, but I wanna give a huge thanks to anyone who read this far :) Another thing i just realised is that this game is actually very lightweight so feel free to plug it into any OS u made and change or tweak it as you wish. Thanks, Arzan out!", "repo": "https://github.com/qaimkhaniarzan-hub/Aphelion", "demo": "https://qarzan2012.itch.io/aphelion"}]...
|
[{"post_id": 46950, "ts": "202 [{"post_id": 46950, "ts": "2026-08-14T15:03:14Z", "hours": 3.1092, "text": "Logged extra hours i didnt know u could link more hackatime projects to one stardance project"}, {"post_id": 18548, "ts": "2026-06-29T18:48:25Z", "hours": 2.7947, "text": "Added the final touches! -> Uploaded it to itch.io -> got rid of the caving system -> TRIED TO add phone support Time to SHIPPP"}, {"post_id": 18422, "ts": "2026-06-29T16:00:42Z", "hours": 1.7192, "text": "Fixed minor bugs, got rid of docking mode, might get rid of cave system (FINAL FINISHES!!)"}, {"post_id": 17473, "ts": "2026-06-28T08:36:39Z", "hours": 2.7931, "text": "Fixing bugs: bugs:Ship spawns rotated to the rightShip RCS is affected by acceleration and general movement of the shipShip RCS isnt alighned properly to the direction i press( pressing L makes it fire the one that should move it left, J makes it fire upward, i makes it fire left and k makes it fire down)Death cause overlay doesnt go away after respawnduring and after collision and until respawn fully loads, the ship doesnt disappear into particles but instead stays there.throttle particles are barely visibleRCS plumes are too visiblein docking mode, the sattelite doesnt interact with anything and just sits in the backgroundin docking mode, the ship doesnt dockin docking mode, in earlier renditions, even if the ship did dock, It would just snap to the sattelite and then reset and thus docking mode was repetitive and boring. docking mode doesnt have 50 levels as requiredthe cave on the left is a hard cutoff from the regular terrain, doesnt bend a lot left and right to make it really hard, and is hard because i cant lower into it without it saying i crashed"}, {"post_id": 15254, "ts": "2026-06-24T19:23:11Z", "hours": 3.3742, "text": "Added my custom OST, New lander model, working on an infinite cave system!"}, {"post_id": 14739, "ts": "2026-06-23T23:08:19Z", "hours": 0.6325, "text": "reworking this weird ahh lander model"}]...
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Title: Aphelion by @Bubblegumoxide | Stardance
De Title: Aphelion by @Bubblegumoxide | Stardance
Devlogs:
reworking this weird ahh lander model
Added my custom OST, New lander model, working on an infinite cave system!
Fixing bugs: bugs:Ship spawns rotated to the rightShip RCS is affected by acceleration and general movement of the shipShip RCS isnt alighned properly to the direction i press( pressing L makes it fire the one that should move it left, J makes it fire upward, i makes it fire left and k makes it fire down)Death cause overlay doesnt go away after respawnduring and after collision and until respawn fully loads, the ship doesnt disappear into particles but instead stays there.throttle particles are barely visibleRCS plumes are too visiblein docking mode, the sattelite doesnt interact with anything and just sits in the backgroundin docking mode, the ship doesnt dockin docking mode, in earlier renditions, even if the ship did dock, It would just snap to the sattelite and then reset and thus docking mode was repetitive and boring. docking mode doesnt have 50 levels as requiredthe cave on the left is a hard cutoff from the regular terrain, doesnt bend a lot left and right to make it really hard, and is hard because i cant lower into it without it saying i crashed
Fixed minor bugs, got rid of docking mode, might get rid of cave system (FINAL FINISHES!!)
Added the final touches! -> Uploaded it to itch.io -> got rid of the caving system -> TRIED TO add phone support Time to SHIPPP
Logged extra hours i didnt know u could link more hackatime projects to one stardance project
Ships:
This is aphelion! My personal project that ive been working on for like one month ago! Its a procedurally infinite lander game where u have to land on platforms! crazy part is that it’s completely embedded inside of a SINGLE .html web file, with the exception of the rocket model and background music. There were tons of moment where I nearly gave up because of all the bugs, even one that caused the ship to fly into the ground. I tried experimenting with a lot of different features but ended up settling on just the infinite world. Im very proud of this as this is my FIRST ever coding project. Although i did use AI for a lot of the coding I still learn alot from the packaging to the exe setup to even the declaration of variables and whatnot. Aside from being simply a stardance project, I think this will aid me a lot and HAS aided me in learning computer science, and i can say with no doubt that i will be using these skills that ive learned and earned practically. I know that barely anyone will probably read this and most people will have clicked away by now, but I wanna give a huge thanks to anyone who read this far :) Another thing i just realised is that this game is actually very lightweight so feel free to plug it into any OS u made and change or tweak it as you wish. Thanks, Arzan out!...
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1793296195.4173586
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1793382595.4173586
|
|
24467
|
WEB Calculator by @vaskor | Stardance
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vaskor
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1
|
2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T07:39:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a function web based calculator which is kind of displaced from its original layout. I have tried using AI copilot for fixing this issue but it changed only theme but not the layout. Feel free to judge and suggest me some advice and code. Thank you Vaskor Khara", "repo": "https://github.com/Vaskor266/webcalculator", "demo": "https://webcalculator-w44o.vercel.app/"}]...
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[{"post_id": 14227, "ts": "202 [{"post_id": 14227, "ts": "2026-06-23T07:34:43Z", "hours": 0.4944, "text": "Devlog 2. I am complete beginner and I have tried a lot to make calculator. Even after using AI I was unable to make the layout properly. Feel free to judge and suggest me some advices and code"}, {"post_id": 14211, "ts": "2026-06-23T06:36:33Z", "hours": 1.1919, "text": "Building simple web based python calculator using python and html"}]...
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Title: WEB Calculator by @vaskor | Stardance
Devl Title: WEB Calculator by @vaskor | Stardance
Devlogs:
Building simple web based python calculator using python and html
Devlog 2. I am complete beginner and I have tried a lot to make calculator. Even after using AI I was unable to make the layout properly. Feel free to judge and suggest me some advices and code
Ships:
I made a function web based calculator which is kind of displaced from its original layout. I have tried using AI copilot for fixing this issue but it changed only theme but not the layout. Feel free to judge and suggest me some advice and code. Thank you Vaskor Khara...
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1793264150.3226337
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1793350550.3226337
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|
24473
|
Puzzel3D by @lakshyabadjatya | Stardance
|
lakshyabadjatya
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T06:23:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Puzzle Cam is a cool webcam game that you can play with your hands. You do not need a mouse or keyboard to play this game. To start playing you need to hold up both of your hands to the camera. The Puzzle Cam will then count down. Take a picture of your face. After that it will break the picture into a puzzle. You can use your hands to fix it. You can move the pieces around by pinching them with your thumb and index finger. When you fix the puzzle you will get an white picture that you can download. The Puzzle Cam uses web technology like HTML and JavaScript to work. It also uses something called MediaPipe Hands to track your hand movements and Canvas to show you the puzzle. If you want to try the Puzzle Cam you can do it by opening the file on your computer and allowing the camera to work. Then you just need to hold up your hands and start playing. If you do not have a webcam you can still see how the game works by opening the simulation.html file. This file will show you a person playing the game so you can see how it works. The hardest part of making the Puzzle Cam was getting the hand tracking to work perfectly. It was also hard to make sure the game did not get confused when you were moving the pieces around. We also had to make sure the game worked well on all kinds of devices even if they are not very powerful.", "repo": "https://github.com/LakshyaBadjatya/Puzzel3D", "demo": "https://lakshyabadjatya.github.io/Puzzel3D/"}]...
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[{"post_id": 14204, "ts": "202 [{"post_id": 14204, "ts": "2026-06-23T06:20:20Z", "hours": 0.6089, "text": "Building this project so as to understand the basics of the media pipeline so i can make more creative hand interactive projects. This is a very simple project in which we can use our webcam and hands to make puzzle live on screen and then play with hands and pinching fingers. The project is live at : https://lakshyabadjatya.github.io/Puzzel3D/ Source Code: https://github.com/LakshyaBadjatya/Puzzel3D"}]...
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Title: Puzzel3D by @lakshyabadjatya | Stardance
D Title: Puzzel3D by @lakshyabadjatya | Stardance
Devlogs:
Building this project so as to understand the basics of the media pipeline so i can make more creative hand interactive projects. This is a very simple project in which we can use our webcam and hands to make puzzle live on screen and then play with hands and pinching fingers. The project is live at : https://lakshyabadjatya.github.io/Puzzel3D/ Source Code: https://github.com/LakshyaBadjatya/Puzzel3D
Ships:
Puzzle Cam is a cool webcam game that you can play with your hands. You do not need a mouse or keyboard to play this game. To start playing you need to hold up both of your hands to the camera. The Puzzle Cam will then count down. Take a picture of your face. After that it will break the picture into a puzzle. You can use your hands to fix it. You can move the pieces around by pinching them with your thumb and index finger. When you fix the puzzle you will get an white picture that you can download. The Puzzle Cam uses web technology like HTML and JavaScript to work. It also uses something called MediaPipe Hands to track your hand movements and Canvas to show you the puzzle. If you want to try the Puzzle Cam you can do it by opening the file on your computer and allowing the camera to work. Then you just need to hold up your hands and start playing. If you do not have a webcam you can still see how the game works by opening the simulation.html file. This file will show you a person playing the game so you can see how it works. The hardest part of making the Puzzle Cam was getting the hand tracking to work perfectly. It was also hard to make sure the game did not get confused when you were moving the pieces around. We also had to make sure the game worked well on all kinds of devices even if they are not very powerful....
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1793134295.7333333
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1793220695.7333333
|
|
24493
|
Word Frequency Analyzer by @Divyansh_Agarwal | Sta Word Frequency Analyzer by @Divyansh_Agarwal | Stardance...
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Divyansh_Agarwal
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1
|
3.0
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T13:22:50Z", "hours": 3.0, "multiplier": 8.56, "payout": 27, "blessing": "neutral", "text": "I made a word frequency analyzer which basically analyzes any text pasted into it. I personally faced the problem of analysing text for research papers and project but this tool helps overcome that and additionally it is totally free working on python + html + css + javascript.", "repo": "https://github.com/divagarwal1809-cpu/word-frequency-analyzer", "demo": "https://word-frequency-analyzer-eight.vercel.app/"}]...
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[{"post_id": 14343, "ts": "202 [{"post_id": 14343, "ts": "2026-06-23T13:20:29Z", "hours": 1.1986, "text": "#3 I completed the project linked everything fixed some minor errors and re-uploaded everything on github."}, {"post_id": 14279, "ts": "2026-06-23T10:11:47Z", "hours": 0.5144, "text": "#2 Made the frontend of the word frequency analyzer with a bit of help with AI for some debugging and styling. Connected the backend to the frontend to run text analysis using python and deployed everything on vercel."}, {"post_id": 14263, "ts": "2026-06-23T09:16:28Z", "hours": 1.4453, "text": "#1 I am working on a word frequency analyzer which i basically a web based software that helps in the analysis of any line or a paragraph by analysing all it’s contents. It has 2 parts - backend and frontend. BACKEND– Made using Python and connected to frontend using vite. FRONTEND– Made using json, html, react, tailwind css, with a neo-brutalism style frontend. The screenshot attached below is a demo sample output of the backend of the project."}]...
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Title: Word Frequency Analyzer by @Divyansh_Agarwa Title: Word Frequency Analyzer by @Divyansh_Agarwal | Stardance
Devlogs:
#1 I am working on a word frequency analyzer which i basically a web based software that helps in the analysis of any line or a paragraph by analysing all it’s contents. It has 2 parts - backend and frontend. BACKEND– Made using Python and connected to frontend using vite. FRONTEND– Made using json, html, react, tailwind css, with a neo-brutalism style frontend. The screenshot attached below is a demo sample output of the backend of the project.
#2 Made the frontend of the word frequency analyzer with a bit of help with AI for some debugging and styling. Connected the backend to the frontend to run text analysis using python and deployed everything on vercel.
#3 I completed the project linked everything fixed some minor errors and re-uploaded everything on github.
Ships:
I made a word frequency analyzer which basically analyzes any text pasted into it. I personally faced the problem of analysing text for research papers and project but this tool helps overcome that and additionally it is totally free working on python + html + css + javascript....
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1792878553.254695
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1793742553.254695
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