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26033
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SpaceY by @leuwenhoek | Stardance
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leuwenhoek
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T21:57:25Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, this is a RAG model build for students to get info about popular spaceships like starship, voyager and falcon 9 from a model finetuned on NASA and spaceX data.", "repo": "https://github.com/leuwenhoek/SpaceY", "demo": "https://youtu.be/2KWzijlcxpQ"}]...
|
[{"post_id": 15936, "ts": "202 [{"post_id": 15936, "ts": "2026-06-25T21:50:41Z", "hours": 6.2756, "text": "SpaceY is a high-performance intelligence portal designed for space exploration, aerospace engineering, and planetary sciences. The platform integrates a local Retrieval-Augmented Generation (RAG) vector repository, a live web crawler restricted to credible research sources, and a modern Next.js developer portal and API playground."}]...
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Title: SpaceY by @leuwenhoek | Stardance
Devlogs: Title: SpaceY by @leuwenhoek | Stardance
Devlogs:
SpaceY is a high-performance intelligence portal designed for space exploration, aerospace engineering, and planetary sciences. The platform integrates a local Retrieval-Augmented Generation (RAG) vector repository, a live web crawler restricted to credible research sources, and a modern Next.js developer portal and API playground.
Ships:
So, this is a RAG model build for students to get info about popular spaceships like starship, voyager and falcon 9 from a model finetuned on NASA and spaceX data....
|
1793303465.8302393
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1793389865.8302393
|
|
26055
|
Private Instagram Frontend by @thisisforjunk56 | S Private Instagram Frontend by @thisisforjunk56 | Stardance...
|
thisisforjunk56
|
1
|
7.0
|
40
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T20:03:24Z", "hours": 7.0, "multiplier": 5.78, "payout": 40, "blessing": "neutral", "text": "I made a private frontend for Instagram reels (doesn’t work for posts) so that I could share reels with my friends who don’t have an instagram account and don’t want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why.", "repo": "https://github.com/thisisforjunk56/private-instagram-frontend", "demo": "https://ig.eofr.dev/"}]...
|
[{"post_id": 17979, "ts": "202 [{"post_id": 17979, "ts": "2026-06-28T22:50:43Z", "hours": 6.8886, "text": "I forgot ot log my time noooooo Anyway, this is as much time as I’m willing to put into this. It’s a small app so that you can share Instagram reels with friends that don’t have an instagram account"}]...
|
Title: Private Instagram Frontend by @thisisforjun Title: Private Instagram Frontend by @thisisforjunk56 | Stardance
Devlogs:
I forgot ot log my time noooooo Anyway, this is as much time as I’m willing to put into this. It’s a small app so that you can share Instagram reels with friends that don’t have an instagram account
Ships:
I made a private frontend for Instagram reels (doesn’t work for posts) so that I could share reels with my friends who don’t have an instagram account and don’t want to make one. It took me a while because I forgot yt-dlp had support for cookies so that I could let it use my auth cookie after I had logged in, so I was scratching my head trying to figure out how to make it work. and then I read the docs and figured out why....
|
1793328440.2327178
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1793414840.2327178
|
|
26059
|
Better Bible Guesser by @Synxed | Stardance
|
Synxed
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T04:32:46Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Better Bible Guesser has had all its maintenance and new features added and fixed, and I think it is ready to be shipped now! Whilst I know that I haven’t done many dev-logs, this is majorly due to myself forgetting to complete incremental logs, and ending up doing one log every 20-or-so hours of work, so please forgive me. It can be a bit confusing how to play my game, so here is a little breakdown of the different features you can use! Sign-In/Register an account: This is handled by Firestore Authentication securely, so I am not even able to actually view passwords as well. Play the game-modes: There are a few game-modes including: Normal, 5 rounds of playing. Multiplayer lobbies. Custom singleplayer mode. Create mode to create a specific custom game for others to play. Quest Mode! This is new game mode, where you can interact with 4 different places on the town map: the Marketplace, Academy, Racecourse and the Castle (not released yet). Most of these will reward you with “scrolls” which can be spent in the Marketplace to obtain unique and rare profile customisation options such as username colour effects and logos. It has been an interesting project, having to work on expanding a previous existing project rather than creating a new one. So please don’t beat me up when you read my code… I ran into MANY issues, and have suffered through the infamous vsCode crash “You must free up system storage” because I had too many Chrome tabs open! If you have any questions about how to actually play, or what some of the features do, I actually have a GitHub Wiki page (generated by an AI agent for me), so you can check that out too here: https://github.com/toosynxed/angularbibleguesser/wiki Along with the live version of the game at: https://better-bibleguesser.web.app Thanks for taking the time to read this! -Ta!", "repo": "https://github.com/toosynxed/angularbibleguesser", "demo": "https://angularbetterbibleguesser.web.app/"}]...
|
[{"post_id": 54951, "ts": "202 [{"post_id": 54951, "ts": "2026-08-26T11:31:55Z", "hours": 2.3886, "text": "Been a while since I last worked on this project, but I came back just to do a few touch-ups and bug fixes. What was fixed: Item shop allowing duplicate purchases with two open tabs: A friend actually found this for me, where if you had two browser tabs open on your device on the item shop page, pressing the purchase button on the same item on both tabs would break the bit-wise value functions and actually allow you to purchase it in that instant. However this just breaks every other item for a user, requiring a manual reset or roll-back to fix their database document. Touch-ups: Video mode layout: After receiving some feedback from friends, I identified pretty quickly that the layout of the video mode after you finish a video is not very intuitive for users to figure out how to go back and rewatch the video, so instead of replacing the video embed with a still picture, I merely resized the YouTube embed to a % of the screen width to allow for active resizing depending on device sizes/orientation. If anyone finds any other bugs, or has any feedback, feel free to leave a comment, and I will definitely look into it! Ta! (Don’t mind the BongoCat in the corner! ) Play at: https://better-bibleguesser.web.app !"}, {"post_id": 27031, "ts": "2026-07-12T06:04:00Z", "hours": 10.1144, "text": "What has been done! A.. Lot! Pretty much these few things: Marketplace/Shop page has been fixed, with the rotating shop items now being unique for each user and rotating each day at 12am (AEST). Items already owned by users will never appear in their shop again. Academy Mode works now! I got the menu page for it to look the way I want it to, as well as the actual video needing to be played before completing the questions (or you could click the skip button if you want ig :) ). (The videos are from the BibleProject YouTube channel, who allow use of their video and content for non-commercial uses and do not require payment to access, adequate acknowledgement has been provided inline with their Term’s of Use). Scrolls are now actually gained from completing game modes inside Quest Mode, added to user’s database document (even guest users!). For Racetrack Mode 🚗, users can only gain their Scroll reward from each different race once per day , any more than that, and no scroll reward is given. Settings options actually work now, especially the toggle contrast and the font size slider! Verse Board now features a TTL function, which will clear old verse sets that have not had any plays within the last 30 days. And thats all so far! 🔥 What’s Next? I want to actually add some graphics (probably SVG’s) for Marketplace items rather than just the generic blue card background. I want to add a tutorial overlay that is displayed for users who have just clicked the Quest Mode button from the home page, to highlight each of the different actions they can take on the page, and to explain the general purpose of the mode! So, that is what has been done, along with what is to come! Keep an eye out! ❤️🔥"}, {"post_id": 23908, "ts": "2026-07-07T03:34:27Z", "hours": 28.3731, "text": "Wow, a lot of work done! I have completed so many features! From a new game mode, to a marketplace to a verse board where users can submit their own games for others to play! I have uploaded the website to: better-bibleguesser.web.app for anyone who would wish to play it, or to just see what it is all about! What Was Done: New “Quest Mode” game mode completed with a Marketplace, Academy, and Racetrack mini-modes to play and interact with! Completing certain game modes within the Quest Mode will reward signed-in users with a new currency: Scrolls. Scrolls can be used to purchase account decoration options in profile settings! The Marketplace rotates items through every 24 hours, and you will never be shown items that you have already purchased. Profile customisation options set by users before this update will remain active unless changed. Support for low-vision or impaired vision users with contrast, font size and other accessibility options and settings available. New Verse Board modal for users to upload their “Create Game” verse for others to view and play. Total plays are tracked and displayed on the sets’ modal card. Leaderboards and Statistic tracking and display have been fixed: Profile customisation options will now show. Better account handling and security through Firebase Auth and Google Sign-in’s. Well, some more work still to come! So if you are following this (which literally no one is!), keep an eye out! Ta!"}]...
|
Title: Better Bible Guesser by @Synxed | Stardance Title: Better Bible Guesser by @Synxed | Stardance
Devlogs:
Wow, a lot of work done! I have completed so many features! From a new game mode, to a marketplace to a verse board where users can submit their own games for others to play! I have uploaded the website to: better-bibleguesser.web.app for anyone who would wish to play it, or to just see what it is all about! What Was Done: New “Quest Mode” game mode completed with a Marketplace, Academy, and Racetrack mini-modes to play and interact with! Completing certain game modes within the Quest Mode will reward signed-in users with a new currency: Scrolls. Scrolls can be used to purchase account decoration options in profile settings! The Marketplace rotates items through every 24 hours, and you will never be shown items that you have already purchased. Profile customisation options set by users before this update will remain active unless changed. Support for low-vision or impaired vision users with contrast, font size and other accessibility options and settings available. New Verse Board modal for users to upload their “Create Game” verse for others to view and play. Total plays are tracked and displayed on the sets’ modal card. Leaderboards and Statistic tracking and display have been fixed: Profile customisation options will now show. Better account handling and security through Firebase Auth and Google Sign-in’s. Well, some more work still to come! So if you are following this (which literally no one is!), keep an eye out! Ta!
What has been done! A.. Lot! Pretty much these few things: Marketplace/Shop page has been fixed, with the rotating shop items now being unique for each user and rotating each day at 12am (AEST). Items already owned by users will never appear in their shop again. Academy Mode works now! I got the menu page for it to look the way I want it to, as well as the actual video needing to be played before completing the questions (or you could click the skip button if you want ig :) ). (The videos are from the BibleProject YouTube channel, who allow use of their video and content for non-commercial uses and do not require payment to access, adequate acknowledgement has been provided inline with their Term’s of Use). Scrolls are now actually gained from completing game modes inside Quest Mode, added to user’s database document (even guest users!). For Racetrack Mode 🚗, users can only gain their Scroll reward from each different race once per day , any more than that, and no scroll reward is given. Settings options actually work now, especially the toggle contrast and the font size slider! Verse Board now features a TTL function, which will clear old verse sets that have not had any plays within the last 30 days. And thats all so far! 🔥 What’s Next? I want to actually add some graphics (probably SVG’s) for Marketplace items rather than just the generic blue card background. I want to add a tutorial overlay that is displayed for users who have just clicked the Quest Mode button from the home page, to highlight each of the different actions they can take on the page, and to explain the general purpose of the mode! So, that is what has been done, along with what is to come! Keep an eye out! ❤️🔥
Been a while since I last worked on this project, but I came back just to do a few touch-ups and bug fixes. What was fixed: Item shop allowing duplicate purchases with two open tabs: A friend actually found this for me, where if you had two browser tabs open on your device on the item shop page, pressing the purchase button on the same item on both tabs would break the bit-wise value functions and actually allow you to purchase it in that instant. However this just breaks every other item for a user, requiring a manual reset or roll-back to fix their database document. Touch-ups: Video mode layout: After receiving some feedback from friends, I identified pretty quickly that the layout of the video mode after you finish a video is not very intuitive for users to figure out how to go back and rewatch the video, so instead of replacing the video embed with a still picture, I merely resized the YouTube embed to a % of the screen width to allow for active resizing depending on device sizes/orientation. If anyone finds any other bugs, or has any feedback, feel free to leave a comment, and I will definitely look into it! Ta! (Don’t mind the BongoCat in the corner! ) Play at: https://better-bibleguesser.web.app !
Ships:
Better Bible Guesser has had all its maintenance and new features added and fixed, and I think it is ready to be shipped now! Whilst I know that I haven’t done many dev-logs, this is majorly due to myself forgetting to complete incremental logs, and ending up doing one log every 20-or-so hours of work, so please forgive me. It can be a bit confusing how to play my game, so here is a little breakdown of the different features you can use! Sign-In/Register an account: This is handled by Firestore Authentication securely, so I am not even able to actually view passwords as well. Play the game-modes: There are a few game-modes including: Normal, 5 rounds of playing. Multiplayer lobbies. Custom singleplayer mode. Create mode to create a specific custom game for others to play. Quest Mode! This is new game mode, where you can interact with 4 different places on the town map: the Marketplace, Academy, Racecourse and the Castle (not released yet). Most of these will reward you with “scrolls” which can be spent in the Marketplace to obtain unique and rare profile customisation options such as username colour effects and logos. It has been an interesting project, having to work on expanding a previous existing project rather than creating a new one. So please don’t beat me up when you read my code… I ran into MANY issues, and have suffered through the infamous vsCode crash “You must free up system storage” because I had too many Chrome tabs open! If you have any questions about how to actually play, or what some of the features do, I actually have a GitHub Wiki page (generated by an AI agent for me), so you can check that out too here: https://github.com/toosynxed/angularbibleguesser/wiki Along with the live version of the game at: https://better-bibleguesser.web.app Thanks for taking the time to read this! -Ta!...
|
1793220553.2126837
|
1793306953.2126837
|
|
26060
|
PFP-STUDIO by @Ziyaad | Stardance
|
Ziyaad
|
1
|
6.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T15:11:58Z", "hours": 6.0, "multiplier": 12.1, "payout": 72, "blessing": "neutral", "text": "built a web app that tells you which photo of your face to use as your profile pic. you upload a bunch of photos, it runs face detection in your browser (no uploads, no server, no account) and scores each face on centering, size, brightness, and sharpness. the highest score wins. it tells you why in plain words. the challenging part was getting the scoring to feel honest instead of random. sharpness especially, I had to measure contrast between neighboring pixels to get it right. proud of the fact that nothing leaves your browser. your photos never touch a server. close the tab, it’s gone. to test it: just drag in 3-5 photos of your face. good luck and thank you -Ziyaad :)", "repo": "https://github.com/Zrk16/pfp-studio", "demo": "https://pfp-studio-fawn.vercel.app/"}]...
|
[{"post_id": 17335, "ts": "202 [{"post_id": 17335, "ts": "2026-06-28T02:30:18Z", "hours": 2.8092, "text": "PFP Studio Devlog #3 (idk if anyone will ever read this) Live link: https://pfp-studio-fawn.vercel.app/ TL;DR the winner explanation sounds like a person now, not a form letter photos with no face get a card instead of silently vanishing rebuilt the whole upload screen into orbiting rings of your photos shipped to vercel, after one line of css put up a fight The Justification before, the winner card said the exact same thing every single time. “this photo is the best because the face is well-centered in the frame.” every photo. every run. it read like a robot filling out a form. so i gave each check its own pool of phrasings, picked at random, and made it call out two strengths instead of one. now it says stuff like “easy top pick. face sits right in the middle, plus crisp, every detail holds up.” reads like a person wrote it. which was the whole point. No Face? Still Get a Card what’s the point of ranking photos if half of them disappear? exactly, there’s none. face-api returns nothing when it can’t find a face, and i was quietly dropping those photos. drop a landscape or a logo and it just vanished from the results. now every photo gets a card. no face means it says “no face detected” and sinks to the bottom. nothing disappears anymore. The Ring Thing the old upload screen was a plain button. boring. the new one is your photos, cropped into circles, orbiting in concentric rings on a tilted plane with a citrus glow behind them, the rank button sitting dead center. What I Learned here’s the problem nobody warns you about. if you spin a ring, everything pinned to it spins too. so your face would slowly tumble upside down as it goes around. not a good look. the fix is a counter-spin. the photo sits inside a wrapper that rotates the opposite direction at the exact same speed as its ring. the two cancel out. the ring carries the photo around the circle, the wrapper holds the face perfectly level the entire way. i also learned the hard way that your local dev server lies to you. i had a busted line of css, var(var(–accent-soft)), sitting in the code for days. local never said a word. the second Vercel ran the real production build, it rejected it instantly and killed the whole deploy. one line. fixed it, pushed again, live. Tip of the Day shoot at eye level, not from below. a low angle points the lens up your nose and widens your jaw. eye level flatters basically everyone. bonus, the app rewards it too, since a centered well-framed face scores higher until next time, -ziyaad :) (please lmk any feedback)"}, {"post_id": 16596, "ts": "2026-06-27T00:23:28Z", "hours": 1.3997, "text": "PFP Studio Devlog #2 the scoring system is done. four checks per photo: centering, size, brightness, sharpness. each one reads the actual pixel data from the face region and turns it into a number. combine them with weights, sort the results, and the best photo rises to the top. the sharpness one was the most interesting to build. it loops through every pixel and compares it to the pixels directly to its right and below. blurry photos have smooth transitions. sharp photos have high contrast between neighbors. the bigger the average difference, the sharper the photo. the ui got a full revamp too. went from raw unstyled html to something that actually looks like a product. warm cream background, Syne for the headings, orange accent for the winner card. each result staggered in with a fade. the #1 card gets an orange ring and shows the “why it won” explanation underneath. it works. uploaded 5 photos, hit rank, and the results actually make sense. the best-lit, well-centered shot came out on top. the blurry one ranked last. what’s next: loading states so it doesn’t feel frozen while processing, and filling out the empty state so the page doesn’t look bare on load. then it ships."}, {"post_id": 16506, "ts": "2026-06-26T21:12:39Z", "hours": 1.1783, "text": "PFP Studio Devlog #1.5 ok so here’s the thing. everyone has that moment where they’re picking a profile pic and they just… can’t decide. you’re staring at 12 photos that all look basically the same and you pick one based on vibes. i wanted to fix that. the idea is simple. upload your photos, the app checks each face, scores them on actual stuff (is it centered, is the face big enough, is it well lit, is it sharp or blurry), then ranks them. #1 wins. done. getting started was rougher than expected i’d used html/css/js before but this was my first real React project. spent an embarrassing amount of time confused about why my component wasn’t showing up before realizing i named it uploadZone instead of UploadZone. React treats lowercase as HTML tags. learned that one the hard way. also had a white screen moment that lasted way longer than i want to admit. turned out export default App was just… missing. one line. the model files situation face-api.js needs ML model files to detect faces. downloaded them through the browser. seemed fine. then got this error: “tensor should have 864 values but has 617.” turns out the browser saved them as HTML files instead of the actual binary. re-downloaded them properly, everything worked. where it’s at now the core scoring works. it reads pixel data from each face region, runs four checks, combines them into a total score, and sorts the photos. tested it and the ranking actually makes sense. next: working on the logic and reasoning behind the best pfp and then later making the app look nice :) we’ll see how that goes. -Ziyaad"}, {"post_id": 16001, "ts": "2026-06-25T23:55:56Z", "hours": 0.6239, "text": "Writing the basic code for the photo selection"}]...
|
Title: PFP-STUDIO by @Ziyaad | Stardance
Devlogs: Title: PFP-STUDIO by @Ziyaad | Stardance
Devlogs:
Writing the basic code for the photo selection
PFP Studio Devlog #1.5 ok so here’s the thing. everyone has that moment where they’re picking a profile pic and they just… can’t decide. you’re staring at 12 photos that all look basically the same and you pick one based on vibes. i wanted to fix that. the idea is simple. upload your photos, the app checks each face, scores them on actual stuff (is it centered, is the face big enough, is it well lit, is it sharp or blurry), then ranks them. #1 wins. done. getting started was rougher than expected i’d used html/css/js before but this was my first real React project. spent an embarrassing amount of time confused about why my component wasn’t showing up before realizing i named it uploadZone instead of UploadZone. React treats lowercase as HTML tags. learned that one the hard way. also had a white screen moment that lasted way longer than i want to admit. turned out export default App was just… missing. one line. the model files situation face-api.js needs ML model files to detect faces. downloaded them through the browser. seemed fine. then got this error: “tensor should have 864 values but has 617.” turns out the browser saved them as HTML files instead of the actual binary. re-downloaded them properly, everything worked. where it’s at now the core scoring works. it reads pixel data from each face region, runs four checks, combines them into a total score, and sorts the photos. tested it and the ranking actually makes sense. next: working on the logic and reasoning behind the best pfp and then later making the app look nice :) we’ll see how that goes. -Ziyaad
PFP Studio Devlog #2 the scoring system is done. four checks per photo: centering, size, brightness, sharpness. each one reads the actual pixel data from the face region and turns it into a number. combine them with weights, sort the results, and the best photo rises to the top. the sharpness one was the most interesting to build. it loops through every pixel and compares it to the pixels directly to its right and below. blurry photos have smooth transitions. sharp photos have high contrast between neighbors. the bigger the average difference, the sharper the photo. the ui got a full revamp too. went from raw unstyled html to something that actually looks like a product. warm cream background, Syne for the headings, orange accent for the winner card. each result staggered in with a fade. the #1 card gets an orange ring and shows the “why it won” explanation underneath. it works. uploaded 5 photos, hit rank, and the results actually make sense. the best-lit, well-centered shot came out on top. the blurry one ranked last. what’s next: loading states so it doesn’t feel frozen while processing, and filling out the empty state so the page doesn’t look bare on load. then it ships.
PFP Studio Devlog #3 (idk if anyone will ever read this) Live link: https://pfp-studio-fawn.vercel.app/ TL;DR the winner explanation sounds like a person now, not a form letter photos with no face get a card instead of silently vanishing rebuilt the whole upload screen into orbiting rings of your photos shipped to vercel, after one line of css put up a fight The Justification before, the winner card said the exact same thing every single time. “this photo is the best because the face is well-centered in the frame.” every photo. every run. it read like a robot filling out a form. so i gave each check its own pool of phrasings, picked at random, and made it call out two strengths instead of one. now it says stuff like “easy top pick. face sits right in the middle, plus crisp, every detail holds up.” reads like a person wrote it. which was the whole point. No Face? Still Get a Card what’s the point of ranking photos if half of them disappear? exactly, there’s none. face-api returns nothing when it can’t find a face, and i was quietly dropping those photos. drop a landscape or a logo and it just vanished from the results. now every photo gets a card. no face means it says “no face detected” and sinks to the bottom. nothing disappears anymore. The Ring Thing the old upload screen was a plain button. boring. the new one is your photos, cropped into circles, orbiting in concentric rings on a tilted plane with a citrus glow behind them, the rank button sitting dead center. What I Learned here’s the problem nobody warns you about. if you spin a ring, everything pinned to it spins too. so your face would slowly tumble upside down as it goes around. not a good look. the fix is a counter-spin. the photo sits inside a wrapper that rotates the opposite direction at the exact same speed as its ring. the two cancel out. the ring carries the photo around the circle, the wrapper holds the face perfectly level the entire way. i also learned the hard way that your local dev server lies to you. i had a busted line of css, var(var(–accent-soft)), sitting in the code for days. local never said a word. the second Vercel ran the real production build, it rejected it instantly and killed the whole deploy. one line. fixed it, pushed again, live. Tip of the Day shoot at eye level, not from below. a low angle points the lens up your nose and widens your jaw. eye level flatters basically everyone. bonus, the app rewards it too, since a centered well-framed face scores higher until next time, -ziyaad :) (please lmk any feedback)
Ships:
built a web app that tells you which photo of your face to use as your profile pic. you upload a bunch of photos, it runs face detection in your browser (no uploads, no server, no account) and scores each face on centering, size, brightness, and sharpness. the highest score wins. it tells you why in plain words. the challenging part was getting the scoring to feel honest instead of random. sharpness especially, I had to measure contrast between neighboring pixels to get it right. proud of the fact that nothing leaves your browser. your photos never touch a server. close the tab, it’s gone. to test it: just drag in 3-5 photos of your face. good luck and thank you -Ziyaad :)...
|
1793318072.0184429
|
1793404472.0184429
|
|
26064
|
To do list by @y4r4 | Stardance
|
y4r4
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T11:46:17Z", "hours": 2.0, "multiplier": 1.38, "payout": 3, "blessing": "neutral", "text": "If you need to write down your tasks in order to achieve them this website is for you! This is a ( beautiful ) to do list website where you can write and check off your tasks. The most challenging part of this project was probably the java script since i’m not that familiar with it.", "repo": "https://github.com/y4r4a/todo", "demo": "https://y4r4a.github.io/todo/"}]...
|
[{"post_id": 16002, "ts": "202 [{"post_id": 16002, "ts": "2026-06-26T00:01:08Z", "hours": 2.0, "text": "i just finished coding this to do list website!"}]...
|
Title: To do list by @y4r4 | Stardance
Devlogs:
i Title: To do list by @y4r4 | Stardance
Devlogs:
i just finished coding this to do list website!
Ships:
If you need to write down your tasks in order to achieve them this website is for you! This is a ( beautiful ) to do list website where you can write and check off your tasks. The most challenging part of this project was probably the java script since i’m not that familiar with it....
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1792878797.8720424
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1793742797.8720424
|
|
26067
|
Snap by @firancly | Stardance
|
firancly
|
1
|
16.67
|
138
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:59:05Z", "hours": 13.0, "multiplier": 10.53, "payout": 138, "blessing": "neutral", "text": "Snap is live Select text anywhere on Windows, hit a hotkey, and get an AI result in a glass popup right next to your cursor. No copy pasting into a browser tab, no breaking your flow. This is the first real release. You can download it, run it, and it just works. What it does Summarize — highlight a wall of text, press F9, get back a few skimmable bullet points instead of the whole thing. Enhance — highlight a rough draft, press F10, and it cleans up the tone and grammar while keeping your meaning. Great for firing off an email you didnt want to overthink. Ask anything — dont want a preset? Select text, open the popup and just type your own instruction at it. Translate this, explain this, make it shorter, whatever you want. The two hotkeys are the fast path, this is the everything else. The nice touches Real glass popup — it appears right at your cursor with proper native acrylic blur, not a fake CSS imitation. It animates as the response streams in. Lives in the tray — close the window and it just keeps running in the background listening for your hotkeys. Launches on startup so its always there. Esc to dismiss, one click to copy — get the result back to your clipboard instantly, or hit esc and its gone. Auto updates — it pulls new versions itself so you never have to come back and re download anything. Under the hood Your Groq API key lives entirely on the Rust side so it never touches the frontend bundle. The whole thing is a native desktop app, not a browser extension, so theres no chromium bloat and it works system wide across every app. The honest part This was my first time ever writing Rust. Most of this build was me learning Tauri and Rust from absolute zero, which the devlogs cover in detail. The day I lost to an invisible black box rendering over my entire window is a personal favorite. Worth a read if you like watching someone figure things out the hard way. Get it Download the installer from the releases page, run it, done. It bundles the WebView2 check so it works even on a fresh machine. Feedback very welcome, especially on how the popup feels to actually use.", "repo": "https://github.com/firancly/tldr-app", "demo": "https://github.com/firancly/tldr-app/releases/latest"}]...
|
[{"post_id": 20762, "ts": "202 [{"post_id": 20762, "ts": "2026-07-02T13:40:56Z", "hours": 2.1383, "text": "Spent about 4.5 hours this session building out the main window into a proper settings page so you can set Snap up however you want without ever touching the code. Heres everything that landed. Custom hotkeys — you can now reassign the shortcuts to whatever keys you want instead of being stuck with F9/F10/F11.The tricky part wasnt setting them, it was getting them to stay after closing the app. They kept resetting every restart. Found tauri plugin store which turned out to be exactly what I needed now the hotkeys save properly between sessions. Custom API key field — drop in your own Groq key right in the settings instead of it living in a file, so you’re not tied to the shared tester key. Customizable summary length — pick how short or detailed you want your summaries to be. Window controls — added proper minimize, expand and close buttons to the window and got them all wired up. Also added drag to settings window. Auto start on launch — Snap now starts itself when you boot up so its just always ready in the background. Scroll fixes — sorted out the scrolling on the settings page. This one annoyed me, I was trying to style the webkit scrollbar to match the rest of the UI and it just would not budge no matter what I threw at it. Eventually I gave up fighting it and settled for the default scrollbar, sometimes its not worth burning more time on something that small. That was the session, about 4.5 hours all up. Snap went from set in stone shortcuts to something you can actually configure and make your own, which makes it a real step toward it being a finished product. Next up : make auto updates seamless so you never re download. Discrepancy in the hours because Wakatime wasn’t connected (offline)"}, {"post_id": 19927, "ts": "2026-07-01T11:26:21Z", "hours": 0.3819, "text": "Wednesday? Added draggable windows Improve ai prompts More to come. Currently busy with life. Touching graass 🌳🌳🌳"}, {"post_id": 19134, "ts": "2026-06-30T11:43:39Z", "hours": 1.1461, "text": "Snap is live, and the first batch of testers gets in free ⚡ Select any text on your screen, hit a hotkey, and AI handles it — summarize, rewrite, or ask anything — in a popup right at your cursor. No browser tab, no copy-paste, no setup. I’m opening a limited number of free tester spots : download it, no API key needed, just run it and go. First come first served while the spots last. Built solo in a weekend. First time ever writing Rust — the devlogs cover the whole messy journey, including the day I lost to an invisible black box rendering over my entire window. 👀👀Watch the demo down below 👉 Grab it: [download link]"}, {"post_id": 18991, "ts": "2026-06-30T04:56:57Z", "hours": 2.6653, "text": "Devlog #6 Snap grew up this session Big one. A bunch of stuff landed that took this from “cool demo” to “actually a product.” Heres what will ship. The headline: ask anything Until now Snap had two fixed actions, summarize and enhance. Now you can select text, open the popup and just type your own instruction at it. Translate this, explain this, make it shorter, rewrite it angrier, whatever. The two hotkeys stay as the fast path, this is for everything else. This was the idea I was most hyped about and its finally real. It updates itself now Before this, a new version meant everyone had to go re download the installer, which means nobody would. Now the app checks for updates and pulls them in on its own. Getting this working felt like the moment it stopped being a hobby project. Quality of life Launch on startup so its just always there listening, no opening it every morning. Esc to close the popup instead of clicking away. Custom icons finally rendering properly everywhere after fighting them for a bit. Seamless popup cleanup so it actually feels polished now. Tester API key baked in so people can try it without making a Groq account first. Improved the prompts so it doesn’t sound ai generated and can pass as human text Still cooking Custom hotkeys and screen edge aware positioning so the popup never opens half off your monitor. Potential language spin off to aid language learners (custom in app language, ai response langauge). Those are next, then this thing is ready to really show off. Honestly this was the most satisfying session so far. Not because anything was hard, but because every single thing I added made it feel more like a real app and less like something held together with tape."}, {"post_id": 18479, "ts": "2026-06-29T17:19:35Z", "hours": 0.9628, "text": "Devlog 5 — Polish, prompts, and the first real release Bit of a cleanup session before shipping. First thing, I reworked the summarize prompt. It used to spit out a 1-3 sentence paragraph and I found myself still having to read the whole thing to find what mattered, so now it breaks the text into a few short skimmable bullet points instead. Way nicer to actually use. Then I wrote up a proper README. Demo GIFs, feature list, setup steps, the whole thing, so anyone landing on the repo gets what Snap is and how to run it. And the big one, I built the first actual release. Set up the icon, ran the Tauri build, and it spat out a real installer that bundles the WebView2 check so it works on a fresh machine. So Snap is now something you can just download and run, not just clone and build yourself. Linked it at the top of the README. About an hour all up. Next up is probably finishing translate so theres a proper third action."}, {"post_id": 18181, "ts": "2026-06-29T07:06:03Z", "hours": 1.5517, "text": "Devlog #4 Groq is wired in and the popup actually feels like a product now Groq is hooked up and the app does its actual job now The summarize and enhance shortcuts now actually call Groq and return real text instead of just echoing back what I copied. The API call lives on the Rust side so the key never touches the frontend, and the popup shows a little loading state while it thinks. Seeing it summarize an actual paragraph for the first time was a moment this is finally the thing I set out to build. The invisible icon bug Then I hit a quick bug that made no sense at first. I added a copy button to the popup with a little icon and the icon just refused to show up. Blank space where it should be. The element was there right size, right color the DOM looked totally fine it just wasnt painting. Turns out its a WebView2 thing where svg icons go invisible specifically on a transparent acrylic window. Took me a minute to even believe that was the actual cause. For the fix I settled on emojis for now. A decent workaround but it works, and theres a little checkmark when you click now so you know the copy landed. Polish pass The rest was polish and it went fast. The window resize is animated now instead of snapping to size which makes it feel a lot smoother, I hid the scrollbars everywhere, and I fixed a button that kept coming out rectangular instead of square because of some default browser padding I didnt know about. Also settled on the proper acrylic glass blur after the mess from last session and gave it a tint. Next up is making the popup smart about screen edges so it cant open half off screen, esc to close it, and a little settings screen so I can change the hotkeys without editing code."}, {"post_id": 17677, "ts": "2026-06-28T15:58:18Z", "hours": 3.6175, "text": "Devlog 3 — The floating glass popup and a full day chasing a black box The popup window itself was the easy part. It spawns at my cursor, reuses itself on repeat triggers instead of opening a new one every time, and the captured text streams into it with a little typewriter effect. That whole thing took maybe 20 minutes. Then I tried to make it look like frosted glass and that ate the entire rest of the day. Every time I turned on Tauri’s built in blur effect the window just rendered as a solid black box instead. I went around in circles on this for hours. I killed the native window shadow which fixed one version of the black box but it came right back the moment I re added the blur. I tried a community plugin that promised glass on Windows turned out to be Mac only. Then I found a github repo with a slick demo video claiming real glass, read the actual source and it was just CSS faking it. At that point I genuinely thought maybe its just not possible on Windows. Then I found the thing that explained so much of my pain. My CSS file had never been imported anywhere in the app. Not once. Every single style change I made all session had just been silently ignored, no error no warning nothing. I just sat there for a second. All that why isnt this working was me editing a file the app wasnt even reading. Even after fixing that Tauri’s built in blur still refused to work so I stopped using its wrapper entirely and called the underlying Windows blur library directly from a small Rust command. It worked immediately. Real native glass, no black box, first try. After a whole day of that seeing it finally render was such a relief. One more dumb one ill note so I dont forget it. My rounded corners werent showing up and it turned out the browser paints the page background across the whole window and ignores the corner radius if you put it on the root element. Moved it onto a normal div and it was fine. Next up is hooking the actual Groq API call in so the popup shows a real summary instead of just the copied text."}, {"post_id": 16934, "ts": "2026-06-27T14:27:05Z", "hours": 3.7847, "text": "Dev log #2 Getting the hotkeys to actually work The shortcuts finally fire and copy text. Getting there took most of the session though. I first set up the Alt+S and Alt+E shortcuts in TypeScript since that’s the language I’m comfortable in. Bad idea. They broke every time I reloaded the page, threw errors I didn’t understand, and sometimes fired twice. After a lot of digging I figured out the problem. The shortcut is an OS-level thing, but I’d tied it to the React frontend, which reloads constantly while I’m developing, so it kept losing track of itself. The fix was to move the shortcut registration over to the Rust side and let React just listen for when a shortcut gets pressed. That killed the whole pile of bugs at once. This was day one of me actually writing Rust so it took a while to get there. Most of today was honestly just me with the Tauri docs and the Rust book open side by side. I was looking up basically everything. How Rust handles ownership and errors, how Tauri wants the backend and frontend to talk to each other, what half the functions even did. It was grueling. There were a few moments where I just stared at the screen wondering what I’d gotten myself into. But the docs are solid and stuff slowly started clicking, and by the end it felt good to actually understand what I was writing. A couple smaller things I ran into. The copy only worked once I triggered on key release instead of key press, otherwise Alt was still held down and jammed the copy. And Firefox steals the Alt key for its own menu, so I’ll switch to Alt+Shift later or add custom shortcuts. So the core loop works now. Highlight text anywhere, press the shortcut, and the app grabs it. Seeing it actually work after all that was a great feeling. I also added a little system tray icon, with menus, so it runs in the background. Next up : make the floating window pop up near my cursor and show the result. Wire a shortcut to an LLM call."}, {"post_id": 16720, "ts": "2026-06-27T05:05:29Z", "hours": 0.6028, "text": "Dev log #1 What I’m building: Snap - a desktop tool that lets you run AI actions on selected text anywhere on your system. Highlight text in any app, press a shortcut, and get an instant result in a floating window. No copy and paste, no switching to a browser tab. The idea came from the tldr repo on GitHub. I wanted to generalize that concept system-wide into two workflows: Summarize ( Alt + S ) — highlight a dense article or long thread, and a floating window appears with a summary. Rewrite ( Alt + E ) — highlight a prompt like “write an email to my boss” , and the AI returns finished email ready to send. Framework choice: I looked at Electron and Tauri. Electron ships a full Chromium runtime, heavy and slow, so I went with Tauri. The catch: Tauri’s backend is Rust, which I don’t know. Starting to learn it today. The upside is the frontend is TypeScript + React, which I’m already strong in, so the learning curve is contained to the system level layer. Today’s goal: setup the Tauri app, register the Alt + S / Alt + E global shortcuts, and get the silent copy -> clipboard read working so a selection in any app lands in the Rust backend. If that’s solid, wire one shortcut end-to-end to an LLM call and render the result in the floating window."}]...
|
Title: Snap by @firancly | Stardance
Devlogs:
Dev Title: Snap by @firancly | Stardance
Devlogs:
Dev log #1 What I’m building: Snap - a desktop tool that lets you run AI actions on selected text anywhere on your system. Highlight text in any app, press a shortcut, and get an instant result in a floating window. No copy and paste, no switching to a browser tab. The idea came from the tldr repo on GitHub. I wanted to generalize that concept system-wide into two workflows: Summarize ( Alt + S ) — highlight a dense article or long thread, and a floating window appears with a summary. Rewrite ( Alt + E ) — highlight a prompt like “write an email to my boss” , and the AI returns finished email ready to send. Framework choice: I looked at Electron and Tauri. Electron ships a full Chromium runtime, heavy and slow, so I went with Tauri. The catch: Tauri’s backend is Rust, which I don’t know. Starting to learn it today. The upside is the frontend is TypeScript + React, which I’m already strong in, so the learning curve is contained to the system level layer. Today’s goal: setup the Tauri app, register the Alt + S / Alt + E global shortcuts, and get the silent copy -> clipboard read working so a selection in any app lands in the Rust backend. If that’s solid, wire one shortcut end-to-end to an LLM call and render the result in the floating window.
Dev log #2 Getting the hotkeys to actually work The shortcuts finally fire and copy text. Getting there took most of the session though. I first set up the Alt+S and Alt+E shortcuts in TypeScript since that’s the language I’m comfortable in. Bad idea. They broke every time I reloaded the page, threw errors I didn’t understand, and sometimes fired twice. After a lot of digging I figured out the problem. The shortcut is an OS-level thing, but I’d tied it to the React frontend, which reloads constantly while I’m developing, so it kept losing track of itself. The fix was to move the shortcut registration over to the Rust side and let React just listen for when a shortcut gets pressed. That killed the whole pile of bugs at once. This was day one of me actually writing Rust so it took a while to get there. Most of today was honestly just me with the Tauri docs and the Rust book open side by side. I was looking up basically everything. How Rust handles ownership and errors, how Tauri wants the backend and frontend to talk to each other, what half the functions even did. It was grueling. There were a few moments where I just stared at the screen wondering what I’d gotten myself into. But the docs are solid and stuff slowly started clicking, and by the end it felt good to actually understand what I was writing. A couple smaller things I ran into. The copy only worked once I triggered on key release instead of key press, otherwise Alt was still held down and jammed the copy. And Firefox steals the Alt key for its own menu, so I’ll switch to Alt+Shift later or add custom shortcuts. So the core loop works now. Highlight text anywhere, press the shortcut, and the app grabs it. Seeing it actually work after all that was a great feeling. I also added a little system tray icon, with menus, so it runs in the background. Next up : make the floating window pop up near my cursor and show the result. Wire a shortcut to an LLM call.
Devlog 3 — The floating glass popup and a full day chasing a black box The popup window itself was the easy part. It spawns at my cursor, reuses itself on repeat triggers instead of opening a new one every time, and the captured text streams into it with a little typewriter effect. That whole thing took maybe 20 minutes. Then I tried to make it look like frosted glass and that ate the entire rest of the day. Every time I turned on Tauri’s built in blur effect the window just rendered as a solid black box instead. I went around in circles on this for hours. I killed the native window shadow which fixed one version of the black box but it came right back the moment I re added the blur. I tried a community plugin that promised glass on Windows turned out to be Mac only. Then I found a github repo with a slick demo video claiming real glass, read the actual source and it was just CSS faking it. At that point I genuinely thought maybe its just not possible on Windows. Then I found the thing that explained so much of my pain. My CSS file had never been imported anywhere in the app. Not once. Every single style change I made all session had just been silently ignored, no error no warning nothing. I just sat there for a second. All that why isnt this working was me editing a file the app wasnt even reading. Even after fixing that Tauri’s built in blur still refused to work so I stopped using its wrapper entirely and called the underlying Windows blur library directly from a small Rust command. It worked immediately. Real native glass, no black box, first try. After a whole day of that seeing it finally render was such a relief. One more dumb one ill note so I dont forget it. My rounded corners werent showing up and it turned out the browser paints the page background across the whole window and ignores the corner radius if you put it on the root element. Moved it onto a normal div and it was fine. Next up is hooking the actual Groq API call in so the popup shows a real summary instead of just the copied text.
Devlog #4 Groq is wired in and the popup actually feels like a product now Groq is hooked up and the app does its actual job now The summarize and enhance shortcuts now actually call Groq and return real text instead of just echoing back what I copied. The API call lives on the Rust side so the key never touches the frontend, and the popup shows a little loading state while it thinks. Seeing it summarize an actual paragraph for the first time was a moment this is finally the thing I set out to build. The invisible icon bug Then I hit a quick bug that made no sense at first. I added a copy button to the popup with a little icon and the icon just refused to show up. Blank space where it should be. The element was there right size, right color the DOM looked totally fine it just wasnt painting. Turns out its a WebView2 thing where svg icons go invisible specifically on a transparent acrylic window. Took me a minute to even believe that was the actual cause. For the fix I settled on emojis for now. A decent workaround but it works, and theres a little checkmark when you click now so you know the copy landed. Polish pass The rest was polish and it went fast. The window resize is animated now instead of snapping to size which makes it feel a lot smoother, I hid the scrollbars everywhere, and I fixed a button that kept coming out rectangular instead of square because of some default browser padding I didnt know about. Also settled on the proper acrylic glass blur after the mess from last session and gave it a tint. Next up is making the popup smart about screen edges so it cant open half off screen, esc to close it, and a little settings screen so I can change the hotkeys without editing code.
Devlog 5 — Polish, prompts, and the first real release Bit of a cleanup session before shipping. First thing, I reworked the summarize prompt. It used to spit out a 1-3 sentence paragraph and I found myself still having to read the whole thing to find what mattered, so now it breaks the text into a few short skimmable bullet points instead. Way nicer to actually use. Then I wrote up a proper README. Demo GIFs, feature list, setup steps, the whole thing, so anyone landing on the repo gets what Snap is and how to run it. And the big one, I built the first actual release. Set up the icon, ran the Tauri build, and it spat out a real installer that bundles the WebView2 check so it works on a fresh machine. So Snap is now something you can just download and run, not just clone and build yourself. Linked it at the top of the README. About an hour all up. Next up is probably finishing translate so theres a proper third action.
Devlog #6 Snap grew up this session Big one. A bunch of stuff landed that took this from “cool demo” to “actually a product.” Heres what will ship. The headline: ask anything Until now Snap had two fixed actions, summarize and enhance. Now you can select text, open the popup and just type your own instruction at it. Translate this, explain this, make it shorter, rewrite it angrier, whatever. The two hotkeys stay as the fast path, this is for everything else. This was the idea I was most hyped about and its finally real. It updates itself now Before this, a new version meant everyone had to go re download the installer, which means nobody would. Now the app checks for updates and pulls them in on its own. Getting this working felt like the moment it stopped being a hobby project. Quality of life Launch on startup so its just always there listening, no opening it every morning. Esc to close the popup instead of clicking away. Custom icons finally rendering properly everywhere after fighting them for a bit. Seamless popup cleanup so it actually feels polished now. Tester API key baked in so people can try it without making a Groq account first. Improved the prompts so it doesn’t sound ai generated and can pass as human text Still cooking Custom hotkeys and screen edge aware positioning so the popup never opens half off your monitor. Potential language spin off to aid language learners (custom in app language, ai response langauge). Those are next, then this thing is ready to really show off. Honestly this was the most satisfying session so far. Not because anything was hard, but because every single thing I added made it feel more like a real app and less like something held together with tape.
Snap is live, and the first batch of testers gets in free ⚡ Select any text on your screen, hit a hotkey, and AI handles it — summarize, rewrite, or ask anything — in a popup right at your cursor. No browser tab, no copy-paste, no setup. I’m opening a limited number of free tester spots : download it, no API key needed, just run it and go. First come first served while the spots last. Built solo in a weekend. First time ever writing Rust — the devlogs cover the whole messy journey, including the day I lost to an invisible black box rendering over my entire window. 👀👀Watch the demo down below 👉 Grab it: [download link]
Wednesday? Added draggable windows Improve ai prompts More to come. Currently busy with life. Touching graass 🌳🌳🌳
Spent about 4.5 hours this session building out the main window into a proper settings page so you can set Snap up however you want without ever touching the code. Heres everything that landed. Custom hotkeys — you can now reassign the shortcuts to whatever keys you want instead of being stuck with F9/F10/F11.The tricky part wasnt setting them, it was getting them to stay after closing the app. They kept resetting every restart. Found tauri plugin store which turned out to be exactly what I needed now the hotkeys save properly between sessions. Custom API key field — drop in your own Groq key right in the settings instead of it living in a file, so you’re not tied to the shared tester key. Customizable summary length — pick how short or detailed you want your summaries to be. Window controls — added proper minimize, expand and close buttons to the window and got them all wired up. Also added drag to settings window. Auto start on launch — Snap now starts itself when you boot up so its just always ready in the background. Scroll fixes — sorted out the scrolling on the settings page. This one annoyed me, I was trying to style the webkit scrollbar to match the rest of the UI and it just would not budge no matter what I threw at it. Eventually I gave up fighting it and settled for the default scrollbar, sometimes its not worth burning more time on something that small. That was the session, about 4.5 hours all up. Snap went from set in stone shortcuts to something you can actually configure and make your own, which makes it a real step toward it being a finished product. Next up : make auto updates seamless so you never re download. Discrepancy in the hours because Wakatime wasn’t connected (offline)
Ships:
Snap is live Select text anywhere on Windows, hit a hotkey, and get an AI result in a glass popup right next to your cursor. No copy pasting into a browser tab, no breaking your flow. This is the first real release. You can download it, run it, and it just works. What it does Summarize — highlight a wall of text, press F9, get back a few skimmable bullet points instead of the whole thing. Enhance — highlight a rough draft, press F10, and it cleans up the tone and grammar while keeping your meaning. Great for firing off an email you didnt want to overthink. Ask anything — dont want a preset? Select text, open the popup and just type your own instruction at it. Translate this, explain this, make it shorter, whatever you want. The two hotkeys are the fast path, this is the everything else. The nice touches Real glass popup — it appears right at your cursor with proper native acrylic blur, not a fake CSS imitation. It animates as the response streams in. Lives in the tray — close the window and it just keeps running in the background listening for your hotkeys. Launches on startup so its always there. Esc to dismiss, one click to copy — get the result back to your clipboard instantly, or hit esc and its gone. Auto updates — it pulls new versions itself so you never have to come back and re download anything. Under the hood Your Groq API key lives entirely on the Rust side so it never touches the frontend bundle. The whole thing is a native desktop app, not a browser extension, so theres no chromium bloat and it works system wide across every app. The honest part This was my first time ever writing Rust. Most of this build was me learning Tauri and Rust from absolute zero, which the devlogs cover in detail. The day I lost to an invisible black box rendering over my entire window is a personal favorite. Worth a read if you like watching someone figure things out the hard way. Get it Download the installer from the releases page, run it, done. It bundles the WebView2 check so it works even on a fresh machine. Feedback very welcome, especially on how the popup feels to actually use....
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1793292488.0128596
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1793378888.0128596
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26071
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Paint The Galaxy by @aditi1781 | Stardance
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aditi1781
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:41:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image.", "repo": "https://github.com/aditiahuja230-rgb/painttheuniverse", "demo": "https://aditiahuja230-rgb.github.io/painttheuniverse/index.html"}]...
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[{"post_id": 74673, "ts": "202 [{"post_id": 74673, "ts": "2026-09-27T23:35:15Z", "hours": 3.765, "text": "Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images"}]...
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Title: Paint The Galaxy by @aditi1781 | Stardance
Title: Paint The Galaxy by @aditi1781 | Stardance
Devlogs:
Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images
Ships:
Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image....
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1793148737.7111733
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1793235137.7111733
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26073
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Cortex-CLI by @unknown_lizzard | Stardance
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unknown_lizzard
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1
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15.0
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78
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T20:57:10Z", "hours": 15.0, "multiplier": 7.8, "payout": 78, "blessing": "neutral", "text": "Fixed most bugs before shipping, it’s pretty usable rn. Install it : npm install -g mateooo93-cortex@latest Run it! : cortex", "repo": "https://github.com/Mateooo93/cortex-cli", "demo": "https://mateooo93.github.io/cortex-cli/"}]...
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[{"post_id": 19444, "ts": "202 [{"post_id": 19444, "ts": "2026-06-30T19:25:29Z", "hours": 15.0014, "text": "DEVLOG #1: the birth of cortex-cli this is a similar type of agent harness tui as pi.dev or opencode, I started making this because I was very interested in agentic workflows and interfaces. For the most part it was easy to make but I hit a while designing the backend, I found it really hard calling the agent and proccessing tool calls correctly, so I inspired myself from pi.dev. I think the main feature of the TUI is that the elements are clickable and actually work in the terminal, at first I found it very hard to do and it felt impossible but after a bit of research I figured it out! furthermore, I decided to chose a very intuitive and minimal UI because other clis felt very hard to get used to."}]...
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Title: Cortex-CLI by @unknown_lizzard | Stardance
Title: Cortex-CLI by @unknown_lizzard | Stardance
Devlogs:
DEVLOG #1: the birth of cortex-cli this is a similar type of agent harness tui as pi.dev or opencode, I started making this because I was very interested in agentic workflows and interfaces. For the most part it was easy to make but I hit a while designing the backend, I found it really hard calling the agent and proccessing tool calls correctly, so I inspired myself from pi.dev. I think the main feature of the TUI is that the elements are clickable and actually work in the terminal, at first I found it very hard to do and it felt impossible but after a bit of research I figured it out! furthermore, I decided to chose a very intuitive and minimal UI because other clis felt very hard to get used to.
Ships:
Fixed most bugs before shipping, it’s pretty usable rn. Install it : npm install -g mateooo93-cortex@latest Run it! : cortex...
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1792878722.5608337
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1793742722.5608337
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26089
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NebulaOS by @Ishaan_Jha | Stardance
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Ishaan_Jha
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T18:38:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first webOS, called NebulaOS! It is a space themed webOS, with light and dark mode, showing a cosmos themed background. It includes draggable windows/panels of mission control, file bay, astro notes, star explorer, and comms radio. While the data is obviously random, parts like star names are all true. It is also interactive, with occasional messages of detection of satellites, or telemetry data. Some challenges was the UI, as it was difficult to add highlights to some buttons on the panels, as well as the transition from light and dark mode. The backend was not too hard, as it contained basic draggability, random data, simple animations, and maybe a little easter egg :)", "repo": "https://github.com/IJai-code/NebulaOS", "demo": "https://ijai-code.github.io/NebulaOS/"}]...
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[{"post_id": 25442, "ts": "202 [{"post_id": 25442, "ts": "2026-07-09T18:34:23Z", "hours": 0.2622, "text": "Devlog #3 - Final Polish and Release PreparationFor the final stage of NebulaOS, I focused on preparing the project for release. I improved the documentation, reviewed the overall user experience, and tested the different applications and window interactions to make sure everything worked smoothly. This milestone was about refining the details and making sure NebulaOS was ready to be shared with others."}, {"post_id": 25431, "ts": "2026-07-09T18:16:48Z", "hours": 0.4453, "text": "Devlog #2 - Expanding NebulaOS Features after completing the core operating system, I focused on improving existing applications and making NebulaOS feel more complete. I added more depth to the Star Explorer experience, improved the way information is displayed, and tested how the new additions worked with the rest of the system. This stage was mainly about building on the foundation and making the OS more interactive while keeping the original design consistent."}, {"post_id": 25412, "ts": "2026-07-09T17:48:41Z", "hours": 0.5325, "text": "Today I focused on polishing (and building :) NebulaOS and making it feel more like a complete operating system. I improved the overall user experience, tested every app and window interaction, fixed small issues I found during testing, and made sure everything worked smoothly together. I also cleaned up the project, updated the documentation, and verified it was ready to be shared through GitHub and GitHub Pages."}]...
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Title: NebulaOS by @Ishaan_Jha | Stardance
Devlog Title: NebulaOS by @Ishaan_Jha | Stardance
Devlogs:
Today I focused on polishing (and building :) NebulaOS and making it feel more like a complete operating system. I improved the overall user experience, tested every app and window interaction, fixed small issues I found during testing, and made sure everything worked smoothly together. I also cleaned up the project, updated the documentation, and verified it was ready to be shared through GitHub and GitHub Pages.
Devlog #2 - Expanding NebulaOS Features after completing the core operating system, I focused on improving existing applications and making NebulaOS feel more complete. I added more depth to the Star Explorer experience, improved the way information is displayed, and tested how the new additions worked with the rest of the system. This stage was mainly about building on the foundation and making the OS more interactive while keeping the original design consistent.
Devlog #3 - Final Polish and Release PreparationFor the final stage of NebulaOS, I focused on preparing the project for release. I improved the documentation, reviewed the overall user experience, and tested the different applications and window interactions to make sure everything worked smoothly. This milestone was about refining the details and making sure NebulaOS was ready to be shared with others.
Ships:
I made my first webOS, called NebulaOS! It is a space themed webOS, with light and dark mode, showing a cosmos themed background. It includes draggable windows/panels of mission control, file bay, astro notes, star explorer, and comms radio. While the data is obviously random, parts like star names are all true. It is also interactive, with occasional messages of detection of satellites, or telemetry data. Some challenges was the UI, as it was difficult to add highlights to some buttons on the panels, as well as the transition from light and dark mode. The backend was not too hard, as it contained basic draggability, random data, simple animations, and maybe a little easter egg :)...
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1793263733.3836489
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1793350133.3836489
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26092
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Procedural Planet Generation by @VasilyKrupenin | Procedural Planet Generation by @VasilyKrupenin | Stardance...
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VasilyKrupenin
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1
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4.91
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62
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T12:43:49Z", "hours": 4.0, "multiplier": 14.14, "payout": 62, "blessing": "neutral", "text": "I made a game where you can generate your own planets by inputting a set of values. You can customize the colors, how dramatically elevation changes, you can customize the clouds, you can do a lot of things. More information on what each value does can be found in the itch.io description and the GitHub page.", "repo": "https://github.com/vkrpn/GodotPlanetProceduralGen", "demo": "https://vkrprn.itch.io/procedural-planet-generator"}]...
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[{"post_id": 17545, "ts": "202 [{"post_id": 17545, "ts": "2026-06-28T11:34:24Z", "hours": 0.91, "text": "I had to add a bit of safeguards, more information and instructions, and a color picker because some reviewers couldn’t figure out how to use my generator and were confused why it was temporarily freezing when they set it on the max quality settings (not in a mean way, that’s on me, I should have provided more details on how to use it)."}, {"post_id": 16887, "ts": "2026-06-27T12:31:39Z", "hours": 0.5886, "text": "Fixed a few bugs and added UI scaling. I’m almost done with the project, this may even be the final devlog I post on this project."}, {"post_id": 16639, "ts": "2026-06-27T02:02:59Z", "hours": 0.3739, "text": "I fixed a few bugs, (like using the same mesh data tool for clouds and terrain, clouds not generating when radius is too high, and a few other things), nothing too visible. Here’s another demo:"}, {"post_id": 16547, "ts": "2026-06-26T22:16:37Z", "hours": 1.6194, "text": "I got carried away again and accidentally finished the project and forgot to write down devlogs😁. Anyway, I tweaked some more things about generation (I think, I don’t remember), added UI, added the generation of custom planets, and I let the user turn the planet with WASD/arrow keys and zoom with +/- or mousewheel."}, {"post_id": 16457, "ts": "2026-06-26T19:45:19Z", "hours": 0.8539, "text": "I got a bit carried away and forgot to post updates. I tweaked the terrain generation, added clouds (that rotate), and most importantly I added color, by modifying the vertex color based on height. The clouds are just simply another “planet” with only 2 terrain colors: semi-transparent white and transparent (RGBA 0 0 0 0)."}, {"post_id": 16390, "ts": "2026-06-26T17:48:43Z", "hours": 0.9267, "text": "I created a sphere with editable vertexes and I changed the height of the vertexes with Perlin noise. The way this works is by first getting the mesh data of a normal sphere and creating a new sphere with new vertices generated by a for loop."}]...
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Title: Procedural Planet Generation by @VasilyKrup Title: Procedural Planet Generation by @VasilyKrupenin | Stardance
Devlogs:
I created a sphere with editable vertexes and I changed the height of the vertexes with Perlin noise. The way this works is by first getting the mesh data of a normal sphere and creating a new sphere with new vertices generated by a for loop.
I got a bit carried away and forgot to post updates. I tweaked the terrain generation, added clouds (that rotate), and most importantly I added color, by modifying the vertex color based on height. The clouds are just simply another “planet” with only 2 terrain colors: semi-transparent white and transparent (RGBA 0 0 0 0).
I got carried away again and accidentally finished the project and forgot to write down devlogs😁. Anyway, I tweaked some more things about generation (I think, I don’t remember), added UI, added the generation of custom planets, and I let the user turn the planet with WASD/arrow keys and zoom with +/- or mousewheel.
I fixed a few bugs, (like using the same mesh data tool for clouds and terrain, clouds not generating when radius is too high, and a few other things), nothing too visible. Here’s another demo:
Fixed a few bugs and added UI scaling. I’m almost done with the project, this may even be the final devlog I post on this project.
I had to add a bit of safeguards, more information and instructions, and a color picker because some reviewers couldn’t figure out how to use my generator and were confused why it was temporarily freezing when they set it on the max quality settings (not in a mean way, that’s on me, I should have provided more details on how to use it).
Ships:
I made a game where you can generate your own planets by inputting a set of values. You can customize the colors, how dramatically elevation changes, you can customize the clouds, you can do a lot of things. More information on what each value does can be found in the itch.io description and the GitHub page....
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1793144853.7677143
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1793231253.7677143
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26103
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Tractor (Card Game) AI by @GoldenElf | Stardance
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GoldenElf
|
1
|
48.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T07:13:14Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Tractor (Card Game) I created this desktop game because I wanted to have a simple game I could train an AI on and learn about machine learning techniques. I’ve finally finished the full game implementation that you can download and play right now. Now I can begin training a machine learning model you’ll eventually be able to play against. About Tractor Tractor (AKA Upgrade/Shengji/升级) is a popular Chinese trick-taking card game where players score by capturing specific cards rather than winning tricks. Certain plays can also consist of multiple cards, making strategy more complex. About This Project This project is a playable desktop implementation of Tractor supporting Windows, macOS, and Linux. The long-term goal is to train a machine learning model to play Tractor. The initial plan was just to make a minimal working implementation of Tractor that an AI could interact with, but it evolved to become a fully playable desktop game with an interactive GUI. One thing that was surprisingly difficult to implement was handling Tractors and consecutive pairs. I had to redesign ho plays were represented to support plays with more card amount possibilities. I also had to implement helper functions for filtering and sorting cards based on specific criteria, making it much easier to handle the many edge cases involving consecutive pairs. Future Plans Now that the core game is complete and playable, my next goal will be to create a machine learning model that learns to play Tractor through self-play. It’ll also be an opportunity to explore reinforcement learning using frameworks like PyTorch on a much more complex problem than the small introductory projects I’ve done before.", "repo": "https://github.com/GoldenElf58/tractor-ai", "demo": "https://github.com/GoldenElf58/tractor-ai/releases/latest"}]...
|
[{"post_id": 41687, "ts": "202 [{"post_id": 41687, "ts": "2026-08-06T01:59:05Z", "hours": 10.3986, "text": "Devlog #05 - Beginning on the AI With the desktop game now complete, I started working on the machine learning side of the project. This update lays the groundwork for eventually training an AI to play Tractor. The latest version is available on the GitHub Releases page . AI Framework I set up the initial machine learning framework that future models will use for training and gameplay. While the AI isn’t making intelligent decisions yet, the project now has the base structure needed to begin testing different approaches. Bot Support The game now supports AI-controlled players. For now, they simply make random legal moves and are not in the main release, but this provides a baseline that can later be replaced with a trained model. Other Changes Added the initial training infrastructure. Refactored parts of the codebase to better support AI integration. Continued organizing the project for future machine learning development. Future Plans Create a basic hand-written bot for the AI to mimic. Train the first ML models to mimic the hand-made bot. Replace the random bot with the learned model. Explore self-play to improve the AI beyond imitation."}, {"post_id": 28141, "ts": "2026-07-14T07:43:48Z", "hours": 9.7647, "text": "Devlog #04 - GUI Improvements This update focuses on making Tractor fully playable, adding needed game screens and polishing the overall experience. Highlights include: Main menu Between-round summary Game over screen Improved pass-and-play support with hand hiding between turns Player name customization Resizable window Faster startup time Several bug fixes The latest version is now available on the GitHub Releases page . Better Pass-and-Play There is now a start turn button while playing that keeps the current player’s hand hidden until they are ready to begin. This makes local pass-and-play much more practical by preventing players from accidentally seeing each other’s cards. Game Flow At the end of each round, a round summary screen is now shown that includes the winner, team scores, level changes, trump information, and other round details. The game over screen is also shown at the end of the game to show the winner and the final levels of each team. Bug Fixes Fixed issues that prevented GUI builds from launching correctly on some platforms Fixed bug with the determination of pair trick winners Fixed round transition issues Future Plans The long-term goal is still to train a machine learning model to play Tractor. Continue to improve the interface and gameplay experience."}, {"post_id": 26394, "ts": "2026-07-11T04:57:34Z", "hours": 7.1117, "text": "Devlog #03 - Implemented Tractors and Consecutive Pairs This update adds support for Tractors and Consecutive Pairs, labels players’ plays and bids with their names, and includes several bug fixes. Also, the project hasn’t shipped yet, but you can still download and try the latest version on the GitHub Releases page . Gameplay Improvements Players can now play Consecutive Pairs, including Tractors, which are pairs of cards in the same suit that are consecutive in power. This makes the game essentially* feature complete in terms of gameplay functionality. *Some rule sets also include throws. They are not currently panned because they significantly increase implementation complexity. GUI Improvements The players’ locations (relative to the active player) are labeled with their names (currently “Player 1”, “Player 2”, etc.). Plays containing more than two cards can now be shown (previously unneeded, but now necessary with the addition of Tractors and Consecutive Pairs). Offense and defense points are now displayed throughout the game. Bug Fixes Fixed the round leader not updating correctly. Fixed the trick leader not updating correctly. Fixed an issue where players were incorrectly forced to play a pair if they were out of the led suit when a pair was available and a pair was led. Fixed a miscalculation of the offense and defense points obtained in a round (also causing incorrect round transitions). Future Plans Add main menu. Show more information about the game. Ship the game once the above are done. Long term: Create an AI (using machine learning) to play against."}, {"post_id": 24682, "ts": "2026-07-08T13:04:31Z", "hours": 5.5608, "text": "Devlog #02 - Expanded Gameplay GUI This update makes the game now fully playable through the GUI and includes various bug fixes. The attached video shows the new GUI in action during a trick and a half of gameplay. Also, the project hasn’t shipped yet, but you can still download and try the latest version on the GitHub Releases page . GUI Improvements I expanded the GUI to work in all phases of the game, so you now no longer need the terminal to play. It also now displays information such as the: current bid trump suit and dominant rank cards played in the current trick other turn information Gameplay Improvements Added an Auto button during the drawing round that automatically passes a player’s turn if passing is their only legal move (similar to a previous terminal feature). Bug Fixes Fixed card corner transparency so the cards’ rounded corners render correctly. Fixed several move generation bugs. Future Plans Add main menu. Show more information about the game. Decide on game variant and implement tractors and complicated throws. Ship the game once it’s feature-complete. Long term: Create an AI (using machine learning) to play against."}, {"post_id": 23557, "ts": "2026-07-06T16:18:27Z", "hours": 6.7608, "text": "I implemented a card selection UI for players’ turns. I spent a lot of time polishing the hover and selection/deselection animations. The attached video shows game play of two tricks: the first with a pair lead and the second with a single-card lead. Next steps are to provide more information than just the players’ hands and to extend this functionality to the drawing/bidding and burying phases."}, {"post_id": 22374, "ts": "2026-07-04T20:18:14Z", "hours": 8.4214, "text": "Implemented the core Tractor game logic and a playable terminal UI. The game is functional, though not all edge cases have been tested yet and invalid input may still cause crashes. Wrote a README with installation and usage instructions. Set up a GitHub Actions workflow to automatically build and publish the Windows, macOS, and Linux executables."}]...
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Title: Tractor (Card Game) AI by @GoldenElf | Star Title: Tractor (Card Game) AI by @GoldenElf | Stardance
Devlogs:
Implemented the core Tractor game logic and a playable terminal UI. The game is functional, though not all edge cases have been tested yet and invalid input may still cause crashes. Wrote a README with installation and usage instructions. Set up a GitHub Actions workflow to automatically build and publish the Windows, macOS, and Linux executables.
I implemented a card selection UI for players’ turns. I spent a lot of time polishing the hover and selection/deselection animations. The attached video shows game play of two tricks: the first with a pair lead and the second with a single-card lead. Next steps are to provide more information than just the players’ hands and to extend this functionality to the drawing/bidding and burying phases.
Devlog #02 - Expanded Gameplay GUI This update makes the game now fully playable through the GUI and includes various bug fixes. The attached video shows the new GUI in action during a trick and a half of gameplay. Also, the project hasn’t shipped yet, but you can still download and try the latest version on the GitHub Releases page . GUI Improvements I expanded the GUI to work in all phases of the game, so you now no longer need the terminal to play. It also now displays information such as the: current bid trump suit and dominant rank cards played in the current trick other turn information Gameplay Improvements Added an Auto button during the drawing round that automatically passes a player’s turn if passing is their only legal move (similar to a previous terminal feature). Bug Fixes Fixed card corner transparency so the cards’ rounded corners render correctly. Fixed several move generation bugs. Future Plans Add main menu. Show more information about the game. Decide on game variant and implement tractors and complicated throws. Ship the game once it’s feature-complete. Long term: Create an AI (using machine learning) to play against.
Devlog #03 - Implemented Tractors and Consecutive Pairs This update adds support for Tractors and Consecutive Pairs, labels players’ plays and bids with their names, and includes several bug fixes. Also, the project hasn’t shipped yet, but you can still download and try the latest version on the GitHub Releases page . Gameplay Improvements Players can now play Consecutive Pairs, including Tractors, which are pairs of cards in the same suit that are consecutive in power. This makes the game essentially* feature complete in terms of gameplay functionality. *Some rule sets also include throws. They are not currently panned because they significantly increase implementation complexity. GUI Improvements The players’ locations (relative to the active player) are labeled with their names (currently “Player 1”, “Player 2”, etc.). Plays containing more than two cards can now be shown (previously unneeded, but now necessary with the addition of Tractors and Consecutive Pairs). Offense and defense points are now displayed throughout the game. Bug Fixes Fixed the round leader not updating correctly. Fixed the trick leader not updating correctly. Fixed an issue where players were incorrectly forced to play a pair if they were out of the led suit when a pair was available and a pair was led. Fixed a miscalculation of the offense and defense points obtained in a round (also causing incorrect round transitions). Future Plans Add main menu. Show more information about the game. Ship the game once the above are done. Long term: Create an AI (using machine learning) to play against.
Devlog #04 - GUI Improvements This update focuses on making Tractor fully playable, adding needed game screens and polishing the overall experience. Highlights include: Main menu Between-round summary Game over screen Improved pass-and-play support with hand hiding between turns Player name customization Resizable window Faster startup time Several bug fixes The latest version is now available on the GitHub Releases page . Better Pass-and-Play There is now a start turn button while playing that keeps the current player’s hand hidden until they are ready to begin. This makes local pass-and-play much more practical by preventing players from accidentally seeing each other’s cards. Game Flow At the end of each round, a round summary screen is now shown that includes the winner, team scores, level changes, trump information, and other round details. The game over screen is also shown at the end of the game to show the winner and the final levels of each team. Bug Fixes Fixed issues that prevented GUI builds from launching correctly on some platforms Fixed bug with the determination of pair trick winners Fixed round transition issues Future Plans The long-term goal is still to train a machine learning model to play Tractor. Continue to improve the interface and gameplay experience.
Devlog #05 - Beginning on the AI With the desktop game now complete, I started working on the machine learning side of the project. This update lays the groundwork for eventually training an AI to play Tractor. The latest version is available on the GitHub Releases page . AI Framework I set up the initial machine learning framework that future models will use for training and gameplay. While the AI isn’t making intelligent decisions yet, the project now has the base structure needed to begin testing different approaches. Bot Support The game now supports AI-controlled players. For now, they simply make random legal moves and are not in the main release, but this provides a baseline that can later be replaced with a trained model. Other Changes Added the initial training infrastructure. Refactored parts of the codebase to better support AI integration. Continued organizing the project for future machine learning development. Future Plans Create a basic hand-written bot for the AI to mimic. Train the first ML models to mimic the hand-made bot. Replace the random bot with the learned model. Explore self-play to improve the AI beyond imitation.
Ships:
Tractor (Card Game) I created this desktop game because I wanted to have a simple game I could train an AI on and learn about machine learning techniques. I’ve finally finished the full game implementation that you can download and play right now. Now I can begin training a machine learning model you’ll eventually be able to play against. About Tractor Tractor (AKA Upgrade/Shengji/升级) is a popular Chinese trick-taking card game where players score by capturing specific cards rather than winning tricks. Certain plays can also consist of multiple cards, making strategy more complex. About This Project This project is a playable desktop implementation of Tractor supporting Windows, macOS, and Linux. The long-term goal is to train a machine learning model to play Tractor. The initial plan was just to make a minimal working implementation of Tractor that an AI could interact with, but it evolved to become a fully playable desktop game with an interactive GUI. One thing that was surprisingly difficult to implement was handling Tractors and consecutive pairs. I had to redesign ho plays were represented to support plays with more card amount possibilities. I also had to implement helper functions for filtering and sorting cards based on specific criteria, making it much easier to handle the many edge cases involving consecutive pairs. Future Plans Now that the core game is complete and playable, my next goal will be to create a machine learning model that learns to play Tractor through self-play. It’ll also be an opportunity to explore reinforcement learning using frameworks like PyTorch on a much more complex problem than the small introductory projects I’ve done before....
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1793310815.1901472
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1793397215.1901472
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26120
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Croissant Game by @randompigion | Stardance
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randompigion
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1
|
12.83
|
74
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T19:10:52Z", "hours": 10.0, "multiplier": 8.22, "payout": 74, "blessing": "neutral", "text": "This is a test for an endless runner game-mode for a larger game that i am working on, which runs on itch.io. The level is only like 3-5 minutes long (there’s some ways to speedrun it that i’ve hidden) and inspired from the mach-speed segments in Sonic 06. Making the game wasn’t as hard as i thought, however there were a few issues when i exported it to itch. The game can run perfectly fine locally on a weak computer, but I don’t think the browser can play 3d games right, so the framerate dips significantly. To fix this i had to remove alot of the collisions for the buildings on the side of the roads (since they aren’t crucial for the game running) and i had to make the game cull objects that are far away. Also this is kinda meant to be a bare-bones test of how it feels, so the assets are made to be low-poly (for higher fps). Eventually these will change to be made with alot of effort in blender (the cover art shows a small mockup of what it looks like), but for now i need as much fps as i can get to get it running on a browser. I really like how the cat looks and the animations for it, since i was able to get the textures working and figure out how to export animations in a day. Sadly my higher-res version of it with cell-shading couldn’t export right, so it had to be toned down for this version until i can fix it.", "repo": "https://github.com/Randompigion/CroissantGame1", "demo": "https://randompigion.itch.io/croissant-game-v06"}]...
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[{"post_id": 25359, "ts": "202 [{"post_id": 25359, "ts": "2026-07-09T16:32:42Z", "hours": 2.1503, "text": "#Devlog somethinglike4idkicantremember So for this version, it was moreover trying to listen to feedback for the last reviews and refining how the game plays. Making it look better One of the bigger concerns i saw was the terrible assets in game. To fix this, i just kinda threw in some free kennley assets and now the buildings look better, and they have collision now There’s still alot of work to do. I’m gonna add skyboxes and better lighting, but not right now. Refining Controls Now, you run faster to make it harder >:) Also, people were asking for “more snappy movement” so i’ve doubled the horiziontal speed! People also said the jump was too floaty, so i added a way to cancel it by holding crouch. OPEN WORLD!!! I’ve started to add in a open world for you to select levels. Its still a major WIP, but the controls are done! Getting the camera to work was a bit of a pain, but now you can focus and unfocus the game!"}, {"post_id": 21917, "ts": "2026-07-04T03:12:22Z", "hours": 0.6833, "text": "When i shipped my project didn’t do so well, so before adding more content, I’m gonna address the issues from the first version. Alot of the reviews talked about the game looking bad, which honestly is true. I tried making all the assets for the entire game, but honestly they took too long so they look half done. Instead, sadly, i’ve opted to use free assets to get it looking better. This should make it seem a bit more polished and let me focus on the character’s animations. Secondly, i’ve made the decision make the game an .exe file instead of running in the browser. Alot of the reviews talked about the buildings not having collisions which i kinda explained why in the readme which were caused because i was trying to get it to do well when played on itch. By turning it this way, I won’t have to cut corners to make it preform better. This would make the game less easy to use, but it’s necessary if i was having this many issues in just a single game-mode. Lastly, alot of the concerns were about the game being too confusing to use and adding a title screen. To fix this, the next build will be held off until i can get those in-game, so i can have an npc tell you how to play. I’ll also remake the level to be shorter, and gradually introduce more obstacles like the spikes someone recommended. Today i got the new assets in game, and started to remake the level to see how it would look. I’ve attached a photo of it"}, {"post_id": 18527, "ts": "2026-06-29T18:25:28Z", "hours": 0.9533, "text": "I opted to delay the release by a day to iron out some last minute issues (i kinda fell alseep before i could ship) i tried modifying the camera angle to to get it to look better, but it turned out i just needed to move the mesh down. Now it now no longer looks like you are levitating of the ground Also i did some last minute touches to the level layout to make it a bit better. Before there was a really tight segment that i liked, but i realized it might be too hard on the player so i made it easier. Lastly i made it only render the objects that are within 550 meters from the player (before it was the entire level). This increases performance, and adds in a cool effect where the objects get pulled into existence which i like. The build will be released right after i post this final devlog."}, {"post_id": 18018, "ts": "2026-06-29T00:03:08Z", "hours": 2.8836, "text": "Hey everyone, time for a second devlog to the croissant game! I got alot of progress done for the game, well not the game as a whole, but for the running mini-game in it. Now that i think of it, i’ve never really explained how that works. Basically the game will jump between a few other smaller game modes (like 3d platformer, running, skateboarding, visual novel) to progress the plot around. Because of this, i need to code a bunch of smaller engines that i can use for those segments. So to do the running part, i basically coded in the default platformer controls and made it so you always are getting velocity forward. This was honestly the simplest way i could think of getting this to work, and it makes it so i just need to change a small thing to turn it into the platformer controls! All the collision, animations, sounds (well there are no sounds yet, i’m gonna add that into V1.0) will be reusable! Also, i made the level layout modular so i can use it later. For the assets, i made them in blender, same as the animations. These are still placeholders, so they’re gonna be a bit janky, but it’ll be fixed later. Oh also i got a sun system working!!! Today I will be releasing the first build of the game. Its still a work in progress, but honestly at this point i need more feedback over anything else. I’m gonna leave a list of things to do for the V1.0 release later after the first ship: Add in sound Get the visual novel engine working so i can explain the plot of the game Remove the placeholder textures Add in a world map Add in a platformer level (shouldn’t be that hard bc of the reasons above) Other things i’ll add based on the feedback. Excited to release the beta build!"}, {"post_id": 17358, "ts": "2026-06-28T03:28:39Z", "hours": 6.4003, "text": "hey guys this it my first devlog! Anyways, i’ve been working on this game about some ridiculously large story me and my friends have been working on (which to be honest is wayy too confusing to get into here) . Anyways for the game, I’m making it try to be modular and swap between various game-modes so the fully finished game will be actually massive (like there’s over 140+ pages that i have to turn into this game). One these is a endless runner (like the mach speed sections in sonic 06). Somehow I was able to get an entire build for it in one day (i locked in) so you can see what it looks like bellow. I still need to fix all the assets since they were placeholder, but it should be done quickly. I don’t really want feel talking much about it in this devlog, since the first beta build will be out tomorrow! (yes i’m shipping it this week for that sticker)"}]...
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Title: Croissant Game by @randompigion | Stardance Title: Croissant Game by @randompigion | Stardance
Devlogs:
hey guys this it my first devlog! Anyways, i’ve been working on this game about some ridiculously large story me and my friends have been working on (which to be honest is wayy too confusing to get into here) . Anyways for the game, I’m making it try to be modular and swap between various game-modes so the fully finished game will be actually massive (like there’s over 140+ pages that i have to turn into this game). One these is a endless runner (like the mach speed sections in sonic 06). Somehow I was able to get an entire build for it in one day (i locked in) so you can see what it looks like bellow. I still need to fix all the assets since they were placeholder, but it should be done quickly. I don’t really want feel talking much about it in this devlog, since the first beta build will be out tomorrow! (yes i’m shipping it this week for that sticker)
Hey everyone, time for a second devlog to the croissant game! I got alot of progress done for the game, well not the game as a whole, but for the running mini-game in it. Now that i think of it, i’ve never really explained how that works. Basically the game will jump between a few other smaller game modes (like 3d platformer, running, skateboarding, visual novel) to progress the plot around. Because of this, i need to code a bunch of smaller engines that i can use for those segments. So to do the running part, i basically coded in the default platformer controls and made it so you always are getting velocity forward. This was honestly the simplest way i could think of getting this to work, and it makes it so i just need to change a small thing to turn it into the platformer controls! All the collision, animations, sounds (well there are no sounds yet, i’m gonna add that into V1.0) will be reusable! Also, i made the level layout modular so i can use it later. For the assets, i made them in blender, same as the animations. These are still placeholders, so they’re gonna be a bit janky, but it’ll be fixed later. Oh also i got a sun system working!!! Today I will be releasing the first build of the game. Its still a work in progress, but honestly at this point i need more feedback over anything else. I’m gonna leave a list of things to do for the V1.0 release later after the first ship: Add in sound Get the visual novel engine working so i can explain the plot of the game Remove the placeholder textures Add in a world map Add in a platformer level (shouldn’t be that hard bc of the reasons above) Other things i’ll add based on the feedback. Excited to release the beta build!
I opted to delay the release by a day to iron out some last minute issues (i kinda fell alseep before i could ship) i tried modifying the camera angle to to get it to look better, but it turned out i just needed to move the mesh down. Now it now no longer looks like you are levitating of the ground Also i did some last minute touches to the level layout to make it a bit better. Before there was a really tight segment that i liked, but i realized it might be too hard on the player so i made it easier. Lastly i made it only render the objects that are within 550 meters from the player (before it was the entire level). This increases performance, and adds in a cool effect where the objects get pulled into existence which i like. The build will be released right after i post this final devlog.
When i shipped my project didn’t do so well, so before adding more content, I’m gonna address the issues from the first version. Alot of the reviews talked about the game looking bad, which honestly is true. I tried making all the assets for the entire game, but honestly they took too long so they look half done. Instead, sadly, i’ve opted to use free assets to get it looking better. This should make it seem a bit more polished and let me focus on the character’s animations. Secondly, i’ve made the decision make the game an .exe file instead of running in the browser. Alot of the reviews talked about the buildings not having collisions which i kinda explained why in the readme which were caused because i was trying to get it to do well when played on itch. By turning it this way, I won’t have to cut corners to make it preform better. This would make the game less easy to use, but it’s necessary if i was having this many issues in just a single game-mode. Lastly, alot of the concerns were about the game being too confusing to use and adding a title screen. To fix this, the next build will be held off until i can get those in-game, so i can have an npc tell you how to play. I’ll also remake the level to be shorter, and gradually introduce more obstacles like the spikes someone recommended. Today i got the new assets in game, and started to remake the level to see how it would look. I’ve attached a photo of it
#Devlog somethinglike4idkicantremember So for this version, it was moreover trying to listen to feedback for the last reviews and refining how the game plays. Making it look better One of the bigger concerns i saw was the terrible assets in game. To fix this, i just kinda threw in some free kennley assets and now the buildings look better, and they have collision now There’s still alot of work to do. I’m gonna add skyboxes and better lighting, but not right now. Refining Controls Now, you run faster to make it harder >:) Also, people were asking for “more snappy movement” so i’ve doubled the horiziontal speed! People also said the jump was too floaty, so i added a way to cancel it by holding crouch. OPEN WORLD!!! I’ve started to add in a open world for you to select levels. Its still a major WIP, but the controls are done! Getting the camera to work was a bit of a pain, but now you can focus and unfocus the game!
Ships:
This is a test for an endless runner game-mode for a larger game that i am working on, which runs on itch.io. The level is only like 3-5 minutes long (there’s some ways to speedrun it that i’ve hidden) and inspired from the mach-speed segments in Sonic 06. Making the game wasn’t as hard as i thought, however there were a few issues when i exported it to itch. The game can run perfectly fine locally on a weak computer, but I don’t think the browser can play 3d games right, so the framerate dips significantly. To fix this i had to remove alot of the collisions for the buildings on the side of the roads (since they aren’t crucial for the game running) and i had to make the game cull objects that are far away. Also this is kinda meant to be a bare-bones test of how it feels, so the assets are made to be low-poly (for higher fps). Eventually these will change to be made with alot of effort in blender (the cover art shows a small mockup of what it looks like), but for now i need as much fps as i can get to get it running on a browser. I really like how the cat looks and the animations for it, since i was able to get the textures working and figure out how to export animations in a day. Sadly my higher-res version of it with cell-shading couldn’t export right, so it had to be toned down for this version until i can fix it....
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1793285425.1038382
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1793371825.1038382
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26121
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GameWare Malfunction by @JustCoding8790 | Stardanc GameWare Malfunction by @JustCoding8790 | Stardance...
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JustCoding8790
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T05:32:55Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare-like game, consisting of 3 simple microgames. I’ve added a few extra nice touches such as animated text/banners. Most of my main challenges were related to coding, such as triggering animations after certain events and figuring out how to teleport an object to another location. I’m proud of how I managed to create an actual working demo in Godot (compared to how other projects went before Stardance). This game is intended to be played by people who play video games occasionally. Keep in mind this demo is really short.", "repo": "https://github.com/JustCoding8790/GameWare-Malfunction", "demo": "https://justcoding8790.itch.io/gameware-malfunction"}]...
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[{"post_id": 25607, "ts": "202 [{"post_id": 25607, "ts": "2026-07-09T23:51:37Z", "hours": 2.9761, "text": "Devlog #2: Demo Release + Level Screen Additions + New Base Microgame While finishing the demo, I managed to do the following: Create a third working microgame Add some small instructions for microgames Update the README 3 hours for all of these changes. Not too bad. GameWare Malfunction is on itch.io now, but there’s only 3 microgames at the moment. Every once in a while, I’ll come back to this project to work on it a bit more, but for now, I have decided on Universal Existence to be my main top priority for Stardance. Game link: https://justcoding8790.itch.io/gameware-malfunction"}, {"post_id": 19343, "ts": "2026-06-30T16:56:43Z", "hours": 7.1819, "text": "Devlog #1: Menus, Microgames, and Modification Madness For a first devlog, it may seem like I barely got as much done. However, I decided to go a bit beyond the guide by applying some minor changes, such as improving the UI, adding extra animations, etc. As you can see in the video below, I’ve added some small details that I think could help make the game feel nicer. In the next 4-5 hours, I want to try and do the following: Create another microgame Create harder versions of each microgame for when the player progresses past a certain point. Fix some minor problems (like how the timer sometimes glitches out). Create a boss stage when the player reaches microgame #10. CC0 Assets Used in this Game: https://kenney.nl/assets/new-platformer-pack"}]...
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Title: GameWare Malfunction by @JustCoding8790 | S Title: GameWare Malfunction by @JustCoding8790 | Stardance
Devlogs:
Devlog #1: Menus, Microgames, and Modification Madness For a first devlog, it may seem like I barely got as much done. However, I decided to go a bit beyond the guide by applying some minor changes, such as improving the UI, adding extra animations, etc. As you can see in the video below, I’ve added some small details that I think could help make the game feel nicer. In the next 4-5 hours, I want to try and do the following: Create another microgame Create harder versions of each microgame for when the player progresses past a certain point. Fix some minor problems (like how the timer sometimes glitches out). Create a boss stage when the player reaches microgame #10. CC0 Assets Used in this Game: https://kenney.nl/assets/new-platformer-pack
Devlog #2: Demo Release + Level Screen Additions + New Base Microgame While finishing the demo, I managed to do the following: Create a third working microgame Add some small instructions for microgames Update the README 3 hours for all of these changes. Not too bad. GameWare Malfunction is on itch.io now, but there’s only 3 microgames at the moment. Every once in a while, I’ll come back to this project to work on it a bit more, but for now, I have decided on Universal Existence to be my main top priority for Stardance. Game link: https://justcoding8790.itch.io/gameware-malfunction
Ships:
I made a WarioWare-like game, consisting of 3 simple microgames. I’ve added a few extra nice touches such as animated text/banners. Most of my main challenges were related to coding, such as triggering animations after certain events and figuring out how to teleport an object to another location. I’m proud of how I managed to create an actual working demo in Godot (compared to how other projects went before Stardance). This game is intended to be played by people who play video games occasionally. Keep in mind this demo is really short....
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1793267695.4762514
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1793354095.4762514
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26137
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Obsidian Lang by @Drake | Stardance
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Drake
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1
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12.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T23:06:37Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Obsidian Lang, a toy programming language I built from scratch in C++ that compiles down to x86-64 NASM assembly for Windows. It’s got a tokenizer, a two-pass interpreter, and codegen for functions, arithmetic, print, return, const, and func. What was challenging? Getting the codegen right was brutal, lots of cascading bugs and token indexing errors that would silently break everything downstream. Debugging assembly output when the bug is actually three layers up in the tokenizer is a special kind of pain. #What are you proud of? That it actually compiles and runs real programs now. Going from “I want to understand how compilers work” to a working toolchain that spits out real assembly is the whole reason I started this. #What should people know so they can test your project? Windows only for now (uses Windows direct API assembly, so no Linux/Mac support yet sorry Stardance folks on other OSes!). You’ll need NASM, G++/MinGW-w64, and CMake installed first grab the release and follow the README setup steps.", "repo": "https://github.com/veefs/obsidian-lang", "demo": "https://github.com/veefs/obsidian-lang/releases/tag/obsidian-compiler"}]...
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[{"post_id": 22469, "ts": "202 [{"post_id": 22469, "ts": "2026-07-04T22:59:25Z", "hours": 0.3458, "text": "Obsidian Release! 🎉 I have finally finished coding the first release of Obsidian! To install it, head over to the Releases tab I tried to make the setup process as simple as possible. If you run into any trouble, please leave a comment or open an issue and I’ll help you out! Getting Started Go to the Releases page Download the latest release for your platform Follow the setup instructions included with the release Make sure you have the dependencies installed (NASM, G++/MinGW-w64, CMake) see the README for install steps Found a bug? This is the first release, so there will absolutely be rough edges please open an issue with: What you were trying to do What happened instead Your OS / setup Thanks for checking out Obsidian Lang, and happy coding!"}, {"post_id": 20381, "ts": "2026-07-01T23:23:52Z", "hours": 1.7547, "text": "Yet Another Obsidian Devlog going to keep this one short and sweet because I honestly didn’t add much, butt his is what I added: print \"lambda functions and function calls now work!\" func test() -> int {2 + 2}; return test(); Lambda Functions & Function Calls Lambda Functions fully working for addition and subtraction, still can’t put in multiple inputs, but you know what that’s fine. You can now officially use function calls they work and it’s great, took a lot of coding / logic but it works! Assembly Code For Example: global obsidian_program extern GetStdHandle extern WriteConsoleA extern ExitProcess section .text test: mov eax, 2 mov ebx, 2 add eax, ebx ret obsidian_program: sub rsp, 40 mov ecx, -11 call GetStdHandle mov rcx, rax lea rdx, [rel str0] mov r8d, 47 lea r9, [rel written] mov qword [rsp+32], 0 call WriteConsoleA add rsp, 40 call test mov ecx, eax sub rsp, 40 call ExitProcess section .bss written resd 1 section .data str0 db \"lambda functions and function calls now work!\", 13, 10"}, {"post_id": 20286, "ts": "2026-07-01T20:51:58Z", "hours": 1.7208, "text": "Obsidian v1 updates Devlog What’s new? Finally got basic lambda style return functions working. Right now these both compile all the way through the tokenizer, IR, NASM generation, and actually run correctly: func test() -> int {2 + 2}; func anothertest() -> int {2 - 2}; test currently spits out: mov eax, 2 mov ebx, 2 add eax, ebx ret So the entire pipeline is finally working end to end. Syntax change I ended up changing the function syntax halfway through development. Originally it looked like this: func test() -> { 2 + 2 } The problem is -> was basically trying to do two different jobs at once. It was acting like “here comes the function body” instead of what it should actually mean: “here comes the return type.” That would’ve forced the parser to guess whether the next token was a type or the start of a block, which is just unnecessary pain when the fix is simple. Now it’s: func name() -> type { body } Way cleaner, no ambiguity, and honestly it reads a lot better too. Under the hood Parentheses are now their own tokens (_OPEN_PAREN / _CLOSE_PAREN) instead of getting lumped together with braces. Expressions are currently evaluated by folding left-to-right through (operator, operand) pairs. +, -, *, and / all work with integer literals. One limitation right now is there’s no operator precedence yet. So: 2 + 3 * 4 currently evaluates as: ((2 + 3) * 4) = 20 instead of: 2 + (3 * 4) = 14 Not really a bug, just something I haven’t implemented yet. The real fix is building an expression tree instead of another parser hack. Right now everything also assumes the operands are integer literals. Variables aren’t hooked into expression evaluation yet, so identifiers basically don’t work inside expressions. Function bodies are also limited to a single expression for now no multiple statements or nested expressions yet. Next up Proper operator precedence (expression trees) Variables inside expressions Multi-statement function bodies Saving/restoring non-volatile registers once functions start calling other functions. Right now I’m using ebx as a scratch register, which is perfectly fine for leaf functions but won’t fly forever once function calls exist."}, {"post_id": 19761, "ts": "2026-07-01T04:34:42Z", "hours": 1.0067, "text": "Obsidian Lang v1 Dev Log (this is a progress update, not a release announcement) What is Obsidian Lang? Obsidian Lang is a programming language I’m building from scratch. The primary goal isn’t the language itself, it’s mastering parsing, interpretation, and assembly generation. So far the project has forced me to get much more comfortable with C++ and x86-64 assembly, which has been the real payoff. The problem Most languages marketed as “beginner friendly” fall into one of two traps. Some oversimplify to the point of being a dead end (Scratch). Others let you write things that work today but teach habits that fall apart later (Python). Obsidian Lang is my attempt at something different: a language designed so that it effectively cannot crash. Whatever the input, even malformed input, the program keeps running. How that’s implemented The interpreter is built to absorb mistakes rather than halt on them. Errors get logged, execution continues, and the user still gets a running program out the other end. Architecture The pipeline is two passes: Tokenize. Raw source text is scanned character by character into a flat token stream ( Tokens.h / Tokenize.cpp ). Keywords ( return , print , let , const , func , int ), operators ( + - * / = -> ), literals, and identifiers are all recognized here. Interpret. The token stream is walked once to build an intermediate representation, a flat list of Line structs, each tagged with a category ( Create , Header , Info , Program , Section , Function ), a label, and the emitted text. That IR is then walked a second time in a fixed order defined in docs/archecture.md to produce the final NASM x64 output: global directive, extern headers, .text section, function bodies, the obsidian_program entry point, program body, .bss , .data , and .rdata , in that order. Currently supported: print \"string\" compiles down to a direct Win32 WriteConsoleA call, with the string byte count computed at compile time (including the CRLF). return <int> maps to ExitProcess . Since there’s no branching yet, whichever return is lexically last in the source is the one that determines the actual exit code, the exit sequence itself is always emitted once, at the very end, so later print calls can’t clobber ecx before the process actually exits. const <type> <name> = <value> allocates a .rdata entry. func <name> -> <int> emits a minimal function body with a mov / ret sequence. Operators ( + - * / ), let bindings, and full function bodies are tokenized already but not yet wired into codegen, that’s the next chunk of work. Why this approach Keeping the IR as one flat, tagged struct instead of a proper AST was a deliberate simplification for v1. It made the two-pass emit order easy to reason about and easy to debug (the interpreter dumps every function name and variable name it collected at the end of a run). It won’t scale forever, but for getting a first working pipeline from source text to a runnable Windows executable, it did the job."}, {"post_id": 19598, "ts": "2026-06-30T23:06:00Z", "hours": 1.7792, "text": "Obsidian Lang – Added functions defined with func <name>(params) I also added a return opperater that kinda mimics a lambda function the token is called _RET_OP same function called but instead you do func<name>(params) -> <return_code>"}, {"post_id": 19000, "ts": "2026-06-30T05:06:37Z", "hours": 1.35, "text": "Obsidian Lang - Fully dynamic coding language written in c++ & assembly. I have added a couple more tokens, but the thing I want to focus on in this dev post is the variable scopes. I know have a let and a const variable scope that allow me to do different things. According to my design const will be mutable. More progress soon"}, {"post_id": 16379, "ts": "2026-06-26T17:35:26Z", "hours": 2.2769, "text": "Obsidian Lang Devlog v2 You can now print hello world! Yes you heard that right with our proprietary enterprise insane level 9000 code by typing print \"hello world\"; it prints hello world!. This is a huge step because to even get here and be able to use print multiple times etc. there’s a whole sorting algorithm I had to make for my interrupter to sort and build the correct assembly code dynamically. More information here: https://github.com/veefs/obsidian-lang/blob/main/docs/archecture.md"}, {"post_id": 16058, "ts": "2026-06-26T02:53:53Z", "hours": 2.0361, "text": "Obsidian Lang v1 - Got the basic assembly code conversation working for my programming language, dealing with a lot of annoying logic stuff related to the assembly code generation, but other than that this is an incredibly fun project already to work on I can’t want to sink in many hours. Obsidian Lang will hopefully be a capable little toy language"}]...
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Title: Obsidian Lang by @Drake | Stardance
Devlog Title: Obsidian Lang by @Drake | Stardance
Devlogs:
Obsidian Lang v1 - Got the basic assembly code conversation working for my programming language, dealing with a lot of annoying logic stuff related to the assembly code generation, but other than that this is an incredibly fun project already to work on I can’t want to sink in many hours. Obsidian Lang will hopefully be a capable little toy language
Obsidian Lang Devlog v2 You can now print hello world! Yes you heard that right with our proprietary enterprise insane level 9000 code by typing print "hello world"; it prints hello world!. This is a huge step because to even get here and be able to use print multiple times etc. there’s a whole sorting algorithm I had to make for my interrupter to sort and build the correct assembly code dynamically. More information here: https://github.com/veefs/obsidian-lang/blob/main/docs/archecture.md
Obsidian Lang - Fully dynamic coding language written in c++ & assembly. I have added a couple more tokens, but the thing I want to focus on in this dev post is the variable scopes. I know have a let and a const variable scope that allow me to do different things. According to my design const will be mutable. More progress soon
Obsidian Lang – Added functions defined with func <name>(params) I also added a return opperater that kinda mimics a lambda function the token is called _RET_OP same function called but instead you do func<name>(params) -> <return_code>
Obsidian Lang v1 Dev Log (this is a progress update, not a release announcement) What is Obsidian Lang? Obsidian Lang is a programming language I’m building from scratch. The primary goal isn’t the language itself, it’s mastering parsing, interpretation, and assembly generation. So far the project has forced me to get much more comfortable with C++ and x86-64 assembly, which has been the real payoff. The problem Most languages marketed as “beginner friendly” fall into one of two traps. Some oversimplify to the point of being a dead end (Scratch). Others let you write things that work today but teach habits that fall apart later (Python). Obsidian Lang is my attempt at something different: a language designed so that it effectively cannot crash. Whatever the input, even malformed input, the program keeps running. How that’s implemented The interpreter is built to absorb mistakes rather than halt on them. Errors get logged, execution continues, and the user still gets a running program out the other end. Architecture The pipeline is two passes: Tokenize. Raw source text is scanned character by character into a flat token stream ( Tokens.h / Tokenize.cpp ). Keywords ( return , print , let , const , func , int ), operators ( + - * / = -> ), literals, and identifiers are all recognized here. Interpret. The token stream is walked once to build an intermediate representation, a flat list of Line structs, each tagged with a category ( Create , Header , Info , Program , Section , Function ), a label, and the emitted text. That IR is then walked a second time in a fixed order defined in docs/archecture.md to produce the final NASM x64 output: global directive, extern headers, .text section, function bodies, the obsidian_program entry point, program body, .bss , .data , and .rdata , in that order. Currently supported: print "string" compiles down to a direct Win32 WriteConsoleA call, with the string byte count computed at compile time (including the CRLF). return <int> maps to ExitProcess . Since there’s no branching yet, whichever return is lexically last in the source is the one that determines the actual exit code, the exit sequence itself is always emitted once, at the very end, so later print calls can’t clobber ecx before the process actually exits. const <type> <name> = <value> allocates a .rdata entry. func <name> -> <int> emits a minimal function body with a mov / ret sequence. Operators ( + - * / ), let bindings, and full function bodies are tokenized already but not yet wired into codegen, that’s the next chunk of work. Why this approach Keeping the IR as one flat, tagged struct instead of a proper AST was a deliberate simplification for v1. It made the two-pass emit order easy to reason about and easy to debug (the interpreter dumps every function name and variable name it collected at the end of a run). It won’t scale forever, but for getting a first working pipeline from source text to a runnable Windows executable, it did the job.
Obsidian v1 updates Devlog What’s new? Finally got basic lambda style return functions working. Right now these both compile all the way through the tokenizer, IR, NASM generation, and actually run correctly: func test() -> int {2 + 2}; func anothertest() -> int {2 - 2}; test currently spits out: mov eax, 2 mov ebx, 2 add eax, ebx ret So the entire pipeline is finally working end to end. Syntax change I ended up changing the function syntax halfway through development. Originally it looked like this: func test() -> { 2 + 2 } The problem is -> was basically trying to do two different jobs at once. It was acting like “here comes the function body” instead of what it should actually mean: “here comes the return type.” That would’ve forced the parser to guess whether the next token was a type or the start of a block, which is just unnecessary pain when the fix is simple. Now it’s: func name() -> type { body } Way cleaner, no ambiguity, and honestly it reads a lot better too. Under the hood Parentheses are now their own tokens (_OPEN_PAREN / _CLOSE_PAREN) instead of getting lumped together with braces. Expressions are currently evaluated by folding left-to-right through (operator, operand) pairs. +, -, *, and / all work with integer literals. One limitation right now is there’s no operator precedence yet. So: 2 + 3 * 4 currently evaluates as: ((2 + 3) * 4) = 20 instead of: 2 + (3 * 4) = 14 Not really a bug, just something I haven’t implemented yet. The real fix is building an expression tree instead of another parser hack. Right now everything also assumes the operands are integer literals. Variables aren’t hooked into expression evaluation yet, so identifiers basically don’t work inside expressions. Function bodies are also limited to a single expression for now no multiple statements or nested expressions yet. Next up Proper operator precedence (expression trees) Variables inside expressions Multi-statement function bodies Saving/restoring non-volatile registers once functions start calling other functions. Right now I’m using ebx as a scratch register, which is perfectly fine for leaf functions but won’t fly forever once function calls exist.
Yet Another Obsidian Devlog going to keep this one short and sweet because I honestly didn’t add much, butt his is what I added: print "lambda functions and function calls now work!" func test() -> int {2 + 2}; return test(); Lambda Functions & Function Calls Lambda Functions fully working for addition and subtraction, still can’t put in multiple inputs, but you know what that’s fine. You can now officially use function calls they work and it’s great, took a lot of coding / logic but it works! Assembly Code For Example: global obsidian_program extern GetStdHandle extern WriteConsoleA extern ExitProcess section .text test: mov eax, 2 mov ebx, 2 add eax, ebx ret obsidian_program: sub rsp, 40 mov ecx, -11 call GetStdHandle mov rcx, rax lea rdx, [rel str0] mov r8d, 47 lea r9, [rel written] mov qword [rsp+32], 0 call WriteConsoleA add rsp, 40 call test mov ecx, eax sub rsp, 40 call ExitProcess section .bss written resd 1 section .data str0 db "lambda functions and function calls now work!", 13, 10
Obsidian Release! 🎉 I have finally finished coding the first release of Obsidian! To install it, head over to the Releases tab I tried to make the setup process as simple as possible. If you run into any trouble, please leave a comment or open an issue and I’ll help you out! Getting Started Go to the Releases page Download the latest release for your platform Follow the setup instructions included with the release Make sure you have the dependencies installed (NASM, G++/MinGW-w64, CMake) see the README for install steps Found a bug? This is the first release, so there will absolutely be rough edges please open an issue with: What you were trying to do What happened instead Your OS / setup Thanks for checking out Obsidian Lang, and happy coding!
Ships:
What did you make? Obsidian Lang, a toy programming language I built from scratch in C++ that compiles down to x86-64 NASM assembly for Windows. It’s got a tokenizer, a two-pass interpreter, and codegen for functions, arithmetic, print, return, const, and func. What was challenging? Getting the codegen right was brutal, lots of cascading bugs and token indexing errors that would silently break everything downstream. Debugging assembly output when the bug is actually three layers up in the tokenizer is a special kind of pain. #What are you proud of? That it actually compiles and runs real programs now. Going from “I want to understand how compilers work” to a working toolchain that spits out real assembly is the whole reason I started this. #What should people know so they can test your project? Windows only for now (uses Windows direct API assembly, so no Linux/Mac support yet sorry Stardance folks on other OSes!). You’ll need NASM, G++/MinGW-w64, and CMake installed first grab the release and follow the README setup steps....
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1793350228.7668264
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Pronouns.Page Bot by @benshawmean | Stardance
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benshawmean
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1
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11.0
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21
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T03:23:23Z", "hours": 11.0, "multiplier": 2.1, "payout": 21, "blessing": "neutral", "text": "Many hours of refactoring took place, but finally, the bot has been completely migrated to Bun", "repo": "https://github.com/PronounsPage/PronounsPageBot", "demo": "https://discord.gg/nvrA4Gcxve"}]...
|
[{"post_id": 16066, "ts": "202 [{"post_id": 16066, "ts": "2026-06-26T03:17:59Z", "hours": 10.8997, "text": "I have been working on refactoring the Discord Bot to use Bun.sh Main things I have done so far: Use dynamic loading of modules Add in testing suites Setup logging utilities Fix up bot library tasks"}]...
|
Title: Pronouns.Page Bot by @benshawmean | Stardan Title: Pronouns.Page Bot by @benshawmean | Stardance
Devlogs:
I have been working on refactoring the Discord Bot to use Bun.sh Main things I have done so far: Use dynamic loading of modules Add in testing suites Setup logging utilities Fix up bot library tasks
Ships:
Many hours of refactoring took place, but finally, the bot has been completely migrated to Bun...
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1793271057.4066327
|
1793357457.4066327
|
|
26158
|
potato by @yay | Stardance
|
yay
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T23:46:04Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is potatoOS :) Potato OS is an cute little operating system running in your browser :D It’s themed around the various plushies I have in my house. It has 3 apps: the welcome screen, a notepad, and a random number guessing game. This was my first project using javascript, so it was a bit challenging, and I used AI to help debug some parts. To access it, just click on the link in the repo :D", "repo": "https://github.com/xinyal-12237/wafflee", "demo": "https://pineapple-bun.vercel.app/"}]...
|
[{"post_id": 21153, "ts": "202 [{"post_id": 21153, "ts": "2026-07-02T23:18:17Z", "hours": 1.4711, "text": "Progress update: made the last window a random number guessing game. fixed some small bugs in the notepad made the apps in the dock labeled correctly almost ready to ship :D"}, {"post_id": 19478, "ts": "2026-06-30T20:10:20Z", "hours": 2.2331, "text": "potatoOS progress update: I converted the window into a notepad! You can now give it a title, edit the text, and save it. I also organized the js so that its easier to read :)"}, {"post_id": 17733, "ts": "2026-06-28T17:23:30Z", "hours": 3.3703, "text": "I’m working on potatoOS :) though the apps are not done yet"}]...
|
Title: potato by @yay | Stardance
Devlogs:
I’m wo Title: potato by @yay | Stardance
Devlogs:
I’m working on potatoOS :) though the apps are not done yet
potatoOS progress update: I converted the window into a notepad! You can now give it a title, edit the text, and save it. I also organized the js so that its easier to read :)
Progress update: made the last window a random number guessing game. fixed some small bugs in the notepad made the apps in the dock labeled correctly almost ready to ship :D
Ships:
This is potatoOS :) Potato OS is an cute little operating system running in your browser :D It’s themed around the various plushies I have in my house. It has 3 apps: the welcome screen, a notepad, and a random number guessing game. This was my first project using javascript, so it was a bit challenging, and I used AI to help debug some parts. To access it, just click on the link in the repo :D...
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1793252898.7056825
|
1793339298.7056825
|
|
26161
|
Open-JP by @Isanchezv | Stardance
|
Isanchezv
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T23:48:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Over the past few weeks, I focused on transforming Open-JP from a Japanese learning platform into a project that can support learning any language. I implemented multilingual support across the interface, improved the translation system, and reorganized parts of the project to make it easier for the open-source community to add new languages and contribute content. One of the biggest challenges was designing the localization system so that pages, lessons, and components would remain easy to maintain as more languages are added. I’m especially proud that the project is becoming more accessible and flexible, allowing people from different backgrounds to learn in their native language while also making it simple for contributors to expand the platform. If you’re testing the project, try switching between the available languages, navigate through different pages and lessons, and check that the interface and translations remain consistent. Any missing or incorrect translations are valuable feedback and great opportunities for future contributions.", "repo": "https://github.com/isanchezv07/open-jp", "demo": "https://open-jp.vercel.app"}]...
|
[{"post_id": 16597, "ts": "202 [{"post_id": 16597, "ts": "2026-06-27T00:24:00Z", "hours": 2.0864, "text": "Currently I’m working on Open-JP, focusing on expanding language support so that more people from different parts of the world can use it without barriers. The goal is to make the project fully accessible and truly open-source, allowing anyone to contribute improvements, add new languages, and adapt it to their own needs. I’m also trying to structure it in a way that makes internationalization easier in the future, so the project can scale beyond just a single language or region and become a more global tool driven by the community."}]...
|
Title: Open-JP by @Isanchezv | Stardance
Devlogs: Title: Open-JP by @Isanchezv | Stardance
Devlogs:
Currently I’m working on Open-JP, focusing on expanding language support so that more people from different parts of the world can use it without barriers. The goal is to make the project fully accessible and truly open-source, allowing anyone to contribute improvements, add new languages, and adapt it to their own needs. I’m also trying to structure it in a way that makes internationalization easier in the future, so the project can scale beyond just a single language or region and become a more global tool driven by the community.
Ships:
Over the past few weeks, I focused on transforming Open-JP from a Japanese learning platform into a project that can support learning any language. I implemented multilingual support across the interface, improved the translation system, and reorganized parts of the project to make it easier for the open-source community to add new languages and contribute content. One of the biggest challenges was designing the localization system so that pages, lessons, and components would remain easy to maintain as more languages are added. I’m especially proud that the project is becoming more accessible and flexible, allowing people from different backgrounds to learn in their native language while also making it simple for contributors to expand the platform. If you’re testing the project, try switching between the available languages, navigate through different pages and lessons, and check that the interface and translations remain consistent. Any missing or incorrect translations are valuable feedback and great opportunities for future contributions....
|
1793274582.5631654
|
1793360982.5631654
|
|
26179
|
AshleyWare by @lynop81 | Stardance
|
lynop81
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T00:24:13Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "very barebones warioware game, might add more later visual assets by me", "repo": "https://github.com/lynop81/WarioWareGame", "demo": "https://westerlies.itch.io/ashleyware"}]...
|
[{"post_id": 18033, "ts": "202 [{"post_id": 18033, "ts": "2026-06-29T00:20:26Z", "hours": 0.8578, "text": "made lose and win screen + debugged"}, {"post_id": 17885, "ts": "2026-06-28T20:26:57Z", "hours": 0.9344, "text": "clicker level done"}, {"post_id": 17798, "ts": "2026-06-28T18:44:35Z", "hours": 1.7103, "text": "platformer level works without exploding now"}, {"post_id": 17437, "ts": "2026-06-28T06:50:03Z", "hours": 2.2261, "text": "a"}]...
|
Title: AshleyWare by @lynop81 | Stardance
Devlogs Title: AshleyWare by @lynop81 | Stardance
Devlogs:
a
platformer level works without exploding now
clicker level done
made lose and win screen + debugged
Ships:
very barebones warioware game, might add more later visual assets by me...
|
1793253360.9983637
|
1793339760.9983637
|
|
26181
|
PixelWare by @Pixeleyesd | Stardance
|
Pixeleyesd
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T08:24:30Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare style game in Godot with 3 minigames, my own (kinda ok) assets, no ai, and a sickkk death / win screen. My own minigame (third one) is “Catch the falling garlics”, where you have to move around to catch the garlics.", "repo": "https://github.com/Pixeleyesd/pixelware", "demo": "https://pixeleyesd.itch.io/pixelware"}]...
|
[{"post_id": 18188, "ts": "202 [{"post_id": 18188, "ts": "2026-06-29T07:43:35Z", "hours": 0.4444, "text": "I finished off the 3rd minigame and polished up the title, timer, win and lose screens, almost ready to export and ship. :)"}, {"post_id": 18058, "ts": "2026-06-29T01:22:31Z", "hours": 6.2031, "text": "I spent too long… I also forgot to make a devlog so here we go! I made a win and a lose screen, I finished the first and second levels, I started work on the 3rd level, and I broke the win and lose stuff so now i have to fix those. :/ YAY animations are also looking cool"}, {"post_id": 16792, "ts": "2026-06-27T08:12:26Z", "hours": 0.825, "text": "I made a cool start screen for my PixelWare game, as well as making a few custom assets for it."}]...
|
Title: PixelWare by @Pixeleyesd | Stardance
Devlo Title: PixelWare by @Pixeleyesd | Stardance
Devlogs:
I made a cool start screen for my PixelWare game, as well as making a few custom assets for it.
I spent too long… I also forgot to make a devlog so here we go! I made a win and a lose screen, I finished the first and second levels, I started work on the 3rd level, and I broke the win and lose stuff so now i have to fix those. :/ YAY animations are also looking cool
I finished off the 3rd minigame and polished up the title, timer, win and lose screens, almost ready to export and ship. :)
Ships:
I made a WarioWare style game in Godot with 3 minigames, my own (kinda ok) assets, no ai, and a sickkk death / win screen. My own minigame (third one) is “Catch the falling garlics”, where you have to move around to catch the garlics....
|
1792842493.5896673
|
1793706493.5896673
|
|
26192
|
web based GAMEOS by @shyamks1828 | Stardance
|
shyamks1828
|
1
|
1.73
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T11:03:21Z", "hours": 1.0, "multiplier": 1.83, "payout": 1, "blessing": "neutral", "text": "This is my web OS called gamer OS. I want it to be a web os that allows to play retro games. The source files are in my git repo. If you download all required files you can play the games offline. For now only flappy bird is added. more games will be added in future iterations.", "repo": "https://github.com/coderrcboy/Gamer-OS.-web-based-/tree/version2-with-javascript-logic", "demo": "https://coderrcboy.github.io/Gamer-OS.-web-based-/"}]...
|
[{"post_id": 16827, "ts": "202 [{"post_id": 16827, "ts": "2026-06-27T10:08:35Z", "hours": 0.7278, "text": "added browsing. seperated logic to js filee and desigm to css file. i am planning on adding next game very soon. the ram cpu battery are static numbers. future upgrades will be aiming to sync them to actual device values."}, {"post_id": 16218, "ts": "2026-06-26T10:53:53Z", "hours": 0.2736, "text": "I have added the first game flappy bird. more games to come soon!"}, {"post_id": 16150, "ts": "2026-06-26T07:43:23Z", "hours": 0.2675, "text": "I am making an web os for retro gaming so you can play. the first version is offline. hope to make the concurrent versions also offline with many games."}]...
|
Title: web based GAMEOS by @shyamks1828 | Stardanc Title: web based GAMEOS by @shyamks1828 | Stardance
Devlogs:
I am making an web os for retro gaming so you can play. the first version is offline. hope to make the concurrent versions also offline with many games.
I have added the first game flappy bird. more games to come soon!
added browsing. seperated logic to js filee and desigm to css file. i am planning on adding next game very soon. the ram cpu battery are static numbers. future upgrades will be aiming to sync them to actual device values.
Ships:
This is my web OS called gamer OS. I want it to be a web os that allows to play retro games. The source files are in my git repo. If you download all required files you can play the games offline. For now only flappy bird is added. more games will be added in future iterations....
|
1792878535.963454
|
1793742535.963454
|
|
26238
|
Marten by @tosterabgx | Stardance
|
tosterabgx
|
1
|
23.83
|
359
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T23:13:03Z", "hours": 23.0, "multiplier": 15.53, "payout": 359, "blessing": "neutral", "text": "Marten is ready for its first release! I’ve created a free, open-source reverse tunnel tool for both raw TCP and HTTP traffic, with everything secured using TLS. This is definitely not the final version. There’s still so much more to add, like accounts, tunnel management and statistics. Stay tuned for more updates!", "repo": "https://github.com/tosterabgx/marten", "demo": "https://usemarten.tech"}]...
|
[{"post_id": 31182, "ts": "202 [{"post_id": 31182, "ts": "2026-07-19T11:49:08Z", "hours": 0.83, "text": "Law update I added the Terms of Service page to withdraw any responsibility. I don’t want to go to jail if someone uses marten for some illegal stuff Also, fixed some minor bugs in a client (like incorrect url for tcp connections)"}, {"post_id": 27972, "ts": "2026-07-13T22:36:19Z", "hours": 0.9003, "text": "Website update Made the /status page actually useful, showing the time since the start and the number of active tunnels. btw, this page helped me to detect a memory leak of the http listeners :p Old listeners weren’t closed when their control connection dropped, so they would accumulate and crash the server."}, {"post_id": 27110, "ts": "2026-07-12T11:42:02Z", "hours": 8.1161, "text": "Huge update HTTPS is here! From now on, all http connections are redirected from random subdomains. They are also secured with tls, thanks to cloudflare. Updated website Added /docs/ and /status/ pages on my website."}, {"post_id": 19118, "ts": "2026-06-30T11:06:48Z", "hours": 0.8119, "text": "Small update Updated the README. Now it looks clean and much more informative than it was before"}, {"post_id": 18012, "ts": "2026-06-28T23:51:15Z", "hours": 3.7658, "text": "Now we have a mascot! (and a landing page) Designed a polygonal vector logo that resembles a marten (what a coincidence) What was made Built a minimalistic landing page with the Astro framework. There’s not much here for now, but just the basic info. What’s next? I want to add http support with random address assignment, so websites can be served on port 443 with https."}, {"post_id": 17113, "ts": "2026-06-27T19:44:23Z", "hours": 7.1231, "text": "Yay, it’s working I’ve finally managed to finish the TCP tunnel part. As always, I overengineered at least something. This time, it was the deployment. Now every push to main starts a GitHub Actions workflow that automatically builds and deploys the server. It was fun, but it took a pretty long time to figure out CI/CD for the first time :D"}, {"post_id": 16540, "ts": "2026-06-26T22:01:18Z", "hours": 2.5086, "text": "What is Marten? Marten is a free reverse tunnel (just like ngrok) that I’m building with Go. It’s my first project in Go, so it’s also a good way to learn the language itself :p My TCP design and a first connection Designed the connection process (for tcp only) and build a simple server and a client that can send messages to each other! Big thanks to bore for inspiration on how to do this."}]...
|
Title: Marten by @tosterabgx | Stardance
Devlogs: Title: Marten by @tosterabgx | Stardance
Devlogs:
What is Marten? Marten is a free reverse tunnel (just like ngrok) that I’m building with Go. It’s my first project in Go, so it’s also a good way to learn the language itself :p My TCP design and a first connection Designed the connection process (for tcp only) and build a simple server and a client that can send messages to each other! Big thanks to bore for inspiration on how to do this.
Yay, it’s working I’ve finally managed to finish the TCP tunnel part. As always, I overengineered at least something. This time, it was the deployment. Now every push to main starts a GitHub Actions workflow that automatically builds and deploys the server. It was fun, but it took a pretty long time to figure out CI/CD for the first time :D
Now we have a mascot! (and a landing page) Designed a polygonal vector logo that resembles a marten (what a coincidence) What was made Built a minimalistic landing page with the Astro framework. There’s not much here for now, but just the basic info. What’s next? I want to add http support with random address assignment, so websites can be served on port 443 with https.
Small update Updated the README. Now it looks clean and much more informative than it was before
Huge update HTTPS is here! From now on, all http connections are redirected from random subdomains. They are also secured with tls, thanks to cloudflare. Updated website Added /docs/ and /status/ pages on my website.
Website update Made the /status page actually useful, showing the time since the start and the number of active tunnels. btw, this page helped me to detect a memory leak of the http listeners :p Old listeners weren’t closed when their control connection dropped, so they would accumulate and crash the server.
Law update I added the Terms of Service page to withdraw any responsibility. I don’t want to go to jail if someone uses marten for some illegal stuff Also, fixed some minor bugs in a client (like incorrect url for tcp connections)
Ships:
Marten is ready for its first release! I’ve created a free, open-source reverse tunnel tool for both raw TCP and HTTP traffic, with everything secured using TLS. This is definitely not the final version. There’s still so much more to add, like accounts, tunnel management and statistics. Stay tuned for more updates!...
|
1793267745.7619753
|
1793354145.7619753
|
|
26257
|
Debate Arena by @mucksuck | Stardance
|
mucksuck
|
1
|
8.0
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T09:03:16Z", "hours": 1.0, "multiplier": 8.82, "payout": 10, "blessing": "neutral", "text": "built Debate Arena — a multiplayer AI debate app where two people join a room via a 6-character code, each gets an AI advocate arguing their side, and a judge AI delivers the final verdict on who won challenging: syncing both players in real time with Firebase so the judge only fires after both arguments are submitted. also accidentally exposed my Gemini API key mid-build 💀 caught it fast and rotated it proud of: the multi-provider support — works with Claude, Gemini, and OpenAI. users just bring their own key. built the whole thing in vanilla HTML/CSS/JS, no frameworks to test it: open the link, create a room, share the 6-char code with a friend, pick your sides on any topic and let the AI fight it out 👇 mucksuck-oss.github.io/debate-arena", "repo": "https://github.com/MUCKSUCK-Oss/debate-arena", "demo": "https://mucksuck-oss.github.io/debate-arena/"}]...
|
[{"post_id": 22553, "ts": "202 [{"post_id": 22553, "ts": "2026-07-05T02:23:04Z", "hours": 1.0, "text": "change the design of the web app clean and simple try it on my github website ( https://mucksuck-oss.github.io/debate-arena/ )"}, {"post_id": 20443, "ts": "2026-07-02T01:14:17Z", "hours": 0.0, "text": "ok so debate arena is finally fully working spent way too long fighting CORS errors trying to call hack club ai directly from the browser (turns out you just can’t, it’s server side only). ended up spinning up a cloudflare worker as a proxy so the browser talks to the worker, worker talks to hack club ai, no more CORS nonsense also added a HC / NPC tab switcher on the setup screen. hack club ai is the default (free, no card needed), npc mode lets you bring your own gemini/openai/claude key if you want your specific model fighting mucksuck-oss.github.io/debate-arena"}, {"post_id": 19353, "ts": "2026-06-30T17:04:07Z", "hours": 0.0, "text": "hey i know it is not working i am working on it"}, {"post_id": 19201, "ts": "2026-06-30T13:46:20Z", "hours": 5.0, "text": "ok so i finally caved and added hack club ai support to debate arena you can now use it without needing your own api key, just grab a free one from ai.hackclub.com and pick a model. still kept the old provider thing too (gemini/openai/claude) just moved it behind a “npc mode” tab so it doesn’t scare off normal people also fixed like 3 git disasters in the process don’t ask mucksuck-oss.github.io/debate-arena"}, {"post_id": 16684, "ts": "2026-06-27T03:46:23Z", "hours": 0.0, "text": "how to use debate arena:- 1. step you must have two API key one for one person. 2. now just fill the form with you name your API key and everything else. 3 now either you create a room or join one. 4 lay back and let your AI debate for you this that simple enjoy."}, {"post_id": 16364, "ts": "2026-06-26T16:58:38Z", "hours": 1.0, "text": "Let’s go!! 🎉 I finally fixed the bug and resolved the Firebase error! Man, their APIs can be really tough to work with, but we got through it. I’m the man! 😎 Time to enjoy the win and keep building!"}, {"post_id": 16175, "ts": "2026-06-26T08:55:52Z", "hours": 1.0, "text": "built a multiplayer AI debate app where two people join a room via a 6-char code, each gets an AI advocate arguing their side, and a judge AI delivers the final verdict stack: vanilla HTML/CSS/JS + Firebase for real-time multiplayer + supports Claude, Gemini & OpenAI (bring your own key) biggest challenge was syncing both players in real time and making sure the judge only fires after both arguments are submitted it’s live and open source 👇 mucksuck-oss.github.io/debate-arena"}]...
|
Title: Debate Arena by @mucksuck | Stardance
Devl Title: Debate Arena by @mucksuck | Stardance
Devlogs:
built a multiplayer AI debate app where two people join a room via a 6-char code, each gets an AI advocate arguing their side, and a judge AI delivers the final verdict stack: vanilla HTML/CSS/JS + Firebase for real-time multiplayer + supports Claude, Gemini & OpenAI (bring your own key) biggest challenge was syncing both players in real time and making sure the judge only fires after both arguments are submitted it’s live and open source 👇 mucksuck-oss.github.io/debate-arena
Let’s go!! 🎉 I finally fixed the bug and resolved the Firebase error! Man, their APIs can be really tough to work with, but we got through it. I’m the man! 😎 Time to enjoy the win and keep building!
how to use debate arena:- 1. step you must have two API key one for one person. 2. now just fill the form with you name your API key and everything else. 3 now either you create a room or join one. 4 lay back and let your AI debate for you this that simple enjoy.
ok so i finally caved and added hack club ai support to debate arena you can now use it without needing your own api key, just grab a free one from ai.hackclub.com and pick a model. still kept the old provider thing too (gemini/openai/claude) just moved it behind a “npc mode” tab so it doesn’t scare off normal people also fixed like 3 git disasters in the process don’t ask mucksuck-oss.github.io/debate-arena
hey i know it is not working i am working on it
ok so debate arena is finally fully working spent way too long fighting CORS errors trying to call hack club ai directly from the browser (turns out you just can’t, it’s server side only). ended up spinning up a cloudflare worker as a proxy so the browser talks to the worker, worker talks to hack club ai, no more CORS nonsense also added a HC / NPC tab switcher on the setup screen. hack club ai is the default (free, no card needed), npc mode lets you bring your own gemini/openai/claude key if you want your specific model fighting mucksuck-oss.github.io/debate-arena
change the design of the web app clean and simple try it on my github website ( https://mucksuck-oss.github.io/debate-arena/ )
Ships:
built Debate Arena — a multiplayer AI debate app where two people join a room via a 6-character code, each gets an AI advocate arguing their side, and a judge AI delivers the final verdict on who won challenging: syncing both players in real time with Firebase so the judge only fires after both arguments are submitted. also accidentally exposed my Gemini API key mid-build 💀 caught it fast and rotated it proud of: the multi-provider support — works with Claude, Gemini, and OpenAI. users just bring their own key. built the whole thing in vanilla HTML/CSS/JS, no frameworks to test it: open the link, create a room, share the 6-char code with a friend, pick your sides on any topic and let the AI fight it out 👇 mucksuck-oss.github.io/debate-arena...
|
1792878791.3002687
|
1793742791.3002687
|
|
26291
|
Cstrike Web 2000 by @aquafr0stbyte | Stardance
|
aquafr0stbyte
|
1
|
3.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T09:56:46Z", "hours": 3.0, "multiplier": 11.76, "payout": 36, "blessing": "neutral", "text": "Counter-Strike 2000 Website Template >_< I’ve always loved old websites. To me, they shouldn’t just be archived and forgotten—they deserve to stay alive! ^_^ So I spent some time rebuilding and modernizing the original Counter-Strike website from 2000 , recreating it as faithfully as possible and porting it to Flask . This repository contains the template version , so anyone can use it for their own projects. :3 (*^▽^*) Customization I’m not entirely sure if it’s obvious what needs to be changed to get the intended styling. If you already know some HTML, you should be able to figure things out without too much trouble. For complete beginners, though… it might be a little overwhelming at first. >~< (≧◡≦) Goal I tried to make the final result look as close to the original website as possible, and I’m really happy with how authentic it turned out. If you compare it to the original, I think it captures the same feel really well. ^-^ (。•̀ᴗ-)✧ Feedback If you find any bugs, have ideas for improvements, or build something cool with this template, feel free to hit me up! :3 Have fun, and happy coding! <3", "repo": "https://github.com/AquaFrostByte/www.counter-strike.net/", "demo": "https://cstrike2k.lain.onl/"}]...
|
[{"post_id": 17497, "ts": "202 [{"post_id": 17497, "ts": "2026-06-28T09:49:05Z", "hours": 0.8064, "text": "I added a Script that allows an easy deploy via services and Gunicorn. Also made some final Tweaks before shipping!!"}, {"post_id": 16903, "ts": "2026-06-27T13:34:37Z", "hours": 1.4889, "text": "The website is done! Well at least the template… The Full Site is now using Flask instad of raw Html. I remade the default Template.html as well as the Downloads.html. Everything seems to work on my Systems and its looking as close to the original as possible i think at least :P I still have to make my Personal site but for everyone else that want to use it as a base its pretty much done!"}, {"post_id": 16229, "ts": "2026-06-26T11:20:46Z", "hours": 0.4681, "text": "Got done with the Ad banners and clean up the News Feed. Will now work on porting it over to Flask"}, {"post_id": 16208, "ts": "2026-06-26T10:34:01Z", "hours": 0.3308, "text": "Had the basic Structure done already of the Websit including scraping all old imaes and recources i need. Now iam just rebuilding the Adbanners because there services are way dead."}]...
|
Title: Cstrike Web 2000 by @aquafr0stbyte | Starda Title: Cstrike Web 2000 by @aquafr0stbyte | Stardance
Devlogs:
Had the basic Structure done already of the Websit including scraping all old imaes and recources i need. Now iam just rebuilding the Adbanners because there services are way dead.
Got done with the Ad banners and clean up the News Feed. Will now work on porting it over to Flask
The website is done! Well at least the template… The Full Site is now using Flask instad of raw Html. I remade the default Template.html as well as the Downloads.html. Everything seems to work on my Systems and its looking as close to the original as possible i think at least :P I still have to make my Personal site but for everyone else that want to use it as a base its pretty much done!
I added a Script that allows an easy deploy via services and Gunicorn. Also made some final Tweaks before shipping!!
Ships:
Counter-Strike 2000 Website Template >_< I’ve always loved old websites. To me, they shouldn’t just be archived and forgotten—they deserve to stay alive! ^_^ So I spent some time rebuilding and modernizing the original Counter-Strike website from 2000 , recreating it as faithfully as possible and porting it to Flask . This repository contains the template version , so anyone can use it for their own projects. :3 (*^▽^*) Customization I’m not entirely sure if it’s obvious what needs to be changed to get the intended styling. If you already know some HTML, you should be able to figure things out without too much trouble. For complete beginners, though… it might be a little overwhelming at first. >~< (≧◡≦) Goal I tried to make the final result look as close to the original website as possible, and I’m really happy with how authentic it turned out. If you compare it to the original, I think it captures the same feel really well. ^-^ (。•̀ᴗ-)✧ Feedback If you find any bugs, have ideas for improvements, or build something cool with this template, feel free to hit me up! :3 Have fun, and happy coding! <3...
|
1793321706.314181
|
1793408106.314181
|
|
26293
|
RNG for WearOS by @nouxinf | Stardance
|
nouxinf
|
1
|
8.0
|
91
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T19:22:26Z", "hours": 8.0, "multiplier": 12.01, "payout": 91, "blessing": "neutral", "text": "RNG is a WearOS smartwatch app that lets you generate random numbers. It has 3 modes: Coin flip Dice roll Custom range of random numbers between 1-100 It’s made with Android Studio with Jetpack Compose in Kotlin, a language I’ve never worked with before prior to this project. As a matter of fact I’d never properly dabbled in Android development before this. Working on this app was difficult as WearOS is far less documented than standard mobile Android, but I got through it and this is my first real, public native app! You can follow the instructions in the README to download the app onto your smartwatch. Unfortunately if you do not have a WearOS smartwatch you won’t be able to run this project, however you may be able to run it in an emulator on sufficiently powerful hardware.", "repo": "https://github.com/nouxinf/rng", "demo": "https://github.com/nouxinf/rng/releases/tag/v1.2"}]...
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[{"post_id": 45352, "ts": "202 [{"post_id": 45352, "ts": "2026-08-11T19:00:59Z", "hours": 0.4067, "text": "Updated the README to have clear instructions on how to install the app before shipping"}, {"post_id": 45290, "ts": "2026-08-11T17:32:29Z", "hours": 1.6233, "text": "Fixed some bugs that were mentioned earlier, I’m pretty sure it’s ready to ship now! I’ve added f-droid metadata to the project, however I tried to add it there but they haven’t got back to me. Also made this cool banner image which is attached:"}, {"post_id": 18500, "ts": "2026-06-29T17:47:05Z", "hours": 3.1022, "text": "Added a custom range feature to my RNG WearOS app, so users can now pick a range between 1-100 for random numbers. The reason I didn’t make it fully custom, allowing any number is because support for custom input in WearOS is limited, so I settled for using 2 Pickers. However, just while writing this devlog, I realised that if the first number was bigger than the second number, the app crashes! Fortunately I’ve realised this before shipping."}, {"post_id": 16227, "ts": "2026-06-26T11:18:23Z", "hours": 2.4292, "text": "RNG for WearOS I’ve started working on my first WearOS and my first Android app in general. It’s a pretty small utility app that lets users generate random numbers, by flipping a coin, rolling a die or using a custom range. It’s made in Android Studio using Jetpack Compose, so the UI looks native to WearOS. So far I’ve made a coin flip and a dice roll, next up is a custom range mode, and possibly options to customise the die and coin icons."}]...
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Title: RNG for WearOS by @nouxinf | Stardance
Dev Title: RNG for WearOS by @nouxinf | Stardance
Devlogs:
RNG for WearOS I’ve started working on my first WearOS and my first Android app in general. It’s a pretty small utility app that lets users generate random numbers, by flipping a coin, rolling a die or using a custom range. It’s made in Android Studio using Jetpack Compose, so the UI looks native to WearOS. So far I’ve made a coin flip and a dice roll, next up is a custom range mode, and possibly options to customise the die and coin icons.
Added a custom range feature to my RNG WearOS app, so users can now pick a range between 1-100 for random numbers. The reason I didn’t make it fully custom, allowing any number is because support for custom input in WearOS is limited, so I settled for using 2 Pickers. However, just while writing this devlog, I realised that if the first number was bigger than the second number, the app crashes! Fortunately I’ve realised this before shipping.
Fixed some bugs that were mentioned earlier, I’m pretty sure it’s ready to ship now! I’ve added f-droid metadata to the project, however I tried to add it there but they haven’t got back to me. Also made this cool banner image which is attached:
Updated the README to have clear instructions on how to install the app before shipping
Ships:
RNG is a WearOS smartwatch app that lets you generate random numbers. It has 3 modes: Coin flip Dice roll Custom range of random numbers between 1-100 It’s made with Android Studio with Jetpack Compose in Kotlin, a language I’ve never worked with before prior to this project. As a matter of fact I’d never properly dabbled in Android development before this. Working on this app was difficult as WearOS is far less documented than standard mobile Android, but I got through it and this is my first real, public native app! You can follow the instructions in the README to download the app onto your smartwatch. Unfortunately if you do not have a WearOS smartwatch you won’t be able to run this project, however you may be able to run it in an emulator on sufficiently powerful hardware....
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1793264017.2840395
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1793350417.2840395
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26304
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My very own WebOS by @zayalan | Stardance
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zayalan
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1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:47:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme.", "repo": "https://github.com/sasukeop108/ZayalanOS", "demo": "https://zayalan-os.vercel.app/"}]...
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[{"post_id": 17548, "ts": "202 [{"post_id": 17548, "ts": "2026-06-28T11:39:49Z", "hours": 2.7153, "text": "Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel."}, {"post_id": 17013, "ts": "2026-06-27T16:48:55Z", "hours": 5.7267, "text": "Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom."}, {"post_id": 16245, "ts": "2026-06-26T11:53:24Z", "hours": 0.7097, "text": "I worked on the top menu bar,background image and i centered the welcome box."}, {"post_id": 16209, "ts": "2026-06-26T10:36:11Z", "hours": 0.6044, "text": "Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos."}]...
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Title: My very own WebOS by @zayalan | Stardance
Title: My very own WebOS by @zayalan | Stardance
Devlogs:
Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos.
I worked on the top menu bar,background image and i centered the welcome box.
Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom.
Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel.
Ships:
This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme....
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1793299656.1514828
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1793386056.1514828
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26318
|
delta vr pcbs by @oxy | Stardance
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oxy
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1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:08:27Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hey, this is deltavr. these are the pcbs from my 2nd biggest role in this project with my partner, its a project that has slam tracking from the headset, advanced imus, steamvr support and just maybe it will be fully mobile if this becomes something bigger like a startup in the future, but yeah also the optics are special, its pseudo pancakes made of 2 stacked fresnels, me and my friend are doing all this from scratch, the pcbs i designed, the firmware we are making ourselves, the lenses were making ourselves, the software for slam with the cameras we are making too, pretty much all of it and I’m loving this project so much so far, i hope you guys find it as cool as i do <3 more personal version: the pcbs are officially complete, and I’m finally shipping, making and designing and the pcbs and making a proper a bom and getting greenlit by my friend whos funding this was such a crazy thing, alot of work but i love this all so much and deltavr will actually be the project im doing for my professional aptitude test in my school, for my first real big like actual project this so far was such a big like thing for me and i genuinely loved all of this, the pcbs were so much fun to make, figuring out how everything will look and be made of so i can make the pcbs correctly, doing proper searching for parts on aliexpress, alibaba etc has been enlightening to say the least but like I’m done its complete i made the pcbs, i cant believe its actually done I’m so so happy with the quality of what I’ve made and to say I’ve learnt a lot would be an understatement, i really was hoping i’d finish this project before September and i thought id ship the entire thing physically built when my birthday rolled around, turns out its actually quite hard to do all of this even with assistance, in retrospect tho the only thing id change is never using fusion 360, genuinely its so bad, anyways i really hope whoever you are reading this i hope YOU are having a nice day or night and with all that said its been a pleasure on stardance and i will continue this project further and im so excited for the outcome! with love oxy <3", "repo": "https://github.com/oxy-2/deltavr", "demo": ""}]...
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[{"post_id": 53692, "ts": "202 [{"post_id": 53692, "ts": "2026-08-24T11:24:33Z", "hours": 4.0319, "text": "sorry for the big delays, having some issues rn, i have to wait for a some money so i can pay for some stuff and like then i can finish the demo site and like yada yada, sorry its affecting the timing, i had planned to ship yesterday, its really how this entire project has been that i keep overestimating how fast ill get it done by assuming things will just work, ill try to have it shipped this week, the project itself is done and pushed to git like the pcbs i just dont have a demo, maybe ill just make it my personal site and just put a small part at the bottom to show like what i have rn and have it simple cuz this shits killing me, heres a uh picture of the new hmd board, i had to remake it and do the wiring and add a radio module, again sorry for all the delays, i hope you have a nice rest of your day/night. with love oxy <3"}, {"post_id": 52615, "ts": "2026-08-22T20:35:32Z", "hours": 13.05, "text": "Final devlogs before the final devlog tomorrow and ship on sunday, so this is the controller pcb, its done finally i have routing tmrw but its easy and i have addition to main board of the a radio module for better signal too then im shipping this damn thing, oh also update to my personal site tmrw and adding a blog and updates page with hackatime integration and stuff for me and john when we start working hard, this was a long fucking day i worked like 13 total at least and logged a little less but also there was the other day when stardance just didnt let me use my 5 hours the other day maybe its cuz it was edited and power outage idk, anyways yes theres art on my pcbs, its ruan mei and blackswan from hsr, also the logo on the front and some little texts, so this pcb has a radio mosdule meant for off board external installation, the imu is dead center for best rotational data afaik, the joystick is tmr and work via a analog to digital conveter, it also does the two hall effect sensors which are for the triggers, next thing is to build them or a proto and also a then i will start on big evil firmware, also apologies to anyone hoping id finish this in stardances timeframe, it was the plan and this project will go on as its for me to enter uni kinda, long story that tho, anyways i will like i said publish further updates on oxygenated.uk and yeah i appreciate any and all support this project has gotten, if its a like, a comment, etc, makes me happy, anyways i hope everyone has a great rest of their day / night. with love oxy <3"}, {"post_id": 51340, "ts": "2026-08-20T23:06:59Z", "hours": 7.5575, "text": "much work, alot actually, so today was actually my birthday, i had lots of fun, new phone its amazing, great food, amazing cake, played mc with the wifey, went out with the family and had fun with friends, but i took a kidna break day, i prolly shouldnt have but yeah its my bday ig, anyways im working on rerouting rn and redesign but heres a sneak peak at the controller pcb ooooeoeoe, yea that thing ive been promising for like forever lol, finally almost done, im shipping this project once im done it and im satesfied, this stardance page after all was for the pcbs and the 3d modelling and coding is for later, maybe ill put em with another hackclub program as ive grown to love hc, its been a pleasure with stardance and im so sad its closing soon so i have to stop this project with just the pcbs, but its been so much fun, to anyone reading this if ur under 18 and still nto fully sure with hackclub and stuff but u even have a smither of love for engeneering and stuff, persue it, it will help u so much, im eternally grateful for what this platform has provided me and on that note goodnight and happy birthday to me and may you all sleep well. with love oxy <3"}, {"post_id": 49681, "ts": "2026-08-18T15:55:12Z", "hours": 13.6719, "text": "i have done a massive amount of work, so i pulled the trigger and decided to finally switched to kicad, the hmd pcb is done and its so beautiful i fucking love it, also im getting used to kicad and its so so so awesome im so happy i switched from fuh ahh fusion, so today i have another like 4 hours 57 mins of recording to log but i gotta wirte a devlog first so this will talk abt what i did yesterday cuz i didnt post it yesterday cuz i was on minecraft with the wifey (girlfriend, techincally fianceé), anyways so basically i spent a while routing the pcb in schematics and i with the help of wifey made a really nice logo that im personally proud of, so the new pcb is just a lsm6dsv, the nrf52840 mcu and a calibration led but no button cuz its like always in your pc as its the hmd board, i also gave it a 2x07 pin spot for debugging the imu, it legit exposes every individual pin which i think will be very usefull for me atleast, also i made sure to pick the bigger pad options for the smd footprints as im still very much a beginner in hot air soldering and i dont even have a hotplate, infact last time i tried i cracked a microcontroller chip which im a dumbahh for otdl, anyways ill attach images of the new pcb and the schematic, i hope you have a very nice rest of your day / night. with love oxy <3"}, {"post_id": 47632, "ts": "2026-08-15T17:33:00Z", "hours": 5.3792, "text": "i spent like the entire day working, i forgot to log most of it and the log i did make i fumbled and accidentally deleted while posting on lapse and also misclicked and couldnt edit, today was shit, my sleep has been shit too, anyways uh i got kicad working and openrouter for my opencode and also i finally got the prices down, its so fucking expensive its like 600 eur or sum bullshit, thats a high estimate its closer to 499 or sum but yeah anywasy here are some pics of the plans i made after hours of shopping and thinking and wanting to lowk blow up also im having some issues that might cause me not to get work done tmrw, sorry if i cant do anything tmrw, have a great rest of your day / night. with love oxy <3 (sorry for my horrible handwriting lol)"}, {"post_id": 44727, "ts": "2026-08-10T17:42:59Z", "hours": 11.7933, "text": "i made a severe and continued lapse in judgement, so alot has happened, i killed my printers mainboard, i made a site, made a filament dry box, build a electronics enclosure, made my own site, list goes on, i even updated pomos but yeah sheit day to have hand yesterday was too cuz i sliced my thumb to my hand open with a bad drill bit working on metal, anyways tmrw ill like yk do the controllers yk fully and get my partner on call and have him check over things and we are good"}, {"post_id": 36986, "ts": "2026-07-29T12:49:58Z", "hours": 10.8775, "text": "ive been doing some more work i got used to working with my imus or well a similar one, i did some like smd soldering to learn how to a bit better, i also received my t12 soldering iron, its a stc oled and its really cool and im loving it, the tips are very long and you like slot them in also they are iron clad which is awesome and means the like 70 or so euros i invested into buying it will go way farther than the stuff i bought and used to keep my old generic wall plug soldering iron, its a very cool iron, i love it alot, also im in the process of printing more things, so i can eventually work with my asa filament also im running out of pla but yeah ima make an enclosure for all the electronics on my printer like the psu, mobo, screen and thats gonna sit ontop of the laptop i use as a klipper host and also for tailscale and yada yada, i sadly overcapped hours on this devlog by about a hour but thats okay, ive wanted a 10 or more hour devlog for a while anyways, also i got some sheet metal to make the 3d printer encolsure with some cardboard boxes, big ones, so this is all so i can work with materials that need an enclosure, asa is one of them and i wanna do other engineering filaments soon, soon btw soon i promise controllers soon, its just this is a hardware project, not a theoretical one, i have to build this and i swear if this damned project ends up not working out do to me not having setup things personally i will literally loose it, anyways all that out the way i hope everyone has a great rest of their day and or subsequent night and bye bye, much love -oxy"}, {"post_id": 34822, "ts": "2026-07-25T20:36:48Z", "hours": 9.4881, "text": "I DID THE PCB LIKE I ACTUALLY DID IT all the wiring is done and i have the files to get it printed like LETSS GOOOOO but yeah so i have screenshots of everything here i have to update the repo with this and then the next thing will be the headset design and then the firmware last and then followed by the controller firmware first then controller pcbs and i already have designs in mind, anyways my gf tells me not to work so much cuz i will get burnt out so since this a monumental step i will be taking a break tmrw as its sunday, ill do my 5 mins and then take in my gf’s words a well deserved rest then im going to make my partner absolutely slave away on the full hmd design under my supervision and then ill start with firmware, ig tmrw ill just setup github desktop and get the current hades firmware and start yk, have a great day or night whoever you are, much love -oxy (also shipping i will actually be shipping YAY it will be the first ship done once i have the hmd stuff fully done)"}, {"post_id": 33596, "ts": "2026-07-23T17:23:43Z", "hours": 9.7336, "text": "so i spent more time fixing up the printer as everything has to be functional for when i have the PCBs in hand and have them done cuz if i have to focus and put attention on it then that’s gonna be absolutely shit so i want to get everything relating to the printer out the way first and i think its gone well, outside of a lot of stringing for some reason i have really good and clean prints and i am happy with my “lightly” modified ender 3, the next thing i am moving to is going to be a big enclosure for it so i can work with ASA filament to be able to make strong and resistant prints, i already have a very nice spool sitting around, also i have to build a filament drying system cuz eventually like carbon fiber nylon ill print on my ender and all but yeah so regarding PCBs i have low key been procrastinating doing them because i am always tired after gym at like 6am and then staying up late with my gf but yea ill fix my schedule and tomorrow i will start on them, promise, ill also post a dev log abt what i did and such to start tomorrow, regarding PCBs again though i might be cooked cuz i think out of me and my partner i might have to cover them in costs which might be absolute hemorrhoids because i have like 4.57 euros in my bank account, no extra cents laying around or nothing, genuinely i am broke as shit."}, {"post_id": 31823, "ts": "2026-07-20T14:43:18Z", "hours": 9.0275, "text": "we are moving to SLAM based tracking, a massive amount of work was done so ive completed the BoM other than pcbs and filament, so i made the bom did the theory work on all components needed and uh im almost done fixing my fuckass ender 3 which is like a ship of theseus at this point with the ammount of modification ive put it through, but yeah most of my work was finding the right components making sure they would work together etc so now i just need to get the parts, design the pcbs and the shell and build the mechanical parts like for ipd and the lens array whatchamacallits oh yeah we are making like pseudo pancake lenses following this paper https://opg.optica.org/oe/fulltext.cfm?uri=oe-32-25-44164 and in big part this hackday project https://hackaday.io/project/187343-the-psuedopancakes big thanks to the authors of both sources, also as this will be loosely off hades vr big thanks to them you can learn more about them at https://github.com/HadesVR/HadesVR also of course ORB-SLAM3 which you can see here https://github.com/UZ-SLAMLab/ORB_SLAM3 but yeah now i have to split up work for me and my partner and ofc buy the parts which will hurt as it totals 570 ish euros which is diabolical but its all gonna be open source and be a smd made vr headset people can modify and make their own versions of, i really hope lots of people like it, ill attach below some pictures from my work, i hope you have a nice day or night whoever you are reading this and sorry for any grammatical errors and such."}, {"post_id": 26405, "ts": "2026-07-11T05:43:41Z", "hours": 6.45, "text": "so so so much work also i could have sworn i already posted a devlog for this, whatevs its fine lol, so i have all this stuff done for the pcbs and ive started soldering imus and promicro boards in the mean time before i do anything else with ordering my pcbs cuz im broke as shit and cant afford nothing lmao, but yeah so this is what ive made, later ill remake it all smd and MAYBE i add slam tracking capabilities to this headset and its controllers, thats so much more work tho especially the controllers, we will see i suppose, oh and also john locked tf in and got our model started, will drop a pic of that too ofc"}, {"post_id": 25149, "ts": "2026-07-09T05:34:41Z", "hours": 1.5875, "text": "genuinely ive spent so long trying to do this, hopefully hardware projects arent unable to be done after outpost, i cant fly out to san franscisco anyways its very expensive but yeah i found a nice tutorial that im following, T-T, below ive attatched a picture of my magnum opus"}, {"post_id": 21691, "ts": "2026-07-03T19:39:07Z", "hours": 0.8003, "text": "i just cant figure out fusion360, ill try kicad ig hopefuly its bettert ort maybe i follow hackpad guide to learn pcb in fusion"}, {"post_id": 20749, "ts": "2026-07-02T13:22:10Z", "hours": 0.7481, "text": "im like learning the basics of like making pcbs now in fusion 360 as thats one of the big parts of my work, as im doing, well im doing a bit of everything but my friend cant do pcbs so i will but uh yeah i got fusion and uh started writing what i will need to do for the project in obsidian"}]...
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Title: delta vr pcbs by @oxy | Stardance
Devlogs: Title: delta vr pcbs by @oxy | Stardance
Devlogs:
im like learning the basics of like making pcbs now in fusion 360 as thats one of the big parts of my work, as im doing, well im doing a bit of everything but my friend cant do pcbs so i will but uh yeah i got fusion and uh started writing what i will need to do for the project in obsidian
i just cant figure out fusion360, ill try kicad ig hopefuly its bettert ort maybe i follow hackpad guide to learn pcb in fusion
genuinely ive spent so long trying to do this, hopefully hardware projects arent unable to be done after outpost, i cant fly out to san franscisco anyways its very expensive but yeah i found a nice tutorial that im following, T-T, below ive attatched a picture of my magnum opus
so so so much work also i could have sworn i already posted a devlog for this, whatevs its fine lol, so i have all this stuff done for the pcbs and ive started soldering imus and promicro boards in the mean time before i do anything else with ordering my pcbs cuz im broke as shit and cant afford nothing lmao, but yeah so this is what ive made, later ill remake it all smd and MAYBE i add slam tracking capabilities to this headset and its controllers, thats so much more work tho especially the controllers, we will see i suppose, oh and also john locked tf in and got our model started, will drop a pic of that too ofc
we are moving to SLAM based tracking, a massive amount of work was done so ive completed the BoM other than pcbs and filament, so i made the bom did the theory work on all components needed and uh im almost done fixing my fuckass ender 3 which is like a ship of theseus at this point with the ammount of modification ive put it through, but yeah most of my work was finding the right components making sure they would work together etc so now i just need to get the parts, design the pcbs and the shell and build the mechanical parts like for ipd and the lens array whatchamacallits oh yeah we are making like pseudo pancake lenses following this paper https://opg.optica.org/oe/fulltext.cfm?uri=oe-32-25-44164 and in big part this hackday project https://hackaday.io/project/187343-the-psuedopancakes big thanks to the authors of both sources, also as this will be loosely off hades vr big thanks to them you can learn more about them at https://github.com/HadesVR/HadesVR also of course ORB-SLAM3 which you can see here https://github.com/UZ-SLAMLab/ORB_SLAM3 but yeah now i have to split up work for me and my partner and ofc buy the parts which will hurt as it totals 570 ish euros which is diabolical but its all gonna be open source and be a smd made vr headset people can modify and make their own versions of, i really hope lots of people like it, ill attach below some pictures from my work, i hope you have a nice day or night whoever you are reading this and sorry for any grammatical errors and such.
so i spent more time fixing up the printer as everything has to be functional for when i have the PCBs in hand and have them done cuz if i have to focus and put attention on it then that’s gonna be absolutely shit so i want to get everything relating to the printer out the way first and i think its gone well, outside of a lot of stringing for some reason i have really good and clean prints and i am happy with my “lightly” modified ender 3, the next thing i am moving to is going to be a big enclosure for it so i can work with ASA filament to be able to make strong and resistant prints, i already have a very nice spool sitting around, also i have to build a filament drying system cuz eventually like carbon fiber nylon ill print on my ender and all but yeah so regarding PCBs i have low key been procrastinating doing them because i am always tired after gym at like 6am and then staying up late with my gf but yea ill fix my schedule and tomorrow i will start on them, promise, ill also post a dev log abt what i did and such to start tomorrow, regarding PCBs again though i might be cooked cuz i think out of me and my partner i might have to cover them in costs which might be absolute hemorrhoids because i have like 4.57 euros in my bank account, no extra cents laying around or nothing, genuinely i am broke as shit.
I DID THE PCB LIKE I ACTUALLY DID IT all the wiring is done and i have the files to get it printed like LETSS GOOOOO but yeah so i have screenshots of everything here i have to update the repo with this and then the next thing will be the headset design and then the firmware last and then followed by the controller firmware first then controller pcbs and i already have designs in mind, anyways my gf tells me not to work so much cuz i will get burnt out so since this a monumental step i will be taking a break tmrw as its sunday, ill do my 5 mins and then take in my gf’s words a well deserved rest then im going to make my partner absolutely slave away on the full hmd design under my supervision and then ill start with firmware, ig tmrw ill just setup github desktop and get the current hades firmware and start yk, have a great day or night whoever you are, much love -oxy (also shipping i will actually be shipping YAY it will be the first ship done once i have the hmd stuff fully done)
ive been doing some more work i got used to working with my imus or well a similar one, i did some like smd soldering to learn how to a bit better, i also received my t12 soldering iron, its a stc oled and its really cool and im loving it, the tips are very long and you like slot them in also they are iron clad which is awesome and means the like 70 or so euros i invested into buying it will go way farther than the stuff i bought and used to keep my old generic wall plug soldering iron, its a very cool iron, i love it alot, also im in the process of printing more things, so i can eventually work with my asa filament also im running out of pla but yeah ima make an enclosure for all the electronics on my printer like the psu, mobo, screen and thats gonna sit ontop of the laptop i use as a klipper host and also for tailscale and yada yada, i sadly overcapped hours on this devlog by about a hour but thats okay, ive wanted a 10 or more hour devlog for a while anyways, also i got some sheet metal to make the 3d printer encolsure with some cardboard boxes, big ones, so this is all so i can work with materials that need an enclosure, asa is one of them and i wanna do other engineering filaments soon, soon btw soon i promise controllers soon, its just this is a hardware project, not a theoretical one, i have to build this and i swear if this damned project ends up not working out do to me not having setup things personally i will literally loose it, anyways all that out the way i hope everyone has a great rest of their day and or subsequent night and bye bye, much love -oxy
i made a severe and continued lapse in judgement, so alot has happened, i killed my printers mainboard, i made a site, made a filament dry box, build a electronics enclosure, made my own site, list goes on, i even updated pomos but yeah sheit day to have hand yesterday was too cuz i sliced my thumb to my hand open with a bad drill bit working on metal, anyways tmrw ill like yk do the controllers yk fully and get my partner on call and have him check over things and we are good
i spent like the entire day working, i forgot to log most of it and the log i did make i fumbled and accidentally deleted while posting on lapse and also misclicked and couldnt edit, today was shit, my sleep has been shit too, anyways uh i got kicad working and openrouter for my opencode and also i finally got the prices down, its so fucking expensive its like 600 eur or sum bullshit, thats a high estimate its closer to 499 or sum but yeah anywasy here are some pics of the plans i made after hours of shopping and thinking and wanting to lowk blow up also im having some issues that might cause me not to get work done tmrw, sorry if i cant do anything tmrw, have a great rest of your day / night. with love oxy <3 (sorry for my horrible handwriting lol)
i have done a massive amount of work, so i pulled the trigger and decided to finally switched to kicad, the hmd pcb is done and its so beautiful i fucking love it, also im getting used to kicad and its so so so awesome im so happy i switched from fuh ahh fusion, so today i have another like 4 hours 57 mins of recording to log but i gotta wirte a devlog first so this will talk abt what i did yesterday cuz i didnt post it yesterday cuz i was on minecraft with the wifey (girlfriend, techincally fianceé), anyways so basically i spent a while routing the pcb in schematics and i with the help of wifey made a really nice logo that im personally proud of, so the new pcb is just a lsm6dsv, the nrf52840 mcu and a calibration led but no button cuz its like always in your pc as its the hmd board, i also gave it a 2x07 pin spot for debugging the imu, it legit exposes every individual pin which i think will be very usefull for me atleast, also i made sure to pick the bigger pad options for the smd footprints as im still very much a beginner in hot air soldering and i dont even have a hotplate, infact last time i tried i cracked a microcontroller chip which im a dumbahh for otdl, anyways ill attach images of the new pcb and the schematic, i hope you have a very nice rest of your day / night. with love oxy <3
much work, alot actually, so today was actually my birthday, i had lots of fun, new phone its amazing, great food, amazing cake, played mc with the wifey, went out with the family and had fun with friends, but i took a kidna break day, i prolly shouldnt have but yeah its my bday ig, anyways im working on rerouting rn and redesign but heres a sneak peak at the controller pcb ooooeoeoe, yea that thing ive been promising for like forever lol, finally almost done, im shipping this project once im done it and im satesfied, this stardance page after all was for the pcbs and the 3d modelling and coding is for later, maybe ill put em with another hackclub program as ive grown to love hc, its been a pleasure with stardance and im so sad its closing soon so i have to stop this project with just the pcbs, but its been so much fun, to anyone reading this if ur under 18 and still nto fully sure with hackclub and stuff but u even have a smither of love for engeneering and stuff, persue it, it will help u so much, im eternally grateful for what this platform has provided me and on that note goodnight and happy birthday to me and may you all sleep well. with love oxy <3
Final devlogs before the final devlog tomorrow and ship on sunday, so this is the controller pcb, its done finally i have routing tmrw but its easy and i have addition to main board of the a radio module for better signal too then im shipping this damn thing, oh also update to my personal site tmrw and adding a blog and updates page with hackatime integration and stuff for me and john when we start working hard, this was a long fucking day i worked like 13 total at least and logged a little less but also there was the other day when stardance just didnt let me use my 5 hours the other day maybe its cuz it was edited and power outage idk, anyways yes theres art on my pcbs, its ruan mei and blackswan from hsr, also the logo on the front and some little texts, so this pcb has a radio mosdule meant for off board external installation, the imu is dead center for best rotational data afaik, the joystick is tmr and work via a analog to digital conveter, it also does the two hall effect sensors which are for the triggers, next thing is to build them or a proto and also a then i will start on big evil firmware, also apologies to anyone hoping id finish this in stardances timeframe, it was the plan and this project will go on as its for me to enter uni kinda, long story that tho, anyways i will like i said publish further updates on oxygenated.uk and yeah i appreciate any and all support this project has gotten, if its a like, a comment, etc, makes me happy, anyways i hope everyone has a great rest of their day / night. with love oxy <3
sorry for the big delays, having some issues rn, i have to wait for a some money so i can pay for some stuff and like then i can finish the demo site and like yada yada, sorry its affecting the timing, i had planned to ship yesterday, its really how this entire project has been that i keep overestimating how fast ill get it done by assuming things will just work, ill try to have it shipped this week, the project itself is done and pushed to git like the pcbs i just dont have a demo, maybe ill just make it my personal site and just put a small part at the bottom to show like what i have rn and have it simple cuz this shits killing me, heres a uh picture of the new hmd board, i had to remake it and do the wiring and add a radio module, again sorry for all the delays, i hope you have a nice rest of your day/night. with love oxy <3
Ships:
hey, this is deltavr. these are the pcbs from my 2nd biggest role in this project with my partner, its a project that has slam tracking from the headset, advanced imus, steamvr support and just maybe it will be fully mobile if this becomes something bigger like a startup in the future, but yeah also the optics are special, its pseudo pancakes made of 2 stacked fresnels, me and my friend are doing all this from scratch, the pcbs i designed, the firmware we are making ourselves, the lenses were making ourselves, the software for slam with the cameras we are making too, pretty much all of it and I’m loving this project so much so far, i hope you guys find it as cool as i do <3 more personal version: the pcbs are officially complete, and I’m finally shipping, making and designing and the pcbs and making a proper a bom and getting greenlit by my friend whos funding this was such a crazy thing, alot of work but i love this all so much and deltavr will actually be the project im doing for my professional aptitude test in my school, for my first real big like actual project this so far was such a big like thing for me and i genuinely loved all of this, the pcbs were so much fun to make, figuring out how everything will look and be made of so i can make the pcbs correctly, doing proper searching for parts on aliexpress, alibaba etc has been enlightening to say the least but like I’m done its complete i made the pcbs, i cant believe its actually done I’m so so happy with the quality of what I’ve made and to say I’ve learnt a lot would be an understatement, i really was hoping i’d finish this project before September and i thought id ship the entire thing physically built when my birthday rolled around, turns out its actually quite hard to do all of this even with assistance, in retrospect tho the only thing id change is never using fusion 360, genuinely its so bad, anyways i really hope whoever you are reading this i hope YOU are having a nice day or night and with all that said its been a pleasure on stardance and i will continue this project further and im so excited for the outcome! with love oxy <3...
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1793289131.5776763
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1793375531.5776763
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26328
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ASPHALT! by @ayshine | Stardance
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ayshine
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1
|
1.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T16:33:52Z", "hours": 1.0, "multiplier": 1.1, "payout": 1, "blessing": "neutral", "text": "What Did You Make? I built a 24/7 Slack bot with space-themed slash commands that anyone in the Hack Club Slack workspace can use. The bot responds to commands like /asphalt-ping to check if it’s online, /asphalt-astro to fetch NASA’s Astronomy Picture of the Day, /asphalt-mars to get Mars rover photos, /asphalt-spacefact for random space facts, and /asphalt-help to see all available commands. It runs continuously on Hack Club Nest so it’s always available. What Was Challenging? Deploying to Nest and keeping the bot running 24/7. I had to switch from systemd to pm2 after doing a lot of research online since systemd kept failing. Setting up SSH keys and debugging Git issues on Windows were also tricky. What Are You Proud Of? I’m proud of building something that actually works and is useful to others. The bot has 9 different commands that interact with real APIs from NASA, SpaceX, and other space-related services. Anyone in the Hack Club Slack can type a command and get a cool space fact, see the latest Mars rover photo, or check the ISS location in real time. It’s also running 24/7 on a real server, which feels like a huge step from just running code on my laptop. How to Test My Project In the Hack Club Slack workspace, type these commands in any channel: /asphalt-ping=Check if the bot is online /asphalt-help=Show all available commands /asphalt-spacefact=Get a random space fact /asphalt-astro=NASA Astronomy Picture of the Day /asphalt-mars=Get a Mars rover photo /asphalt-launch=Latest SpaceX launch info /asphalt-news=Latest space news headline /asphalt-company=Random space company profile /asphalt-iss=International Space Station location Example: Type /asphalt-astro and the bot will reply with NASA’s Astronomy Picture of the Day, including the title, date, explanation, and a link to the full image. The bot is live 24/7, so you can test it anytime! Just type any of the slash commands above and it will respond instantly.", "repo": "https://github.com/ayshinefr-dotcom/bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 17578, "ts": "202 [{"post_id": 17578, "ts": "2026-06-28T12:59:45Z", "hours": 1.2617, "text": "space based slackbot IM SORRY YALL 3 OF MY COMMANDS WERE NOT WORKING SO I EDITED IT AFTER I GOT NOTIFIED BY STARDANCE AND NOW MY SLACK BOT IS WORKING JUST FINE BUT THEY ARE STILL VISIBLE IN THE ‘HOW TO TEST MY PROJECT’ SECTION. UNFORTUNATELY I CANT EDIT THAT."}]...
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Title: ASPHALT! by @ayshine | Stardance
Devlogs:
Title: ASPHALT! by @ayshine | Stardance
Devlogs:
space based slackbot IM SORRY YALL 3 OF MY COMMANDS WERE NOT WORKING SO I EDITED IT AFTER I GOT NOTIFIED BY STARDANCE AND NOW MY SLACK BOT IS WORKING JUST FINE BUT THEY ARE STILL VISIBLE IN THE ‘HOW TO TEST MY PROJECT’ SECTION. UNFORTUNATELY I CANT EDIT THAT.
Ships:
What Did You Make? I built a 24/7 Slack bot with space-themed slash commands that anyone in the Hack Club Slack workspace can use. The bot responds to commands like /asphalt-ping to check if it’s online, /asphalt-astro to fetch NASA’s Astronomy Picture of the Day, /asphalt-mars to get Mars rover photos, /asphalt-spacefact for random space facts, and /asphalt-help to see all available commands. It runs continuously on Hack Club Nest so it’s always available. What Was Challenging? Deploying to Nest and keeping the bot running 24/7. I had to switch from systemd to pm2 after doing a lot of research online since systemd kept failing. Setting up SSH keys and debugging Git issues on Windows were also tricky. What Are You Proud Of? I’m proud of building something that actually works and is useful to others. The bot has 9 different commands that interact with real APIs from NASA, SpaceX, and other space-related services. Anyone in the Hack Club Slack can type a command and get a cool space fact, see the latest Mars rover photo, or check the ISS location in real time. It’s also running 24/7 on a real server, which feels like a huge step from just running code on my laptop. How to Test My Project In the Hack Club Slack workspace, type these commands in any channel: /asphalt-ping=Check if the bot is online /asphalt-help=Show all available commands /asphalt-spacefact=Get a random space fact /asphalt-astro=NASA Astronomy Picture of the Day /asphalt-mars=Get a Mars rover photo /asphalt-launch=Latest SpaceX launch info /asphalt-news=Latest space news headline /asphalt-company=Random space company profile /asphalt-iss=International Space Station location Example: Type /asphalt-astro and the bot will reply with NASA’s Astronomy Picture of the Day, including the title, date, explanation, and a link to the full image. The bot is live 24/7, so you can test it anytime! Just type any of the slash commands above and it will respond instantly....
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1793310739.2250655
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1793397139.2250655
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26356
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Gesture Control by @Hertty10 | Stardance
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Hertty10
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1
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13.07
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T13:54:02Z", "hours": 5.0, "multiplier": 3.5, "payout": 8, "blessing": "cursed", "text": "I made an app that can change volume seeing your hand in the camera. it uses the position of your hand that it can see to determine volume. there is a lock so without showing a prevous hand gesture u cant do anything. so first you have to show the peace sign once it recognises it you can volume and to lock it again you have to show a fist. this is a python project and runs on my laptop so sadly couldnt let you’ll try it but there is a video you can see to see a little of how it works. to watch it you have to click the try project", "repo": "https://github.com/Hertty15/WebCam-Project", "demo": "https://hertty15.github.io/WebCam-Project/"}]...
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[{"post_id": 35093, "ts": "202 [{"post_id": 35093, "ts": "2026-07-26T09:32:52Z", "hours": 0.2803, "text": "done with web version"}, {"post_id": 35085, "ts": "2026-07-26T09:09:07Z", "hours": 5.1439, "text": "i finally got it working again it was getting messed up for a while"}, {"post_id": 31239, "ts": "2026-07-19T14:22:05Z", "hours": 2.6431, "text": "got the web version. js fixing the python one"}, {"post_id": 21592, "ts": "2026-07-03T16:59:16Z", "hours": 0.3675, "text": "got the lock on so it doesnt do stuff without showing this as the key"}, {"post_id": 21561, "ts": "2026-07-03T16:11:25Z", "hours": 0.6789, "text": "can change volume usinghand now"}, {"post_id": 18311, "ts": "2026-06-29T12:44:48Z", "hours": 0.6508, "text": "the mouse is being clikcecked and it can move too cant show it properly tho"}, {"post_id": 16874, "ts": "2026-06-27T12:01:12Z", "hours": 2.1658, "text": "got the skeleton to be better it follows the body better"}, {"post_id": 16334, "ts": "2026-06-26T16:02:19Z", "hours": 0.7028, "text": "got the skeleton to show up"}]...
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Title: Gesture Control by @Hertty10 | Stardance
D Title: Gesture Control by @Hertty10 | Stardance
Devlogs:
got the skeleton to show up
got the skeleton to be better it follows the body better
the mouse is being clikcecked and it can move too cant show it properly tho
can change volume usinghand now
got the lock on so it doesnt do stuff without showing this as the key
got the web version. js fixing the python one
i finally got it working again it was getting messed up for a while
done with web version
Ships:
I made an app that can change volume seeing your hand in the camera. it uses the position of your hand that it can see to determine volume. there is a lock so without showing a prevous hand gesture u cant do anything. so first you have to show the peace sign once it recognises it you can volume and to lock it again you have to show a fist. this is a python project and runs on my laptop so sadly couldnt let you’ll try it but there is a video you can see to see a little of how it works. to watch it you have to click the try project...
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1792878859.337956
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1793742859.337956
|
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26370
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Satellite Tracker by @sanjaybinayak778 | Stardance
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sanjaybinayak778
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1
|
6.0
|
55
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T06:51:32Z", "hours": 6.0, "multiplier": 9.46, "payout": 55, "blessing": "neutral", "text": "I made a website to track Satellites by their norad IDs using python to fetch TLE by given Norad id or Id inputted by user from space-track.org, then server.js to dump it into JSON format and then my main.js file calculates it’s position and animates it. most challenging part was to animate earth and satellites ( then i remembered i can use cesium’s example code as reference, I really suck at making UI). also I hat a hard time figuring out how can i take user input and give it to py file ( but it turned out to be simpler than i imagined) how to use it => you can either see location and trajectory of satellite that are already present. OR => you can search any satellite by entering their norad id (google it) in given box. (you ca send me suggestions to add new features or wait for my next update)", "repo": "https://github.com/SanjayBinayak/Sattelite-tracker", "demo": "https://tracker.sanjaybinayak.hackclub.app/"}]...
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[{"post_id": 17426, "ts": "202 [{"post_id": 17426, "ts": "2026-06-28T06:26:33Z", "hours": 0.9675, "text": "I finally pushed it into render. Now it can run 24/7"}, {"post_id": 16956, "ts": "2026-06-27T15:06:41Z", "hours": 2.85, "text": "I created track satellite function where user can enter and track their satellite, also i added some more satellite as preview. ( I had a hard time to figure out how can i norad entered by user but it turned out to be simpler than i expected)"}, {"post_id": 16367, "ts": "2026-06-26T17:09:58Z", "hours": 1.9986, "text": "hello coders! I Tracked ISS and predicted it’s trajectory using space-track.org to fetch it’s TLE in python and calculated it’s coordinates and trajectory using satellite.js and animated it in my web page using cisium.js ( It took me more than 4 hours but my hackatime was not working although I tried to resolve this problem i hope it works)"}]...
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Title: Satellite Tracker by @sanjaybinayak778 | St Title: Satellite Tracker by @sanjaybinayak778 | Stardance
Devlogs:
hello coders! I Tracked ISS and predicted it’s trajectory using space-track.org to fetch it’s TLE in python and calculated it’s coordinates and trajectory using satellite.js and animated it in my web page using cisium.js ( It took me more than 4 hours but my hackatime was not working although I tried to resolve this problem i hope it works)
I created track satellite function where user can enter and track their satellite, also i added some more satellite as preview. ( I had a hard time to figure out how can i norad entered by user but it turned out to be simpler than i expected)
I finally pushed it into render. Now it can run 24/7
Ships:
I made a website to track Satellites by their norad IDs using python to fetch TLE by given Norad id or Id inputted by user from space-track.org, then server.js to dump it into JSON format and then my main.js file calculates it’s position and animates it. most challenging part was to animate earth and satellites ( then i remembered i can use cesium’s example code as reference, I really suck at making UI). also I hat a hard time figuring out how can i take user input and give it to py file ( but it turned out to be simpler than i imagined) how to use it => you can either see location and trajectory of satellite that are already present. OR => you can search any satellite by entering their norad id (google it) in given box. (you ca send me suggestions to add new features or wait for my next update)...
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1793144851.7172346
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1793231251.7172346
|
|
26382
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Manenti Nasa Tonikawa by @Manenti | Stardance
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Manenti
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T17:38:13Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built Manenti NASA Tonikawa , a modern web application inspired by Tonikaku Kawaii that uses NASA’s Astronomy Picture of the Day (APOD) API. Users can explore daily space images, browse by date, discover random pictures, save favorites locally, and download HD images through a clean and responsive interface. What was challenging? The biggest challenge was organizing the application as it grew. I focused on creating a clean architecture with reusable components, Context API for state management, and handling both images and videos returned by the NASA API. What are you proud of? I’m proud of transforming a simple API project into something with its own identity. The custom design, smooth animations, favorites system, random explorer, and overall user experience make it feel like a complete application rather than just a tutorial project. What should people know so they can test your project? The easiest way to test it is through the deployed website. To run it locally, create a .env file with your NASA API key, run npm install , and then npm run dev . I recommend trying the Surprise Me button, selecting different dates, saving favorites, and downloading an HD image to explore all the main features.", "repo": "https://github.com/noname697/Manenti-Nasa-Tonikawa", "demo": "https://manenti-nasa-tonikawa.vercel.app"}]...
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[{"post_id": 23593, "ts": "202 [{"post_id": 23593, "ts": "2026-07-06T17:15:18Z", "hours": 1.8394, "text": "Since the last devlog, the app moved from a component-level state flow to a centralized app state using Context. This unified picture data, loading/error handling, selected date, favorites, and UI controls in one place, and the app is now wrapped with a global provider. A re-render issue was also addressed during this refactor, making the data flow more predictable. The biggest feature additions were interaction-focused: users can now pick a specific APOD date, load a random APOD date, favorite items, and download the current image when available. Favorites are persisted in localStorage and surfaced through a dedicated drawer opened from the navbar, including a live favorites counter and quick navigation back to saved dates. On the presentation side, the experience became more polished and informative. APODCard received animation and richer actions, and a new information panel with info cards was introduced to show metadata like media type, copyright, and HD availability . Overall, this phase focused on turning the project from a static viewer into a more interactive APOD exploration tool."}, {"post_id": 23217, "ts": "2026-07-06T01:17:43Z", "hours": 0.7558, "text": "Since the last update, I moved the project further away from a simple single-screen APOD view and into a more structured interface. The biggest addition was the new APODCard component, which now renders the media, title, date, and explanation in a much more complete layout. It also handles both NASA images and videos, so the app can support whatever type of content the API returns. I also added reusable UI pieces like Button and Container , which makes the codebase easier to scale and keeps spacing and actions consistent across the app. On top of that, Hero was simplified so it now just handles loading, error, and passing the fetched data into the card instead of containing all the presentation logic itself. The main decision here was to split the UI into smaller components instead of growing one large hero section. That makes the project cleaner, easier to maintain, and ready for future features like date selection, richer interactions, and better content controls."}, {"post_id": 23183, "ts": "2026-07-06T00:29:49Z", "hours": 1.1114, "text": "Since the last update, I moved the project from a basic APOD display into a more complete presentation layer. The main change was replacing the simple Hero output with a dedicated APODCard component that now handles both images and NASA videos, shows the title, date, and explanation, and gives the page a much stronger visual hierarchy. I also added a reusable Button component so the action area feels consistent and easier to expand later. Along with that, I introduced a Container component to keep page spacing and width aligned across the app, which makes the layout cleaner and more maintainable as the project grows. The biggest decision here was to organize the UI around reusable pieces instead of putting everything directly inside the Hero section. That made the code easier to read and set the project up for future features like date picking, richer interactions, and better content actions without turning the main page into a single large component."}, {"post_id": 23025, "ts": "2026-07-05T19:08:15Z", "hours": 1.0944, "text": "So far, I’ve built the foundation of a React + Vite app that displays NASA’s Astronomy Picture of the Day. The project already has a custom space-themed visual identity, with a dark gradient background, branded navigation, and a simple page structure built around a main hero section. The data flow is split cleanly between a service and a hook: nasaApi handles the request to NASA’s API, while useApod manages loading, error, and success states. The Hero component then renders the APOD title and image once the data is available, which keeps the UI logic simple and easy to extend later. The main challenges so far have been organizing the code in a way that stays scalable and handling async API data safely from the start. I also made a deliberate decision to focus on a more intentional visual style instead of a plain starter-template look, so the app already feels like a distinct project rather than just boilerplate."}]...
|
Title: Manenti Nasa Tonikawa by @Manenti | Stardan Title: Manenti Nasa Tonikawa by @Manenti | Stardance
Devlogs:
So far, I’ve built the foundation of a React + Vite app that displays NASA’s Astronomy Picture of the Day. The project already has a custom space-themed visual identity, with a dark gradient background, branded navigation, and a simple page structure built around a main hero section. The data flow is split cleanly between a service and a hook: nasaApi handles the request to NASA’s API, while useApod manages loading, error, and success states. The Hero component then renders the APOD title and image once the data is available, which keeps the UI logic simple and easy to extend later. The main challenges so far have been organizing the code in a way that stays scalable and handling async API data safely from the start. I also made a deliberate decision to focus on a more intentional visual style instead of a plain starter-template look, so the app already feels like a distinct project rather than just boilerplate.
Since the last update, I moved the project from a basic APOD display into a more complete presentation layer. The main change was replacing the simple Hero output with a dedicated APODCard component that now handles both images and NASA videos, shows the title, date, and explanation, and gives the page a much stronger visual hierarchy. I also added a reusable Button component so the action area feels consistent and easier to expand later. Along with that, I introduced a Container component to keep page spacing and width aligned across the app, which makes the layout cleaner and more maintainable as the project grows. The biggest decision here was to organize the UI around reusable pieces instead of putting everything directly inside the Hero section. That made the code easier to read and set the project up for future features like date picking, richer interactions, and better content actions without turning the main page into a single large component.
Since the last update, I moved the project further away from a simple single-screen APOD view and into a more structured interface. The biggest addition was the new APODCard component, which now renders the media, title, date, and explanation in a much more complete layout. It also handles both NASA images and videos, so the app can support whatever type of content the API returns. I also added reusable UI pieces like Button and Container , which makes the codebase easier to scale and keeps spacing and actions consistent across the app. On top of that, Hero was simplified so it now just handles loading, error, and passing the fetched data into the card instead of containing all the presentation logic itself. The main decision here was to split the UI into smaller components instead of growing one large hero section. That makes the project cleaner, easier to maintain, and ready for future features like date selection, richer interactions, and better content controls.
Since the last devlog, the app moved from a component-level state flow to a centralized app state using Context. This unified picture data, loading/error handling, selected date, favorites, and UI controls in one place, and the app is now wrapped with a global provider. A re-render issue was also addressed during this refactor, making the data flow more predictable. The biggest feature additions were interaction-focused: users can now pick a specific APOD date, load a random APOD date, favorite items, and download the current image when available. Favorites are persisted in localStorage and surfaced through a dedicated drawer opened from the navbar, including a live favorites counter and quick navigation back to saved dates. On the presentation side, the experience became more polished and informative. APODCard received animation and richer actions, and a new information panel with info cards was introduced to show metadata like media type, copyright, and HD availability . Overall, this phase focused on turning the project from a static viewer into a more interactive APOD exploration tool.
Ships:
What did you make? I built Manenti NASA Tonikawa , a modern web application inspired by Tonikaku Kawaii that uses NASA’s Astronomy Picture of the Day (APOD) API. Users can explore daily space images, browse by date, discover random pictures, save favorites locally, and download HD images through a clean and responsive interface. What was challenging? The biggest challenge was organizing the application as it grew. I focused on creating a clean architecture with reusable components, Context API for state management, and handling both images and videos returned by the NASA API. What are you proud of? I’m proud of transforming a simple API project into something with its own identity. The custom design, smooth animations, favorites system, random explorer, and overall user experience make it feel like a complete application rather than just a tutorial project. What should people know so they can test your project? The easiest way to test it is through the deployed website. To run it locally, create a .env file with your NASA API key, run npm install , and then npm run dev . I recommend trying the Surprise Me button, selecting different dates, saving favorites, and downloading an HD image to explore all the main features....
|
1793234890.6447742
|
1793321290.6447742
|
|
26383
|
Water Beep by @Manenti | Stardance
|
Manenti
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T23:59:11Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Water Beep is an Arduino-based notification system that triggers three buzzer pulses every 30 minutes. The biggest challenge was implementing non-blocking timing with the millis() function instead of delay(), ensuring the system remains precise and responsive without processor interference. I am particularly proud of successfully transitioning from a virtual simulation in Tinkercad to a fully functional physical prototype. To test it, simply connect a buzzer to pin 8 and a common ground on a breadboard; the device will start its 30-minute countdown automatically upon power-up", "repo": "https://github.com/noname697/Water-Beep", "demo": ""}]...
|
[{"post_id": 30919, "ts": "202 [{"post_id": 30919, "ts": "2026-07-18T22:07:29Z", "hours": 0.5067, "text": "Project “Water Beep” is a time-based notification system designed to trigger three distinct buzzer pulses every 30 minutes. The development began with a circuit simulation in Tinkercad to validate electrical connections and logic, ensuring the buzzer operated correctly on Pin 8 before any physical components were handled. The prototyping phase involved setting up the physical hardware on a breadboard, creating a stable ground bus, and finalizing the wiring. I then moved to the Arduino IDE, where I implemented a non-blocking timing solution using the millis() function instead of delay() , which keeps the system precise and responsive over long durations. After uploading the code, I conducted rigorous testing to verify that the 30-minute interval remained consistent without temporal drift. The project successfully bridged the gap from virtual simulation to a functional, reliable physical device, serving as a robust foundation for future automation tasks."}]...
|
Title: Water Beep by @Manenti | Stardance
Devlogs Title: Water Beep by @Manenti | Stardance
Devlogs:
Project “Water Beep” is a time-based notification system designed to trigger three distinct buzzer pulses every 30 minutes. The development began with a circuit simulation in Tinkercad to validate electrical connections and logic, ensuring the buzzer operated correctly on Pin 8 before any physical components were handled. The prototyping phase involved setting up the physical hardware on a breadboard, creating a stable ground bus, and finalizing the wiring. I then moved to the Arduino IDE, where I implemented a non-blocking timing solution using the millis() function instead of delay() , which keeps the system precise and responsive over long durations. After uploading the code, I conducted rigorous testing to verify that the 30-minute interval remained consistent without temporal drift. The project successfully bridged the gap from virtual simulation to a functional, reliable physical device, serving as a robust foundation for future automation tasks.
Ships:
The Water Beep is an Arduino-based notification system that triggers three buzzer pulses every 30 minutes. The biggest challenge was implementing non-blocking timing with the millis() function instead of delay(), ensuring the system remains precise and responsive without processor interference. I am particularly proud of successfully transitioning from a virtual simulation in Tinkercad to a fully functional physical prototype. To test it, simply connect a buzzer to pin 8 and a common ground on a breadboard; the device will start its 30-minute countdown automatically upon power-up...
|
1793292668.5035965
|
1793379068.5035965
|
|
26409
|
Apex Aerospace Studio by @NITHIN | Stardance
|
NITHIN
|
1
|
50.0
|
631
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T14:40:56Z", "hours": 50.0, "multiplier": 19.22, "payout": 631, "blessing": "neutral", "text": "Apex Aerospace Studio is a premium, professional sounding-rocket engineering workstation. The application provides an interactive suite of five modules designed with a clean, grid-based layout: Overview Dashboard: Displays 2D structural blueprints annotated with dynamic Center of Gravity (CG) and Center of Pressure (CP) flags. Rocket Failure Explorer: Simulates flight kinematics using a 2D Euler integration engine that models thrust, gravity, aerodynamics, rotational torque, and recovery failures. Telemetry is plotted on synchronized Cartesian charts. Nose Cone Optimization Lab: Generates CAD profile geometries (conical, tangent ogive, Von Karman) and compares subsonic/supersonic drag coefficients on a five-axis radar pentagon. Mission Patch Studio: Creates custom vector SVG insignia badges using curved path typography and orbital trajectory templates. Documentation Hub: Hosts flight formulas and design standards. The software runs fully offline as a portable, flat bundle of index.html, style.css, and app.js with zero dependencies.", "repo": "https://github.com/Nithinfgs/Apex-Aerospace-Studio", "demo": "https://celebrated-duckanoo-9a3b66.netlify.app/"}]...
|
[{"post_id": 17622, "ts": "202 [{"post_id": 17622, "ts": "2026-06-28T14:31:40Z", "hours": 9.0, "text": "Finished working on the style.css file, which means the project is now complete! I’ll be uploading it soon"}, {"post_id": 17392, "ts": "2026-06-28T04:45:49Z", "hours": 1.0, "text": "Today I started styling the project by creating the style.css file. Time to make everything look clean and polished!"}, {"post_id": 17061, "ts": "2026-06-27T18:16:32Z", "hours": 14.0, "text": "Today’s progress was focused on the web frontend. I finished working on the index.html file and pushed the latest changes to the GitHub repository. This sets up the basic structure and keeps the project up to date for the next development tasks."}, {"post_id": 16678, "ts": "2026-06-27T03:33:06Z", "hours": 1.0, "text": "Started building the index.html file by setting up the basic HTML structure, metadata, and linking the stylesheet. Added a professional header with the project logo, navigation tabs, system status indicator, and a Save Config button. This establishes the core layout that CSS will style and JavaScript will make interactive."}, {"post_id": 16317, "ts": "2026-06-26T15:30:54Z", "hours": 22.0, "text": "Hit a big milestone today just crossed 2,000 lines of code on the project! The core systems are now coming together, including a physics-based rocket flight simulator with wind, stability, recovery, and failure modeling. I also built a scientific charting engine, live telemetry visualization, nose cone design and aerodynamic analysis tools, CAD-style blueprint generation, and a customizable mission patch generator. Most of the foundation is now in place, and the next phase will focus on polishing the UI, expanding features, and improving the overall experience."}]...
|
Title: Apex Aerospace Studio by @NITHIN | Stardanc Title: Apex Aerospace Studio by @NITHIN | Stardance
Devlogs:
Hit a big milestone today just crossed 2,000 lines of code on the project! The core systems are now coming together, including a physics-based rocket flight simulator with wind, stability, recovery, and failure modeling. I also built a scientific charting engine, live telemetry visualization, nose cone design and aerodynamic analysis tools, CAD-style blueprint generation, and a customizable mission patch generator. Most of the foundation is now in place, and the next phase will focus on polishing the UI, expanding features, and improving the overall experience.
Started building the index.html file by setting up the basic HTML structure, metadata, and linking the stylesheet. Added a professional header with the project logo, navigation tabs, system status indicator, and a Save Config button. This establishes the core layout that CSS will style and JavaScript will make interactive.
Today’s progress was focused on the web frontend. I finished working on the index.html file and pushed the latest changes to the GitHub repository. This sets up the basic structure and keeps the project up to date for the next development tasks.
Today I started styling the project by creating the style.css file. Time to make everything look clean and polished!
Finished working on the style.css file, which means the project is now complete! I’ll be uploading it soon
Ships:
Apex Aerospace Studio is a premium, professional sounding-rocket engineering workstation. The application provides an interactive suite of five modules designed with a clean, grid-based layout: Overview Dashboard: Displays 2D structural blueprints annotated with dynamic Center of Gravity (CG) and Center of Pressure (CP) flags. Rocket Failure Explorer: Simulates flight kinematics using a 2D Euler integration engine that models thrust, gravity, aerodynamics, rotational torque, and recovery failures. Telemetry is plotted on synchronized Cartesian charts. Nose Cone Optimization Lab: Generates CAD profile geometries (conical, tangent ogive, Von Karman) and compares subsonic/supersonic drag coefficients on a five-axis radar pentagon. Mission Patch Studio: Creates custom vector SVG insignia badges using curved path typography and orbital trajectory templates. Documentation Hub: Hosts flight formulas and design standards. The software runs fully offline as a portable, flat bundle of index.html, style.css, and app.js with zero dependencies....
|
1792882111.6572044
|
1793746111.6572044
|
|
26411
|
ScholarOS by @Siddharth | Stardance
|
Siddharth
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:28:06Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ScholarOS, a local-first student workspace that brings study tools into one desktop-style web app. It includes flashcards, notes, assignment planning, SAT prep, GPA calculators, a formula sheet, calendar, workspaces, widgets, and a command palette. The biggest challenge was making everything work together while keeping it fast, responsive, and reliable. I’m most proud that it runs entirely in the browser with no backend and passes lint, build, unit tests, and Playwright end-to-end tests. Try opening different apps, creating notes or flashcards, planning assignments, and using the Command Palette (Ctrl + K) to explore everything.", "repo": "https://github.com/FlashSpeedie/scholar-os", "demo": "https://scholar-os-gamma.vercel.app/"}]...
|
[{"post_id": 37348, "ts": "202 [{"post_id": 37348, "ts": "2026-07-30T00:19:12Z", "hours": 0.9142, "text": "Built ScholarOS into a much more complete and polished local-first productivity platform over this development session. I focused on improving stability, usability, testing, and documentation rather than just adding features.Implemented several new apps and productivity tools including Formula Sheet, Calendar Lite, Assignment Planner, Flashcards, SAT Vocabulary Builder, Study Dashboard, Productivity Hub, Focus Mode, Workspace Layouts, Widgets, and an advanced Command Palette for quickly launching apps and actions.Improved the desktop experience with better window management, layout recovery, responsive behavior, keyboard shortcuts, drag-and-drop improvements, backup and restore, accessibility enhancements, and overall UI polish. Fixed overlapping layouts, hydration issues, z-index behavior, storage recovery, and numerous edge cases to make the desktop feel much more reliable.Performed a full production-quality pass across the project, resolving lint warnings, TypeScript build issues, and improving maintainability without introducing breaking changes. Verified that the project successfully passes linting, production builds, unit tests, and Playwright end-to-end tests.Completely redesigned the documentation with a professional README including architecture diagrams, installation instructions, feature documentation, technology stack, roadmap, testing information, screenshots section, contribution guide, and deployment details.Deployed the latest version to Vercel and verified the live application after completing the release audit. Also cleaned up the repository and prepared it for public release on GitHub.ScholarOS is now a polished local-first web desktop focused on helping students organize studying, assignments, SAT preparation, productivity, privacy, and academic planning through a modern browser-based operating system experience. It has reached a stable release-ready state with comprehensive documentation, automated testing, and a fully deployed live demo."}, {"post_id": 27514, "ts": "2026-07-13T04:29:46Z", "hours": 2.2994, "text": "Continued expanding ScholarOS into a production-ready web desktop for students. This update focused on improving both usability and productivity while keeping everything local-first. ✅ Added Formula Sheet app with categorized SAT Math references, search, favorites, and copy support. Calendar Lite with Today, Week, and Upcoming views, event management, and study block presets. Focus Mode and Workspace Layouts for quickly switching between different study environments. Improved backup and restore support to include the new apps and settings. Better window management, local storage recovery, and overall desktop polish. 🛠 Technical Improvements Added reusable utilities and data models. Expanded unit and Playwright end-to-end test coverage. Improved application architecture and documentation. Verified the project with linting, production builds, and automated tests. 🚀 Next I’m now working on adding a Command Palette, desktop widgets, and more advanced operating system features to make ScholarOS feel even closer to a real desktop environment while remaining completely browser-based."}, {"post_id": 20921, "ts": "2026-07-02T17:16:17Z", "hours": 2.8992, "text": "I started the first ScholarOS expansion pass: Notes Plus. This update upgrades the Notes app from a simple local notes tool into a stronger study notes system. I added support for tags, pinning, search, filters, safer versioned note storage, JSON import/export, and a safer Markdown preview flow. The existing notes storage key is preserved so older saved notes can still load instead of being erased.I also updated the docs, app description, and Playwright smoke coverage so the project description matches the new Notes features. Lint, build, and unit tests passed earlier in the pass, and the Playwright suite was running successfully after the Notes search/tag test. I then added extra import/export smoke coverage, but hit the Codex usage limit while the final lint/E2E rerun was still in progress.Next, I’m going to continue from this exact point, finish the final verification rerun, fix anything real if it appears, then commit and deploy the Notes Plus update."}, {"post_id": 20292, "ts": "2026-07-01T20:58:42Z", "hours": 3.2158, "text": "I pushed ScholarOS to GitHub and deployed the first live version on Vercel.ScholarOS is a browser-based student WebOS with a desktop-style interface, dock, draggable/resizable app windows, persistent window state, and dark/light theme support. It includes student tools like SAT Sprint, GPA Calculator, Final Grade Calculator, ContextGuard Mini, Study Timer, Notes, and About.I also started making the project more production-ready by adding documentation, centralizing app metadata into an app registry, centralizing storage keys, and upgrading SAT Sprint toward a structured local SAT-style question bank instead of basic hard-coded sample questions.Live demo: https://scholar-os-gamma.vercel.app/GitHub : https://github.com/FlashSpeedie/scholar-osNext , I’m going to finish SAT Sprint verification, polish the question-bank flow, improve the UI, and keep adding more production-ready features."}]...
|
Title: ScholarOS by @Siddharth | Stardance
Devlog Title: ScholarOS by @Siddharth | Stardance
Devlogs:
I pushed ScholarOS to GitHub and deployed the first live version on Vercel.ScholarOS is a browser-based student WebOS with a desktop-style interface, dock, draggable/resizable app windows, persistent window state, and dark/light theme support. It includes student tools like SAT Sprint, GPA Calculator, Final Grade Calculator, ContextGuard Mini, Study Timer, Notes, and About.I also started making the project more production-ready by adding documentation, centralizing app metadata into an app registry, centralizing storage keys, and upgrading SAT Sprint toward a structured local SAT-style question bank instead of basic hard-coded sample questions.Live demo: https://scholar-os-gamma.vercel.app/GitHub : https://github.com/FlashSpeedie/scholar-osNext , I’m going to finish SAT Sprint verification, polish the question-bank flow, improve the UI, and keep adding more production-ready features.
I started the first ScholarOS expansion pass: Notes Plus. This update upgrades the Notes app from a simple local notes tool into a stronger study notes system. I added support for tags, pinning, search, filters, safer versioned note storage, JSON import/export, and a safer Markdown preview flow. The existing notes storage key is preserved so older saved notes can still load instead of being erased.I also updated the docs, app description, and Playwright smoke coverage so the project description matches the new Notes features. Lint, build, and unit tests passed earlier in the pass, and the Playwright suite was running successfully after the Notes search/tag test. I then added extra import/export smoke coverage, but hit the Codex usage limit while the final lint/E2E rerun was still in progress.Next, I’m going to continue from this exact point, finish the final verification rerun, fix anything real if it appears, then commit and deploy the Notes Plus update.
Continued expanding ScholarOS into a production-ready web desktop for students. This update focused on improving both usability and productivity while keeping everything local-first. ✅ Added Formula Sheet app with categorized SAT Math references, search, favorites, and copy support. Calendar Lite with Today, Week, and Upcoming views, event management, and study block presets. Focus Mode and Workspace Layouts for quickly switching between different study environments. Improved backup and restore support to include the new apps and settings. Better window management, local storage recovery, and overall desktop polish. 🛠 Technical Improvements Added reusable utilities and data models. Expanded unit and Playwright end-to-end test coverage. Improved application architecture and documentation. Verified the project with linting, production builds, and automated tests. 🚀 Next I’m now working on adding a Command Palette, desktop widgets, and more advanced operating system features to make ScholarOS feel even closer to a real desktop environment while remaining completely browser-based.
Built ScholarOS into a much more complete and polished local-first productivity platform over this development session. I focused on improving stability, usability, testing, and documentation rather than just adding features.Implemented several new apps and productivity tools including Formula Sheet, Calendar Lite, Assignment Planner, Flashcards, SAT Vocabulary Builder, Study Dashboard, Productivity Hub, Focus Mode, Workspace Layouts, Widgets, and an advanced Command Palette for quickly launching apps and actions.Improved the desktop experience with better window management, layout recovery, responsive behavior, keyboard shortcuts, drag-and-drop improvements, backup and restore, accessibility enhancements, and overall UI polish. Fixed overlapping layouts, hydration issues, z-index behavior, storage recovery, and numerous edge cases to make the desktop feel much more reliable.Performed a full production-quality pass across the project, resolving lint warnings, TypeScript build issues, and improving maintainability without introducing breaking changes. Verified that the project successfully passes linting, production builds, unit tests, and Playwright end-to-end tests.Completely redesigned the documentation with a professional README including architecture diagrams, installation instructions, feature documentation, technology stack, roadmap, testing information, screenshots section, contribution guide, and deployment details.Deployed the latest version to Vercel and verified the live application after completing the release audit. Also cleaned up the repository and prepared it for public release on GitHub.ScholarOS is now a polished local-first web desktop focused on helping students organize studying, assignments, SAT preparation, productivity, privacy, and academic planning through a modern browser-based operating system experience. It has reached a stable release-ready state with comprehensive documentation, automated testing, and a fully deployed live demo.
Ships:
I built ScholarOS, a local-first student workspace that brings study tools into one desktop-style web app. It includes flashcards, notes, assignment planning, SAT prep, GPA calculators, a formula sheet, calendar, workspaces, widgets, and a command palette. The biggest challenge was making everything work together while keeping it fast, responsive, and reliable. I’m most proud that it runs entirely in the browser with no backend and passes lint, build, unit tests, and Playwright end-to-end tests. Try opening different apps, creating notes or flashcards, planning assignments, and using the Command Palette (Ctrl + K) to explore everything....
|
1793296142.5331666
|
1793382542.5331666
|
|
26419
|
Rerun by @melodelete | Stardance
|
melodelete
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T22:19:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple command alias manager to make long commands and even hard to remember commands easier to use,Personally this project was a bit difficult to run without any external dependencies, The install script was a bit hard to code as this is my first ever CLI tool", "repo": "https://github.com/melodelete/rerun", "demo": "https://github.com/melodelete/Rerun"}]...
|
[{"post_id": 17185, "ts": "202 [{"post_id": 17185, "ts": "2026-06-27T21:51:51Z", "hours": 0.5331, "text": "Added an un/installation to easily install rerun in any shell"}, {"post_id": 16324, "ts": "2026-06-26T15:48:53Z", "hours": 0.3494, "text": "Basic Functionality, So far the program can now set aliases and use that aliases i also added examples on how to set the aliases and added what each argument does"}]...
|
Title: Rerun by @melodelete | Stardance
Devlogs:
Title: Rerun by @melodelete | Stardance
Devlogs:
Basic Functionality, So far the program can now set aliases and use that aliases i also added examples on how to set the aliases and added what each argument does
Added an un/installation to easily install rerun in any shell
Ships:
A simple command alias manager to make long commands and even hard to remember commands easier to use,Personally this project was a bit difficult to run without any external dependencies, The install script was a bit hard to code as this is my first ever CLI tool...
|
1793263898.921573
|
1793350298.921573
|
|
26425
|
NovaForge AI by @Adithyan_A | Stardance
|
Adithyan_A
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T11:28:06Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀 NovaForge AI is Live! Over the past few days, I transformed NovaForge from a simple frontend into a fully functional AI-powered website generator. What I made 🤖 AI website generation powered by OpenRouter 🔐 Secure authentication with Supabase (Google, GitHub & Email) 💰 Daily credits system with automatic resets 🔑 Bring Your Own Key (BYOK) support for unlimited generations 🖥️ Live website preview inside the browser ☁️ Full deployment with the frontend on Vercel and the backend on Render Biggest challenge Building a secure backend was definitely the hardest part. I had to make sure API keys stayed hidden, authenticate every request with JWTs, manage daily credits, and keep everything secure with rate limiting, CORS, and Helmet. What I’m most proud of Seeing NovaForge become a real product that anyone can open in their browser and use. The live preview and BYOK system were especially fun to build, and I’m happy with how smooth the experience feels. How to test it Sign in with Google, GitHub, or Email. You’ll receive 10 free generations every day. Or add your own OpenRouter API key in Settings for unlimited generations without using daily credits. Try prompting it to generate a landing page, portfolio, or business website and watch it render instantly in the preview. Thanks to everyone at Hack Club Stardance for the motivation to keep shipping! 🚀", "repo": "https://github.com/bronzy1/novaforgeai", "demo": "https://novaforgeai-stardance.vercel.app/"}]...
|
[{"post_id": 20700, "ts": "202 [{"post_id": 20700, "ts": "2026-07-02T11:22:42Z", "hours": 1.2097, "text": "NovaForge Goes Live! 🚀Today was by far my biggest sprint during the Hack Club Stardance hackathon. NovaForge went from a frontend with authentication to a fully deployed AI-powered SaaS application.Today I built:🧠 A secure Node.js + Express backend that acts as a proxy for AI requests, keeping API keys hidden from the frontend.🤖 Integrated OpenRouter with automatic model fallback so generations continue even if one model becomes unavailable.💰 A daily credits system using Supabase that gives every new user 10 credits, deducts one credit per generation, and resets daily.🔑 A Bring Your Own Key (BYOK) feature that lets users save their own OpenRouter API key and generate without consuming daily credits.🖥️ A live website preview that instantly renders the AI-generated HTML, CSS, and JavaScript inside a secure sandboxed iframe.🔒 Production-ready security, including rate limiting, strict CORS policies, Helmet middleware, protected routes, and backend JWT verification. Finally, I deployed NovaForge to production!🚀 Frontend deployed on Vercel⚙️ Backend deployed on Render📦 Project pushed to GitHub✅ SPA routing configured for production NovaForge is officially live on the internet, and seeing an idea grow into a working product has been incredibly rewarding. Next Goals: Improve AI generation quality and speed, Add project history and cloud saving, Expand the Studio interface, Continue polishing the overall user experience. This has easily been my most productive day so far. Excited to keep building! 🚀"}, {"post_id": 20657, "ts": "2026-07-02T09:41:28Z", "hours": 2.8281, "text": "🚀 NovaForge Devlog #1Authentication System ProgressToday’s focus was building the authentication system for NovaForge.I started by polishing the authentication UI and experimented with two different user flows:A modern sign-in page featuring a 3D glowing orb.A custom 6-digit OTP verification screen with a WebGL particle effect that reacts as the user types.On the backend, I integrated Supabase Auth and successfully configured OAuth authentication with Google and GitHub. Setting up the OAuth providers required configuring credentials across Google Cloud Console, GitHub Developer Settings, and Supabase, but everything is now connected and working for local development.I also explored implementing a custom 6-digit OTP login using supabase.auth.signInWithOtp(). During testing, I discovered that Supabase’s default email flow sends a magic link instead of the verification token. To support the experience I want, I’ll be integrating Resend as a custom SMTP provider so I can customize the email template to deliver the OTP directly.Tech UsedReact + ViteTailwind CSSFramer MotionThree.js ( @react-three /fiber)Supabase AuthNext StepsTest the authentication flow end-to-end.Configure Row Level Security (RLS) for secure project storage.Begin building the core Studio interface and design canvas.Deploy the first public version to Vercel.Authentication is now largely in place, providing the foundation for user accounts, cloud project storage, and the upcoming AI-powered design studio features."}]...
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Title: NovaForge AI by @Adithyan_A | Stardance
De Title: NovaForge AI by @Adithyan_A | Stardance
Devlogs:
🚀 NovaForge Devlog #1Authentication System ProgressToday’s focus was building the authentication system for NovaForge.I started by polishing the authentication UI and experimented with two different user flows:A modern sign-in page featuring a 3D glowing orb.A custom 6-digit OTP verification screen with a WebGL particle effect that reacts as the user types.On the backend, I integrated Supabase Auth and successfully configured OAuth authentication with Google and GitHub. Setting up the OAuth providers required configuring credentials across Google Cloud Console, GitHub Developer Settings, and Supabase, but everything is now connected and working for local development.I also explored implementing a custom 6-digit OTP login using supabase.auth.signInWithOtp(). During testing, I discovered that Supabase’s default email flow sends a magic link instead of the verification token. To support the experience I want, I’ll be integrating Resend as a custom SMTP provider so I can customize the email template to deliver the OTP directly.Tech UsedReact + ViteTailwind CSSFramer MotionThree.js ( @react-three /fiber)Supabase AuthNext StepsTest the authentication flow end-to-end.Configure Row Level Security (RLS) for secure project storage.Begin building the core Studio interface and design canvas.Deploy the first public version to Vercel.Authentication is now largely in place, providing the foundation for user accounts, cloud project storage, and the upcoming AI-powered design studio features.
NovaForge Goes Live! 🚀Today was by far my biggest sprint during the Hack Club Stardance hackathon. NovaForge went from a frontend with authentication to a fully deployed AI-powered SaaS application.Today I built:🧠 A secure Node.js + Express backend that acts as a proxy for AI requests, keeping API keys hidden from the frontend.🤖 Integrated OpenRouter with automatic model fallback so generations continue even if one model becomes unavailable.💰 A daily credits system using Supabase that gives every new user 10 credits, deducts one credit per generation, and resets daily.🔑 A Bring Your Own Key (BYOK) feature that lets users save their own OpenRouter API key and generate without consuming daily credits.🖥️ A live website preview that instantly renders the AI-generated HTML, CSS, and JavaScript inside a secure sandboxed iframe.🔒 Production-ready security, including rate limiting, strict CORS policies, Helmet middleware, protected routes, and backend JWT verification. Finally, I deployed NovaForge to production!🚀 Frontend deployed on Vercel⚙️ Backend deployed on Render📦 Project pushed to GitHub✅ SPA routing configured for production NovaForge is officially live on the internet, and seeing an idea grow into a working product has been incredibly rewarding. Next Goals: Improve AI generation quality and speed, Add project history and cloud saving, Expand the Studio interface, Continue polishing the overall user experience. This has easily been my most productive day so far. Excited to keep building! 🚀
Ships:
🚀 NovaForge AI is Live! Over the past few days, I transformed NovaForge from a simple frontend into a fully functional AI-powered website generator. What I made 🤖 AI website generation powered by OpenRouter 🔐 Secure authentication with Supabase (Google, GitHub & Email) 💰 Daily credits system with automatic resets 🔑 Bring Your Own Key (BYOK) support for unlimited generations 🖥️ Live website preview inside the browser ☁️ Full deployment with the frontend on Vercel and the backend on Render Biggest challenge Building a secure backend was definitely the hardest part. I had to make sure API keys stayed hidden, authenticate every request with JWTs, manage daily credits, and keep everything secure with rate limiting, CORS, and Helmet. What I’m most proud of Seeing NovaForge become a real product that anyone can open in their browser and use. The live preview and BYOK system were especially fun to build, and I’m happy with how smooth the experience feels. How to test it Sign in with Google, GitHub, or Email. You’ll receive 10 free generations every day. Or add your own OpenRouter API key in Settings for unlimited generations without using daily credits. Try prompting it to generate a landing page, portfolio, or business website and watch it render instantly in the preview. Thanks to everyone at Hack Club Stardance for the motivation to keep shipping! 🚀...
|
1793253120.244635
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1793339520.244635
|
|
26437
|
Wireless Piano by @zhal | Stardance
|
zhal
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T13:24:53Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built a 12-key ESP32-powered Piano that has a WIFI Mode that hosts its own webpage. Users can connect to the ESP32 from any device on the same network and play piano notes through their web browser. Also it has a Standalone Mode were you can directly connect it to a speaker. The project combines 3D printing, electronics, programming, and web development into a portable instrument. What was challenging? The biggest challenge was getting the ESP32 and the web interface to communicate reliably while keeping the piano responsive. Designing and fitting the 3D-printed enclosure around all the electronics and wiring also required several iterations. What are you proud of? I’m most proud of creating a system that feels simple to use despite combining several technologies. Instead of needing a dedicated app or speaker, anyone on the same Wi-Fi network can open a browser and immediately start playing. I’m also proud that the project combines hardware, software, and 3D design into one product. What should people know so they can test your project? To test the project: Power on the ESP32. Ensure your device is connected to the same Wi-Fi network as the ESP32. Open the IP address shown in the Serial Monitor. (if not shown press the enable button on the ESP32) Press the physical keys or use the on-screen piano keyboard. Your device’s volume should be turned on since the audio is generated by the web browser rather than the ESP32 itself if in WIFI Mode.", "repo": "https://github.com/zhal8403/Piano", "demo": ""}]...
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[{"post_id": 20486, "ts": "202 [{"post_id": 20486, "ts": "2026-07-02T02:52:09Z", "hours": 3.955, "text": "I have assembled the 12 key piano and I have adjusted code in the site to fit it I also have fixed many bugs and I’ve also made it have 2 modes. It has a Wi-Fi mode where you can connect to the site, but you can also use the site with your mouse and play or you can open it on your phone and use touchscreen. The second mode is the standalone mode which you can connect to a speaker to play with the board without using a device and I have fully enclosed the piano so you can transport it"}, {"post_id": 18775, "ts": "2026-06-29T23:50:44Z", "hours": 1.9331, "text": "added audio thats plays when keys are pressed connected to the keys and that"}, {"post_id": 18349, "ts": "2026-06-29T13:52:34Z", "hours": 0.7556, "text": "finished printing and assembling the mini version of the piano"}, {"post_id": 18043, "ts": "2026-06-29T00:35:35Z", "hours": 2.5472, "text": "Designed 12 key and 5 key pianos planning on adding more for electronic storage next"}, {"post_id": 17542, "ts": "2026-06-28T11:31:19Z", "hours": 1.2561, "text": "created simple webpage to receive esp32 signals from switches and a starter keyboard display taht shows what keys been pressed"}, {"post_id": 17344, "ts": "2026-06-28T02:57:20Z", "hours": 0.8108, "text": "ESP32 code that hosts a web server and sends piano key states to a browser."}]...
|
Title: Wireless Piano by @zhal | Stardance
Devlog Title: Wireless Piano by @zhal | Stardance
Devlogs:
ESP32 code that hosts a web server and sends piano key states to a browser.
created simple webpage to receive esp32 signals from switches and a starter keyboard display taht shows what keys been pressed
Designed 12 key and 5 key pianos planning on adding more for electronic storage next
finished printing and assembling the mini version of the piano
added audio thats plays when keys are pressed connected to the keys and that
I have assembled the 12 key piano and I have adjusted code in the site to fit it I also have fixed many bugs and I’ve also made it have 2 modes. It has a Wi-Fi mode where you can connect to the site, but you can also use the site with your mouse and play or you can open it on your phone and use touchscreen. The second mode is the standalone mode which you can connect to a speaker to play with the board without using a device and I have fully enclosed the piano so you can transport it
Ships:
What did you make? I built a 12-key ESP32-powered Piano that has a WIFI Mode that hosts its own webpage. Users can connect to the ESP32 from any device on the same network and play piano notes through their web browser. Also it has a Standalone Mode were you can directly connect it to a speaker. The project combines 3D printing, electronics, programming, and web development into a portable instrument. What was challenging? The biggest challenge was getting the ESP32 and the web interface to communicate reliably while keeping the piano responsive. Designing and fitting the 3D-printed enclosure around all the electronics and wiring also required several iterations. What are you proud of? I’m most proud of creating a system that feels simple to use despite combining several technologies. Instead of needing a dedicated app or speaker, anyone on the same Wi-Fi network can open a browser and immediately start playing. I’m also proud that the project combines hardware, software, and 3D design into one product. What should people know so they can test your project? To test the project: Power on the ESP32. Ensure your device is connected to the same Wi-Fi network as the ESP32. Open the IP address shown in the Serial Monitor. (if not shown press the enable button on the ESP32) Press the physical keys or use the on-screen piano keyboard. Your device’s volume should be turned on since the audio is generated by the web browser rather than the ESP32 itself if in WIFI Mode....
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1793220714.9258835
|
1793307114.9258835
|
|
26457
|
My very own WebOS by @Ombama | Stardance
|
Ombama
|
1
|
28.06
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T22:59:33Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made GreenSpace WebOS, a browser-based desktop environment built with HTML, CSS, and JavaScript. It includes five apps: Welcome, Notes, Nature, Settings, and Calculator. Users can open, drag, minimize, maximize, restore, and close windows, use a searchable Start menu, change wallpapers and themes, and save notes, progress, calculator history, and window layouts with local storage. The most challenging parts were managing multiple window states, restoring saved layouts correctly, and making keyboard shortcuts work without interfering with typing. I am most proud of the polished desktop experience, persistent app data, accessibility improvements, and built-in diagnostics. To test it, open index.html with Live Server, try every app and window control, refresh to confirm saved data returns, test the keyboard shortcuts, and run Diagnostics from the Welcome app.", "repo": "https://github.com/Om-Bhagat-prog/WebOS-1", "demo": "https://web-os-1-iota.vercel.app/"}]...
|
[{"post_id": 42083, "ts": "202 [{"post_id": 42083, "ts": "2026-08-06T17:19:05Z", "hours": 0.3194, "text": "I improved the Nature app by adding challenge progress. Previously, all completed challenges whenever the broswer was refreshed. I added unique IDs to eaach checkbox and used JavaScript to save their checked states in localStorage. When the pages loads, the app reads the stored progress and restores each challenge automaticallt. I also updated the reset button so it removes both the checked boxes and the saved browser data. This ypdate helped me learn how multiple values can be stored together as a JavaScript object, converted into JSON, and loaded again later. The Nature app now behaves more like a real application because users do not lose their progress after refreshing."}, {"post_id": 42027, "ts": "2026-08-06T16:01:07Z", "hours": 0.7878, "text": "I added the third working application to Om’s WebOS. The Nature app contains three daily environmental challenges that users can complete using checkboxes. JavaScript counts the checked challenges and updates the progress message automatically. I also added a reset button that clears every challenge. The app reuses the window system I previously created, so it can open from the desktop, move aorund the screen, minimize to the taskbar, maximize, restore, and close. This helped me understand how one reusable window system can support multiple applications without writing separate window code for each one."}, {"post_id": 41583, "ts": "2026-08-05T21:34:54Z", "hours": 0.9175, "text": "It can now maximize and restore behavior. Welcome and Notes can now fill the usable desktop while leaving the taskbar visible. Before maximizing, the system remembers each window’s original position and dimensions. Clicking the maximize control again restores the previous window state. Maximized windows cannot be dragged until restored."}, {"post_id": 40918, "ts": "2026-08-04T19:06:33Z", "hours": 0.8067, "text": "The WebOS window system was expanded with minimize and restore behavior. Open applications now recieve buttons in the taskbar. Clicking the minimize control hides the application while keeping its taskbar button available. Clicking the taskbar button restores the minimized window and brings it to the front. Closing an application removes its taskbar button completely."}, {"post_id": 40406, "ts": "2026-08-03T21:39:03Z", "hours": 0.49, "text": "The draggable window system was improved with desktop boundary protection. Application windows are now constrained to the visible desktop area and cannot be dragged beyond the screen edges or underneath the taskbar. The project also responds to browser resizing by checking all visible windows and moving them back into a safe position when necessary."}, {"post_id": 40380, "ts": "2026-08-03T20:55:43Z", "hours": 0.4547, "text": "The WebOS now has draggable application windows. Users can now move the Welcome and Notes windows by dragging their title bars. Clicking or opening a window also brings it in front of other open windows using dynamically updated z-index values. The close button remains clickable without accidentally starting a drag."}, {"post_id": 40169, "ts": "2026-08-03T15:57:27Z", "hours": 0.7978, "text": "The Notes application now has a working Save and Clear controls. Notes are stored in the browser using localStorage, allowing the title and note content to remain available after the page is refreshed or repoened. The Clear button removes both the visible text and stored note. A status message gives the user confirmation after saving or clearing."}, {"post_id": 39658, "ts": "2026-08-02T19:42:00Z", "hours": 0.3597, "text": "A Notes application was added to the WebOS using the reusable application-window system. Clicking the Notes desktop icon now opens a separate window containing a title field and writing area. The Notes window uses the same close-button behavior as the Welcome window, demonstrating that one JavaScript system can control multiple applications. The interface was styled with labels, rounded input fields, focus effects, and a larger text area for writing notes."}, {"post_id": 39630, "ts": "2026-08-02T19:10:25Z", "hours": 0.68, "text": "I expanded from the basic introduction into the beginning of an interactive browser-based operating sytem/ The project now uses two separate pages: an introduction page with a Start WebOS button and a desktop page with a Back to Intro link. On the desktop, I created a graident background, bottom taskbar, and six custom application icons: Welcome, Notes, Nature, Calculator, About Me, and Settings. I added custom image files for each icon and styled them with consistent sizing, rounded corners, and hover effects. I also started the application window system. The Welcome app now has a window containing a title bar, tontent area, and close button. Javascript finds buttons with data-open-window, opens the matching window, and allows the close button to hide it again. I also corrected malformed button attributes and connected the Welcome icon to welcome-window."}, {"post_id": 38449, "ts": "2026-07-31T20:22:18Z", "hours": 1.4428, "text": "I created the first working version of Om’s WebOS using separate pages. The intro page explains the porject and includes a Start WebOS button that links to the main desktop page. I also added a Back to Intro button so users can return without refreshing. On the desktop, I created a green-to-blue gradient background, a bottom taskbar, and custom icons for the Welcome and Notes apps. I learned how to organize images inside an images folder and display them using tags. I also styled the icons with rounded corners, hover effects, and consistent sizing. One issue I fixed was an incoorect image file extension. the HTML used .png, but the real file was a .jpg. After correcting the path, the Welcome icon loaded properly. Next, I plan to make the Welcome and Notes icons open working application windows with close, minimize, and maximize buttons."}, {"post_id": 37924, "ts": "2026-07-30T22:51:58Z", "hours": 0.415, "text": "Finished the project"}, {"post_id": 37910, "ts": "2026-07-30T22:08:50Z", "hours": 1.5114, "text": "Added global application keyboard shortcuts, active-window controls, keyboard-focusable title bars, ARIA live announcements, dynamic taskbar accessibility states, visible focus indicators, editable-field shortcut protection, and Start-menu count synchronization."}, {"post_id": 37687, "ts": "2026-07-30T16:10:52Z", "hours": 1.3231, "text": "Added persistent desktop-state storage to GreenSpace WebOS. Window positions, sizes, open states, minimized states, maximized states, active-window state, and stacking order now survive browser refreshes. Added a Reset Windows control to restore the default desktop layout."}, {"post_id": 37623, "ts": "2026-07-30T14:19:48Z", "hours": 1.9, "text": "Added a working Calculator applcation with standard arithmetic operations, decimals, negative numbers, percentages, keyboard controls, calculation history, persistent browser storage, reusable history results, and divide-by-zero error handling."}, {"post_id": 37210, "ts": "2026-07-29T19:11:54Z", "hours": 1.5125, "text": "Added a Settings application with selectable Forest, Sunset, and Ocean wallpapers, light and dark window themes, a desktop-grid toggle, automatic browser storage, restored preferences after refresh, and appearance-reset functionality."}, {"post_id": 37029, "ts": "2026-07-29T14:33:55Z", "hours": 2.9131, "text": "Converted the Nature application into an interactive environmental challenge tracker. Added six activities, completed states, green points, a live progress bar, automatic broswer storage, restored progress after refresh, and rest functionality."}, {"post_id": 35995, "ts": "2026-07-27T19:59:51Z", "hours": 0.9617, "text": "Converted the Notes preview into a functional text editor. Added a title field, editable note content, automatic saving, manual saving, Ctrl + S support, clear confirmation, word and character counters, save-status feedback, and persistent browser storage."}, {"post_id": 35878, "ts": "2026-07-27T16:27:18Z", "hours": 1.5764, "text": "Replaced the temporary Start notification with a complete searchable application launcher. The Start menu can open every WebOS application, filters apps as the user types, closes through outside clicks or the Escape key, and updates the Start button’s accessibility state."}, {"post_id": 35811, "ts": "2026-07-27T14:14:28Z", "hours": 2.1478, "text": "Added complete window-control behavior to GreenSpace WebOS. Application windows can now be minimized, restored from the taskbar, maximized, and returned to their previous position and size. Taskbar buttons now change behavior based on window state, and double-clicking a title bar maximizes or restores the window."}, {"post_id": 35205, "ts": "2026-07-26T14:05:31Z", "hours": 1.135, "text": "Added reusable draggable-window behavior to GreenSpace WebOS. All application windows can now be moved using their title bars with mouse, touch, or pen input. Added pointer capture, active-window focus during movement, safe desktop boundaries, visual dragging feedback, and automatic position correction when the browser is resized."}, {"post_id": 35079, "ts": "2026-07-26T08:24:21Z", "hours": 1.1258, "text": "Built a reusable multi-window system for GreenSpace WebOS. Added working Welcome, Notes, and Nature applications that can be opened from desktop icons, closed using window controls, and brought to the front when selected. Added dynamic taskbar buttons for each open application, active-window highlighting, and automatic window stacking using z-index. Also refined the Welcome window layout, improved scrolling behavior, and replaced temporary alerts with an in-desktop status message."}, {"post_id": 35040, "ts": "2026-07-26T06:13:39Z", "hours": 4.6042, "text": "Goal Create the visual foundation for the WebOS project. Work completed Created the initial project structure Created a custom environmental desktop theme Added three desktop application icons Created the first application window Added a taskbar and Start button Added a running application indicator Added internet and sound indicators Added a live clock and date Added responsive behavior for smaller screens Added placeholder feedback for features planned in later hours Technical decisions The desktop uses CSS gradients rather than an external wallpaper image. This keeps the project lightweight and prevents the interface from depending on an external image host. CSS custom properties store shared colors and dimensions. This will make future theme and layout changes easier. The clock logic is isolated inside an updateClock function. It runs once when the page loads and then updates every second. The window control buttons are visible but disabled. Their functionality will be introduced gradually rather than placing unfinished behavior into the first version. Challenges The main challenge was keeping the desktop usable on both large and small screens. A media query changes the desktop icon arrangement, application window position, and taskbar labels on smaller screens. Next development hour The next hour will introduce a reusable window system with multiple application windows and working open and close controls."}]...
|
Title: My very own WebOS by @Ombama | Stardance
D Title: My very own WebOS by @Ombama | Stardance
Devlogs:
Goal Create the visual foundation for the WebOS project. Work completed Created the initial project structure Created a custom environmental desktop theme Added three desktop application icons Created the first application window Added a taskbar and Start button Added a running application indicator Added internet and sound indicators Added a live clock and date Added responsive behavior for smaller screens Added placeholder feedback for features planned in later hours Technical decisions The desktop uses CSS gradients rather than an external wallpaper image. This keeps the project lightweight and prevents the interface from depending on an external image host. CSS custom properties store shared colors and dimensions. This will make future theme and layout changes easier. The clock logic is isolated inside an updateClock function. It runs once when the page loads and then updates every second. The window control buttons are visible but disabled. Their functionality will be introduced gradually rather than placing unfinished behavior into the first version. Challenges The main challenge was keeping the desktop usable on both large and small screens. A media query changes the desktop icon arrangement, application window position, and taskbar labels on smaller screens. Next development hour The next hour will introduce a reusable window system with multiple application windows and working open and close controls.
Built a reusable multi-window system for GreenSpace WebOS. Added working Welcome, Notes, and Nature applications that can be opened from desktop icons, closed using window controls, and brought to the front when selected. Added dynamic taskbar buttons for each open application, active-window highlighting, and automatic window stacking using z-index. Also refined the Welcome window layout, improved scrolling behavior, and replaced temporary alerts with an in-desktop status message.
Added reusable draggable-window behavior to GreenSpace WebOS. All application windows can now be moved using their title bars with mouse, touch, or pen input. Added pointer capture, active-window focus during movement, safe desktop boundaries, visual dragging feedback, and automatic position correction when the browser is resized.
Added complete window-control behavior to GreenSpace WebOS. Application windows can now be minimized, restored from the taskbar, maximized, and returned to their previous position and size. Taskbar buttons now change behavior based on window state, and double-clicking a title bar maximizes or restores the window.
Replaced the temporary Start notification with a complete searchable application launcher. The Start menu can open every WebOS application, filters apps as the user types, closes through outside clicks or the Escape key, and updates the Start button’s accessibility state.
Converted the Notes preview into a functional text editor. Added a title field, editable note content, automatic saving, manual saving, Ctrl + S support, clear confirmation, word and character counters, save-status feedback, and persistent browser storage.
Converted the Nature application into an interactive environmental challenge tracker. Added six activities, completed states, green points, a live progress bar, automatic broswer storage, restored progress after refresh, and rest functionality.
Added a Settings application with selectable Forest, Sunset, and Ocean wallpapers, light and dark window themes, a desktop-grid toggle, automatic browser storage, restored preferences after refresh, and appearance-reset functionality.
Added a working Calculator applcation with standard arithmetic operations, decimals, negative numbers, percentages, keyboard controls, calculation history, persistent browser storage, reusable history results, and divide-by-zero error handling.
Added persistent desktop-state storage to GreenSpace WebOS. Window positions, sizes, open states, minimized states, maximized states, active-window state, and stacking order now survive browser refreshes. Added a Reset Windows control to restore the default desktop layout.
Added global application keyboard shortcuts, active-window controls, keyboard-focusable title bars, ARIA live announcements, dynamic taskbar accessibility states, visible focus indicators, editable-field shortcut protection, and Start-menu count synchronization.
Finished the project
I created the first working version of Om’s WebOS using separate pages. The intro page explains the porject and includes a Start WebOS button that links to the main desktop page. I also added a Back to Intro button so users can return without refreshing. On the desktop, I created a green-to-blue gradient background, a bottom taskbar, and custom icons for the Welcome and Notes apps. I learned how to organize images inside an images folder and display them using tags. I also styled the icons with rounded corners, hover effects, and consistent sizing. One issue I fixed was an incoorect image file extension. the HTML used .png, but the real file was a .jpg. After correcting the path, the Welcome icon loaded properly. Next, I plan to make the Welcome and Notes icons open working application windows with close, minimize, and maximize buttons.
I expanded from the basic introduction into the beginning of an interactive browser-based operating sytem/ The project now uses two separate pages: an introduction page with a Start WebOS button and a desktop page with a Back to Intro link. On the desktop, I created a graident background, bottom taskbar, and six custom application icons: Welcome, Notes, Nature, Calculator, About Me, and Settings. I added custom image files for each icon and styled them with consistent sizing, rounded corners, and hover effects. I also started the application window system. The Welcome app now has a window containing a title bar, tontent area, and close button. Javascript finds buttons with data-open-window, opens the matching window, and allows the close button to hide it again. I also corrected malformed button attributes and connected the Welcome icon to welcome-window.
A Notes application was added to the WebOS using the reusable application-window system. Clicking the Notes desktop icon now opens a separate window containing a title field and writing area. The Notes window uses the same close-button behavior as the Welcome window, demonstrating that one JavaScript system can control multiple applications. The interface was styled with labels, rounded input fields, focus effects, and a larger text area for writing notes.
The Notes application now has a working Save and Clear controls. Notes are stored in the browser using localStorage, allowing the title and note content to remain available after the page is refreshed or repoened. The Clear button removes both the visible text and stored note. A status message gives the user confirmation after saving or clearing.
The WebOS now has draggable application windows. Users can now move the Welcome and Notes windows by dragging their title bars. Clicking or opening a window also brings it in front of other open windows using dynamically updated z-index values. The close button remains clickable without accidentally starting a drag.
The draggable window system was improved with desktop boundary protection. Application windows are now constrained to the visible desktop area and cannot be dragged beyond the screen edges or underneath the taskbar. The project also responds to browser resizing by checking all visible windows and moving them back into a safe position when necessary.
The WebOS window system was expanded with minimize and restore behavior. Open applications now recieve buttons in the taskbar. Clicking the minimize control hides the application while keeping its taskbar button available. Clicking the taskbar button restores the minimized window and brings it to the front. Closing an application removes its taskbar button completely.
It can now maximize and restore behavior. Welcome and Notes can now fill the usable desktop while leaving the taskbar visible. Before maximizing, the system remembers each window’s original position and dimensions. Clicking the maximize control again restores the previous window state. Maximized windows cannot be dragged until restored.
I added the third working application to Om’s WebOS. The Nature app contains three daily environmental challenges that users can complete using checkboxes. JavaScript counts the checked challenges and updates the progress message automatically. I also added a reset button that clears every challenge. The app reuses the window system I previously created, so it can open from the desktop, move aorund the screen, minimize to the taskbar, maximize, restore, and close. This helped me understand how one reusable window system can support multiple applications without writing separate window code for each one.
I improved the Nature app by adding challenge progress. Previously, all completed challenges whenever the broswer was refreshed. I added unique IDs to eaach checkbox and used JavaScript to save their checked states in localStorage. When the pages loads, the app reads the stored progress and restores each challenge automaticallt. I also updated the reset button so it removes both the checked boxes and the saved browser data. This ypdate helped me learn how multiple values can be stored together as a JavaScript object, converted into JSON, and loaded again later. The Nature app now behaves more like a real application because users do not lose their progress after refreshing.
Ships:
I made GreenSpace WebOS, a browser-based desktop environment built with HTML, CSS, and JavaScript. It includes five apps: Welcome, Notes, Nature, Settings, and Calculator. Users can open, drag, minimize, maximize, restore, and close windows, use a searchable Start menu, change wallpapers and themes, and save notes, progress, calculator history, and window layouts with local storage. The most challenging parts were managing multiple window states, restoring saved layouts correctly, and making keyboard shortcuts work without interfering with typing. I am most proud of the polished desktop experience, persistent app data, accessibility improvements, and built-in diagnostics. To test it, open index.html with Live Server, try every app and window control, refresh to confirm saved data returns, test the keyboard shortcuts, and run Diagnostics from the Welcome app....
|
1793288989.812126
|
1793375389.812126
|
|
26468
|
Stocks AI by @mruhankhan | Stardance
|
mruhankhan
|
1
|
1.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T21:57:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made StocksAI, a web app for searching US stocks and reading market structure from a trading style dashboard. The app lets people search tickers like AAPL, MU, NVDA, and TSLA, then view live chart data, candlesticks, OHLC prices, volume, watchlist buttons, comparison tools, alerts, replay controls, and AI style chart notes. I also added automatic dropdown search, so when someone selects a ticker suggestion, the app searches right away without needing to press the Search button. The most challenging part was getting the app ready for public deployment. It originally ran on a local Windows PowerShell server, so I converted it into a Render ready Python backend with server.py. Now the app can serve the frontend and API routes online through Render. I am proud that the app now has both a useful frontend trading interface and a real backend path for deployment. People can test it by opening the Render link, searching a ticker, using the chart controls, comparing stocks, and reading the AI style market notes. What I still need to continue working on is adding all the API keys for the different AI language models and services. That includes keys for OpenAI, Gemini, Anthropic, and the stock data summary API if I want full live AI analysis. I also need to keep improving the prediction system, error handling, and deployment settings so the app works smoothly for anyone who tries it.", "repo": "https://github.com/Mruhankhan/stocksAI", "demo": "https://stocks-ai-two.vercel.app/"}]...
|
[{"post_id": 16659, "ts": "202 [{"post_id": 16659, "ts": "2026-06-27T02:39:39Z", "hours": 0.4997, "text": "Removed all Render related deployment files and configuration from the project including render.yaml, Render specific requirements, and documentation references. Replaced Render deployment setup with a local Python server setup only. Fixed Vercel deployment issue by updating server.py to expose a proper FastAPI app entrypoint and restructuring dependencies to match Vercel runtime requirements. Pushed updated changes to main branch and triggered redeployment. https://stocks-ai-two.vercel.app/"}, {"post_id": 16533, "ts": "2026-06-26T21:54:23Z", "hours": 0.4467, "text": "I successfully fixed the deployment issue on Render and got the backend service running in production. The environment is now building cleanly, dependencies are installing correctly, and the server is live and accessible through the production URL. The application is stable after deployment and ready for testing or further integration. It should work on the URL NOW"}, {"post_id": 16412, "ts": "2026-06-26T18:17:01Z", "hours": 0.4881, "text": "Before participating in the HackTime challenge, I had the initial idea of creating a stock analysis platform. On June 5, I officially started developing StocksAI Market Desk, a web based platform focused on U.S. equities.Since then, I have built a functional trading interface that includes real time stock data, interactive charts, watchlists, replay functionality, technical indicators such as EMA and VWAP, and custom drawing tools for support and resistance zones, trend lines, and notes. All of this is designed to give a clear and structured view of market movement.The interface includes several key features. A ticker search and live info bar provides real time price data, including open, high, low, close, volume, and percentage change, along with a live candle timer for precise interval tracking. The chart system supports multiple timeframes and includes annotation tools such as crosshair, trend lines, support and resistance boxes, and text notes. Users can also overlay comparison tickers and toggle technical indicators like EMA 9, EMA 21, and VWAP.The platform also includes market replay functionality for backtesting, allowing users to step through historical price action bar by bar. A price alert system is also integrated, enabling conditions based on price movement above or below selected levels. In addition, a quick watchlist provides fast access to major stocks and ETFs such as SPY, QQQ, AAPL, NVDA, MSFT, and TSLA.A built in analysis layer is included in the interface, where the system generates structured insights based on price action, trend direction, and indicator alignment. This is paired with a manual analyze trigger for deeper updates when needed.I used Codex extensively to help develop the charting system, user interface, and overall application structure. I also began building the foundation for a system that processes and compares outputs from multiple external analysis providers through API integration. Additionally, I created the framework for connecting external services such as OpenAI, Gemini, and Anthropic through API keys. However, these integrations are not yet functional, and the analysis and prediction features are still under active development. At this stage, the project serves as a working prototype and foundation for a more advanced trading platform that combines technical analysis, market visualization, and multi source market insights. In addition, I explored FinImpulse as a potential data infrastructure layer for the project. It provides API based access to financial market data, allowing applications to retrieve structured stock information such as real time prices, indicators, and other market metrics. I set up the developer configuration area to prepare for future integration, which will allow the platform to pull reliable market data directly into the system and later feed it into the analysis pipeline once the features are fully implemented. Today the 29 min will be logged because I improved the stock search experience. Now when a user types a ticker, a dropdown with matching results appears, and selecting an option automatically triggers the search and loads the chart without needing to press the search button."}]...
|
Title: Stocks AI by @mruhankhan | Stardance
Devlo Title: Stocks AI by @mruhankhan | Stardance
Devlogs:
Before participating in the HackTime challenge, I had the initial idea of creating a stock analysis platform. On June 5, I officially started developing StocksAI Market Desk, a web based platform focused on U.S. equities.Since then, I have built a functional trading interface that includes real time stock data, interactive charts, watchlists, replay functionality, technical indicators such as EMA and VWAP, and custom drawing tools for support and resistance zones, trend lines, and notes. All of this is designed to give a clear and structured view of market movement.The interface includes several key features. A ticker search and live info bar provides real time price data, including open, high, low, close, volume, and percentage change, along with a live candle timer for precise interval tracking. The chart system supports multiple timeframes and includes annotation tools such as crosshair, trend lines, support and resistance boxes, and text notes. Users can also overlay comparison tickers and toggle technical indicators like EMA 9, EMA 21, and VWAP.The platform also includes market replay functionality for backtesting, allowing users to step through historical price action bar by bar. A price alert system is also integrated, enabling conditions based on price movement above or below selected levels. In addition, a quick watchlist provides fast access to major stocks and ETFs such as SPY, QQQ, AAPL, NVDA, MSFT, and TSLA.A built in analysis layer is included in the interface, where the system generates structured insights based on price action, trend direction, and indicator alignment. This is paired with a manual analyze trigger for deeper updates when needed.I used Codex extensively to help develop the charting system, user interface, and overall application structure. I also began building the foundation for a system that processes and compares outputs from multiple external analysis providers through API integration. Additionally, I created the framework for connecting external services such as OpenAI, Gemini, and Anthropic through API keys. However, these integrations are not yet functional, and the analysis and prediction features are still under active development. At this stage, the project serves as a working prototype and foundation for a more advanced trading platform that combines technical analysis, market visualization, and multi source market insights. In addition, I explored FinImpulse as a potential data infrastructure layer for the project. It provides API based access to financial market data, allowing applications to retrieve structured stock information such as real time prices, indicators, and other market metrics. I set up the developer configuration area to prepare for future integration, which will allow the platform to pull reliable market data directly into the system and later feed it into the analysis pipeline once the features are fully implemented. Today the 29 min will be logged because I improved the stock search experience. Now when a user types a ticker, a dropdown with matching results appears, and selecting an option automatically triggers the search and loads the chart without needing to press the search button.
I successfully fixed the deployment issue on Render and got the backend service running in production. The environment is now building cleanly, dependencies are installing correctly, and the server is live and accessible through the production URL. The application is stable after deployment and ready for testing or further integration. It should work on the URL NOW
Removed all Render related deployment files and configuration from the project including render.yaml, Render specific requirements, and documentation references. Replaced Render deployment setup with a local Python server setup only. Fixed Vercel deployment issue by updating server.py to expose a proper FastAPI app entrypoint and restructuring dependencies to match Vercel runtime requirements. Pushed updated changes to main branch and triggered redeployment. https://stocks-ai-two.vercel.app/
Ships:
I made StocksAI, a web app for searching US stocks and reading market structure from a trading style dashboard. The app lets people search tickers like AAPL, MU, NVDA, and TSLA, then view live chart data, candlesticks, OHLC prices, volume, watchlist buttons, comparison tools, alerts, replay controls, and AI style chart notes. I also added automatic dropdown search, so when someone selects a ticker suggestion, the app searches right away without needing to press the Search button. The most challenging part was getting the app ready for public deployment. It originally ran on a local Windows PowerShell server, so I converted it into a Render ready Python backend with server.py. Now the app can serve the frontend and API routes online through Render. I am proud that the app now has both a useful frontend trading interface and a real backend path for deployment. People can test it by opening the Render link, searching a ticker, using the chart controls, comparing stocks, and reading the AI style market notes. What I still need to continue working on is adding all the API keys for the different AI language models and services. That includes keys for OpenAI, Gemini, Anthropic, and the stock data summary API if I want full live AI analysis. I also need to keep improving the prediction system, error handling, and deployment settings so the app works smoothly for anyone who tries it....
|
1793264006.3663294
|
1793350406.3663294
|
|
26497
|
Missile Commander Web by @laptopDragoness_27 | Sta Missile Commander Web by @laptopDragoness_27 | Stardance...
|
laptopDragoness_27
|
1
|
6.0
|
57
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T00:13:44Z", "hours": 6.0, "multiplier": 9.54, "payout": 57, "blessing": "neutral", "text": "I made a clone of Atari’s Missile Command for the web in Godot to help get me back into coding, since I haven’t done it in a bit. The hardest part of this was actually getting it done, since I haven’t shipped a game for something other than a game jam before. Being able to actually finish a game fully felt pretty good! It’s pretty fun to play, and I hope the difficulty curve as you play more is well-adjusted. While it is a clone, I did make the art myself and I added the mechanic that your missiles can hit the enemy missiles as they move to where they explode, which was not a feature in the original. I hope everyone who plays it has fun!", "repo": "https://github.com/laptopDragoness27/webMissile", "demo": "https://king-of-waffles.itch.io/missile-commander-web"}]...
|
[{"post_id": 18767, "ts": "202 [{"post_id": 18767, "ts": "2026-06-29T23:27:11Z", "hours": 0.4339, "text": "All the mechanics and stuff are in! Just need to export! Been a fun few days of work on this for sure!"}, {"post_id": 18743, "ts": "2026-06-29T22:39:34Z", "hours": 0.9678, "text": "Game loop done!"}, {"post_id": 18651, "ts": "2026-06-29T20:47:44Z", "hours": 1.8069, "text": "Added art!"}, {"post_id": 17864, "ts": "2026-06-28T20:03:49Z", "hours": 1.4664, "text": "Got all the main mechanics working! Next up is art!"}, {"post_id": 17293, "ts": "2026-06-28T00:44:07Z", "hours": 1.3356, "text": "Getting the missile working! No art yet but it does work mechanically speaking. Should be the hardest part, since I can recycle some code and stuff from here."}]...
|
Title: Missile Commander Web by @laptopDragoness_2 Title: Missile Commander Web by @laptopDragoness_27 | Stardance
Devlogs:
Getting the missile working! No art yet but it does work mechanically speaking. Should be the hardest part, since I can recycle some code and stuff from here.
Got all the main mechanics working! Next up is art!
Added art!
Game loop done!
All the mechanics and stuff are in! Just need to export! Been a fun few days of work on this for sure!
Ships:
I made a clone of Atari’s Missile Command for the web in Godot to help get me back into coding, since I haven’t done it in a bit. The hardest part of this was actually getting it done, since I haven’t shipped a game for something other than a game jam before. Being able to actually finish a game fully felt pretty good! It’s pretty fun to play, and I hope the difficulty curve as you play more is well-adjusted. While it is a clone, I did make the art myself and I added the mechanic that your missiles can hit the enemy missiles as they move to where they explode, which was not a feature in the original. I hope everyone who plays it has fun!...
|
1793263886.9514952
|
1793350286.9514952
|
|
26498
|
HashiOS by @Hashi | Stardance
|
Hashi
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T20:33:30Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HashiOS I made a WebOS called HashiOS… I made this project in one sitting so I don’t have lots of devlogs… But I think i did a great job considering this was the first project i coded with no help… I made my welcome window translucent and i added a fully functional notes app. In my next ship, the OS should have a fully functional calculator apps and more and it should have an About Me app… I hope everyone enjoys this…", "repo": "https://github.com/Hashifa-S/CalmOS", "demo": "https://hashios.vercel.app"}]...
|
[{"post_id": 31983, "ts": "202 [{"post_id": 31983, "ts": "2026-07-20T20:22:15Z", "hours": 3.5633, "text": "I finished the guide for the webOS… It is called HashiOS… I have a fully functional notes app and time and date settings … the apps are draggable and closable… my calculator app is a placeholder for now… which i will be finishing later… I am hoping to finish the calculator app and add more apps like an about me and small games app"}]...
|
Title: HashiOS by @Hashi | Stardance
Devlogs:
I f Title: HashiOS by @Hashi | Stardance
Devlogs:
I finished the guide for the webOS… It is called HashiOS… I have a fully functional notes app and time and date settings … the apps are draggable and closable… my calculator app is a placeholder for now… which i will be finishing later… I am hoping to finish the calculator app and add more apps like an about me and small games app
Ships:
HashiOS I made a WebOS called HashiOS… I made this project in one sitting so I don’t have lots of devlogs… But I think i did a great job considering this was the first project i coded with no help… I made my welcome window translucent and i added a fully functional notes app. In my next ship, the OS should have a fully functional calculator apps and more and it should have an About Me app… I hope everyone enjoys this…...
|
1793220896.193452
|
1793307296.193452
|
|
26499
|
Size Matters by @Gabriel_ | Stardance
|
Gabriel_
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T17:44:57Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a simple 2D plataformer where u need to shrink and grow your character, the most dificult parts was coming up with the idea but then the mechanics and other levels where very simple to make. I made a simpler game because im learning Godot and trying to make cool stuff. To play just go to the itch.io page and run it! If u want u can download it from the repo. I hope u enjoy it, thanks.", "repo": "https://github.com/Gplayer128/Size_Matters", "demo": "https://toasty-sandwich.itch.io/size-matters"}]...
|
[{"post_id": 53177, "ts": "202 [{"post_id": 53177, "ts": "2026-08-23T16:48:51Z", "hours": 13.0411, "text": "Another level and a pause menu"}, {"post_id": 47064, "ts": "2026-08-14T18:01:47Z", "hours": 3.3639, "text": "Secret level and an in game menu"}, {"post_id": 42761, "ts": "2026-08-07T17:14:32Z", "hours": 1.0456, "text": "Menus and stuff"}]...
|
Title: Size Matters by @Gabriel_ | Stardance
Devl Title: Size Matters by @Gabriel_ | Stardance
Devlogs:
Menus and stuff
Secret level and an in game menu
Another level and a pause menu
Ships:
So i made a simple 2D plataformer where u need to shrink and grow your character, the most dificult parts was coming up with the idea but then the mechanics and other levels where very simple to make. I made a simpler game because im learning Godot and trying to make cool stuff. To play just go to the itch.io page and run it! If u want u can download it from the repo. I hope u enjoy it, thanks....
|
1792875265.4038615
|
1793739265.4038615
|
|
26501
|
Personal website by @Tony1292 | Stardance
|
Tony1292
|
1
|
14.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T22:08:41Z", "hours": 14.0, "multiplier": 1.77, "payout": 13, "blessing": "neutral", "text": "I made a website that is about me. I am really proud of this project because it was my first HTML website. Also this project helped me with learning how to code. You can just click on the try button to see the website. This project was not only smooth sealing because there was some problems with the images that I had on the website since I did not know you cant have a company logo on your website. So this website has evolved to what it is today.This project would be something I would give to someone I just meant. Because this website tells all about me. So thank you for looking at the website if you do. =]", "repo": "https://github.com/tonymurilloambriz-bit/My-personal-webiste", "demo": "https://tony-website.oneapp.dev/"}]...
|
[{"post_id": 45857, "ts": "202 [{"post_id": 45857, "ts": "2026-08-12T16:08:24Z", "hours": 2.2836, "text": "I have finished the website after many errors with the images I could have on it like the apple banner.But yes I have finished my personal website. I have learned so much in this project. And thanks to all the members of stardance in helping me, and the slack community.Can see at https://tonywebsite.oneapp.dev/index.html"}, {"post_id": 36615, "ts": "2026-07-28T20:47:34Z", "hours": 4.1189, "text": "So i made the website just look cleaner. I also added a project on lovable. ai that is going to be a community. seances you can’t add a chat without backend in html. so I just put in to the code. This is a mix of my personal website and a health social media. So i might make it like a health learn social media. But if you think about it there is no healthy social media because you are still wasting your time.But I will see how I can help people with this. hope people will use this."}, {"post_id": 32588, "ts": "2026-07-21T21:18:40Z", "hours": 1.6847, "text": "So lot has changed. I added a back to menu button and added two more pages. This could get bigger like a social media where everyone shares there tips or how to be more productive. Also just topics that are more serious, like find drive in you or how to study harder. or code with people .Because this could be like youtube and facebook in one app. And it could be that instead of the app recording you something you type in what problem you have or want to learn something , there will courses. You can also study with people or like have a study hall where people can join. But Why this is different is that when you search this topics on modern social media they will recommended a video that has to do nothing with what you are watching. And tries to get you longer on the site . So instead of learning, congratulations you just spent 3 hour of your day doing nothing."}, {"post_id": 30443, "ts": "2026-07-18T00:07:25Z", "hours": 3.5006, "text": "I have added a lot. I will start with tech I like. I chose this tech because I fine them cool and useful. The workflow I did has to do with tech. Because It tells you how to use tech for your good and how to make them ultra focus.I also added more images and changed my main picture. Know i just have to add back to main page button."}, {"post_id": 18062, "ts": "2026-06-29T01:32:02Z", "hours": 1.3669, "text": "I started on my youtuber page. It is almost done. The next step is add a back to main page button. Also I will add more pages. Theses pages will be more about me and other stuff I like . I will need to learn more jave script."}, {"post_id": 17354, "ts": "2026-06-28T03:11:23Z", "hours": 1.2839, "text": "I am making a website that is like a social media account but about your self . I will it like back in the day when everyone had there own website. I made this so far, the next step is to make more pages. I will make look better and add more to it. I will also want this to be like helpful to people. To show people Its not that hard, the hard part is convincing yourself to do it."}]...
|
Title: Personal website by @Tony1292 | Stardance
Title: Personal website by @Tony1292 | Stardance
Devlogs:
I am making a website that is like a social media account but about your self . I will it like back in the day when everyone had there own website. I made this so far, the next step is to make more pages. I will make look better and add more to it. I will also want this to be like helpful to people. To show people Its not that hard, the hard part is convincing yourself to do it.
I started on my youtuber page. It is almost done. The next step is add a back to main page button. Also I will add more pages. Theses pages will be more about me and other stuff I like . I will need to learn more jave script.
I have added a lot. I will start with tech I like. I chose this tech because I fine them cool and useful. The workflow I did has to do with tech. Because It tells you how to use tech for your good and how to make them ultra focus.I also added more images and changed my main picture. Know i just have to add back to main page button.
So lot has changed. I added a back to menu button and added two more pages. This could get bigger like a social media where everyone shares there tips or how to be more productive. Also just topics that are more serious, like find drive in you or how to study harder. or code with people .Because this could be like youtube and facebook in one app. And it could be that instead of the app recording you something you type in what problem you have or want to learn something , there will courses. You can also study with people or like have a study hall where people can join. But Why this is different is that when you search this topics on modern social media they will recommended a video that has to do nothing with what you are watching. And tries to get you longer on the site . So instead of learning, congratulations you just spent 3 hour of your day doing nothing.
So i made the website just look cleaner. I also added a project on lovable. ai that is going to be a community. seances you can’t add a chat without backend in html. so I just put in to the code. This is a mix of my personal website and a health social media. So i might make it like a health learn social media. But if you think about it there is no healthy social media because you are still wasting your time.But I will see how I can help people with this. hope people will use this.
I have finished the website after many errors with the images I could have on it like the apple banner.But yes I have finished my personal website. I have learned so much in this project. And thanks to all the members of stardance in helping me, and the slack community.Can see at https://tonywebsite.oneapp.dev/index.html
Ships:
I made a website that is about me. I am really proud of this project because it was my first HTML website. Also this project helped me with learning how to code. You can just click on the try button to see the website. This project was not only smooth sealing because there was some problems with the images that I had on the website since I did not know you cant have a company logo on your website. So this website has evolved to what it is today.This project would be something I would give to someone I just meant. Because this website tells all about me. So thank you for looking at the website if you do. =]...
|
1793303788.9316814
|
1793390188.9316814
|
|
26522
|
My very own WebOS by @AK_47 | Stardance
|
AK_47
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T20:30:26Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made my very own operating system :) BEHOLD, Avocado OS! An operating system with a cat meme, a dragon, and a space to doodle.", "repo": "https://github.com/AKKKKKK-47/AvocadoOS", "demo": "https://akkkkkk-47.github.io/AvocadoOS/"}]...
|
[{"post_id": 16981, "ts": "202 [{"post_id": 16981, "ts": "2026-06-27T15:48:46Z", "hours": 2.6856, "text": "I’m a very slow learner, so it took me 2 hours to get the hang of this… I have coded a tiny bit of the Avocado OS desktop, though. I like how it’s coming together. :)"}]...
|
Title: My very own WebOS by @AK_47 | Stardance
De Title: My very own WebOS by @AK_47 | Stardance
Devlogs:
I’m a very slow learner, so it took me 2 hours to get the hang of this… I have coded a tiny bit of the Avocado OS desktop, though. I like how it’s coming together. :)
Ships:
I have made my very own operating system :) BEHOLD, Avocado OS! An operating system with a cat meme, a dragon, and a space to doodle....
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1793249661.3263376
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1793336061.3263376
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26524
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Rick Sanchez.Ai by @anujkishan918 | Stardance
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anujkishan918
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1
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30.83
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T18:28:12Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Quick heads up before anything else — this runs on the free tiers of both Gemini and Fish Audio, so there are limits. Gemini’s free API can get busy or rate-limited under load, and Fish Audio’s free tier will sometimes cut audio off mid-sentence once you hit its usage cap. If a reply feels slow or the voice stops abruptly, that’s almost always why — not a bug in the app itself. What I made Rick Sanchez.Ai — a single-file, Gemini-powered chatbot styled as Rick Sanchez from Rick and Morty, with a real-time animated CSS face that shifts expression (talking, angry, thinking, surprised, manic, disgust, exasperated, and more) based on the mood of his replies. It supports multi-chat history so you can run several conversations side by side, and has optional voice cloning through Fish Audio so Rick actually sounds like Rick instead of a generic TTS voice. No build step, no framework — just one HTML file plus a small Cloudflare Worker that proxies the Fish Audio requests so the API key never sits exposed in the browser. What was challenging Most of the real difficulty wasn’t the AI part — it was getting hosting and audio to behave. GitHub Pages deployments kept queuing and timing out, which turned out to be a GitHub-side incident rather than anything wrong with my config, so I moved hosting elsewhere rather than wait it out. Getting Fish Audio working reliably meant standing up a Cloudflare Worker as a proxy, since the API key can’t be trusted client-side and Fish’s endpoint doesn’t handle browser CORS on its own. On top of that, the audio kept getting silently blocked by the browser’s autoplay policy because playback was starting after an async fetch instead of directly inside a user’s click — and even after that was fixed, the reply text was popping up before the voice actually started, since Fish Audio’s real response time runs closer to 8 seconds and the original fallback timer only waited 6. What I’m proud of The face. Every expression is pure CSS — no sprite sheets, no images — just scaling and repositioning the eyes, unibrow, and mouth per mood state, with transitions handling the interpolation between them. Getting the mood to actually sync with what Rick is saying, and getting the voice to play in step with the text instead of racing ahead of it, took a lot of small timing fixes, and it finally feels right. What people should know to test it You’ll need your own free API keys — a Gemini API key is required to chat at all, and a Fish Audio key is optional if you want Rick to actually talk instead of just typing. Paste them into the app when prompted. If voice mode seems silent at first, click anywhere on the page once before sending a message — browsers block audio that hasn’t been unlocked by a real click. And if either API is slow or drops mid-response, that’s the free-tier limits mentioned up top, not a broken deploy.", "repo": "https://github.com/Anuj981-blip/Sanchez-AI", "demo": ""}]...
|
[{"post_id": 21463, "ts": "202 [{"post_id": 21463, "ts": "2026-07-03T12:50:18Z", "hours": 2.0972, "text": "Fully over hauled the UI and added a pixel art intro story."}, {"post_id": 21115, "ts": "2026-07-02T22:15:31Z", "hours": 1.7333, "text": "This phase added the startup mascot — got Rick & Morty standing above the portal in the intro screen using pure CSS. Experienced a little issue with the alignment which I discovered later. There was still a hanging translateX(-50%) that was pushing the mascot aside. Removed the line of code and got the exact alignment with the help of the sliders (X, Y, size). Got to the desired values translate(60px,-138px) scale(0.76) and removed them right away. Rewrote the intro animation logic as well — it automatically skips after some seconds, now it will play when loaded and wait for a tap to proceed. I have experimented with making a window similar to the macOs one (traffic lights and title bar) but did not get it in time, so I reverted it. The last part was related to the sidebar and its Pickle Rick icon. Made the sidebar collapsed into the narrow column with the rotating portal ring logo which opens and closes it. Updated the Pickle Rick image by making the design more precise (added his body, spots, teeth and tongue) and got the exact location using the same sliders technique. Made Rick’s face fade into the black instead of clashing. Last thing hooked it into the existing “annoyed” mood detection,"}, {"post_id": 20971, "ts": "2026-07-02T18:24:15Z", "hours": 5.8839, "text": "Phase 4 Devlog — Deployment & Voice Reliability Phase 4 was less about the face and more about getting the thing actually reachable and sounding right. Three separate problems, three separate fixes. 1) GitHub Pages was never going to work Deployments sat in deployment_queued and timed out, over and over, on totally unrelated repos. Turned out it wasn’t a config issue at all — GitHub’s status page had an active incident open the same day (“Incident with Pages,” degraded performance, investigating). No amount of poking at Settings → Pages or the Actions tab was going to fix an outage on their end. Moved hosting off Pages entirely rather than wait it out. 2) The Fish Audio proxy needed its own home The app calls out to Fish Audio for Rick’s voice, but the API key can’t be trusted client-side and Fish’s endpoint doesn’t play nice with browser CORS anyway. Solved both with a small Cloudflare Worker that does one job: accept a POST to /tts with fishKey , text , and a few optional params ( reference_id , format , model ), forward it to Fish Audio, and hand back the raw audio bytes. The frontend already had the right shape for this call, so it was mostly a matter of getting the Worker’s workers.dev subdomain toggled on — it silently doesn’t activate until there’s an actual deployed script behind it, which cost a bit of head-scratching before the first real deploy went through. 3) Voice playback was getting blocked, then falling out of sync Two separate bugs stacked on top of each other here. audio.play() was firing after an await fetch() , and by then Chrome no longer considered it tied to the user’s original click — so playback silently failed with a permission error. Fixed by unlocking the page’s audio system on the very first click/keypress/tap anywhere, which browsers treat as valid for the rest of the session regardless of how much async work happens in between. Once audio was actually playing, timing was off. There’s a fallback timer that force-reveals Rick’s reply text if the voice hasn’t started yet, originally set to 6 seconds. Fish Audio’s real-world response time runs closer to 8 seconds, so text was popping up two seconds before the voice caught up — reply and audio landing noticeably out of step. Bumped the fallback specifically for Fish voice mode to 15 seconds, leaving the faster browser-TTS and text-only modes untouched since they never had the delay problem to begin with. Net result The app deploys somewhere that isn’t at the mercy of a GitHub outage, the voice proxy has its own dedicated backend instead of leaking a key client-side, and audio no longer gets blocked or races ahead of the text it’s supposed to accompany."}, {"post_id": 19826, "ts": "2026-07-01T06:32:37Z", "hours": 8.88, "text": "Phase 3 Devlog — Face & Layout Polish Phase 3 added a handful of new facial states on top of the existing set (talking, angry, blink, thinking, sleep, surprised): manic, disgust, and exasperated. Each is just CSS — scaling the unibrow, eyes, and mouth per state and letting the existing transition properties handle the interpolation. They’re wired into guessMood(), so the reply text picks which one fires.The main bug was in the pupils. Bumping their size seemed trivial, but the original CSS used a multi-offset box-shadow to fake small catchlight dots around the pupil, and none of those shadow values had an explicit color. Browsers default an unset box-shadow color to currentColor, which here was the page’s neon-green text color. Scaling the pattern up didn’t just make the pupil bigger, it made a glowing green blob visible around it. Fixed by dropping the multi-dot trick for a single solid pupil with one inset highlight — simpler, and it scales cleanly.There was also a first pass that auto-cycled through every state on a timer so they’d show up without an API key connected. It conflicted with the actual reply-driven logic, so it got pulled — states now only ever fire off a real message, same as talking and surprised always did.A second bug turned up after that: the auto-blink loop was resetting the container’s full class list on every blink, which incidentally wiped out whatever mood state a reply had just set. Since blinks fire every 2–6 seconds, this meant states were getting cut short or skipped entirely. Fixed by having blink toggle its own class instead of resetting the container.Smaller changes: the chat history panel moved to the leftmost column, the unibrow got nudged up slightly to give the bigger pupils more room, and the inaccurate relative timestamps (“3m ago”) on chat list items were removed in favor of just showing message count."}, {"post_id": 18139, "ts": "2026-06-29T04:48:55Z", "hours": 5.0375, "text": "Phase 2 Devlog — Voice IntegrationPhase 2 was all about giving Rick his actual voice using Fish Audio, which hosts a Rick Sanchez voice clone model. The first problem hit immediately: Fish Audio had quietly updated their API. The old speech-1.5 model name passed inside the request body no longer worked — Fish Audio now expects the model as an HTTP header (model: s2.1-pro-free), and the model names themselves had changed entirely. Once we figured that out and stripped the invalid body parameters, the request was clean. But Rick still wasn’t speaking.The bigger wall was CORS. The moment a browser fetch() call sends an Authorization header to a third-party API, the browser fires a preflight check — and if the server doesn’t explicitly whitelist your origin, the request gets blocked before it even leaves the browser. Fish Audio’s API is designed for server-to-server use, so no frontend origin gets through, whether you’re on localhost or a real GitHub Pages domain. There’s no client-side fix for this. As a temporary workaround we wired in the browser’s built-in speechSynthesis API, tuning the pitch down and slowing the rate to approximate Rick’s drawl. It worked, but it obviously wasn’t Rick.The real fix was a Cloudflare Worker acting as a one-file serverless proxy. The insight is simple: CORS only applies to browser-to-server calls, not server-to-server. So the browser calls the Worker (which is on your own domain, no CORS issue), the Worker forwards the request to Fish Audio privately, and streams the audio blob back with open CORS headers. The whole proxy is about 60 lines of JavaScript, deploys in two minutes from the Cloudflare dashboard for free."}, {"post_id": 17009, "ts": "2026-06-27T16:34:32Z", "hours": 7.5361, "text": "Phase 1 is a fully functional browser-based AI chat interface that lets you have conversations with Rick Sanchez from Rick and Morty, built entirely as a single self-contained HTML file with no build tools, frameworks, or external dependencies beyond the APIs. The interface combines a pure CSS pixel-art Rick portrait—constructed entirely from positioned divs using borders, border-radius, transforms, and box shadows—with Google’s Gemini API to create a character that not only responds intelligently but visibly reacts to the conversation. Rick can talk, blink automatically, become angry, smirk, think, look surprised, or fall asleep, with each expression driven by smooth CSS transitions triggered by heuristic mood detection on his responses. When idle, he periodically delivers impatient one-liners that pause automatically while API requests are running. Every Gemini request includes a carefully crafted system prompt that keeps Rick in character, encouraging him to insult trivial questions, enthusiastically explain genuinely interesting ones, naturally reference the Rick and Morty universe, and never acknowledge being an AI. The chat interface features animated message bubbles, an auto-expanding input box, typing indicators, split-panel layout, a live speech bubble above Rick displaying his latest response, and a model selector that allows switching between Gemini models without losing conversation history. An optional Google Custom Search integration detects questions requiring current information, silently injects search results into the prompt, and lets Rick answer as though he already knew the latest news without breaking character. The visual style embraces a neon green CRT terminal aesthetic with scanlines, portal glow effects, handwritten fonts for Rick’s dialogue, and responsive animations throughout. API keys remain only in browser memory for the current session, no data is stored, and the entire application can be launched by simply opening a single HTML file."}]...
|
Title: Rick Sanchez.Ai by @anujkishan918 | Stardan Title: Rick Sanchez.Ai by @anujkishan918 | Stardance
Devlogs:
Phase 1 is a fully functional browser-based AI chat interface that lets you have conversations with Rick Sanchez from Rick and Morty, built entirely as a single self-contained HTML file with no build tools, frameworks, or external dependencies beyond the APIs. The interface combines a pure CSS pixel-art Rick portrait—constructed entirely from positioned divs using borders, border-radius, transforms, and box shadows—with Google’s Gemini API to create a character that not only responds intelligently but visibly reacts to the conversation. Rick can talk, blink automatically, become angry, smirk, think, look surprised, or fall asleep, with each expression driven by smooth CSS transitions triggered by heuristic mood detection on his responses. When idle, he periodically delivers impatient one-liners that pause automatically while API requests are running. Every Gemini request includes a carefully crafted system prompt that keeps Rick in character, encouraging him to insult trivial questions, enthusiastically explain genuinely interesting ones, naturally reference the Rick and Morty universe, and never acknowledge being an AI. The chat interface features animated message bubbles, an auto-expanding input box, typing indicators, split-panel layout, a live speech bubble above Rick displaying his latest response, and a model selector that allows switching between Gemini models without losing conversation history. An optional Google Custom Search integration detects questions requiring current information, silently injects search results into the prompt, and lets Rick answer as though he already knew the latest news without breaking character. The visual style embraces a neon green CRT terminal aesthetic with scanlines, portal glow effects, handwritten fonts for Rick’s dialogue, and responsive animations throughout. API keys remain only in browser memory for the current session, no data is stored, and the entire application can be launched by simply opening a single HTML file.
Phase 2 Devlog — Voice IntegrationPhase 2 was all about giving Rick his actual voice using Fish Audio, which hosts a Rick Sanchez voice clone model. The first problem hit immediately: Fish Audio had quietly updated their API. The old speech-1.5 model name passed inside the request body no longer worked — Fish Audio now expects the model as an HTTP header (model: s2.1-pro-free), and the model names themselves had changed entirely. Once we figured that out and stripped the invalid body parameters, the request was clean. But Rick still wasn’t speaking.The bigger wall was CORS. The moment a browser fetch() call sends an Authorization header to a third-party API, the browser fires a preflight check — and if the server doesn’t explicitly whitelist your origin, the request gets blocked before it even leaves the browser. Fish Audio’s API is designed for server-to-server use, so no frontend origin gets through, whether you’re on localhost or a real GitHub Pages domain. There’s no client-side fix for this. As a temporary workaround we wired in the browser’s built-in speechSynthesis API, tuning the pitch down and slowing the rate to approximate Rick’s drawl. It worked, but it obviously wasn’t Rick.The real fix was a Cloudflare Worker acting as a one-file serverless proxy. The insight is simple: CORS only applies to browser-to-server calls, not server-to-server. So the browser calls the Worker (which is on your own domain, no CORS issue), the Worker forwards the request to Fish Audio privately, and streams the audio blob back with open CORS headers. The whole proxy is about 60 lines of JavaScript, deploys in two minutes from the Cloudflare dashboard for free.
Phase 3 Devlog — Face & Layout Polish Phase 3 added a handful of new facial states on top of the existing set (talking, angry, blink, thinking, sleep, surprised): manic, disgust, and exasperated. Each is just CSS — scaling the unibrow, eyes, and mouth per state and letting the existing transition properties handle the interpolation. They’re wired into guessMood(), so the reply text picks which one fires.The main bug was in the pupils. Bumping their size seemed trivial, but the original CSS used a multi-offset box-shadow to fake small catchlight dots around the pupil, and none of those shadow values had an explicit color. Browsers default an unset box-shadow color to currentColor, which here was the page’s neon-green text color. Scaling the pattern up didn’t just make the pupil bigger, it made a glowing green blob visible around it. Fixed by dropping the multi-dot trick for a single solid pupil with one inset highlight — simpler, and it scales cleanly.There was also a first pass that auto-cycled through every state on a timer so they’d show up without an API key connected. It conflicted with the actual reply-driven logic, so it got pulled — states now only ever fire off a real message, same as talking and surprised always did.A second bug turned up after that: the auto-blink loop was resetting the container’s full class list on every blink, which incidentally wiped out whatever mood state a reply had just set. Since blinks fire every 2–6 seconds, this meant states were getting cut short or skipped entirely. Fixed by having blink toggle its own class instead of resetting the container.Smaller changes: the chat history panel moved to the leftmost column, the unibrow got nudged up slightly to give the bigger pupils more room, and the inaccurate relative timestamps (“3m ago”) on chat list items were removed in favor of just showing message count.
Phase 4 Devlog — Deployment & Voice Reliability Phase 4 was less about the face and more about getting the thing actually reachable and sounding right. Three separate problems, three separate fixes. 1) GitHub Pages was never going to work Deployments sat in deployment_queued and timed out, over and over, on totally unrelated repos. Turned out it wasn’t a config issue at all — GitHub’s status page had an active incident open the same day (“Incident with Pages,” degraded performance, investigating). No amount of poking at Settings → Pages or the Actions tab was going to fix an outage on their end. Moved hosting off Pages entirely rather than wait it out. 2) The Fish Audio proxy needed its own home The app calls out to Fish Audio for Rick’s voice, but the API key can’t be trusted client-side and Fish’s endpoint doesn’t play nice with browser CORS anyway. Solved both with a small Cloudflare Worker that does one job: accept a POST to /tts with fishKey , text , and a few optional params ( reference_id , format , model ), forward it to Fish Audio, and hand back the raw audio bytes. The frontend already had the right shape for this call, so it was mostly a matter of getting the Worker’s workers.dev subdomain toggled on — it silently doesn’t activate until there’s an actual deployed script behind it, which cost a bit of head-scratching before the first real deploy went through. 3) Voice playback was getting blocked, then falling out of sync Two separate bugs stacked on top of each other here. audio.play() was firing after an await fetch() , and by then Chrome no longer considered it tied to the user’s original click — so playback silently failed with a permission error. Fixed by unlocking the page’s audio system on the very first click/keypress/tap anywhere, which browsers treat as valid for the rest of the session regardless of how much async work happens in between. Once audio was actually playing, timing was off. There’s a fallback timer that force-reveals Rick’s reply text if the voice hasn’t started yet, originally set to 6 seconds. Fish Audio’s real-world response time runs closer to 8 seconds, so text was popping up two seconds before the voice caught up — reply and audio landing noticeably out of step. Bumped the fallback specifically for Fish voice mode to 15 seconds, leaving the faster browser-TTS and text-only modes untouched since they never had the delay problem to begin with. Net result The app deploys somewhere that isn’t at the mercy of a GitHub outage, the voice proxy has its own dedicated backend instead of leaking a key client-side, and audio no longer gets blocked or races ahead of the text it’s supposed to accompany.
This phase added the startup mascot — got Rick & Morty standing above the portal in the intro screen using pure CSS. Experienced a little issue with the alignment which I discovered later. There was still a hanging translateX(-50%) that was pushing the mascot aside. Removed the line of code and got the exact alignment with the help of the sliders (X, Y, size). Got to the desired values translate(60px,-138px) scale(0.76) and removed them right away. Rewrote the intro animation logic as well — it automatically skips after some seconds, now it will play when loaded and wait for a tap to proceed. I have experimented with making a window similar to the macOs one (traffic lights and title bar) but did not get it in time, so I reverted it. The last part was related to the sidebar and its Pickle Rick icon. Made the sidebar collapsed into the narrow column with the rotating portal ring logo which opens and closes it. Updated the Pickle Rick image by making the design more precise (added his body, spots, teeth and tongue) and got the exact location using the same sliders technique. Made Rick’s face fade into the black instead of clashing. Last thing hooked it into the existing “annoyed” mood detection,
Fully over hauled the UI and added a pixel art intro story.
Ships:
Quick heads up before anything else — this runs on the free tiers of both Gemini and Fish Audio, so there are limits. Gemini’s free API can get busy or rate-limited under load, and Fish Audio’s free tier will sometimes cut audio off mid-sentence once you hit its usage cap. If a reply feels slow or the voice stops abruptly, that’s almost always why — not a bug in the app itself. What I made Rick Sanchez.Ai — a single-file, Gemini-powered chatbot styled as Rick Sanchez from Rick and Morty, with a real-time animated CSS face that shifts expression (talking, angry, thinking, surprised, manic, disgust, exasperated, and more) based on the mood of his replies. It supports multi-chat history so you can run several conversations side by side, and has optional voice cloning through Fish Audio so Rick actually sounds like Rick instead of a generic TTS voice. No build step, no framework — just one HTML file plus a small Cloudflare Worker that proxies the Fish Audio requests so the API key never sits exposed in the browser. What was challenging Most of the real difficulty wasn’t the AI part — it was getting hosting and audio to behave. GitHub Pages deployments kept queuing and timing out, which turned out to be a GitHub-side incident rather than anything wrong with my config, so I moved hosting elsewhere rather than wait it out. Getting Fish Audio working reliably meant standing up a Cloudflare Worker as a proxy, since the API key can’t be trusted client-side and Fish’s endpoint doesn’t handle browser CORS on its own. On top of that, the audio kept getting silently blocked by the browser’s autoplay policy because playback was starting after an async fetch instead of directly inside a user’s click — and even after that was fixed, the reply text was popping up before the voice actually started, since Fish Audio’s real response time runs closer to 8 seconds and the original fallback timer only waited 6. What I’m proud of The face. Every expression is pure CSS — no sprite sheets, no images — just scaling and repositioning the eyes, unibrow, and mouth per mood state, with transitions handling the interpolation between them. Getting the mood to actually sync with what Rick is saying, and getting the voice to play in step with the text instead of racing ahead of it, took a lot of small timing fixes, and it finally feels right. What people should know to test it You’ll need your own free API keys — a Gemini API key is required to chat at all, and a Fish Audio key is optional if you want Rick to actually talk instead of just typing. Paste them into the app when prompted. If voice mode seems silent at first, click anywhere on the page once before sending a message — browsers block audio that hasn’t been unlocked by a real click. And if either API is slow or drops mid-response, that’s the free-tier limits mentioned up top, not a broken deploy....
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1792878757.4444041
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1793742757.4444041
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26541
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smooth-spend-api by @Luksh | Stardance
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Luksh
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1
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2.85
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T22:39:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created the backend API for Smooth Spend, an app designed to help manage personal finances smoothly. I deployed it officially on Hack Club Nest using Node.js and Express! The most challenging part was dealing with port forwarding and getting the reverse proxy settings right on Nest, as well as fixing PM2 setup errors so the server could run 24/7 in the background without crashing. I’m super proud of successfully making the API public and seeing the live “Il server di Smooth Spend è online!” message in my browser after a good debugging session. To test it, you can simply visit the live URL: https://smooth-spend-api.hackclub.app 🚀", "repo": "https://github.com/D399def9/smooth-spend-api", "demo": "https://smooth-spend-api.hackclub.app/"}]...
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[{"post_id": 25476, "ts": "202 [{"post_id": 25476, "ts": "2026-07-09T19:29:36Z", "hours": 1.2417, "text": "Started over from scratch today. Rebuilt my Node.js backend instead of relying on generated code so I can actually understand every part of it. Server is running again"}, {"post_id": 19502, "ts": "2026-06-30T20:34:36Z", "hours": 1.6106, "text": "Hi, at the moment I’m working with JavaScript and doing some debugging while putting together the server. I’m setting up the backend structure and testing how the different parts connect."}, {"post_id": 16558, "ts": "2026-06-26T22:35:15Z", "hours": 0.2972, "text": "Descrizione del progettoQuesto progetto è una piccola API backend in Node.js per la scansione OCR di scontrini."}]...
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Title: smooth-spend-api by @Luksh | Stardance
Dev Title: smooth-spend-api by @Luksh | Stardance
Devlogs:
Descrizione del progettoQuesto progetto è una piccola API backend in Node.js per la scansione OCR di scontrini.
Hi, at the moment I’m working with JavaScript and doing some debugging while putting together the server. I’m setting up the backend structure and testing how the different parts connect.
Started over from scratch today. Rebuilt my Node.js backend instead of relying on generated code so I can actually understand every part of it. Server is running again
Ships:
I created the backend API for Smooth Spend, an app designed to help manage personal finances smoothly. I deployed it officially on Hack Club Nest using Node.js and Express! The most challenging part was dealing with port forwarding and getting the reverse proxy settings right on Nest, as well as fixing PM2 setup errors so the server could run 24/7 in the background without crashing. I’m super proud of successfully making the API public and seeing the live “Il server di Smooth Spend è online!” message in my browser after a good debugging session. To test it, you can simply visit the live URL: https://smooth-spend-api.hackclub.app 🚀...
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1793278054.381408
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1793364454.381408
|
|
26543
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CroutonOS by @Krupam | Stardance
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Krupam
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T02:24:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am very proud of this project! This is a little website OS in order to learn about me. I have never coded in html, css or JS before so I am very proud. You can access it at: https://krupamc.github.io/croutonos/", "repo": "https://github.com/Krupamc/croutonos", "demo": "https://krupamc.github.io/croutonos/"}]...
|
[{"post_id": 16637, "ts": "202 [{"post_id": 16637, "ts": "2026-06-27T01:58:19Z", "hours": 3.5781, "text": "All finished with WebOS 1! My website hold a welcome page that can be dragged, opened (from icon), closed and can shift layers. The other app is how to contact me in about 5 ways!"}, {"post_id": 16525, "ts": "2026-06-26T21:46:12Z", "hours": 1.1353, "text": "Started to make my website!"}]...
|
Title: CroutonOS by @Krupam | Stardance
Devlogs:
Title: CroutonOS by @Krupam | Stardance
Devlogs:
Started to make my website!
All finished with WebOS 1! My website hold a welcome page that can be dragged, opened (from icon), closed and can shift layers. The other app is how to contact me in about 5 ways!
Ships:
I am very proud of this project! This is a little website OS in order to learn about me. I have never coded in html, css or JS before so I am very proud. You can access it at: https://krupamc.github.io/croutonos/...
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1793318101.3707817
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1793404501.3707817
|
|
26548
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Certificate Maker by @brunodevdrums | Stardance
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brunodevdrums
|
1
|
1.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T23:58:41Z", "hours": 1.0, "multiplier": 2.97, "payout": 4, "blessing": "neutral", "text": "I decided to create a website where I can create personalized certificates for my friends :D, I think using web technology for this ends up being more practical and dynamic.", "repo": "https://github.com/BrundevCoder/certificate-maker", "demo": "https://brundevcoder.github.io/certificate-maker/"}]...
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[{"post_id": 16552, "ts": "202 [{"post_id": 16552, "ts": "2026-06-26T22:30:30Z", "hours": 0.3797, "text": "In this short time, I did: I created the README I added a functional button to save the certificate"}, {"post_id": 16539, "ts": "2026-06-26T21:59:34Z", "hours": 0.4839, "text": "I also wrote a small JavaScript snippet that asks for the user’s name and automatically displays it on the page. Plus, I tried adding an image in the top corner to make it a bit more unique!"}, {"post_id": 16511, "ts": "2026-06-26T21:17:32Z", "hours": 0.3594, "text": "I’m working on a website that generates a certificate for whatever I want—currently, the concept is a bit vague. I’ve already done the HTML and am still working on the CSS, I’m trying to use a Neo-Brutalist style. Also, later on, I’m going to try to add a button to download the certificate!"}]...
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Title: Certificate Maker by @brunodevdrums | Stard Title: Certificate Maker by @brunodevdrums | Stardance
Devlogs:
I’m working on a website that generates a certificate for whatever I want—currently, the concept is a bit vague. I’ve already done the HTML and am still working on the CSS, I’m trying to use a Neo-Brutalist style. Also, later on, I’m going to try to add a button to download the certificate!
I also wrote a small JavaScript snippet that asks for the user’s name and automatically displays it on the page. Plus, I tried adding an image in the top corner to make it a bit more unique!
In this short time, I did: I created the README I added a functional button to save the certificate
Ships:
I decided to create a website where I can create personalized certificates for my friends :D, I think using web technology for this ends up being more practical and dynamic....
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1793314562.6838548
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1793400962.6838548
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26576
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PART 1 PLANT LIFE SUPPORT by @sidthetrue | Stardan PART 1 PLANT LIFE SUPPORT by @sidthetrue | Stardance...
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sidthetrue
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T23:41:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A plant growing automation system simulated on an ESP32 using MicroPython on Wokwi. This project is a milestone for my bigger project incorporating hardware and software. It controls a grow light, water pump, mist maker, and soil health indicator using a DHT22 sensor. Something that was challenging was getting all 3 systems to run at the same time without one breaking the others. The water pump originally used a blocking delay which made the heat emergency check go completely blind while it ran. Had to replace it with a non blocking timer so everything stays responsive. I am proud of the LED blink language I created the serial monitor couldn’t work for me and using an LCD screen added too much complexity, so I developed a blink language where each LED has its own pattern that tells you exactly what the system is doing at a glance. For example the heat emergency mode triggers all 4 LEDs at once and locks everything down . Open the demo, hit play, then click the DHT22 sensor and adjust the sliders. Drag temperature above 32°C to trigger the heat emergency. Drag humidity below 65% to activate the mister. Wait about 6 seconds and the pump fires automatically as the soil dries out.", "repo": "https://github.com/siddharthajay01-star/Plant-ICU", "demo": "https://wokwi.com/projects/467922476236614657"}]...
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[{"post_id": 17956, "ts": "202 [{"post_id": 17956, "ts": "2026-06-28T22:21:31Z", "hours": 0.6869, "text": "Shipping Part 1 of the Smart Desktop Plant ICU Built a full plant automation system on an ESP32 using MicroPython, simulated on Wokwi. The setup is an ESP32 wired to a DHT22 sensor with 4 LEDs representing the hardware a grow light, water pump, mist maker, and a soil health indicator. Instead of a serial monitor I gave each LED its own blink language so you can read the whole system at a glance:— Purple solid = daytime, grow light running— Blue 3 flashes then solid = pump firing a watering burst— Yellow solid = misting because humidity dropped below 65%— Red blinking = soil getting low, pump about to fire— All 4 rapid flash together = heat emergency, everything locks down The code handles 3 systems at once. The watering runs automatically as the soil moisture decays over time. The mister turns on at 65% and only shuts off at 75% prevents the relay from clicking on and off constantly. The grow light follows a day/night cycle and cuts instantly if temperature goes above 32°C.All the safety logic is interlocked the pump is blocked during a heat emergency, and the mister only runs during the day so wet leaves at night don’t cause mold demo https://wokwi.com/projects/467922476236614657 — click the DHT22 sensor and drag the sliders to trigger everything in real time. Part 2 is the physical build — a sealed acrylic cabinet with real sensors, a water pump, and a camera for time lapse photography."}]...
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Title: PART 1 PLANT LIFE SUPPORT by @sidthetrue | Title: PART 1 PLANT LIFE SUPPORT by @sidthetrue | Stardance
Devlogs:
Shipping Part 1 of the Smart Desktop Plant ICU Built a full plant automation system on an ESP32 using MicroPython, simulated on Wokwi. The setup is an ESP32 wired to a DHT22 sensor with 4 LEDs representing the hardware a grow light, water pump, mist maker, and a soil health indicator. Instead of a serial monitor I gave each LED its own blink language so you can read the whole system at a glance:— Purple solid = daytime, grow light running— Blue 3 flashes then solid = pump firing a watering burst— Yellow solid = misting because humidity dropped below 65%— Red blinking = soil getting low, pump about to fire— All 4 rapid flash together = heat emergency, everything locks down The code handles 3 systems at once. The watering runs automatically as the soil moisture decays over time. The mister turns on at 65% and only shuts off at 75% prevents the relay from clicking on and off constantly. The grow light follows a day/night cycle and cuts instantly if temperature goes above 32°C.All the safety logic is interlocked the pump is blocked during a heat emergency, and the mister only runs during the day so wet leaves at night don’t cause mold demo https://wokwi.com/projects/467922476236614657 — click the DHT22 sensor and drag the sliders to trigger everything in real time. Part 2 is the physical build — a sealed acrylic cabinet with real sensors, a water pump, and a camera for time lapse photography.
Ships:
A plant growing automation system simulated on an ESP32 using MicroPython on Wokwi. This project is a milestone for my bigger project incorporating hardware and software. It controls a grow light, water pump, mist maker, and soil health indicator using a DHT22 sensor. Something that was challenging was getting all 3 systems to run at the same time without one breaking the others. The water pump originally used a blocking delay which made the heat emergency check go completely blind while it ran. Had to replace it with a non blocking timer so everything stays responsive. I am proud of the LED blink language I created the serial monitor couldn’t work for me and using an LCD screen added too much complexity, so I developed a blink language where each LED has its own pattern that tells you exactly what the system is doing at a glance. For example the heat emergency mode triggers all 4 LEDs at once and locks everything down . Open the demo, hit play, then click the DHT22 sensor and adjust the sliders. Drag temperature above 32°C to trigger the heat emergency. Drag humidity below 65% to activate the mister. Wait about 6 seconds and the pump fires automatically as the soil dries out....
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1793321413.0449498
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1793407813.0449498
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26584
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AXEL by @rosandrox | Stardance
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rosandrox
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T21:31:21Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desk buddy that has simulated emotions. It can get angry curious, happy,bored and is somewhat of a nerd.It helps you code better as it is based on the talk to the rubber duck theory wher a passive listener helps you structure your thought. It s name is Axel. It is scared of the dark. It was a chalenging and rewarding process!It realy just started off as a chalenge between myself and I.Iw is costructed of: HC-SRO4 Ultrasonic Sensor Speaker/piezo Servo 180 motor LCD screen Light Dependent Resistor 10kΩ potentiometer (for the lcd screen, you can just use an I2C) Rgb ring (for a visual effect) Breadboard Power Suply for more flexibility 2x9v batteries It has many outputs! And multiple ways of interaction.The video has only some of them so I suggest you take a look at my code and readme from github! I am very proud of this little project. I believe you ll like it too.", "repo": "https://github.com/prodevmod/Axel", "demo": ""}]...
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[{"post_id": 17820, "ts": "202 [{"post_id": 17820, "ts": "2026-06-28T19:10:44Z", "hours": 1.6669, "text": "I finally coded it and it works I still have to make some last minute changes and it will be ready to ship!!!"}, {"post_id": 17682, "ts": "2026-06-28T16:10:18Z", "hours": 0.8669, "text": "So I officialy finished the hardware.I added a PIR sensor and an Ultrasonic sound sensor.I mapped all the pins and made a list of the components I used Arduino Uno R3 16x2 LCD Display HD44780 10k potentiometer PIR Motion Sensor HC-SR501 Ultrasonic Sensor HC-SR04 SG90 Micro Servo Motor Passive Piezo Buzzer breadboard jumper wires 220 ohm resistor 1000 ohm resistor external 5V power supply… Now I think I am ready for the code (I am NOT READY for this emotional roller coaster)I tested all the components so if anything goes wrpng I ’ll be sure it is a software problem. Also the Assistant might look cheap and too low quality. But it is all I can currently afford. Maybe, maybe if stardance gives me a 3d Printer all my projects will be professional (just kidding(not rly)).See you in the next dev log."}, {"post_id": 17633, "ts": "2026-06-28T14:47:44Z", "hours": 0.7667, "text": "Added the servo motor and the speaker!!"}, {"post_id": 17576, "ts": "2026-06-28T12:51:33Z", "hours": 0.4003, "text": "So I got the Lcd working!I am off to the other components now!!!"}, {"post_id": 17533, "ts": "2026-06-28T11:11:07Z", "hours": 1.4669, "text": "I am having a big trouble with coding. I took apart the assistant to do everything 1 by 1."}, {"post_id": 17235, "ts": "2026-06-27T23:03:18Z", "hours": 1.9669, "text": "SO scraped the whole project and re started from scratch.I added an Lcd screen (didn’t have I2c). Added a tap sensor,a servo motor and a PIR sensor. Also I boversoldered the other speaker and now it doesn’t work so I used a smaller one with two capacitors to smooth out the sound and it is preety neat.Now to the coding!"}, {"post_id": 16863, "ts": "2026-06-27T11:43:15Z", "hours": 0.6833, "text": "So I completed the physical built.I didnt use an LCD cause I dont have I2c one but there will be voice and sound feedback from the companion.While I might change anything I can in the future.Next dev log will be me writing the code and finding out how to wire some parts I never used before."}, {"post_id": 16622, "ts": "2026-06-27T01:18:58Z", "hours": 0.5667, "text": "I finished a big part of the cardboard mvp everything is cut out.Next devlog will feature a photo of the MVP"}, {"post_id": 16600, "ts": "2026-06-27T00:28:11Z", "hours": 0.9169, "text": "I added the basic components and decided I will make an MVP out of cardboard an I ll ship it that way.It will all run on an arduino uno.It is preety neat I ll post pictures from next devlog.Stay tuned!"}, {"post_id": 16554, "ts": "2026-06-26T22:32:10Z", "hours": 0.4503, "text": "So I started on the research of what to do and searched for what i had available.I’ll prob have to buy an i2c lcd screen cause mine is broken. I added a servo and an ultrasonic sensor to the hardware.I am also thinking of putting a tap module.I only have a buzzer i think for sound feedback"}]...
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Title: AXEL by @rosandrox | Stardance
Devlogs:
So Title: AXEL by @rosandrox | Stardance
Devlogs:
So I started on the research of what to do and searched for what i had available.I’ll prob have to buy an i2c lcd screen cause mine is broken. I added a servo and an ultrasonic sensor to the hardware.I am also thinking of putting a tap module.I only have a buzzer i think for sound feedback
I added the basic components and decided I will make an MVP out of cardboard an I ll ship it that way.It will all run on an arduino uno.It is preety neat I ll post pictures from next devlog.Stay tuned!
I finished a big part of the cardboard mvp everything is cut out.Next devlog will feature a photo of the MVP
So I completed the physical built.I didnt use an LCD cause I dont have I2c one but there will be voice and sound feedback from the companion.While I might change anything I can in the future.Next dev log will be me writing the code and finding out how to wire some parts I never used before.
SO scraped the whole project and re started from scratch.I added an Lcd screen (didn’t have I2c). Added a tap sensor,a servo motor and a PIR sensor. Also I boversoldered the other speaker and now it doesn’t work so I used a smaller one with two capacitors to smooth out the sound and it is preety neat.Now to the coding!
I am having a big trouble with coding. I took apart the assistant to do everything 1 by 1.
So I got the Lcd working!I am off to the other components now!!!
Added the servo motor and the speaker!!
So I officialy finished the hardware.I added a PIR sensor and an Ultrasonic sound sensor.I mapped all the pins and made a list of the components I used Arduino Uno R3 16x2 LCD Display HD44780 10k potentiometer PIR Motion Sensor HC-SR501 Ultrasonic Sensor HC-SR04 SG90 Micro Servo Motor Passive Piezo Buzzer breadboard jumper wires 220 ohm resistor 1000 ohm resistor external 5V power supply… Now I think I am ready for the code (I am NOT READY for this emotional roller coaster)I tested all the components so if anything goes wrpng I ’ll be sure it is a software problem. Also the Assistant might look cheap and too low quality. But it is all I can currently afford. Maybe, maybe if stardance gives me a 3d Printer all my projects will be professional (just kidding(not rly)).See you in the next dev log.
I finally coded it and it works I still have to make some last minute changes and it will be ready to ship!!!
Ships:
I made a desk buddy that has simulated emotions. It can get angry curious, happy,bored and is somewhat of a nerd.It helps you code better as it is based on the talk to the rubber duck theory wher a passive listener helps you structure your thought. It s name is Axel. It is scared of the dark. It was a chalenging and rewarding process!It realy just started off as a chalenge between myself and I.Iw is costructed of: HC-SRO4 Ultrasonic Sensor Speaker/piezo Servo 180 motor LCD screen Light Dependent Resistor 10kΩ potentiometer (for the lcd screen, you can just use an I2C) Rgb ring (for a visual effect) Breadboard Power Suply for more flexibility 2x9v batteries It has many outputs! And multiple ways of interaction.The video has only some of them so I suggest you take a look at my code and readme from github! I am very proud of this little project. I believe you ll like it too....
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1793306971.1895354
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1793393371.1895354
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26586
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Portfolio Web by @Mistermanch | Stardance
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Mistermanch
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1
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9.98
|
25
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T19:16:09Z", "hours": 4.0, "multiplier": 5.91, "payout": 25, "blessing": "neutral", "text": "I made a web portfolio in a flipbook style using turn.js, the hardest part was making it work with modern HTML and CSS but in the end we got there", "repo": "https://github.com/Mistermanch/WebPortfolio", "demo": "https://mistermanch.github.io/WebPortfolio/"}]...
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[{"post_id": 24740, "ts": "202 [{"post_id": 24740, "ts": "2026-07-08T14:50:32Z", "hours": 1.6669, "text": "Did some general bug fixing and added mobile flipbook support, right now it works great for tablets but I think that phones are out of the question, next step will be fixing images on tablet browser as they are sometimes partially hidden"}, {"post_id": 21057, "ts": "2026-07-02T20:43:41Z", "hours": 1.2336, "text": "Made first prototype of logos with physics using Matter.js but nothing is working"}, {"post_id": 20705, "ts": "2026-07-02T11:30:52Z", "hours": 2.55, "text": "Added a new homepage that has emoji icons indicating subpages and has a character that moves in animated way to the subpage, also there is a css star background with flicker animations IT IS STILL IN DEVELOPMENT AND NOT PUBLISHED"}, {"post_id": 19891, "ts": "2026-07-01T10:00:02Z", "hours": 0.53, "text": "Rewrote the full README in order to get my project aproved (Now you can see the video on my Lapse)"}, {"post_id": 19435, "ts": "2026-06-30T19:14:20Z", "hours": 1.9169, "text": "Made final web that is now fully working and looks awesome, some of the features it has is a new click indicator for both images and the first corner that help navigate, new image placing system, fully finished the descriptions of all the projects, made a cutting mat style background for the webpage"}, {"post_id": 19140, "ts": "2026-06-30T11:52:14Z", "hours": 0.4503, "text": "Started Working on the page’s content, I designed collages with photos for every page and did some general bug fixing like the first and last pages animations being broken"}, {"post_id": 18694, "ts": "2026-06-29T21:38:45Z", "hours": 0.7336, "text": "Made working flipbook, it has basic features like page fliping and a tex indicating the page you are on"}, {"post_id": 18425, "ts": "2026-06-29T16:06:50Z", "hours": 1.3686, "text": "Made font and started working on a flipbook style page"}]...
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Title: Portfolio Web by @Mistermanch | Stardance
Title: Portfolio Web by @Mistermanch | Stardance
Devlogs:
Made font and started working on a flipbook style page
Made working flipbook, it has basic features like page fliping and a tex indicating the page you are on
Started Working on the page’s content, I designed collages with photos for every page and did some general bug fixing like the first and last pages animations being broken
Made final web that is now fully working and looks awesome, some of the features it has is a new click indicator for both images and the first corner that help navigate, new image placing system, fully finished the descriptions of all the projects, made a cutting mat style background for the webpage
Rewrote the full README in order to get my project aproved (Now you can see the video on my Lapse)
Added a new homepage that has emoji icons indicating subpages and has a character that moves in animated way to the subpage, also there is a css star background with flicker animations IT IS STILL IN DEVELOPMENT AND NOT PUBLISHED
Made first prototype of logos with physics using Matter.js but nothing is working
Did some general bug fixing and added mobile flipbook support, right now it works great for tablets but I think that phones are out of the question, next step will be fixing images on tablet browser as they are sometimes partially hidden
Ships:
I made a web portfolio in a flipbook style using turn.js, the hardest part was making it work with modern HTML and CSS but in the end we got there...
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1793274778.386761
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1793361178.386761
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