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336
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bedrockR by @xFN10x | Stardance
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xFN10x
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1
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67.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:06:05Z", "hours": 67.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues.", "repo": "https://github.com/xFN10x/bedrockR", "demo": "https://github.com/xFN10x/bedrockR/releases/tag/a3.0PRE"}]...
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[{"post_id": 63553, "ts": "202 [{"post_id": 63553, "ts": "2026-09-07T13:58:20Z", "hours": 7.1344, "text": "devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!"}, {"post_id": 60784, "ts": "2026-09-03T11:41:43Z", "hours": 3.7117, "text": "devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months."}, {"post_id": 58512, "ts": "2026-08-30T22:58:50Z", "hours": 5.2397, "text": "devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use."}, {"post_id": 54598, "ts": "2026-08-25T16:59:29Z", "hours": 10.1442, "text": "devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )"}, {"post_id": 44934, "ts": "2026-08-11T00:52:38Z", "hours": 9.5525, "text": "devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )"}, {"post_id": 42146, "ts": "2026-08-06T19:10:23Z", "hours": 9.1933, "text": "devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start."}, {"post_id": 40173, "ts": "2026-08-03T16:04:12Z", "hours": 8.5211, "text": "devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)"}, {"post_id": 37960, "ts": "2026-07-31T00:48:37Z", "hours": 5.9425, "text": "devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates"}, {"post_id": 23586, "ts": "2026-07-06T17:02:00Z", "hours": 2.3186, "text": "Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…"}, {"post_id": 22285, "ts": "2026-07-04T17:50:38Z", "hours": 0.6433, "text": "Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them."}, {"post_id": 7015, "ts": "2026-06-11T19:27:00Z", "hours": 4.3383, "text": "it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)"}, {"post_id": 107, "ts": "2026-05-31T19:30:56Z", "hours": 0.3497, "text": "I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing"}]...
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Title: bedrockR by @xFN10x | Stardance
Devlogs:
I Title: bedrockR by @xFN10x | Stardance
Devlogs:
I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing
it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)
Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.
Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…
devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates
devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)
devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start.
devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )
devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )
devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use.
devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months.
devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!
Ships:
I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues....
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1793004645.19799
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1793091045.19799
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335
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productive and games by @Jihan | Stardance
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Jihan
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0
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0.0
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0
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[]
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[]
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Title: productive and games by @Jihan | Stardance
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1792662517.7436848
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1793267317.7436848
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334
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test by @tecknet | Stardance
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tecknet
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0
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0.0
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0
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[]
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[]
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Title: test by @tecknet | Stardance
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1792914714.6151466
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1793778714.6151466
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333
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ZenPlay by @yadavtejas1947 | Stardance
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yadavtejas1947
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0
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0.28
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0
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[]
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[{"post_id": 11176, "ts": "202 [{"post_id": 11176, "ts": "2026-06-18T08:37:53Z", "hours": 0.2778, "text": "Today just did basic designing of the project and find the best components needed to build the project ."}]...
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Title: ZenPlay by @yadavtejas1947 | Stardance
Dev Title: ZenPlay by @yadavtejas1947 | Stardance
Devlogs:
Today just did basic designing of the project and find the best components needed to build the project ....
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1792478931.7770486
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1793083731.7770486
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332
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Trido by @Ardelyo | Stardance
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Ardelyo
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0
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0.0
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[]
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[]
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Title: Trido by @Ardelyo | Stardance
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1792518507.050365
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1793123307.050365
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331
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Untitled project by @0xrphy | Stardance
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0xrphy
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0
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0.0
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[]
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[]
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Title: Untitled project by @0xrphy | Stardance
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1792568921.5201666
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1793173721.5201666
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330
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Good Enough by @incend1um | Stardance
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incend1um
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0
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0.0
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0
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[]
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[]
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Title: Good Enough by @incend1um | Stardance
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1792770527.6219256
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1793375327.6219256
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329
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CubeSat by @Aurora | Stardance
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Aurora
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0
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0.0
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0
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[]
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[]
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Title: CubeSat by @Aurora | Stardance
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1792561693.9317205
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1793166493.9317205
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328
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My first slack bot! by @ | Stardance
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @ | Stardance
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1792705989.9210184
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1793310789.9210184
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327
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ToBeDone... by @Koy | Stardance
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Koy
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1
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37.36
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T21:48:12Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!", "repo": "https://github.com/By-Koy/ToBeDone", "demo": "https://github.com/By-Koy/ToBeDone/releases/latest"}]...
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[{"post_id": 79282, "ts": "202 [{"post_id": 79282, "ts": "2026-10-13T09:56:35Z", "hours": 2.3603, "text": "DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)"}, {"post_id": 68298, "ts": "2026-09-14T21:43:39Z", "hours": 4.1486, "text": "DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!"}, {"post_id": 66508, "ts": "2026-09-12T10:50:01Z", "hours": 4.4931, "text": "DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )"}, {"post_id": 50968, "ts": "2026-08-20T13:18:44Z", "hours": 9.0122, "text": "DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭"}, {"post_id": 38192, "ts": "2026-07-31T13:54:28Z", "hours": 2.0144, "text": "DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)"}, {"post_id": 37943, "ts": "2026-07-30T23:45:40Z", "hours": 6.3153, "text": "DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p"}, {"post_id": 10142, "ts": "2026-06-16T19:02:31Z", "hours": 2.425, "text": "DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]"}, {"post_id": 4751, "ts": "2026-06-08T06:18:40Z", "hours": 3.3658, "text": "DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])"}, {"post_id": 3412, "ts": "2026-06-06T10:20:28Z", "hours": 3.1089, "text": "DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart"}]...
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Title: ToBeDone... by @Koy | Stardance
Devlogs:
D Title: ToBeDone... by @Koy | Stardance
Devlogs:
DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart
DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])
DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]
DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p
DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)
DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭
DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )
DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!
DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)
Ships:
This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!...
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Untitled project by @istabrakouertani12 | Stardanc Untitled project by @istabrakouertani12 | Stardance...
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Title: Untitled project by @istabrakouertani12 | S Title: Untitled project by @istabrakouertani12 | Stardance...
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Refract Foundation Site by @Oliver | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T12:39:31Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Many general visual and QoL improvements.", "repo": "https://github.com/refractfoundation/site", "demo": "https://refractfoundation.org"}]...
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[{"post_id": 38146, "ts": "202 [{"post_id": 38146, "ts": "2026-07-31T12:02:21Z", "hours": 2.5294, "text": "Improvements including a new visual identity, updated and expanded information across the site, better contact page."}, {"post_id": 2373, "ts": "2026-06-04T20:35:48Z", "hours": 4.2133, "text": "A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation"}]...
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Title: Refract Foundation Site by @Oliver | Starda Title: Refract Foundation Site by @Oliver | Stardance
Devlogs:
A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation
Improvements including a new visual identity, updated and expanded information across the site, better contact page.
Ships:
Many general visual and QoL improvements....
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Title: unin by @notchapplez | Stardance
Devlogs:
Title: unin by @notchapplez | Stardance
Devlogs:
started with uniconf support, allowing third-party developers to use unin to streamline installation processes...
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Title: My first slack bot! by @Aiman | Stardance
Title: My first slack bot! by @Aiman | Stardance
Devlogs:
OMGGGG my first devlog YAYAYAYAY. so basically its just a simple slackbot but i could NOT figure it out it was honestly the hardest ever so pleaseee be easy on me. Oh and i would lovee some advice on how i can improve myself :)...
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Title: My first slack bot! by @freddie | Stardance
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My first slack bot! by @Starrry_Suhaan | Stardance
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Title: My first slack bot! by @Starrry_Suhaan | St Title: My first slack bot! by @Starrry_Suhaan | Stardance...
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Mesa AI by @ng_qi_an | Stardance
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ng_qi_an
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T13:44:58Z", "hours": 56.0, "multiplier": 16.82, "payout": 917, "blessing": "neutral", "text": "Finally, a ship!! 🚢 This project was really rushed, as my exams are coming, and I couldn’t finish much of it. Really hope to continue in the next event! But here is what Mesa AI does right now: 📋 Generate concise summary notes from lectures which you can edit yourself, in a Notion-style editor. 🤖 Comes with a agent (i like to call it sidekick) that can search your lecture notes, research on the web, and put all that together by editing directly into your notes. 🗹 Ships with a quiz function for reinforced learning as well Built with a flexible tab-interface, allowing you to make opened chats/quizzes larger, or on the side as you please. 📑 Subject-specific instructions keep notes & quizzes relevant to syllabus, instead of those generic AI study apps out there. 📚 And an organization system that splits notes into classes, and files into folders. Demo credentials: Email: [email protected] Password: test1234 I don’t recommend using this, since you’ll be skipping out on the actual tutorials and onboarding flow. Just use if you’re too lazy. Here are some improvements from the Flavourtown edition: Model flexiblity: No longer locked to just Gemini in the chat 👀 Custom Rag pipeline built from scratch: Files are uploaded in 10s, while chat context is no longer bloated. 🖼️ More supported files: PDFs, slides, word documents, images can all be uploaded. 🗲 Efficient notebooks design: The layout has been reconfigured, letting you resize the side panel, and move tabs anywhere you like. 🔍 Agent chat: Chat can now search through your files directly instead of being a wrapper ☁️ Editable notes: Notes are no longer read-only, and save your changes! Things I learned: How to upload files with streams, and making those streams editable. How to integrate a text-editor. How to make AI interact with the BlockNote editor, given they don’t have a direct AI extension for my use case. How to create a RAG system, from extracting, to chunking, to embedding and querying. How to add tools to the model, making it truly agentic. For more technical details & future plans, checkout the github! Full breakdown of tech stack is there. Show some love and try the demo too!", "repo": "https://github.com/ng-qi-an/mesa-ai", "demo": "https://mesa-ai.vercel.app"}]...
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[{"post_id": 53049, "ts": "202 [{"post_id": 53049, "ts": "2026-08-23T13:19:48Z", "hours": 0.3097, "text": "Image embeddings!! Forgot to install hackatime on a new editor so all the time i spent here on here was wasted 💔 Notebook improvements 🖼️ Images from files are extracted and saved 🖹 The model is presented with a list of images to choose from, and can embed them directly into the notebook. 🗲 Generating notes are now single-step . The old generate title, subtitle, topics then generate notes is abolished and combined into a single request. This makes note generation almost instant! 📋 New bottom bar that shows notebook actions, along with a editor mode (toggle between editing and viewing). File uploads Files uploaded are now indexed reliably. Images are also extracted from files, as mentioned before. Other changes Topics has been removed temporarily. Quiz no longer has topic options as well. Notebook is no longer accessible on mobile The tutorial was cut short. 😢 Things I couldn’t do: Having to focus on exams, I couldn’t finish Mesa AI before stardance ends. Here are a list of things I’ll work to complete the next hackclub event: Mobile support for Notebooks Notebook topics that are procedurally generated Add flashcards Freshen up UI (little unpolished here and there) Add a marking mode (AI marks papers for you) Collaboration & sharing notebooks Code the dashboard page (as a consolation i included a mockup of what it would have been) Making topics on the class page actually work 📹 Check out the demo video and screenshots! (show some love for me missing like almost 4-5 hours of work here)"}, {"post_id": 43313, "ts": "2026-08-08T14:43:23Z", "hours": 3.0472, "text": "Upload improvements File uploads are more stable, and status updates resume between reloads Users can see what stage their file is at on the indexing progress Allows for file statuses to still work even if the file selector dialog box is closed and reopened."}, {"post_id": 39434, "ts": "2026-08-02T11:57:23Z", "hours": 10.0094, "text": "Agentic notes?!?! 👀 *i really need to post devlogs more often ;p) check out the demo first if you’re too lazy to read 🤓 Agent 🤖 : ⭐️ This is a crazy milestone, and I finally finished one of the biggest features i really wanted to bring to Mesa ai when i decided to continue it on stardance. The chat window can now edit, delete and move notebook content ! ✍️ You can ask the chat to summarise blocks, turn into different formats or even create tables ⚡️ 📖 Basically a mini notion + notebookLM but with a study agent Use this with your sources and the web to supercharge research ! 🔬 I have plans to make the chat be able to create flashcards, quizzes and future tools directly from the chat window along with history, so there wont be a need to make those manually anymore ✨ Editor : Chat agent cursor shows which block it’s interacting with (the white bar on the left) ⌨️ Diff editor to see what the agent changed 📋 Tool approvals so you can choose whether to accept it or not! ✅ While Blocknote provides some helpers for the AI extension, since i’m not using it as intended, I had to patch up alot of the implementation myself 😭 Chat : Finally allowed images to be pasted or dragged into the chat window 🖼️ Added cool tool UI for notebook edits too 🎶 Check out the new demo!!!! 🎥 (sorry if its abit dizzying i was playing with the zooms a little too much) Honestly, I never imagined I would be capable enough to create something like this, starting just about 6 months ago. 🥲 Gimme a follow too if u wanna see more of this project and find out when its done ❤️"}, {"post_id": 35216, "ts": "2026-07-26T14:32:20Z", "hours": 11.23, "text": "Usage limits! Went over the 10hr limit 😭 🙈 In this update, messages now count towards a single usage limit. The default is 3000 credits, which is equivalent to 3 million tokens of Gemini 3 Flash. 💸 Limits are enforced at the API level, and the chat level. Free models can still be used even when the limit is exhausted. 🔁 Limits reset every billing cycle, which is about 1 month from the same day. Built in mind to be extended with stripe in the future to be monetised. ❤️ This is a soft limit, so currently generating chats won’t stop halfway. 📋 Billing breakdown can be seen in the usage tab on account settings, will be extended in the future! Other than that, 🍝 The notebook chat API and main chat API were merged, fixing some of the spaghetti code building up. 📁 The main chat can now reference ALL files too! That’s right, ALL FILES. 🤓 Notebook chats are still limited to files only linked to the notebook. 📹 Check out the awesome demo & screenshot i forgot to include in the video. Chat generation kinda slow, just skip forward."}, {"post_id": 30674, "ts": "2026-07-18T13:24:33Z", "hours": 0.8264, "text": "Web search! Short devlog, but I added Perplexity Search as a tool to both standalone chat & notebook chat. 🔍 🐛 Took considerably longer cause I found some weird bug where thinking modes would become null on reload Check out the screenshot for the UI eyecandy! 🍭"}, {"post_id": 30606, "ts": "2026-07-18T09:57:26Z", "hours": 8.9583, "text": "Notebook & Chat updates! Been really busy and I forgot to log :( Notebooks ☁️ Notebooks now save ! Changes made to the editor persist between reloads. ➗ Math equations can be edited using Latex. You can now create custom physics formulas :) ✨ Brand new animation when generating that unintentionally looks like siri (it’s kinda laggy though) Chat 🤖Claude now works ⚒️ New UI to visualise the model’s tool calls 👀 Seeing which queries and sources the model pulls information from is now easier than ever 🌐 Plans to implement this for web search Check out this amazing demo below 📹 (might be a lil blurry cause of the file limit)"}, {"post_id": 27675, "ts": "2026-07-13T13:36:17Z", "hours": 6.6358, "text": "More UI overhauls!! I completely forgot to make devlogs 😭 Been really busy so far In this update, I introduced a notion style notebook editor, allowing users to edit their AI-generated notes. Along with that, I’ve polished up the library panel Chats and quizzes now open in a seperate tab Tabs can be dragged between the sidebar and the main panel, allowing for ultimate flexibility(check out the video!!!!) The main panel (notebook) can also be resized, making it more flexible on smaller devices like ipads. In my next devlog, I’ll work on making edited notes save, and polish up the quiz UI (it was rushed from flavourtown)"}, {"post_id": 19258, "ts": "2026-06-30T14:58:42Z", "hours": 5.4336, "text": "Facelift! Made some huge design changes to notebooks! The interface is now tabbed, and notebook content is finally editable like Notion. Still ironing out formatting for the new editor, so math is a little broken New library interface is resizable and supports dragging! (Took longer than usual cause alot of things had to be moved around ❤️. Enjoy the videos!!)"}, {"post_id": 9245, "ts": "2026-06-15T15:04:49Z", "hours": 1.2183, "text": "RAG pipeline! Finally migrated the old notebooks to a rag-based one. Most of the changes are backend, so theres not much to show :( Files (PDFs, slides, lecture notes) were directly used as sources for notebooks before. This was slow, inefficient, and wasted tokens. Now, files are converted to markdown on upload. This markdown is then processed, and broken down into chunks in the rag pipeline, making chat faster and more accurate! Additionally, chat uses the new AI gateway/Openrouter provider to ensure fallback and consistent speeds regardless of provider downtime (plagued the app during flavourtown) On preliminary testing, generation speeds jumped from 30s ttft to 10s ttft, with chat seeing the most improvements. The next update should improve UI and refine subject prompts (a lil too robotic rn)!"}, {"post_id": 1290, "ts": "2026-06-03T05:54:05Z", "hours": 3.4972, "text": "Added a model selector to the chat menu! Along with this, thinking modes were standardised across all models, and usages are now tabulated. I plan to add tools too, so the chat window can actually retrieve information from notebooks or materials uploaded."}, {"post_id": 222, "ts": "2026-06-01T10:14:52Z", "hours": 4.5847, "text": "Stardance!! 🌟 . Back story This project is a continuation from flavourtown ( https://flavortown.hackclub.com/projects/10428 ), initially to help students use AI to make studying faster. A short summary for those unfamiliar: Mesa AI would create summary notes, quizzes and chats in a interface called notebooks. It’s meant to be similar to Notebook LM, but actually make notes and offer more exam accurate (subject-based instructions) notes & quizzes. Unfortunately, I couldn’t finish Mesa AI in time (took almost 100 hours!). In Stardance, I aim to complete this project’s ambitious plans, and finally ship it. Here are the things I intend to change or add: Complete all the unfinished pages Migrate to a fully custom RAG engine Move towards openrouter and Vercel AI gateway after that gemini outage which plagued Mesa AI in most of flavourtown Move from a read-only summary notes to notes which you can actually edit, and Mesa AI will edit them with you (agentic studying) . All those changes would need me to fundementally rewrite how Mesa AI was built, and make this journey on Stardance even more interesting. Mesa AI could also evolve to not just be a notetaker, but a researcher and an entire online tutor too. . First Devlog To start off this rewrite, I’ve already made the custom RAG engine, which replaces Google’s file search API (too slow, unreliable, and locks me into using a Google API key). All files are indexed automatically by a combination of Jina (PDF to markdown) and Mistral (PDF to markdown too), along with OpenAI’s embedding models. A 20-word summary is then generated with Gemma 4 such that search queries are more relevant without relying on file name alone. To test this, I made a barebones boilerplate to simulate a real chat. (See the image!) Sorry I don’t have more pictures! This devlog was mainly backend. In my testing, indexing (turning the file into embeddings and the summary) takes about 20s, with subsequent messages regarding that file taking about 5-8s (search and retrieval). Really pleased with the accuracy though! Sadly i forgot to install hackatime on my mac so a few hours were lost when i was working outside :("}]...
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Title: Mesa AI by @ng_qi_an | Stardance
Devlogs:
Title: Mesa AI by @ng_qi_an | Stardance
Devlogs:
Stardance!! 🌟 . Back story This project is a continuation from flavourtown ( https://flavortown.hackclub.com/projects/10428 ), initially to help students use AI to make studying faster. A short summary for those unfamiliar: Mesa AI would create summary notes, quizzes and chats in a interface called notebooks. It’s meant to be similar to Notebook LM, but actually make notes and offer more exam accurate (subject-based instructions) notes & quizzes. Unfortunately, I couldn’t finish Mesa AI in time (took almost 100 hours!). In Stardance, I aim to complete this project’s ambitious plans, and finally ship it. Here are the things I intend to change or add: Complete all the unfinished pages Migrate to a fully custom RAG engine Move towards openrouter and Vercel AI gateway after that gemini outage which plagued Mesa AI in most of flavourtown Move from a read-only summary notes to notes which you can actually edit, and Mesa AI will edit them with you (agentic studying) . All those changes would need me to fundementally rewrite how Mesa AI was built, and make this journey on Stardance even more interesting. Mesa AI could also evolve to not just be a notetaker, but a researcher and an entire online tutor too. . First Devlog To start off this rewrite, I’ve already made the custom RAG engine, which replaces Google’s file search API (too slow, unreliable, and locks me into using a Google API key). All files are indexed automatically by a combination of Jina (PDF to markdown) and Mistral (PDF to markdown too), along with OpenAI’s embedding models. A 20-word summary is then generated with Gemma 4 such that search queries are more relevant without relying on file name alone. To test this, I made a barebones boilerplate to simulate a real chat. (See the image!) Sorry I don’t have more pictures! This devlog was mainly backend. In my testing, indexing (turning the file into embeddings and the summary) takes about 20s, with subsequent messages regarding that file taking about 5-8s (search and retrieval). Really pleased with the accuracy though! Sadly i forgot to install hackatime on my mac so a few hours were lost when i was working outside :(
Added a model selector to the chat menu! Along with this, thinking modes were standardised across all models, and usages are now tabulated. I plan to add tools too, so the chat window can actually retrieve information from notebooks or materials uploaded.
RAG pipeline! Finally migrated the old notebooks to a rag-based one. Most of the changes are backend, so theres not much to show :( Files (PDFs, slides, lecture notes) were directly used as sources for notebooks before. This was slow, inefficient, and wasted tokens. Now, files are converted to markdown on upload. This markdown is then processed, and broken down into chunks in the rag pipeline, making chat faster and more accurate! Additionally, chat uses the new AI gateway/Openrouter provider to ensure fallback and consistent speeds regardless of provider downtime (plagued the app during flavourtown) On preliminary testing, generation speeds jumped from 30s ttft to 10s ttft, with chat seeing the most improvements. The next update should improve UI and refine subject prompts (a lil too robotic rn)!
Facelift! Made some huge design changes to notebooks! The interface is now tabbed, and notebook content is finally editable like Notion. Still ironing out formatting for the new editor, so math is a little broken New library interface is resizable and supports dragging! (Took longer than usual cause alot of things had to be moved around ❤️. Enjoy the videos!!)
More UI overhauls!! I completely forgot to make devlogs 😭 Been really busy so far In this update, I introduced a notion style notebook editor, allowing users to edit their AI-generated notes. Along with that, I’ve polished up the library panel Chats and quizzes now open in a seperate tab Tabs can be dragged between the sidebar and the main panel, allowing for ultimate flexibility(check out the video!!!!) The main panel (notebook) can also be resized, making it more flexible on smaller devices like ipads. In my next devlog, I’ll work on making edited notes save, and polish up the quiz UI (it was rushed from flavourtown)
Notebook & Chat updates! Been really busy and I forgot to log :( Notebooks ☁️ Notebooks now save ! Changes made to the editor persist between reloads. ➗ Math equations can be edited using Latex. You can now create custom physics formulas :) ✨ Brand new animation when generating that unintentionally looks like siri (it’s kinda laggy though) Chat 🤖Claude now works ⚒️ New UI to visualise the model’s tool calls 👀 Seeing which queries and sources the model pulls information from is now easier than ever 🌐 Plans to implement this for web search Check out this amazing demo below 📹 (might be a lil blurry cause of the file limit)
Web search! Short devlog, but I added Perplexity Search as a tool to both standalone chat & notebook chat. 🔍 🐛 Took considerably longer cause I found some weird bug where thinking modes would become null on reload Check out the screenshot for the UI eyecandy! 🍭
Usage limits! Went over the 10hr limit 😭 🙈 In this update, messages now count towards a single usage limit. The default is 3000 credits, which is equivalent to 3 million tokens of Gemini 3 Flash. 💸 Limits are enforced at the API level, and the chat level. Free models can still be used even when the limit is exhausted. 🔁 Limits reset every billing cycle, which is about 1 month from the same day. Built in mind to be extended with stripe in the future to be monetised. ❤️ This is a soft limit, so currently generating chats won’t stop halfway. 📋 Billing breakdown can be seen in the usage tab on account settings, will be extended in the future! Other than that, 🍝 The notebook chat API and main chat API were merged, fixing some of the spaghetti code building up. 📁 The main chat can now reference ALL files too! That’s right, ALL FILES. 🤓 Notebook chats are still limited to files only linked to the notebook. 📹 Check out the awesome demo & screenshot i forgot to include in the video. Chat generation kinda slow, just skip forward.
Agentic notes?!?! 👀 *i really need to post devlogs more often ;p) check out the demo first if you’re too lazy to read 🤓 Agent 🤖 : ⭐️ This is a crazy milestone, and I finally finished one of the biggest features i really wanted to bring to Mesa ai when i decided to continue it on stardance. The chat window can now edit, delete and move notebook content ! ✍️ You can ask the chat to summarise blocks, turn into different formats or even create tables ⚡️ 📖 Basically a mini notion + notebookLM but with a study agent Use this with your sources and the web to supercharge research ! 🔬 I have plans to make the chat be able to create flashcards, quizzes and future tools directly from the chat window along with history, so there wont be a need to make those manually anymore ✨ Editor : Chat agent cursor shows which block it’s interacting with (the white bar on the left) ⌨️ Diff editor to see what the agent changed 📋 Tool approvals so you can choose whether to accept it or not! ✅ While Blocknote provides some helpers for the AI extension, since i’m not using it as intended, I had to patch up alot of the implementation myself 😭 Chat : Finally allowed images to be pasted or dragged into the chat window 🖼️ Added cool tool UI for notebook edits too 🎶 Check out the new demo!!!! 🎥 (sorry if its abit dizzying i was playing with the zooms a little too much) Honestly, I never imagined I would be capable enough to create something like this, starting just about 6 months ago. 🥲 Gimme a follow too if u wanna see more of this project and find out when its done ❤️
Upload improvements File uploads are more stable, and status updates resume between reloads Users can see what stage their file is at on the indexing progress Allows for file statuses to still work even if the file selector dialog box is closed and reopened.
Image embeddings!! Forgot to install hackatime on a new editor so all the time i spent here on here was wasted 💔 Notebook improvements 🖼️ Images from files are extracted and saved 🖹 The model is presented with a list of images to choose from, and can embed them directly into the notebook. 🗲 Generating notes are now single-step . The old generate title, subtitle, topics then generate notes is abolished and combined into a single request. This makes note generation almost instant! 📋 New bottom bar that shows notebook actions, along with a editor mode (toggle between editing and viewing). File uploads Files uploaded are now indexed reliably. Images are also extracted from files, as mentioned before. Other changes Topics has been removed temporarily. Quiz no longer has topic options as well. Notebook is no longer accessible on mobile The tutorial was cut short. 😢 Things I couldn’t do: Having to focus on exams, I couldn’t finish Mesa AI before stardance ends. Here are a list of things I’ll work to complete the next hackclub event: Mobile support for Notebooks Notebook topics that are procedurally generated Add flashcards Freshen up UI (little unpolished here and there) Add a marking mode (AI marks papers for you) Collaboration & sharing notebooks Code the dashboard page (as a consolation i included a mockup of what it would have been) Making topics on the class page actually work 📹 Check out the demo video and screenshots! (show some love for me missing like almost 4-5 hours of work here)
Ships:
Finally, a ship!! 🚢 This project was really rushed, as my exams are coming, and I couldn’t finish much of it. Really hope to continue in the next event! But here is what Mesa AI does right now: 📋 Generate concise summary notes from lectures which you can edit yourself, in a Notion-style editor. 🤖 Comes with a agent (i like to call it sidekick) that can search your lecture notes, research on the web, and put all that together by editing directly into your notes. 🗹 Ships with a quiz function for reinforced learning as well Built with a flexible tab-interface, allowing you to make opened chats/quizzes larger, or on the side as you please. 📑 Subject-specific instructions keep notes & quizzes relevant to syllabus, instead of those generic AI study apps out there. 📚 And an organization system that splits notes into classes, and files into folders. Demo credentials: Email: [email protected] Password: test1234 I don’t recommend using this, since you’ll be skipping out on the actual tutorials and onboarding flow. Just use if you’re too lazy. Here are some improvements from the Flavourtown edition: Model flexiblity: No longer locked to just Gemini in the chat 👀 Custom Rag pipeline built from scratch: Files are uploaded in 10s, while chat context is no longer bloated. 🖼️ More supported files: PDFs, slides, word documents, images can all be uploaded. 🗲 Efficient notebooks design: The layout has been reconfigured, letting you resize the side panel, and move tabs anywhere you like. 🔍 Agent chat: Chat can now search through your files directly instead of being a wrapper ☁️ Editable notes: Notes are no longer read-only, and save your changes! Things I learned: How to upload files with streams, and making those streams editable. How to integrate a text-editor. How to make AI interact with the BlockNote editor, given they don’t have a direct AI extension for my use case. How to create a RAG system, from extracting, to chunking, to embedding and querying. How to add tools to the model, making it truly agentic. For more technical details & future plans, checkout the github! Full breakdown of tech stack is there. Show some love and try the demo too!...
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Frictionless by @ashmildax | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T07:53:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a cli chatbot for retrieving information from your documents, the challenging part was setting up the RAG , I am a beginner in python and iam proud I made this working using groq api and langchain , try project lets you see the working demo.if you want to try it out you should go to source code and read Readme for more information.Thank you -Ashmil", "repo": "https://github.com/ashmilgit15/RAG_DOCS_Q-A", "demo": "https://asciinema.org/a/oyTxudgQWvh1HFY5"}]...
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[{"post_id": 200, "ts": "2026- [{"post_id": 200, "ts": "2026-06-01T07:47:05Z", "hours": 0.2858, "text": "Finally pushed latest changes and shipping…"}, {"post_id": 65, "ts": "2026-05-31T16:00:54Z", "hours": 0.5092, "text": "I finsished my DOCS-Q&A this will be my first project in hackclub and stardance heres the url for github repo : https://github.com/ashmilgit15/RAG_DOCS_Q-A#features"}, {"post_id": 58, "ts": "2026-05-31T15:23:22Z", "hours": 1.0103, "text": "iam working on an AI_CLI tool for retrieving info from docs through RAG , no guesses , no hallucination"}]...
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Title: Frictionless by @ashmildax | Stardance
Dev Title: Frictionless by @ashmildax | Stardance
Devlogs:
iam working on an AI_CLI tool for retrieving info from docs through RAG , no guesses , no hallucination
I finsished my DOCS-Q&A this will be my first project in hackclub and stardance heres the url for github repo : https://github.com/ashmilgit15/RAG_DOCS_Q-A#features
Finally pushed latest changes and shipping…
Ships:
I built a cli chatbot for retrieving information from your documents, the challenging part was setting up the RAG , I am a beginner in python and iam proud I made this working using groq api and langchain , try project lets you see the working demo.if you want to try it out you should go to source code and read Readme for more information.Thank you -Ashmil...
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My first slack bot! by @MAYAchondria | Stardance
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Title: My first slack bot! by @MAYAchondria | Star Title: My first slack bot! by @MAYAchondria | Stardance...
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. by @Enigma_124 | Stardance
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Title: . by @Enigma_124 | Stardance
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Epoch by @alien | Stardance
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[{"post_id": 19005, "ts": "202 [{"post_id": 19005, "ts": "2026-06-30T05:09:51Z", "hours": 1.0, "text": "Epoch Engine New Changes: Added project boilerplate Separated subsystems etc into separate libraries for dynamic linking, improving testability and a swap in-out mechanic. Some comments Took a hiatus to play DMC5, Persona, and Cyberpunk but now I’m back on the grind again. Will work on Apollo Accord soon, but since Unity seems too performance demanding and bloat for my needs, I am considering moving over to Godot at an early stage of development. Epoch will be sort of a hobby since I made multiple game engines with various structures but I never used Vulkan. It also serves as a opportunity to learn multithreading and make my own job system. I hope this improves my C++ skills."}]...
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Title: Epoch by @alien | Stardance
Devlogs:
Epoch Title: Epoch by @alien | Stardance
Devlogs:
Epoch Engine New Changes: Added project boilerplate Separated subsystems etc into separate libraries for dynamic linking, improving testability and a swap in-out mechanic. Some comments Took a hiatus to play DMC5, Persona, and Cyberpunk but now I’m back on the grind again. Will work on Apollo Accord soon, but since Unity seems too performance demanding and bloat for my needs, I am considering moving over to Godot at an early stage of development. Epoch will be sort of a hobby since I made multiple game engines with various structures but I never used Vulkan. It also serves as a opportunity to learn multithreading and make my own job system. I hope this improves my C++ skills....
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Telescope Control System by @Enigma_124 | Stardanc Telescope Control System by @Enigma_124 | Stardance...
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Title: Telescope Control System by @Enigma_124 | S Title: Telescope Control System by @Enigma_124 | Stardance...
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WarioWare Game by @clutch | Stardance
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Title: WarioWare Game by @clutch | Stardance
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My first slack bot! by @ | Stardance
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Title: My first slack bot! by @ | Stardance
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Apollo Accord by @alien | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T12:42:36Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding.", "repo": "https://github.com/SoHiEarth/Apollo-Accord", "demo": "https://sohiearth.itch.io/apollo-accord"}]...
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[{"post_id": 65938, "ts": "202 [{"post_id": 65938, "ts": "2026-09-11T12:36:46Z", "hours": 1.3, "text": "Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding."}, {"post_id": 59140, "ts": "2026-08-31T19:23:39Z", "hours": 3.3025, "text": "Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon."}, {"post_id": 57188, "ts": "2026-08-29T09:21:04Z", "hours": 2.8056, "text": "Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!"}, {"post_id": 54316, "ts": "2026-08-25T08:22:20Z", "hours": 2.0378, "text": "Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!"}, {"post_id": 46763, "ts": "2026-08-14T07:54:46Z", "hours": 2.1783, "text": "APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much."}, {"post_id": 45357, "ts": "2026-08-11T19:14:32Z", "hours": 3.0819, "text": "APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game."}, {"post_id": 42810, "ts": "2026-08-07T18:36:08Z", "hours": 1.0667, "text": "APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product."}, {"post_id": 41242, "ts": "2026-08-05T10:16:08Z", "hours": 3.8, "text": "Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop."}, {"post_id": 40421, "ts": "2026-08-03T22:17:57Z", "hours": 1.3, "text": "Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit."}, {"post_id": 40267, "ts": "2026-08-03T18:00:05Z", "hours": 0.7333, "text": "Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc."}, {"post_id": 4035, "ts": "2026-06-07T06:46:03Z", "hours": 2.1025, "text": "Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that."}, {"post_id": 3484, "ts": "2026-06-06T13:17:41Z", "hours": 1.0453, "text": "[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker."}, {"post_id": 3388, "ts": "2026-06-06T09:01:31Z", "hours": 0.6489, "text": "Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)"}, {"post_id": 3370, "ts": "2026-06-06T08:10:22Z", "hours": 3.0089, "text": "Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of."}, {"post_id": 2125, "ts": "2026-06-04T13:36:53Z", "hours": 1.5869, "text": "Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc."}, {"post_id": 1479, "ts": "2026-06-03T15:01:54Z", "hours": 2.6597, "text": "Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to."}, {"post_id": 1348, "ts": "2026-06-03T09:32:22Z", "hours": 5.0986, "text": "Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually"}, {"post_id": 1227, "ts": "2026-06-03T02:36:24Z", "hours": 3.2822, "text": "Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#"}, {"post_id": 783, "ts": "2026-06-02T13:27:05Z", "hours": 1.0147, "text": "Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr"}, {"post_id": 756, "ts": "2026-06-02T12:04:16Z", "hours": 3.9294, "text": "Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#"}, {"post_id": 92, "ts": "2026-05-31T18:01:51Z", "hours": 1.4375, "text": "Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support"}, {"post_id": 62, "ts": "2026-05-31T15:36:11Z", "hours": 1.3606, "text": "Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md"}]...
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Title: Apollo Accord by @alien | Stardance
Devlog Title: Apollo Accord by @alien | Stardance
Devlogs:
Space is calling! Started work on Apollo Accord , a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire. What I did today Created the banner and logotype for promotion purposes. Finished a temporary main menu with a cool little animation. Made a rather detailed README.md
Apollo Accord: Assets & Envisioning Roadmap Summary Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts. New Changes Added spacesuit model (player) Added M4A1 model Scripted & animated scene Performance improvements here and there (player settings, using Vulkan, etc.) Early HDR Support
Apollo Accord Update 3 What’s New Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text. Animations for walking, running and idling Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around) Next Steps Incremental changes over time for the shooting system. Getting started on the environment. Adding a core story. Finishing the UI/Load+Save systems Thoughts I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy. Quote of the Update I really don’t like C#
Let There Be Light! Long Version Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials . Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit. To resolve this, I had to use Adaptive Probe Volumes , which are basically version 2 of Light Probes . These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance. TL;DR: Baked lighting beautiful computer go brrr
Apollo Accord Update 4 What’s New Lots of animations for jumping and shooting, all smoothly transitioning between movement animations. More work on the environment. Showcasing the power of baked lighting. Optimizations to improve performance. ~150k vertices in total, around 200 FPS on my Mac rn. Next Steps Expanding and detailing environment (mostly blocking, textures later) Finishing up the main menu Working on game characters & HUD Animating the character model DLSS? Maybe? Quote of the Update Don’t want to get close to C#
Apollo Accord Minor Update: HDRP Changes Finished the dialouge thingy Changed rendering pipeline from URP to HDRP (mostly for volumetric effects) It was a pretty daunting task, and as you can see from the time I spent just changing the rendering pipeline, was painstakingly buggy. Major Issues Solved Exposure being weird, everything was either white or black. Materials not being ported from URP to HDRP - I had to create them from scratch . Artifacting when backing lighting. The Earth disappearing?!?!?! Emissions and lighting combined made things really complicated. To make it easier to maintain, I decided to only use material emissions for baked environment lights and actual lights for dynamic lights. Quote of the Update It’s really hard to debug visually
Apollo Accord Update #5: Curing Loneliness The Premise & Changes Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded. Added dudes talking military lingo Changed up the environment lighting a bit more so it looks more like a emergency and not just a house on fire. Assisted the player a bit by shining spotlights onto path signs. The guys also act as blockades to assist player navigation. Next up: More environment building Expand the right side of the base a bit more Clean up messy geometry I STILL HAVEN’T WORKED ON THE MAIN MENU Detail the control center. Script systems for campaign flow & to make it a true RPG, a inventory system Quote of the Update Animating these guys is DEFINITELY something I am NOT looking forward to.
Apollo Accord Minor Update: Main Menu Changes Added Features Added Earth, Mars and Moon ( Luna ) to the main menu’s background. (With animated clouds and rotation!) Added a options menu that allows the player to change the planet in the background, or set it to random on start. Comments Just a minor update. More settings to tweak coming soon. Planned Features DLSS/FSR upscaler support Ability to change enemy difficulty Ability to change volume Probably delaying these features for more important stuff, like storybuilding, etc.
Apollo Accord Minor Update Finally finished the (temporary) control center. Control center made! Performance & Color Improvements Also detailed some other parts of the ship The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it. In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now. Next Steps I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of.
Very minor update. I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see. In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)
[RANT] Character Animation Woes I have ALOT to say about Unity’s Humanoid animation system. Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess?? And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1] [^1]: I eventually got it working somehow. Really frustrating process. Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker.
Apollo Accord Movement Update TL;DR Crouching works! Snappier movement Leaning in the works; conflicts with mouse yaw. Raycasted bullets Long Version So I was somehow able to get crouching working. It’s more of a semi-crouch , since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes) In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ?? Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that.
Changing the project’s goals Just a ramble on how the project is gonna be made for the future. First, graphically I’m going to try to achieve a matte, clean look since I don’t have access to tools (cameras, money for 3d model websites, etc) that would let me get high quality, realistic textures/models in order to maintain a uniform look throughout the game. Going to focus more on shaders and world details, and also adding more handmade models to the game. Update on the project Other than that, I improved the stability of dialouges now, they trigger consistently and don’t get confused when the player enters multiple dialouge trigger spaces. PS Had to go through exam stuff and formatting my computer because Asahi Linux messed it up hard. Working on recovering my data and reinstalling Unity, etc.
Apollo Accord Minor Update TL;DR: Minor updates that improve the UX Focused on cleaning up the lighting and improving legibility. Removed excessive effects like film grain and motion blur that reduces clarity and bogs down performance. Added stylized backgrounds to the quest HUD so there’s more contrast between the scene and text. Colors are matched to the 70’s - 80’s retro kind of color scheme (I think it was called supergraphics ) that I feel like represents the golden age of space. Again, HDR screenshots look overly bright, explaining the blinding white of the screenshot attached. Next Steps I am going to work more on the story next, up until the player interacts with the aliens. After that, I’m going to implement gameplay mechanics for communicating with external civilizations, which will mark a departure from the first person camera for a bit.
Apollo Accord: Refining graphics, improving gameplay, expanding the story. Minor upgrades that span across all aspects of the game Story Wrote the script up to the point where the player interacts with the communication system. Improved the fading in/out of dialouge by removing the hardcoded wait times and making it into a integrated animation system. I also added the ability for the dialouge system to know when the player has exited the speaker’s range of influence, and quits speaking after. Graphical changes I think I hit peak with this one. Performance-wise, it’s not much different compared to earlier builds and it looks much more colorful and interesting. The blue undertones give it a much more colder and space-like look. Next steps Working on the assets, fleshing out boxes (theres alot of them) and making the communication system. I hope to be able to integrate procedural generation when making aliens, making for a fun gameplay loop.
APOLLO ACCORD: Honing in Specific Parts Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive. Graphics Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter , letting me do cool scenes like screenshot #1 . (I wish they weren’t T-posing) Scripting and Behaviour In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones , where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference. Next Up: Storytime I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I: Implement enemies (and create assets) so that they block the player’s path to the tech module. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations. Implement a tutorial system so the player doesn’t get lost. Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then. Quote of the Update: Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product.
APOLLO ACCORD: Official website is now open! Minor update that isn’t directly linked to the game. Made a website for the page advertising its promised features. Also added a news section that will bring more frequent updates to the project, based on GitHub commits. Development Update Things are going smoothly. Enemy combat need some reworking, but other than that I still have plenty of time to finish this game.
APOLLO ACCORD: Spherical enemies, In-Game UI Combat Primitive enemy combat implementation, but it works. Stylizing will come later. The sensitivity’s a bit low, so I will have to investigate that. In addition, the enemies are all capsules atm, which is 100% temporary ( obviously ). With this update I also started laying down the groundwork for the next step, which is a world space control panel for communicating with aliens. This is probably the most challenging part of this game, since I have very little experience in Unity’s Canvas system and I don’t like it too much.
Apollo Accord: Finishing up the main menu. I was working on the SaveManager system, and thought, Hey, why don’t I just finish up the options menu using this interface? , and voila , 2 hours later I finished up the partially done main menu. This update includes very minor changes to the game itself, only the main menu, so nothing to note of gameplay changes here… I feel like the main menu looks pretty good and functional, the only complaint I have right now is the visibly low-poly moon (the moon is NOT supposed to look like that lol) Also, I had to make a work-around for Unity’s default JSON utility not being compatible with Dictionary structures, made my own custom format instead which is MUCH more space efficient than JSON and suits my needs perfectly. Well, what happened to the game itself? Will continue working on the story and gameplay after this little tangent. P.S. Tysm for the super star!!
Apollo Accord: Gameplay and story updates, finally! After multiple delays, I started working on expanding the next chapter of the story. Story areas! First, I made the mess hall area where the player goes to support their teammates and fight the boss. I’ve started noticing the similarities between my combat system and the combat systems of arena style shooters, so I intentionally made this area larger so the player has a lot of space to move around (foreshadowing) I’ve finished the interaction system where the player can interact with in-game objects to trigger story changes, etc. Nothing too special to see here. Major movement updates! I made a GRAPPLING SYSTEM . It works by pressing right mouse button, and a circle shows up at where the target is. Simple, but it allows for more dynamic combat, and lets players take advantage of height. So, simple stuff! I have a lot of smaller updates like showing damage dealt when shooting enemies and stuff like that packed into this update, be tuned for more!
Lights Out. Major Doom 3 vibes happening Explore the Unknown, and sometimes, terrifying. Decided to lean in a bit more on the “explore” factor and made many rooms darker overall. The capsules you see here are the enemies you fight, multiplied by the difficulty set in the settings. I’m thinking of adding red, glowing eyes or something to make it a bit scarier. I plan to not lean too much on this aspect, though. This is only for the first chapter of the story. PSA on the lighting. The reflections on the gun is a bit off, I know, I’m fixing it right now. Anyway, that’s the update for today! Going to work on some more story content soon.
Build Update. Worked on building releases for Linux, Mac, Windows and web (html). Not much on the technical side either, just baking light maps and polishing up some stuff in the game. This is because I have some priorities that are higher than Stardance, unfortunately, and I think I won’t be able to finish this project to the level I was expecting. I appreciate your understanding.
Ships:
I built a shooter-RPG ish game where you fight invading aliens that are seeking to take over your ship. As the captain, you must fight your way against the overpowering enemies, and send clear signals of surrender before your entire ship is taken over. I wanted to finish this project up until the player can communicate with other alien civilizations other than the invading one, but due to time constraints and my busier than ever schedule I won’t be able to work on this project much more, at least for the time being. I’ll be shipping this project and packing up. You can try the project by downloading the appropriate zip file for your system. Linux and the web package is still unverified, so potential players are advised to stick to the MacOS and Windows releases. Thank you for your understanding....
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Idk by @pratikkumararyan | Stardance
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Title: Idk by @pratikkumararyan | Stardance
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My first slack bot! by @SSLTunezz | Stardance
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Title: My first slack bot! by @SSLTunezz | Stardan Title: My first slack bot! by @SSLTunezz | Stardance...
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Title: Untitled by @imu | Stardance
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A productivity tool by @ezechukwumiracle52 | Stard A productivity tool by @ezechukwumiracle52 | Stardance...
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Title: A productivity tool by @ezechukwumiracle52 Title: A productivity tool by @ezechukwumiracle52 | Stardance...
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Title: beans by @MMK21_Spam2 | Stardance
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Almost There by @Osaidii | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T13:08:24Z", "hours": 20.0, "multiplier": 13.35, "payout": 133, "blessing": "neutral", "text": "I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw.", "repo": "https://github.com/Osaidii/Almost-There", "demo": "https://osaidii.itch.io/almost-there"}]...
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[{"post_id": 78722, "ts": "202 [{"post_id": 78722, "ts": "2026-10-11T12:28:31Z", "hours": 19.6383, "text": "I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials."}]...
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Title: Almost There by @Osaidii | Stardance
Devlo Title: Almost There by @Osaidii | Stardance
Devlogs:
I worked on completing my settings menu and then adding more gameplay. I also fixed bugs with previous stuff like the special walls. I also added subtitles and tutorials.
Ships:
I made a horror game, making the settings menu was pretty challenging but that is the part I am most proud of too. One thing people should know is that the gameplay is far from comeplete, and the whole settings menu works. controls arent changeabe btw....
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cool project by @zvan | Stardance
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Title: cool project by @zvan | Stardance
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Title: Signal.fm by @shravs | Stardance
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Personal Website by @shravs | Stardance
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Title: Personal Website by @shravs | Stardance
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Eye classifier by @miku | Stardance
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Title: Eye classifier by @miku | Stardance
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Realistic Sticky Notes by @rx76d | Stardance
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Title: Realistic Sticky Notes by @rx76d | Stardanc Title: Realistic Sticky Notes by @rx76d | Stardance...
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kasl.hatya.dev by @hatya-mouse | Stardance
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Title: kasl.hatya.dev by @hatya-mouse | Stardance
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redaptcha by @redac1ed | Stardance
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[{"post_id": 857, "ts": "2026- [{"post_id": 857, "ts": "2026-06-02T15:49:32Z", "hours": 0.5281, "text": "Heya! This is the starting of this captcha that I am making in Rust! Changes: added a frontend to test the captcha added a backend to make the prototype Commits: cbad970 Now, I am going to lock in to make a plan for the backend."}]...
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Title: redaptcha by @redac1ed | Stardance
Devlogs Title: redaptcha by @redac1ed | Stardance
Devlogs:
Heya! This is the starting of this captcha that I am making in Rust! Changes: added a frontend to test the captcha added a backend to make the prototype Commits: cbad970 Now, I am going to lock in to make a plan for the backend....
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Server Dashboard by @hardikgupta2232 | Stardance
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Title: Server Dashboard by @hardikgupta2232 | Star Title: Server Dashboard by @hardikgupta2232 | Stardance...
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Connie the conentbot by @AloneAlex | Stardance
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:11:25Z", "hours": 4.0, "multiplier": 5.98, "payout": 26, "blessing": "neutral", "text": "Connie is a Slack bot that can fetch a random interesting article or video submitted by another hackclubber, and to which you can submit any interesting videos and articles you find! Featuring simple commands and a nice pfp for the bot!", "repo": "https://github.com/thealonealex/contentbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B78BSN086"}]...
|
[{"post_id": 2141, "ts": "2026 [{"post_id": 2141, "ts": "2026-06-04T14:05:59Z", "hours": 0.6419, "text": "Slack links create an extra newline on the database, which would mean that if the bot tried to fetch that row, it’d be empty and it would just no reply. Fixed that! Also added a proper readme and license file. Project is ready to ship!"}, {"post_id": 1385, "ts": "2026-06-03T11:55:51Z", "hours": 0.5164, "text": "Drew a nice pfp for Connie! It’s so nice that Lapse can count art and hardware time too"}, {"post_id": 1057, "ts": "2026-06-02T21:16:58Z", "hours": 0.5361, "text": "I was wrong, it did work after a restart of the nest service. Hooray! The first version is basically done? /article or /video fetches a random video or article a hackclubber has submitted to the bot /submit-article or /submit-video let’s you add to the list of articles and videos! You can try it right now using /cn-help to view all commands!"}, {"post_id": 1038, "ts": "2026-06-02T20:33:10Z", "hours": 2.0692, "text": "Would you believe me if I said writing this line properly took me two full hours of testing and failing? sadly it now doesn’t work on the server side I’ll have to rewrite this again"}, {"post_id": 773, "ts": "2026-06-02T13:10:11Z", "hours": 0.5469, "text": "To begin the project, I followed the slack bot mission’s tutorial! I’ll build on top of that as a base"}]...
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Title: Connie the conentbot by @AloneAlex | Starda Title: Connie the conentbot by @AloneAlex | Stardance
Devlogs:
To begin the project, I followed the slack bot mission’s tutorial! I’ll build on top of that as a base
Would you believe me if I said writing this line properly took me two full hours of testing and failing? sadly it now doesn’t work on the server side I’ll have to rewrite this again
I was wrong, it did work after a restart of the nest service. Hooray! The first version is basically done? /article or /video fetches a random video or article a hackclubber has submitted to the bot /submit-article or /submit-video let’s you add to the list of articles and videos! You can try it right now using /cn-help to view all commands!
Drew a nice pfp for Connie! It’s so nice that Lapse can count art and hardware time too
Slack links create an extra newline on the database, which would mean that if the bot tried to fetch that row, it’d be empty and it would just no reply. Fixed that! Also added a proper readme and license file. Project is ready to ship!
Ships:
Connie is a Slack bot that can fetch a random interesting article or video submitted by another hackclubber, and to which you can submit any interesting videos and articles you find! Featuring simple commands and a nice pfp for the bot!...
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1792983066.780055
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1793069466.780055
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291
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YouTweaks by @kanavv | Stardance
|
kanavv
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2
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36.0
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646
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:48:19Z", "hours": 8.0, "multiplier": 14.56, "payout": 113, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}, {"ship_num": 2, "ts": "2026-09-19T14:15:30Z", "hours": 28.0, "multiplier": 18.99, "payout": 533, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}]...
|
[{"post_id": 75193, "ts": "202 [{"post_id": 75193, "ts": "2026-09-29T13:29:09Z", "hours": 1.3944, "text": "Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux."}, {"post_id": 72184, "ts": "2026-09-22T12:40:55Z", "hours": 2.1672, "text": "Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui."}, {"post_id": 71663, "ts": "2026-09-21T08:21:31Z", "hours": 4.2158, "text": "Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right."}, {"post_id": 70604, "ts": "2026-09-19T13:15:26Z", "hours": 0.7297, "text": "Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme."}, {"post_id": 52261, "ts": "2026-08-22T11:20:45Z", "hours": 1.0539, "text": "View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier."}, {"post_id": 47509, "ts": "2026-08-15T13:57:57Z", "hours": 1.5306, "text": "Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project."}, {"post_id": 33955, "ts": "2026-07-24T09:42:36Z", "hours": 2.2917, "text": "Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE."}, {"post_id": 32345, "ts": "2026-07-21T13:35:52Z", "hours": 2.7347, "text": "Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up ."}, {"post_id": 24678, "ts": "2026-07-08T12:58:53Z", "hours": 2.5467, "text": "Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css."}, {"post_id": 24303, "ts": "2026-07-07T19:46:42Z", "hours": 2.9003, "text": "First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh."}, {"post_id": 22143, "ts": "2026-07-04T13:28:00Z", "hours": 4.3089, "text": "Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now."}, {"post_id": 16405, "ts": "2026-06-26T18:04:27Z", "hours": 2.8767, "text": "Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside \"action\" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later."}, {"post_id": 12135, "ts": "2026-06-19T20:37:08Z", "hours": 3.2972, "text": "Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file."}, {"post_id": 3002, "ts": "2026-06-05T22:40:05Z", "hours": 3.8056, "text": "So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2."}]...
|
Title: YouTweaks by @kanavv | Stardance
Devlogs:
Title: YouTweaks by @kanavv | Stardance
Devlogs:
So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2.
Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file.
Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside "action" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later.
Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now.
First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh.
Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css.
Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up .
Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE.
Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project.
View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier.
Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme.
Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right.
Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui.
Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux.
Ships:
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/...
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1793004543.0756087
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1793090943.0756087
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290
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Dawn of space by @abtheinnovator | Stardance
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abtheinnovator
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0
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0.0
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0
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[]
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[]
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Title: Dawn of space by @abtheinnovator | Stardanc Title: Dawn of space by @abtheinnovator | Stardance...
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1792479038.7145078
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1793083838.7145078
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289
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Untitled project by @technodot | Stardance
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technodot
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0
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Title: Untitled project by @technodot | Stardance
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1792608874.4977226
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1793213674.4977226
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288
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stardisco by @simonpth | Stardance
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simonpth
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[]
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Title: stardisco by @simonpth | Stardance
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1792687659.249788
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1793292459.249788
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287
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1792925249.726891
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1793789249.726891
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