|
57275
|
My awesome macropad! by @Froster | Stardance
|
Froster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Froster | Stardanc Title: My awesome macropad! by @Froster | Stardance...
|
1793426084.5072002
|
1794030884.5072002
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|
951
|
Website by @Kanata | Stardance
|
Kanata
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T11:45:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a simple website to learn HTML. It includes headings, links, lists, tables, and a form.The most challenging part was publishing the website with GitHub Pages. I had to learn how GitHub Pages works and how to configure the project correctly.I am proud that I built and published my first website by myself.This project is a beginner HTML practice project. It focuses on learning the basics rather than creating a professional website.", "repo": "https://github.com/k4n474/Website", "demo": "https://k4n474.github.io/Website/"}]...
|
[{"post_id": 230, "ts": "2026- [{"post_id": 230, "ts": "2026-06-01T10:58:25Z", "hours": 0.8114, "text": "I wrote code using a wider variety of tags."}, {"post_id": 204, "ts": "2026-06-01T08:05:04Z", "hours": 0.3136, "text": "I’m creating a simple webpage to learn HTML"}]...
|
Title: Website by @Kanata | Stardance
Devlogs:
I’ Title: Website by @Kanata | Stardance
Devlogs:
I’m creating a simple webpage to learn HTML
I wrote code using a wider variety of tags.
Ships:
I created a simple website to learn HTML. It includes headings, links, lists, tables, and a form.The most challenging part was publishing the website with GitHub Pages. I had to learn how GitHub Pages works and how to configure the project correctly.I am proud that I built and published my first website by myself.This project is a beginner HTML practice project. It focuses on learning the basics rather than creating a professional website....
|
1793944483.7686825
|
1794030883.7686825
|
|
28728
|
My own site! by @killy | Stardance
|
killy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @killy | Stardance
|
1793426083.5681589
|
1794030883.5681589
|
|
9035
|
My awesome macropad! by @Jenil | Stardance
|
Jenil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jenil | Stardance
|
1793426082.6733112
|
1794030882.6733112
|
|
57274
|
Chronotameion by @Ayin | Stardance
|
Ayin
|
0
|
8.75
|
0
|
[]
|
[{"post_id": 66231, "ts": "202 [{"post_id": 66231, "ts": "2026-09-11T22:39:04Z", "hours": 8.7539, "text": "Added a gun lil style meter, it generates points randomly around a line that represents your actual style points, and stays self contained within the box."}]...
|
Title: Chronotameion by @Ayin | Stardance
Devlogs Title: Chronotameion by @Ayin | Stardance
Devlogs:
Added a gun lil style meter, it generates points randomly around a line that represents your actual style points, and stays self contained within the box....
|
1793426081.783387
|
1794030881.783387
|
|
57273
|
Slarvis (Jarvis In Slack by @Uncool | Stardance
|
Uncool
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slarvis (Jarvis In Slack by @Uncool | Stard Title: Slarvis (Jarvis In Slack by @Uncool | Stardance...
|
1793426080.8608167
|
1794030880.8608167
|
|
15971
|
My very own WebOS by @piyushkancharapu | Stardance
|
piyushkancharapu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @piyushkancharapu | St Title: My very own WebOS by @piyushkancharapu | Stardance...
|
1793426079.9477317
|
1794030879.9477317
|
|
870
|
My awesome macropad! by @vega_anthony_a | Stardanc My awesome macropad! by @vega_anthony_a | Stardance...
|
vega_anthony_a
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vega_anthony_a | S Title: My awesome macropad! by @vega_anthony_a | Stardance...
|
1793426077.7738068
|
1794030877.7738068
|
|
57272
|
My first slack bot! by @Saqu | Stardance
|
Saqu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Saqu | Stardance
|
1793426076.8434277
|
1794030876.8434277
|
|
25174
|
Piggy by @Nauticos | Stardance
|
Nauticos
|
1
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T19:21:04Z", "hours": 3.0, "multiplier": 2.87, "payout": 7, "blessing": "neutral", "text": "A Slack bot all about pigs. It was a fun challenge learning how to make a bot and also learning Javascript (I only knew a very tiny bit from Sprig tutorials). I added a few original commands to try challenge myself (I did a lot of research for the Pig Latin translation) and I am very happy with the result! May not be the most practical, but still very fun nonetheless!", "repo": "https://github.com/Nauticos/Piggy", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCWUGRZHQ"}]...
|
[{"post_id": 15239, "ts": "202 [{"post_id": 15239, "ts": "2026-06-24T19:00:57Z", "hours": 0.4747, "text": "Having trouble syncing the old 24/7 version with the new version with new commands…"}, {"post_id": 15129, "ts": "2026-06-24T16:13:45Z", "hours": 0.8767, "text": "Added all my commands and made it 24/7. Started working on the README, should be the last thing I need"}, {"post_id": 15062, "ts": "2026-06-24T14:01:10Z", "hours": 1.1889, "text": "Set up some basic commands, will brainstorm later to think of some more"}]...
|
Title: Piggy by @Nauticos | Stardance
Devlogs:
Se Title: Piggy by @Nauticos | Stardance
Devlogs:
Set up some basic commands, will brainstorm later to think of some more
Added all my commands and made it 24/7. Started working on the README, should be the last thing I need
Having trouble syncing the old 24/7 version with the new version with new commands…
Ships:
A Slack bot all about pigs. It was a fun challenge learning how to make a bot and also learning Javascript (I only knew a very tiny bit from Sprig tutorials). I added a few original commands to try challenge myself (I did a lot of research for the Pig Latin translation) and I am very happy with the result! May not be the most practical, but still very fun nonetheless!...
|
1793944476.4843173
|
1794030876.4843173
|
|
22307
|
m by @mtijawhari_6 | Stardance
|
mtijawhari_6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: m by @mtijawhari_6 | Stardance
|
1793426074.7608705
|
1794030874.7608705
|
|
32696
|
My own site! by @DannyManne | Stardance
|
DannyManne
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @DannyManne | Stardance
|
1793426073.8694696
|
1794030873.8694696
|
|
18549
|
My first slack bot! by @aoalq22 | Stardance
|
aoalq22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @aoalq22 | Stardance
|
1793426071.8111324
|
1794030871.8111324
|
|
29275
|
Persona Forge by @miles | Stardance
|
miles
|
1
|
10.0
|
23
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T01:35:58Z", "hours": 10.0, "multiplier": 2.21, "payout": 23, "blessing": "neutral", "text": "Persona Forge: AI Character Generation for my sister! My sister spent a lot of time on her book making AI character pictures for my book. This is the beta release of the overall goal, as she isn’t allowed to have ChatGPT or AI apps on her computer!", "repo": "https://github.com/MilesWK/CharacterCreator", "demo": "https://character-creator-two.vercel.app/"}]...
|
[{"post_id": 26316, "ts": "202 [{"post_id": 26316, "ts": "2026-07-11T01:33:36Z", "hours": 0.4697, "text": "going to ship it! Has some slight bugs, but I want to ship it and then sort out more bugs."}, {"post_id": 23686, "ts": "2026-07-06T19:54:06Z", "hours": 0.9442, "text": "Pain down the road I mentioned last devlog that moving my backend to vercel could cause some pain down the road. I was right. Now I have moved it back to being hosted on my end, so the preview doesn’t work any more. Sorry about that. Attached is all the commits I made today."}, {"post_id": 23154, "ts": "2026-07-05T22:57:03Z", "hours": 0.9594, "text": "Vercel Deployment Now available in the public in beta!!! https://character-creator-two.vercel.app/ Please give feedback via comments! Good to go on Vercel. Realized though this might cause me pain down the road during development having the issue of committing to get the API to change. We will see though."}, {"post_id": 22312, "ts": "2026-07-04T18:29:01Z", "hours": 1.2325, "text": "This is a smaller devlog for today but I want to go ahead and post it! Added a system that limits users to 10 images a day, and automatically resets. IDK why I like it so much but I do! Of course, there are many loopholes around it, but this whole project is mainly for my sister and she won’t know them whatsoever. I can count on that. Now I just hope tomorrow it resets my request limit! 🤞🤞"}, {"post_id": 22212, "ts": "2026-07-04T15:58:21Z", "hours": 1.4161, "text": "Download Buttons & More AI Well, so far this project makes 4 calls per image generated. That can’t get expensive, right? Right now it Checks if the prompt is a character Generates a list of traits from the prompt Generates a name for the file based on the prompt Generates an image Recently I added a download button that downloads the generated image to your computer. The file name is auto-generated by AI which I think will be useful. Next up is to figure out the share button. I hope this project doesn’t blow up too much, because then I am going to burn through HCAI’s $3 limit so quickly. I want to change the project name! Any suggestions?"}, {"post_id": 21464, "ts": "2026-07-03T12:54:27Z", "hours": 1.9481, "text": "What a productive 2 hours this was! Here is what has changed: The things that work: Images are now being generated! The AI checker to check if the prompt is a character works, and will display a notification denying the request. You can generate a character all in the frontend, so technically this project is functional. Things I need to fix: Images will take up the entire screen when displayed in the HTML Frontend. This isn’t supposed to happen UI is just garbage. This project still has a long ways to go. (There is a roadmap on GitHub showing the completion progress.) Enjoy the picture of Superman holding up a car with the people in the car singing."}, {"post_id": 19937, "ts": "2026-07-01T11:49:16Z", "hours": 3.3242, "text": "Have a foundation done so far. This includes the main frontend screen (just the opening screen), cool styling, and node.js AI stuff. Here is the funny part: It really hasn’t generated a single image yet in over three hours of work."}]...
|
Title: Persona Forge by @miles | Stardance
Devlog Title: Persona Forge by @miles | Stardance
Devlogs:
Have a foundation done so far. This includes the main frontend screen (just the opening screen), cool styling, and node.js AI stuff. Here is the funny part: It really hasn’t generated a single image yet in over three hours of work.
What a productive 2 hours this was! Here is what has changed: The things that work: Images are now being generated! The AI checker to check if the prompt is a character works, and will display a notification denying the request. You can generate a character all in the frontend, so technically this project is functional. Things I need to fix: Images will take up the entire screen when displayed in the HTML Frontend. This isn’t supposed to happen UI is just garbage. This project still has a long ways to go. (There is a roadmap on GitHub showing the completion progress.) Enjoy the picture of Superman holding up a car with the people in the car singing.
Download Buttons & More AI Well, so far this project makes 4 calls per image generated. That can’t get expensive, right? Right now it Checks if the prompt is a character Generates a list of traits from the prompt Generates a name for the file based on the prompt Generates an image Recently I added a download button that downloads the generated image to your computer. The file name is auto-generated by AI which I think will be useful. Next up is to figure out the share button. I hope this project doesn’t blow up too much, because then I am going to burn through HCAI’s $3 limit so quickly. I want to change the project name! Any suggestions?
This is a smaller devlog for today but I want to go ahead and post it! Added a system that limits users to 10 images a day, and automatically resets. IDK why I like it so much but I do! Of course, there are many loopholes around it, but this whole project is mainly for my sister and she won’t know them whatsoever. I can count on that. Now I just hope tomorrow it resets my request limit! 🤞🤞
Vercel Deployment Now available in the public in beta!!! https://character-creator-two.vercel.app/ Please give feedback via comments! Good to go on Vercel. Realized though this might cause me pain down the road during development having the issue of committing to get the API to change. We will see though.
Pain down the road I mentioned last devlog that moving my backend to vercel could cause some pain down the road. I was right. Now I have moved it back to being hosted on my end, so the preview doesn’t work any more. Sorry about that. Attached is all the commits I made today.
going to ship it! Has some slight bugs, but I want to ship it and then sort out more bugs.
Ships:
Persona Forge: AI Character Generation for my sister! My sister spent a lot of time on her book making AI character pictures for my book. This is the beta release of the overall goal, as she isn’t allowed to have ChatGPT or AI apps on her computer!...
|
1793944471.713419
|
1794030871.713419
|
|
39150
|
Dynetra by @Aritro | Stardance
|
Aritro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Dynetra by @Aritro | Stardance
|
1793426070.8791792
|
1794030870.8791792
|
|
68486
|
space-escape (OMEGA-7) by @torren | Stardance
|
torren
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T21:20:01Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "omega-7 is an escape room that runs entirely inside a figma prototype, you wake up on a dying space station with the oxygen draining and work through five puzzles to reach the escape pod, from a keycard to a cipher to the airlock pin to a reactor restart to rewiring the pod. the hard part is that figma has no code, no variables, no logic, and no sound, so faking “state” means building a separate frame for every single thing the player could be looking at (the keypad alone is five frames to fake a two digit pin), and i ended up generating all 48 frames and ~160 hotspots. i’m proud that it actually feels like a game and not a slideshow - smart-animate makes the keycard fly into your inventory and the reactor levers flip and glow as you solve it. to test it, play in present mode and click anything interactive: the pin is crew x deck from the whiteboard and roster, and the reactor order is hidden in the captain’s log in nato phonetic, so don’t rush past the clues.", "repo": "https://github.com/nadellasripad11/space-escape", "demo": "https://www.figma.com/proto/KacEHBOZqWUMXmCe6sAqhL/OMEGA-7-%E2%80%94-Figma-Escape-Room?page-id=79%3A2&node-id=79-3&starting-point-node-id=79%3A3&scaling=min-zoom"}]...
|
[{"post_id": 81643, "ts": "202 [{"post_id": 81643, "ts": "2026-10-21T21:15:39Z", "hours": 0.375, "text": "figma can’t play sound, so i leaned all the way into motion instead. added a shared smart-animate transition across every puzzle so the states actually morph into each other: clicking the keycard now flies it off the shelf and shrinks it right into your inventory slot, the pin dots fill in as you type, the reactor levers physically flip and the lights go green as you nail the sequence, and the wires snap into their ports on each correct connection. then i jumped over to the 3d web version and fixed the keycard being annoying to click - the mesh is tiny and the camera sway makes it drift, so i wrapped it in an invisible hit box about 2.5x the size that catches your click anywhere near it without changing how anything looks."}, {"post_id": 80273, "ts": "2026-10-17T02:18:13Z", "hours": 4.2958, "text": "playtested omega-7 and realized you could beat it in like a minute, so i doubled the puzzles from 3 to 5. added a captain’s log cipher that spells out a reactor code in nato phonetic (bravo, alpha, charlie) that you have to decode, and a reactor switch panel where you flip three switches in that exact order, and one wrong flip resets the whole thing. figma has no variables or logic so the switch puzzle is really just 5 separate frames wired together, one per state, same hacky trick i used for the keypad. also squashed a bug in the three.js web version where the crate and fuse box puzzles were wired into the game logic but the 3d scenes never actually had the objects, so clicking them did nothing. added the missing meshes and checked every interactive object is clickable now. full flow is live now: quarters, cipher, airlock pin, reactor, pod wiring, launch. shipping it."}, {"post_id": 77679, "ts": "2026-10-07T20:23:31Z", "hours": 3.4492, "text": "I built OMEGA-7, a space escape room that turns Figma into a playable game. Players explore a dying station and solve puzzles before their oxygen runs out. The escape sequence involves finding a keycard, decoding an airlock PIN, and rewiring a pod. I added 3D-rendered rooms, clickable objects, camera push-ins, and hint screens. I tested the puzzle paths from start to finish to check the full escape sequence. I also launched a browser version with real-time 3D, swinging doors, and sound effects. It adds a seven-minute oxygen timer and a wire-dragging puzzle, linking back to the Figma prototype."}]...
|
Title: space-escape (OMEGA-7) by @torren | Stardan Title: space-escape (OMEGA-7) by @torren | Stardance
Devlogs:
I built OMEGA-7, a space escape room that turns Figma into a playable game. Players explore a dying station and solve puzzles before their oxygen runs out. The escape sequence involves finding a keycard, decoding an airlock PIN, and rewiring a pod. I added 3D-rendered rooms, clickable objects, camera push-ins, and hint screens. I tested the puzzle paths from start to finish to check the full escape sequence. I also launched a browser version with real-time 3D, swinging doors, and sound effects. It adds a seven-minute oxygen timer and a wire-dragging puzzle, linking back to the Figma prototype.
playtested omega-7 and realized you could beat it in like a minute, so i doubled the puzzles from 3 to 5. added a captain’s log cipher that spells out a reactor code in nato phonetic (bravo, alpha, charlie) that you have to decode, and a reactor switch panel where you flip three switches in that exact order, and one wrong flip resets the whole thing. figma has no variables or logic so the switch puzzle is really just 5 separate frames wired together, one per state, same hacky trick i used for the keypad. also squashed a bug in the three.js web version where the crate and fuse box puzzles were wired into the game logic but the 3d scenes never actually had the objects, so clicking them did nothing. added the missing meshes and checked every interactive object is clickable now. full flow is live now: quarters, cipher, airlock pin, reactor, pod wiring, launch. shipping it.
figma can’t play sound, so i leaned all the way into motion instead. added a shared smart-animate transition across every puzzle so the states actually morph into each other: clicking the keycard now flies it off the shelf and shrinks it right into your inventory slot, the pin dots fill in as you type, the reactor levers physically flip and the lights go green as you nail the sequence, and the wires snap into their ports on each correct connection. then i jumped over to the 3d web version and fixed the keycard being annoying to click - the mesh is tiny and the camera sway makes it drift, so i wrapped it in an invisible hit box about 2.5x the size that catches your click anywhere near it without changing how anything looks.
Ships:
omega-7 is an escape room that runs entirely inside a figma prototype, you wake up on a dying space station with the oxygen draining and work through five puzzles to reach the escape pod, from a keycard to a cipher to the airlock pin to a reactor restart to rewiring the pod. the hard part is that figma has no code, no variables, no logic, and no sound, so faking “state” means building a separate frame for every single thing the player could be looking at (the keypad alone is five frames to fake a two digit pin), and i ended up generating all 48 frames and ~160 hotspots. i’m proud that it actually feels like a game and not a slideshow - smart-animate makes the keycard fly into your inventory and the reactor levers flip and glow as you solve it. to test it, play in present mode and click anything interactive: the pin is crew x deck from the whiteboard and roster, and the reactor order is hidden in the captain’s log in nato phonetic, so don’t rush past the clues....
|
1793944465.9519331
|
1794030865.9519331
|
|
40381
|
Untitled project by @Preslav | Stardance
|
Preslav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Preslav | Stardance
|
1793426065.7749813
|
1794030865.7749813
|
|
18113
|
Yu-Gi-Oh! Banlist API by @Karim_xyz | Stardance
|
Karim_xyz
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T22:50:10Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a pretty basic flask api that returns older yugioh banlists in JSON format (since I needed such thing but didn’t find so I made this), the banlists data was scraped from yugipedia then stored in MongoDB The most challenging part is that I made this in my phone (the only hardware I have), that prevented me from making a UI and improving the project in general I think there wouldn’t be so much yugioh players here, if you are I hope you like it and find it useful, otherwise you can give me feedback about the technical parts and stuff…", "repo": "https://github.com/karim-xyz/yugioh-banlists-api", "demo": "https://yugioh-banlists-api.onrender.com/api/v1/2005-04"}]...
|
[{"post_id": 11621, "ts": "202 [{"post_id": 11621, "ts": "2026-06-18T22:35:50Z", "hours": 2.6878, "text": "I am tired I tried to make a webpage guide for it but I can’t do frontend sice the only hardware I have is my phone"}, {"post_id": 9025, "ts": "2026-06-15T01:46:46Z", "hours": 4.2628, "text": "Finally implemented the api on render"}]...
|
Title: Yu-Gi-Oh! Banlist API by @Karim_xyz | Stard Title: Yu-Gi-Oh! Banlist API by @Karim_xyz | Stardance
Devlogs:
Finally implemented the api on render
I am tired I tried to make a webpage guide for it but I can’t do frontend sice the only hardware I have is my phone
Ships:
This is a pretty basic flask api that returns older yugioh banlists in JSON format (since I needed such thing but didn’t find so I made this), the banlists data was scraped from yugipedia then stored in MongoDB The most challenging part is that I made this in my phone (the only hardware I have), that prevented me from making a UI and improving the project in general I think there wouldn’t be so much yugioh players here, if you are I hope you like it and find it useful, otherwise you can give me feedback about the technical parts and stuff…...
|
1793944463.9134605
|
1794030863.9134605
|
|
5181
|
Space drivetrain by @yugumasudhan | Stardance
|
yugumasudhan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Space drivetrain by @yugumasudhan | Stardan Title: Space drivetrain by @yugumasudhan | Stardance...
|
1793426061.9261212
|
1794030861.9261212
|
|
57269
|
Nothing can change the end by @Ottimations | Stard Nothing can change the end by @Ottimations | Stardance...
|
Ottimations
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Nothing can change the end by @Ottimations Title: Nothing can change the end by @Ottimations | Stardance...
|
1793426061.034317
|
1794030861.034317
|
|
29965
|
Travel Destination Higher or Lower by @Ombama | St Travel Destination Higher or Lower by @Ombama | Stardance...
|
Ombama
|
1
|
3.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T18:12:04Z", "hours": 3.0, "multiplier": 5.63, "payout": 16, "blessing": "neutral", "text": "I made a travel-themed Higher or Lower game using HTML, CSS, and JavaScript. The player compares two famous travel destinations and guesses whether the second destination has higher or lower annual visitors than the first one. The game includes a split-screen design, destination background images, score tracking, high score storage, a shuffled destination system, and a game over screen. The most challenging part was making the game feel smooth and not repetitive. At first, random destinations could repeat too often, so I added a shuffled deck system that goes through the destination list before repeating places. Another challenge was finding visitor numbers because annual tourism data can change depending on the year and source, so I used approximate values for gameplay. I am proud of the visual design because it looks like a real Higher or Lower style game. I am also proud that the JavaScript does more than just compare two numbers. It manages the score, high score, game state, random destination order, answer reveal, and restart logic. To test the project, people should click Higher or Lower and check whether the answer is revealed correctly. They should make sure the score increases after a correct answer and that the game over screen appears after a wrong answer. They should also refresh the page to confirm that the high score is saved. Since the visitor counts are approximate, the game should be tested as an educational guessing game, not as an official tourism statistics source.", "repo": "https://github.com/Om-Bhagat-prog/Travel-Destination-Higher-or-Lower", "demo": "https://travel-destination-higher-or-lower.vercel.app/"}]...
|
[{"post_id": 20959, "ts": "202 [{"post_id": 20959, "ts": "2026-07-02T18:10:03Z", "hours": 2.7756, "text": "Design Goal The goal was to create a game that looked bold, clean, and exciting. The design uses: A full-screen split layout Two large destination panels Background travel images Dark overlays for readable text Large destination names A highlighted annual visitor number A central VS circle Large Higher and Lower buttons Score and high score display The visual style was inspired by modern quiz games and travel websites."}]...
|
Title: Travel Destination Higher or Lower by @Omba Title: Travel Destination Higher or Lower by @Ombama | Stardance
Devlogs:
Design Goal The goal was to create a game that looked bold, clean, and exciting. The design uses: A full-screen split layout Two large destination panels Background travel images Dark overlays for readable text Large destination names A highlighted annual visitor number A central VS circle Large Higher and Lower buttons Score and high score display The visual style was inspired by modern quiz games and travel websites.
Ships:
I made a travel-themed Higher or Lower game using HTML, CSS, and JavaScript. The player compares two famous travel destinations and guesses whether the second destination has higher or lower annual visitors than the first one. The game includes a split-screen design, destination background images, score tracking, high score storage, a shuffled destination system, and a game over screen. The most challenging part was making the game feel smooth and not repetitive. At first, random destinations could repeat too often, so I added a shuffled deck system that goes through the destination list before repeating places. Another challenge was finding visitor numbers because annual tourism data can change depending on the year and source, so I used approximate values for gameplay. I am proud of the visual design because it looks like a real Higher or Lower style game. I am also proud that the JavaScript does more than just compare two numbers. It manages the score, high score, game state, random destination order, answer reveal, and restart logic. To test the project, people should click Higher or Lower and check whether the answer is revealed correctly. They should make sure the score increases after a correct answer and that the game over screen appears after a wrong answer. They should also refresh the page to confirm that the high score is saved. Since the visitor counts are approximate, the game should be tested as an educational guessing game, not as an official tourism statistics source....
|
1793944461.0010233
|
1794030861.0010233
|
|
35747
|
GymOS by @antekes1 | Stardance
|
antekes1
|
0
|
3.0
|
0
|
[]
|
[{"post_id": 29714, "ts": "202 [{"post_id": 29714, "ts": "2026-07-16T20:06:52Z", "hours": 1.8814, "text": "DevLog #2 I added a windows and basic app definition, I also added a doc with apps. I downloaded icons from https://icon-icons.com Windows doesn’t have a working apps yet - tem i harcoded some test stuf"}, {"post_id": 29156, "ts": "2026-07-15T21:12:53Z", "hours": 1.1217, "text": "devlog #1 add basic navbar and toolbar"}]...
|
Title: GymOS by @antekes1 | Stardance
Devlogs:
de Title: GymOS by @antekes1 | Stardance
Devlogs:
devlog #1 add basic navbar and toolbar
DevLog #2 I added a windows and basic app definition, I also added a doc with apps. I downloaded icons from https://icon-icons.com Windows doesn’t have a working apps yet - tem i harcoded some test stuf...
|
1793426058.9507885
|
1794030858.9507885
|
|
19751
|
Susan by @ocheke | Stardance
|
ocheke
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Susan by @ocheke | Stardance
|
1793426058.037678
|
1794030858.037678
|
|
57268
|
mirrorbot by @denis | Stardance
|
denis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: mirrorbot by @denis | Stardance
|
1793426057.1375268
|
1794030857.1375268
|
|
24390
|
Forensics Copilot by @weibolin322 | Stardance
|
weibolin322
|
1
|
10.85
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T22:24:56Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a command-line assistant for CTF forensics challenges. This ship is for v0.1.0. It’s a very simple version so it can only do some easy job like checking for trailing data or plain text flag scaning. I will add more feature to it in the furture. Sorry this release will only work on MacOS with Apple Silicon because it requires magic-lib and I put the version I have into the package. I will make a new release for Linux and Windows soon! Thank you for trying my project!", "repo": "https://github.com/Weibo0123/Forensics-Copilot", "demo": "https://github.com/Weibo0123/Forensics-Copilot/releases/tag/v0.1.0"}]...
|
[{"post_id": 24360, "ts": "202 [{"post_id": 24360, "ts": "2026-07-07T21:29:04Z", "hours": 0.85, "text": "Uploaded my code to pypi. Now users can use it on every OS."}, {"post_id": 17207, "ts": "2026-06-27T22:20:09Z", "hours": 3.4153, "text": "Devlog 5 Added the readme and finish the package for v0.1.0. This is a very early release so it might not work very well :("}, {"post_id": 15721, "ts": "2026-06-25T16:10:16Z", "hours": 1.0981, "text": "Devlog 4 Added regex-based scanning for common flag formats. It also support custom flag format."}, {"post_id": 15326, "ts": "2026-06-24T21:57:54Z", "hours": 1.0764, "text": "Devlog 3 I made a PNG file that has some hidden data appended to the end. This is the report my project generated after analyzing the file. It marked the file as suspicious and gave some suggestions for human to dive in. It could also analize other files, I will make video of all the files later."}, {"post_id": 15123, "ts": "2026-06-24T16:05:02Z", "hours": 2.2317, "text": "Devlog 2 I have already done all the code. Now I’m gonna write some test scripts to test."}, {"post_id": 14138, "ts": "2026-06-23T03:44:01Z", "hours": 1.7892, "text": "Hello! I just started my new project, the Forensics Copilot. Forensics is a main type of challenges in CTF Competitions. But it’s always boring and there are not many people want to do it. So I started this project. This project will help CTF competitors automate the tedious initial screening process for forensic challenges, like identifying real file types (not depends on extensions), catching common steganography/data-hiding tricks, recursively unpacking nested archives, and surfacing a prioritized list of next steps. For people that don’t know the CTF. “Capture The Flag” (CTF) competitions are not related to running outdoors or playing first-person shooters. Instead, they consist of a set of computer security puzzles (or challenges) involving reverse-engineering, forensics, cryptography, web technologies, and more. When players solve them they get a “flag”, a secret string which can be exchanged for points. The more points a team earns, the higher up it moves in rank."}]...
|
Title: Forensics Copilot by @weibolin322 | Stardan Title: Forensics Copilot by @weibolin322 | Stardance
Devlogs:
Hello! I just started my new project, the Forensics Copilot. Forensics is a main type of challenges in CTF Competitions. But it’s always boring and there are not many people want to do it. So I started this project. This project will help CTF competitors automate the tedious initial screening process for forensic challenges, like identifying real file types (not depends on extensions), catching common steganography/data-hiding tricks, recursively unpacking nested archives, and surfacing a prioritized list of next steps. For people that don’t know the CTF. “Capture The Flag” (CTF) competitions are not related to running outdoors or playing first-person shooters. Instead, they consist of a set of computer security puzzles (or challenges) involving reverse-engineering, forensics, cryptography, web technologies, and more. When players solve them they get a “flag”, a secret string which can be exchanged for points. The more points a team earns, the higher up it moves in rank.
Devlog 2 I have already done all the code. Now I’m gonna write some test scripts to test.
Devlog 3 I made a PNG file that has some hidden data appended to the end. This is the report my project generated after analyzing the file. It marked the file as suspicious and gave some suggestions for human to dive in. It could also analize other files, I will make video of all the files later.
Devlog 4 Added regex-based scanning for common flag formats. It also support custom flag format.
Devlog 5 Added the readme and finish the package for v0.1.0. This is a very early release so it might not work very well :(
Uploaded my code to pypi. Now users can use it on every OS.
Ships:
I made a command-line assistant for CTF forensics challenges. This ship is for v0.1.0. It’s a very simple version so it can only do some easy job like checking for trailing data or plain text flag scaning. I will add more feature to it in the furture. Sorry this release will only work on MacOS with Apple Silicon because it requires magic-lib and I put the version I have into the package. I will make a new release for Linux and Windows soon! Thank you for trying my project!...
|
1793944456.2958543
|
1794030856.2958543
|
|
27797
|
Galaxy Shooter by @1NSANE | Stardance
|
1NSANE
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T18:29:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D space shooter game in Python using the Arcade library called Galaxy Shooter! The biggest challenge was figuring out Python version compatibility (Arcade needs 3.11) and learning Arcade’s 3.x API from scratch. I’m proud that the game feels complete — it has enemy waves, a boss fight, powerups (shield, health, rapid fire), particle explosions, scrolling background, background music, sound effects, and real sprite graphics. To test it: use WASD to move, mouse to aim, left click to shoot, collect powerups to survive longer, and press R to restart. You’ll need Python 3.11 and the Arcade library installed!", "repo": "https://github.com/1nsaned/Galaxy-Shooter", "demo": "https://1nsaneee.itch.io/galaxy-shooter"}]...
|
[{"post_id": 17790, "ts": "202 [{"post_id": 17790, "ts": "2026-06-28T18:37:37Z", "hours": 5.8469, "text": "Galaxy Shooter - Built a 2D space shooting game using Python and the Arcade library. Features include a start menu, pause functionality, and player shooting mechanics. Used Claude AI to help implement some features and fix bugs. Still working on polishing the gamepla"}]...
|
Title: Galaxy Shooter by @1NSANE | Stardance
Devl Title: Galaxy Shooter by @1NSANE | Stardance
Devlogs:
Galaxy Shooter - Built a 2D space shooting game using Python and the Arcade library. Features include a start menu, pause functionality, and player shooting mechanics. Used Claude AI to help implement some features and fix bugs. Still working on polishing the gamepla
Ships:
I made a 2D space shooter game in Python using the Arcade library called Galaxy Shooter! The biggest challenge was figuring out Python version compatibility (Arcade needs 3.11) and learning Arcade’s 3.x API from scratch. I’m proud that the game feels complete — it has enemy waves, a boss fight, powerups (shield, health, rapid fire), particle explosions, scrolling background, background music, sound effects, and real sprite graphics. To test it: use WASD to move, mouse to aim, left click to shoot, collect powerups to survive longer, and press R to restart. You’ll need Python 3.11 and the Arcade library installed!...
|
1793944454.2032886
|
1794030854.2032886
|
|
240
|
Frictionless by @Vagabond | Stardance
|
Vagabond
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Vagabond | Stardance
|
1793426051.4175794
|
1794030851.4175794
|
|
32892
|
Minecraft AI mod creator by @Ibaad | Stardance
|
Ibaad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Minecraft AI mod creator by @Ibaad | Starda Title: Minecraft AI mod creator by @Ibaad | Stardance...
|
1793426050.499147
|
1794030850.499147
|
|
32859
|
CornOS by @corn | Stardance
|
corn
|
1
|
31.0
|
231
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:53:33Z", "hours": 31.0, "multiplier": 7.35, "payout": 231, "blessing": "neutral", "text": "A 32-bit x86 OS from complete scratch with GRUB as its bootloader, for educational purpose only.", "repo": "https://github.com/dcorn-stone/CornOS", "demo": "https://github.com/dcorn-stone/CornOS/releases"}]...
|
[{"post_id": 56602, "ts": "202 [{"post_id": 56602, "ts": "2026-08-28T12:50:21Z", "hours": 4.935, "text": "Finished tidying up and completing the ps/2 driver. Preparing to ship now, and try to implement paging in the future!"}, {"post_id": 52766, "ts": "2026-08-23T03:29:28Z", "hours": 7.145, "text": "Just trying to organize things in my codebase, completing the ps/2 scan code decoding function for set 2, and preparing to move on to implementing paging"}, {"post_id": 30524, "ts": "2026-07-18T05:26:27Z", "hours": 3.0786, "text": "Just made my OS capable of loading either exactly one Multiboot module or none. The module can be verified inside a debugger (gdb) which the EAX register should be set to 0xDEADBEEF."}, {"post_id": 27115, "ts": "2026-07-12T11:53:46Z", "hours": 4.3775, "text": "Made output logic better"}, {"post_id": 26357, "ts": "2026-07-11T03:11:05Z", "hours": 1.9347, "text": "Got the keyboard working!!!"}, {"post_id": 26307, "ts": "2026-07-11T01:02:22Z", "hours": 9.9053, "text": "Currently working on a ps/2 keyboard driver, only completing this for basic input. I have just done the state machine and scan code conversion, now trying to handle key events."}]...
|
Title: CornOS by @corn | Stardance
Devlogs:
Curre Title: CornOS by @corn | Stardance
Devlogs:
Currently working on a ps/2 keyboard driver, only completing this for basic input. I have just done the state machine and scan code conversion, now trying to handle key events.
Got the keyboard working!!!
Made output logic better
Just made my OS capable of loading either exactly one Multiboot module or none. The module can be verified inside a debugger (gdb) which the EAX register should be set to 0xDEADBEEF.
Just trying to organize things in my codebase, completing the ps/2 scan code decoding function for set 2, and preparing to move on to implementing paging
Finished tidying up and completing the ps/2 driver. Preparing to ship now, and try to implement paging in the future!
Ships:
A 32-bit x86 OS from complete scratch with GRUB as its bootloader, for educational purpose only....
|
1793944450.3636026
|
1794030850.3636026
|
|
23214
|
My awesome macropad! by @spa | Stardance
|
spa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @spa | Stardance
|
1793426049.562554
|
1794030849.562554
|
|
17138
|
CALCULATOR by @althaf | Stardance
|
althaf
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T07:20:18Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "you can do multiplication and division on it", "repo": "https://github.com/muhammedalthaf20250-ui/calculator", "demo": "https://muhammedalthaf20250-ui.github.io/calculator/intex.html"}]...
|
[{"post_id": 15529, "ts": "202 [{"post_id": 15529, "ts": "2026-06-25T07:07:40Z", "hours": 3.7875, "text": "it is a calculator"}]...
|
Title: CALCULATOR by @althaf | Stardance
Devlogs: Title: CALCULATOR by @althaf | Stardance
Devlogs:
it is a calculator
Ships:
you can do multiplication and division on it...
|
1793944448.5530956
|
1794030848.5530956
|
|
22626
|
ROS by @hemrol | Stardance
|
hemrol
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ROS by @hemrol | Stardance
|
1793426047.3394516
|
1794030847.3394516
|
|
57265
|
vansh-ai_for desktop by @GAMERZVANSH | Stardance
|
GAMERZVANSH
|
0
|
6.75
|
0
|
[]
|
[{"post_id": 59875, "ts": "202 [{"post_id": 59875, "ts": "2026-09-01T21:16:13Z", "hours": 6.7489, "text": "I am working on Vansh, a cross-platform Python voice assistant inspired by Jarvis. It is designed to run on Windows, macOS, and Linux and can respond to voice commands after detecting the wake word “Vansh.” The project includes features such as speech recognition, natural-sounding text-to-speech, telling the time and date, opening websites and applications, and remote control through a REST API. I am building it in a modular way using Python, with separate components for speech-to-text, text-to-speech, configuration, command handling, and the remote server."}]...
|
Title: vansh-ai_for desktop by @GAMERZVANSH | Star Title: vansh-ai_for desktop by @GAMERZVANSH | Stardance
Devlogs:
I am working on Vansh, a cross-platform Python voice assistant inspired by Jarvis. It is designed to run on Windows, macOS, and Linux and can respond to voice commands after detecting the wake word “Vansh.” The project includes features such as speech recognition, natural-sounding text-to-speech, telling the time and date, opening websites and applications, and remote control through a REST API. I am building it in a modular way using Python, with separate components for speech-to-text, text-to-speech, configuration, command handling, and the remote server....
|
1793426046.4050398
|
1794030846.4050398
|
|
67005
|
Forgery by @Koy | Stardance
|
Koy
|
1
|
56.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T23:36:02Z", "hours": 56.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Minecraft mod! because this is the last day of Stardance, this is only a POC. please read the Readme for explanations into the terms used here. Here’s what works: The melter, and most of main forgery setup works, although not as well as I wanted. You can create melted fluid (you can use the setup bellow ) and then cast it using a nozzle and a cast, please note though, the melted fluid can’t spread (for more info refer to devlog[6]) I hope you enjoy the mod!! Love, –Koy💜", "repo": "https://github.com/By-Koy/Forgery", "demo": "https://github.com/By-Koy/Forgery#testing"}]...
|
[{"post_id": 85987, "ts": "202 [{"post_id": 85987, "ts": "2026-10-31T23:25:58Z", "hours": 5.2989, "text": "DevLog[8] - “A POC” you look over the horizon… The sun sets over Stardance one last time… And for one more log, Hi! Welcome to the pre-ship devlog. What I did: The nozzle and cast are now functional! (no stencils though…) I made a creative mode tab to house the mod’s items! I wrote the Readme! I’ll go ship now, I need to sleep and the sunset it pretty. Goodnight, fellow stardancer"}, {"post_id": 85657, "ts": "2026-10-31T16:17:55Z", "hours": 2.2581, "text": "DevLog[7] - “Almost there…” In the interest of having less 10 hour devlogs, I have made 2 new blocks, with custom models made in blockbench. (which I had to compile on my own btw) The blocks are the nozzle (mostly functioning, at least for POC), and the cast. The nozzle is the output from the forgery, allowing melted fluid to leave the forgery. The cast is the last stop. it’s where the fluid goes to from the forgery to be made into things. (This was heavily inspired by tinker’s construct) In the future, it will have stencils that are used to get the desired output, for today, it will simply create a block (the desired functionality for when a stencil is not present) Toodaloo!"}, {"post_id": 85491, "ts": "2026-10-31T12:43:06Z", "hours": 10.0542, "text": "DevLog[6] - “Cutting Corners” Hiiiiiii For this devlog I mostly went and fixed the problems with DevLog[5]. So here’s the new stuff The melter faces the direction the player is facing when placing it and creates the melted fluid in that direction (so behind it from the player’s perspective) I have implemented the first three of the melter’s activation modes (off, on, and soul), which are chosen based off of the block under it (campfire for on, soul campfire of soul, anything else for off) [soul is currently the same as on] I have fixed the lag (yayy) it turns out that it only happened because I overloaded the port with updates (whoopsie) Aside from that, there are things I have implemented but are currently unused: I have figured out (and theoretically implemented) the (probably) best way to get the tint onto the flowing melted fluid, which is to hold the difference between their positions in the melted fluid block-state itself. I have added a survives-melted block tag to save the blocks that the melted fluid won’t destroy (other planned feature) “Wait so why is this titled cutting corners?” You again!? Well, yeah, Stardance is ending today. So here are things I had to cut to be able to ship a working prototype today: The melted fluid can’t spread, this is because I could not figure out how to restrict its spreading and I already have spent 10 hours working on fixes for the last 10 hour devlog. (I swear they’re supposed to be shorter ) Literally anything that has to do with the flowing melted fluid, after 8 hours of not getting anywhere, I stopped it from spreading and it doesn’t happen anymore (unless forced) Anw I’ll go back to the mines now byeeee"}, {"post_id": 83437, "ts": "2026-10-27T23:27:34Z", "hours": 10.0567, "text": "DevLog[5] - “Wow I did not have enough time” So I would like to prefix this devlog with the fact that this is hard so please don’t laugh Anw here’s my massive failure or whatever (please refer to the attached image) So remember when I said the melted fluid tints based off of it’s value? yeah I did not manage to do that properly, and I (thought) I fixed it! until I realized that it only tints the source Also each block has its own block entity and it kills the game (who wants an update suppressor?) but hey at least it runs frfr Btw it just does NOT stop spreading like wth Anw I did do some things I made the melter create the melted fluid (yippee!!) I made the melted fluid (source) tint I SAID DON’T LAUGH Anw see you in the next devlog where I fix all of ts"}, {"post_id": 80475, "ts": "2026-10-17T19:35:25Z", "hours": 9.9742, "text": "DevLog[4] - “Melted Fluid!” Hiiiiiiiiii (I’m running out of wave emotes help) I made a fluid!!! And it’s also a block entity!!! Anyway, Here’s what I did! Melted fluid (should it be molten??) - I made my first fluid! it tints based off of a value in its block entity (allegedly) and the value gets set on creation from the items that are put in the Melter! (I am currently unable to test this though) Melter enhancements! - I gave it two more slots (yeah that’s basically it) the next devlog will be about connecting both of these features together so stay tuned ⭐ ⭐ ⭐ Have a nice day!! (I should really think of more reviewer-considerate ways to end these huh)"}, {"post_id": 79392, "ts": "2026-10-13T19:55:03Z", "hours": 9.6944, "text": "DevLog[3] - “Containers!!!” “Wait what day is it?” will anyone even get this bit it’s on like three different projects atp Completely Ignoring my failure here’s what I did!! The melter: Yes I only did one block for almost 10 hours (it was hard okay?! ) this is the first container in the mod! (so the next ones should be a bit faster ) I actually didn’t find documentation for how to make it for the first little bit (like 5 hours ) so I looked at the beacon source code and ended up making the whole screen (and parts of the other stuff) completely on my own! Anw yeah it’s Tuesday (oopsie) Yeah I think that deadline might have been ambitious And so I will give myself the slightly-less-ambitious deadline of one more week! (I also have more school than before so I might re-extend) yeah this won’t be polished by the end of sd would it"}, {"post_id": 77939, "ts": "2026-10-08T21:10:26Z", "hours": 7.3261, "text": "DevLog[2] - “The Race” Hey all!! In this devlog I have two main progressions. the first is deesplate palladium ore, attached bellow (very blurry) and raw palladium (blurry chimken), and the second (the one that’s kind of interesting Ig Idk) is the palladium ore placed feature! it spawns naturally now. (I also added a picture of when I tested it but spawning end rods so yayay) this was done with the fabric datagen library thing so it’s cool and not json (yayayayayay) “Wait but why is this called the race?” Why does this always happen (Whisper) “Bcz you can never think of transitions” Shush. The race. (This shouldn’t be called a race I just forgot what it’s called smh ) I decided to ship this by Sunday. This means that the full palladium ore chain should be ready as well as (very basic) forgeries (the structure that melts ores so that you can use them, mostly for the better ores) EDIT: I forgot to mention it was Thursday"}, {"post_id": 75920, "ts": "2026-10-01T16:44:19Z", "hours": 1.1636, "text": "DevLog[1] - “First Item!” Hey there! I wanted to do this project for a while but just couldn’t get myself to start, so here I am! In the last hour all I did was setup, there isn’t much time in an hour and it takes a minute to do. I made this ingot (palladium) in piskel, and it’s going to be the beginning of this mod’s progression! The mod will start by just adding to the normal ore progression (wood -> stone -> iron -> gold, kinda -> diamond -> netherite) by having an item (palladium) that will be better for armor but not for weapons, that way the insanity starts off slow, and gets faster later on. Have a nice day!"}]...
|
Title: Forgery by @Koy | Stardance
Devlogs:
DevLo Title: Forgery by @Koy | Stardance
Devlogs:
DevLog[1] - “First Item!” Hey there! I wanted to do this project for a while but just couldn’t get myself to start, so here I am! In the last hour all I did was setup, there isn’t much time in an hour and it takes a minute to do. I made this ingot (palladium) in piskel, and it’s going to be the beginning of this mod’s progression! The mod will start by just adding to the normal ore progression (wood -> stone -> iron -> gold, kinda -> diamond -> netherite) by having an item (palladium) that will be better for armor but not for weapons, that way the insanity starts off slow, and gets faster later on. Have a nice day!
DevLog[2] - “The Race” Hey all!! In this devlog I have two main progressions. the first is deesplate palladium ore, attached bellow (very blurry) and raw palladium (blurry chimken), and the second (the one that’s kind of interesting Ig Idk) is the palladium ore placed feature! it spawns naturally now. (I also added a picture of when I tested it but spawning end rods so yayay) this was done with the fabric datagen library thing so it’s cool and not json (yayayayayay) “Wait but why is this called the race?” Why does this always happen (Whisper) “Bcz you can never think of transitions” Shush. The race. (This shouldn’t be called a race I just forgot what it’s called smh ) I decided to ship this by Sunday. This means that the full palladium ore chain should be ready as well as (very basic) forgeries (the structure that melts ores so that you can use them, mostly for the better ores) EDIT: I forgot to mention it was Thursday
DevLog[3] - “Containers!!!” “Wait what day is it?” will anyone even get this bit it’s on like three different projects atp Completely Ignoring my failure here’s what I did!! The melter: Yes I only did one block for almost 10 hours (it was hard okay?! ) this is the first container in the mod! (so the next ones should be a bit faster ) I actually didn’t find documentation for how to make it for the first little bit (like 5 hours ) so I looked at the beacon source code and ended up making the whole screen (and parts of the other stuff) completely on my own! Anw yeah it’s Tuesday (oopsie) Yeah I think that deadline might have been ambitious And so I will give myself the slightly-less-ambitious deadline of one more week! (I also have more school than before so I might re-extend) yeah this won’t be polished by the end of sd would it
DevLog[4] - “Melted Fluid!” Hiiiiiiiiii (I’m running out of wave emotes help) I made a fluid!!! And it’s also a block entity!!! Anyway, Here’s what I did! Melted fluid (should it be molten??) - I made my first fluid! it tints based off of a value in its block entity (allegedly) and the value gets set on creation from the items that are put in the Melter! (I am currently unable to test this though) Melter enhancements! - I gave it two more slots (yeah that’s basically it) the next devlog will be about connecting both of these features together so stay tuned ⭐ ⭐ ⭐ Have a nice day!! (I should really think of more reviewer-considerate ways to end these huh)
DevLog[5] - “Wow I did not have enough time” So I would like to prefix this devlog with the fact that this is hard so please don’t laugh Anw here’s my massive failure or whatever (please refer to the attached image) So remember when I said the melted fluid tints based off of it’s value? yeah I did not manage to do that properly, and I (thought) I fixed it! until I realized that it only tints the source Also each block has its own block entity and it kills the game (who wants an update suppressor?) but hey at least it runs frfr Btw it just does NOT stop spreading like wth Anw I did do some things I made the melter create the melted fluid (yippee!!) I made the melted fluid (source) tint I SAID DON’T LAUGH Anw see you in the next devlog where I fix all of ts
DevLog[6] - “Cutting Corners” Hiiiiiii For this devlog I mostly went and fixed the problems with DevLog[5]. So here’s the new stuff The melter faces the direction the player is facing when placing it and creates the melted fluid in that direction (so behind it from the player’s perspective) I have implemented the first three of the melter’s activation modes (off, on, and soul), which are chosen based off of the block under it (campfire for on, soul campfire of soul, anything else for off) [soul is currently the same as on] I have fixed the lag (yayy) it turns out that it only happened because I overloaded the port with updates (whoopsie) Aside from that, there are things I have implemented but are currently unused: I have figured out (and theoretically implemented) the (probably) best way to get the tint onto the flowing melted fluid, which is to hold the difference between their positions in the melted fluid block-state itself. I have added a survives-melted block tag to save the blocks that the melted fluid won’t destroy (other planned feature) “Wait so why is this titled cutting corners?” You again!? Well, yeah, Stardance is ending today. So here are things I had to cut to be able to ship a working prototype today: The melted fluid can’t spread, this is because I could not figure out how to restrict its spreading and I already have spent 10 hours working on fixes for the last 10 hour devlog. (I swear they’re supposed to be shorter ) Literally anything that has to do with the flowing melted fluid, after 8 hours of not getting anywhere, I stopped it from spreading and it doesn’t happen anymore (unless forced) Anw I’ll go back to the mines now byeeee
DevLog[7] - “Almost there…” In the interest of having less 10 hour devlogs, I have made 2 new blocks, with custom models made in blockbench. (which I had to compile on my own btw) The blocks are the nozzle (mostly functioning, at least for POC), and the cast. The nozzle is the output from the forgery, allowing melted fluid to leave the forgery. The cast is the last stop. it’s where the fluid goes to from the forgery to be made into things. (This was heavily inspired by tinker’s construct) In the future, it will have stencils that are used to get the desired output, for today, it will simply create a block (the desired functionality for when a stencil is not present) Toodaloo!
DevLog[8] - “A POC” you look over the horizon… The sun sets over Stardance one last time… And for one more log, Hi! Welcome to the pre-ship devlog. What I did: The nozzle and cast are now functional! (no stencils though…) I made a creative mode tab to house the mod’s items! I wrote the Readme! I’ll go ship now, I need to sleep and the sunset it pretty. Goodnight, fellow stardancer
Ships:
I made a Minecraft mod! because this is the last day of Stardance, this is only a POC. please read the Readme for explanations into the terms used here. Here’s what works: The melter, and most of main forgery setup works, although not as well as I wanted. You can create melted fluid (you can use the setup bellow ) and then cast it using a nozzle and a cast, please note though, the melted fluid can’t spread (for more info refer to devlog[6]) I hope you enjoy the mod!! Love, –Koy💜...
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1793944445.5590396
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1794030845.5590396
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6576
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My first slack bot! by @Aadidev | Stardance
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Aadidev
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0
|
0.0
|
0
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[]
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[]
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Title: My first slack bot! by @Aadidev | Stardance
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1793426044.3208542
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1794030844.3208542
|
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36092
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Personal Website :) by @fish-in-a-puddle | Stardan Personal Website :) by @fish-in-a-puddle | Stardance...
|
fish-in-a-puddle
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T13:17:07Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website to display my projects, to write reviews of books that I’ve read, and to share stuff I think is cool or might be helpful to other Hack Clubbers. This website is my first shipped software project, as I usually stick to hardware, but using the guide I was able to make something that I’m proud of. Right now there is no JS in the project, but I may ship it again later with more features. There are the three main sections (My projects, Book reviews and Cool stuff), a short “About Me”, an embedded Spotify playlist with some of my favorite music, some GIFs to add some movement to the page and a “Contact Me” section at the very bottom of the page.", "repo": "https://github.com/fish-in-a-puddle/Personal-Website", "demo": "https://fish-in-a-puddle.github.io/Personal-Website/"}]...
|
[{"post_id": 61128, "ts": "202 [{"post_id": 61128, "ts": "2026-09-03T21:33:39Z", "hours": 2.7664, "text": "Personal Website is done!! I finished adding some GIFs, a “cool stuff” section and fixed a few final issues with the formatting. I’m very happy with how this project has turned out, and I hope that others find it interesting or at least okay to scroll through. I learned a lot about how a website is built and how insanely difficult it is to get anything to go where you want it to, but it got a lot easier over time. Once I finish writing the README (not much to say, just open the link) it’ll be ready to ship."}, {"post_id": 59080, "ts": "2026-08-31T18:07:36Z", "hours": 1.71, "text": "After taking a break from this project to focus on finishing my hackpad, I embedded a Spotify playlist next to the “About Me” section. I also decided to add a “Book reviews” section instead of recommendations or inspiration. For some unknown reason, the book reviews refuse to be formatted like my projects, so I changed it so each individual review takes up the width of the page. The website is getting close to done. I just need to decide what to do with the header, expand the “About Me” section and finish reformatting the book reviews."}, {"post_id": 49844, "ts": "2026-08-18T19:54:48Z", "hours": 4.3703, "text": "I played around with some different ideas, themes and layouts. It took me a while to decide on one, but eventually the look of the site started to come together. I decided to cut out the media recommendations for now, since I want to website to be focused on projects. I’m thinking about replacing that section with an “Inspiration”section with links to projects I think are cool. I also removed the non-electronic projects. There wasn’t really anything I could show for them. So far I have four projects: three have pictures, two have links and they are all formatted the way I wanted. I also have a small “About me” section written. It doesn’t have a picture of the logo I’m working on yet, though. I am also thinking of embedding a Spotify playlist on the site. The next step for this project is to improve the header (not exactly sure how yet - pictures? One big image as the header?) and to change the color of the hyperlinks so they don’t get lost with the background color."}, {"post_id": 29671, "ts": "2026-07-16T18:56:34Z", "hours": 0.5794, "text": "Started working on a personal website! So far I have a vague idea of how it should look and am slowly making it happen. There’s a header with a welcome message, an “about me” section and a section at the bottom with links to my Stardance and github. I’m playing around with flex to get everything in the right place, but it’s pretty ugly right now. I’ll make everything look more put together once everything’s actually there."}]...
|
Title: Personal Website :) by @fish-in-a-puddle | Title: Personal Website :) by @fish-in-a-puddle | Stardance
Devlogs:
Started working on a personal website! So far I have a vague idea of how it should look and am slowly making it happen. There’s a header with a welcome message, an “about me” section and a section at the bottom with links to my Stardance and github. I’m playing around with flex to get everything in the right place, but it’s pretty ugly right now. I’ll make everything look more put together once everything’s actually there.
I played around with some different ideas, themes and layouts. It took me a while to decide on one, but eventually the look of the site started to come together. I decided to cut out the media recommendations for now, since I want to website to be focused on projects. I’m thinking about replacing that section with an “Inspiration”section with links to projects I think are cool. I also removed the non-electronic projects. There wasn’t really anything I could show for them. So far I have four projects: three have pictures, two have links and they are all formatted the way I wanted. I also have a small “About me” section written. It doesn’t have a picture of the logo I’m working on yet, though. I am also thinking of embedding a Spotify playlist on the site. The next step for this project is to improve the header (not exactly sure how yet - pictures? One big image as the header?) and to change the color of the hyperlinks so they don’t get lost with the background color.
After taking a break from this project to focus on finishing my hackpad, I embedded a Spotify playlist next to the “About Me” section. I also decided to add a “Book reviews” section instead of recommendations or inspiration. For some unknown reason, the book reviews refuse to be formatted like my projects, so I changed it so each individual review takes up the width of the page. The website is getting close to done. I just need to decide what to do with the header, expand the “About Me” section and finish reformatting the book reviews.
Personal Website is done!! I finished adding some GIFs, a “cool stuff” section and fixed a few final issues with the formatting. I’m very happy with how this project has turned out, and I hope that others find it interesting or at least okay to scroll through. I learned a lot about how a website is built and how insanely difficult it is to get anything to go where you want it to, but it got a lot easier over time. Once I finish writing the README (not much to say, just open the link) it’ll be ready to ship.
Ships:
I have made a website to display my projects, to write reviews of books that I’ve read, and to share stuff I think is cool or might be helpful to other Hack Clubbers. This website is my first shipped software project, as I usually stick to hardware, but using the guide I was able to make something that I’m proud of. Right now there is no JS in the project, but I may ship it again later with more features. There are the three main sections (My projects, Book reviews and Cool stuff), a short “About Me”, an embedded Spotify playlist with some of my favorite music, some GIFs to add some movement to the page and a “Contact Me” section at the very bottom of the page....
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1793944443.462067
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1794030843.462067
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|
22345
|
Frictionless by @nourhanameen | Stardance
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nourhanameen
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @nourhanameen | Stardance
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1793426043.389642
|
1794030843.389642
|
|
57264
|
ByteBox by @garvjangra | Stardance
|
garvjangra
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ByteBox by @garvjangra | Stardance
|
1793426041.3042748
|
1794030841.3042748
|
|
6352
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My awesome macropad! by @shreyasgudala | Stardance
|
shreyasgudala
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0
|
0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @shreyasgudala | St Title: My awesome macropad! by @shreyasgudala | Stardance...
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1793426040.3176537
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1794030840.3176537
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32461
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Local Plant Medic by @cognitayohan | Stardance
|
cognitayohan
|
2
|
5.0
|
75
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T22:52:42Z", "hours": 1.0, "multiplier": 15.58, "payout": 16, "blessing": "neutral", "text": "Ship #2: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. Read README.md for more information about UN goals and the purpose of the app! Over the course from Ship #1 –> Ship #2, I have added Android build files and started to test offline access. More to come!", "repo": "https://github.com/robot3-track/edge-plant-analyzer", "demo": "https://floradiagnostics.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-10T16:46:29Z", "hours": 4.0, "multiplier": 14.47, "payout": 59, "blessing": "neutral", "text": "Ship #1: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. This app covers: UN Sustainable Development Goal 2: Zero Hunger. By helping farmers and home gardeners quickly identify crop diseases, this easy-to-access offline app can prevent massive food loss, promote sustainable agriculture, and improve overall food security. Furthermore, the importance of this app being able to run offline is crucial especially in rural farms and communities. To be able to quickly provide crop analysis for these locations can be a crucial component in a community’s ability to thrive.", "repo": "https://github.com/robot3-track/edge-plant-analyzer", "demo": "https://floradiagnostics.vercel.app/"}]...
|
[{"post_id": 27776, "ts": "202 [{"post_id": 27776, "ts": "2026-07-13T17:05:32Z", "hours": 0.4336, "text": "Devlog 6: Added Android building files to build APK artifact onto Github."}, {"post_id": 27370, "ts": "2026-07-12T21:32:05Z", "hours": 0.3044, "text": "Devlog 5: Fixed code logic to understand wheat inputs better and predict diseases more accurately. The issue was the elimination of lower-probability cases, causing empty inputs for all crops except for rice basically."}, {"post_id": 26072, "ts": "2026-07-10T17:33:46Z", "hours": 0.2942, "text": "Devlog 4: Add Readme to describe the process of the build and the purpose of the project"}, {"post_id": 26031, "ts": "2026-07-10T16:44:06Z", "hours": 0.3264, "text": "Devlog 4: Cleared Cache for rebuild and added new analysis features successfully Finally, after a few more tweaking and editing in the code as well as clearing the cache while testing on the vercel deployment, the app is ready to go! It features diagnostic summaries with condition analysis and symptom checkers. Furthermore, you are allowed to filter the plant for more accurate results. Below is a segment of the code featuring report diagnostics: <div key={idx} className=\"p-4 border border-stone-200 rounded-xl bg-stone-50 space-y-2\"> <div className=\"flex justify-between items-center\"> <span className=\"text-lg font-bold text-stone-900 capitalize\">{cleanLabel}</span> <span className=\"text-xs font-bold text-emerald-800 bg-emerald-100 px-3 py-1 rounded-full\"> {typeof p.score === 'number' ? `${(p.score * 100).toFixed(1)}%` : 'N/A'} </span> </div> <p className=\"text-sm text-stone-600 italic\">{info.desc}</p> <p className=\"text-sm font-semibold text-stone-800\"> Recommended Treatment: <span className=\"font-normal text-stone-600\">{info.treat}</span> </p> </div> );```"}, {"post_id": 26012, "ts": "2026-07-10T16:07:05Z", "hours": 0.3436, "text": "Devlog 3: Refined the new ONNX and setup for new analysis features After rollbacking a few broken commits, I made sure the code was ready to be setup for new analysis features such as giving advice for treating certain types of conditions. In addition, a future setup will be to allow users to narrow down the scope of analysis by stating the exact type of plant first."}, {"post_id": 25700, "ts": "2026-07-10T03:50:37Z", "hours": 2.5464, "text": "Devlog 2: Fixing build errors and correct ONNX I fixed the build errors by cleaning up the next.config.ts file and removing the curl commands that were causing the server to crash. I also updated the code in page.tsx so the image data would be sent as a Uint8Array instead of just an object. Finally, I fixed the worker.js file to wrap that data in a RawImage object, which let the AI model finally understand the images I was sending it. With these fixes, I have finally made the first version of the application that detects properly! However, much more work needs to be done when it comes to expanding analysis and the range of plants in context of agriculture."}, {"post_id": 24518, "ts": "2026-07-08T03:48:36Z", "hours": 1.2028, "text": "Devlog 1: Initial setup Built the first demo UI and connected the ONNX setup along with camera system. Much work to be done still as plant analysis needs to be properly trained locally!! As you can see values and analysis are a bit off since the local model isn’t trained very well yet."}]...
|
Title: Local Plant Medic by @cognitayohan | Starda Title: Local Plant Medic by @cognitayohan | Stardance
Devlogs:
Devlog 1: Initial setup Built the first demo UI and connected the ONNX setup along with camera system. Much work to be done still as plant analysis needs to be properly trained locally!! As you can see values and analysis are a bit off since the local model isn’t trained very well yet.
Devlog 2: Fixing build errors and correct ONNX I fixed the build errors by cleaning up the next.config.ts file and removing the curl commands that were causing the server to crash. I also updated the code in page.tsx so the image data would be sent as a Uint8Array instead of just an object. Finally, I fixed the worker.js file to wrap that data in a RawImage object, which let the AI model finally understand the images I was sending it. With these fixes, I have finally made the first version of the application that detects properly! However, much more work needs to be done when it comes to expanding analysis and the range of plants in context of agriculture.
Devlog 3: Refined the new ONNX and setup for new analysis features After rollbacking a few broken commits, I made sure the code was ready to be setup for new analysis features such as giving advice for treating certain types of conditions. In addition, a future setup will be to allow users to narrow down the scope of analysis by stating the exact type of plant first.
Devlog 4: Cleared Cache for rebuild and added new analysis features successfully Finally, after a few more tweaking and editing in the code as well as clearing the cache while testing on the vercel deployment, the app is ready to go! It features diagnostic summaries with condition analysis and symptom checkers. Furthermore, you are allowed to filter the plant for more accurate results. Below is a segment of the code featuring report diagnostics: <div key={idx} className="p-4 border border-stone-200 rounded-xl bg-stone-50 space-y-2"> <div className="flex justify-between items-center"> <span className="text-lg font-bold text-stone-900 capitalize">{cleanLabel}</span> <span className="text-xs font-bold text-emerald-800 bg-emerald-100 px-3 py-1 rounded-full"> {typeof p.score === 'number' ? `${(p.score * 100).toFixed(1)}%` : 'N/A'} </span> </div> <p className="text-sm text-stone-600 italic">{info.desc}</p> <p className="text-sm font-semibold text-stone-800"> Recommended Treatment: <span className="font-normal text-stone-600">{info.treat}</span> </p> </div> );```
Devlog 4: Add Readme to describe the process of the build and the purpose of the project
Devlog 5: Fixed code logic to understand wheat inputs better and predict diseases more accurately. The issue was the elimination of lower-probability cases, causing empty inputs for all crops except for rice basically.
Devlog 6: Added Android building files to build APK artifact onto Github.
Ships:
Ship #1: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. This app covers: UN Sustainable Development Goal 2: Zero Hunger. By helping farmers and home gardeners quickly identify crop diseases, this easy-to-access offline app can prevent massive food loss, promote sustainable agriculture, and improve overall food security. Furthermore, the importance of this app being able to run offline is crucial especially in rural farms and communities. To be able to quickly provide crop analysis for these locations can be a crucial component in a community’s ability to thrive.
Ship #2: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. Read README.md for more information about UN goals and the purpose of the app! Over the course from Ship #1 –> Ship #2, I have added Android build files and started to test offline access. More to come!...
|
1793944439.6093447
|
1794030839.6093447
|
|
57263
|
friction by @ShaikhHassan | Stardance
|
ShaikhHassan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: friction by @ShaikhHassan | Stardance
|
1793426039.410309
|
1794030839.410309
|
|
39004
|
Siri All-Mighty by @BTG9161 | Stardance
|
BTG9161
|
1
|
29.75
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T14:02:40Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an ai agent, the tool calling was challenging.", "repo": "https://github.com/BTG9161/SIri-All-Mighty", "demo": "https://github.com/BTG9161/SIri-All-Mighty/releases"}]...
|
[{"post_id": 40244, "ts": "202 [{"post_id": 40244, "ts": "2026-08-03T17:21:47Z", "hours": 5.7483, "text": "This devlog is for minor changes added to Siri for proper universal use on Macbooks by editing the siri directory to make it work everywhere, because in the last version it only worked on my mac due to the hardcoded dirs"}, {"post_id": 33927, "ts": "2026-07-24T07:27:42Z", "hours": 23.9503, "text": "I have worked 22h 42m on Siri and this devlog is for that My Siri All-Mighty is an aiagent that has access to the whole system- through the terminal. It can also be interacted through telegram, with the help of a bot. Also, it uses mcp to make tool definitions."}]...
|
Title: Siri All-Mighty by @BTG9161 | Stardance
De Title: Siri All-Mighty by @BTG9161 | Stardance
Devlogs:
I have worked 22h 42m on Siri and this devlog is for that My Siri All-Mighty is an aiagent that has access to the whole system- through the terminal. It can also be interacted through telegram, with the help of a bot. Also, it uses mcp to make tool definitions.
This devlog is for minor changes added to Siri for proper universal use on Macbooks by editing the siri directory to make it work everywhere, because in the last version it only worked on my mac due to the hardcoded dirs
Ships:
I made an ai agent, the tool calling was challenging....
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1793944437.572987
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1794030837.572987
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5313
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My awesome macropad! by @Vya | Stardance
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Vya
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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 awesome macropad! by @Vya | Stardance
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1793426037.185395
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1794030837.185395
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57262
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My own claude code by @Monowar | Stardance
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Monowar
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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 own claude code by @Monowar | Stardance
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1793426036.2465298
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1794030836.2465298
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6622
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My awesome macropad! by @liltimamle | Stardance
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liltimamle
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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 awesome macropad! by @liltimamle | Stard Title: My awesome macropad! by @liltimamle | Stardance...
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1793426034.144856
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1794030834.144856
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46657
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Moot by @Capy | Stardance
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Capy
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1
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6.0
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100
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T16:04:28Z", "hours": 6.0, "multiplier": 15.99, "payout": 100, "blessing": "neutral", "text": "I made Moot! It’s a neural network trained on 80,000 examples to do something a neural network was never made to do; maths! :D I was very surprised by how capable it was. Up to 4 or 5 figures, it can guess the answers to equations with surprising accuracy. What to try: I’d recommend managing your expectations. Try some small equations, e.g, 50 + 5. Why? Fun! Computers are so annoyingly fast these days that we take such impressive speeds as trillions of calculations a second for granted. This puts into perspective how optimised things have become, by making something intentionally unique. Also, neural networks think kind of similarly to how humans do, so I guess you can make something poetic out of that! XD I hope you enjoy testing Moot! I had a lot of fun making it. Here’s some more info if you care! How it works: When you press a button on the keypad, it adds that key to a string. That string is then parsed, separating the numbers and removing the plus sign. That’s then divided and sent over to the server, which takes the inputs and squishes them down to values that the activation function (leaky-relu) can understand. The server then multiplies the inputs through the weights of the neural network, before sending the estimation back to the client. It’s then put through another multiplication to scale it back. This is a simplification of the steps, but it’s the basic concept. The stack: SvelteKit all around! But it also uses brain.js for the neural network. That’s all I have to say! I hope you enjoy it.", "repo": "https://github.com/CapyGamesXD/Moot", "demo": "https://moot-three.vercel.app"}]...
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[{"post_id": 46959, "ts": "202 [{"post_id": 46959, "ts": "2026-08-14T15:15:10Z", "hours": 0.4625, "text": "Final devlog. The first time I wrote this the SD website glitched and failed to submit it, so I’ll make sure to copy it this time in case that happens again XD Anyway! Here’s what I did. I fixed some bugs on the +page.svelte (home page) regarding the displayText. I polished the other pages’ UI (the generateDataset and trainFrontend). I also then added a feature to block the trainFrontend based on an .env variable. :) That means nobody can spam it and crash the host server during voting. Lastly, I committed the training data, because why not? :) It also helped the Vercel deployment, since I didn’t have to manually add it."}, {"post_id": 46801, "ts": "2026-08-14T09:42:21Z", "hours": 2.3378, "text": "Big updates! More productive devlog today! I added a bunch of fallbacks. Some for if the user only enters one number, some for if the user enters too many, etc. I changed the UI, making it uncomfortably brightly coloured to enhance the experience :) Yay, gradients :D I also added a bunch of different loading messages, which you can see in the image. I also made it so that the model can calculate equations outside of its range! It’s trained on arithmetic addition from 0-100. Beyond that point, it would just guess! Now, I’ve got a function that takes the inputs, checks if the highest one is over 100, and multiplies it down! (Actually, it’s between 0 and one, but the valid ranges are 1-100, because that’s how it’s sent through.) Now it can calculate numbers in the hundreds, even thousands with accuracy! Although it does taper off going further than 5 figures :) I also added a nice starting page to kinda explain the project (it’ll all be explained in the ship notes too, just thought I might as well.) I fixed several edge cases (who knew a calculator would have that many???), also adding a bool to track whether the screen’s state is “volatile”. AKA, if the calculation’s completed and it’s displaying the answer, then - when an input occurs, it’ll clear everything and start a new equation (there’s an easter egg hidden in that logic! Feel free to check it out in the repo lol). To-do still: Improve the UI of the other pages or just remove them from the build. By the “other pages”, I mean the page I used for training, and the page I used for dataset generation. I’d love your feedback on this, actually! I wouldn’t want unauthorised people to overload my hosting server with “train” instructions. I made the calculator input panel a SvelteKit {#each} block. This was kinda a strange choice on my part, but it keeps the code looking organised and less repetitive. It also means if I want to change one element (e.g, the CSS class name or the function name) I just have to change the one box. Thanks for reading! Happy coding! :D"}, {"post_id": 45141, "ts": "2026-08-11T13:19:25Z", "hours": 3.4267, "text": "Moot! I got the neural network working! :) I trained it on various amounts of data, and it works okay sometimes. I’m trying to improve it! I’ve spent a lot of time changing things like the amount of data, normalisation algorithm, etc. I also got async processing working so it works across cores instead of just one, making it SO much faster! I decided on leaky-relu because: Sigmoid isn’t accurate for the magnitude of values I’m using, and ReLU isn’t changing at all! I’m still playing around with learning rates and stuff. Next, I plan to: Fix the calculator for values above 1000, because I don’t feel like training it for that much data. And improve the UI and UX! Sorry for the boring devlog, it’s difficult to show when it’s all code instead of a nice website :) I designed the UI first too! I’m also gonna add the annoying messages and delays that are in the image below! They’re gonna show up individually, not all together lol That’s the Figma design. The other image is the current website look! I also need to get the “+” and “=” signs looking the same. One last thing! I added this cool system (code image below) which seems to work pretty well! Sorry for the weird layout, I’m kinda distracted right now lel. Thanks for reading! :D"}]...
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Title: Moot by @Capy | Stardance
Devlogs:
Moot! I Title: Moot by @Capy | Stardance
Devlogs:
Moot! I got the neural network working! :) I trained it on various amounts of data, and it works okay sometimes. I’m trying to improve it! I’ve spent a lot of time changing things like the amount of data, normalisation algorithm, etc. I also got async processing working so it works across cores instead of just one, making it SO much faster! I decided on leaky-relu because: Sigmoid isn’t accurate for the magnitude of values I’m using, and ReLU isn’t changing at all! I’m still playing around with learning rates and stuff. Next, I plan to: Fix the calculator for values above 1000, because I don’t feel like training it for that much data. And improve the UI and UX! Sorry for the boring devlog, it’s difficult to show when it’s all code instead of a nice website :) I designed the UI first too! I’m also gonna add the annoying messages and delays that are in the image below! They’re gonna show up individually, not all together lol That’s the Figma design. The other image is the current website look! I also need to get the “+” and “=” signs looking the same. One last thing! I added this cool system (code image below) which seems to work pretty well! Sorry for the weird layout, I’m kinda distracted right now lel. Thanks for reading! :D
Big updates! More productive devlog today! I added a bunch of fallbacks. Some for if the user only enters one number, some for if the user enters too many, etc. I changed the UI, making it uncomfortably brightly coloured to enhance the experience :) Yay, gradients :D I also added a bunch of different loading messages, which you can see in the image. I also made it so that the model can calculate equations outside of its range! It’s trained on arithmetic addition from 0-100. Beyond that point, it would just guess! Now, I’ve got a function that takes the inputs, checks if the highest one is over 100, and multiplies it down! (Actually, it’s between 0 and one, but the valid ranges are 1-100, because that’s how it’s sent through.) Now it can calculate numbers in the hundreds, even thousands with accuracy! Although it does taper off going further than 5 figures :) I also added a nice starting page to kinda explain the project (it’ll all be explained in the ship notes too, just thought I might as well.) I fixed several edge cases (who knew a calculator would have that many???), also adding a bool to track whether the screen’s state is “volatile”. AKA, if the calculation’s completed and it’s displaying the answer, then - when an input occurs, it’ll clear everything and start a new equation (there’s an easter egg hidden in that logic! Feel free to check it out in the repo lol). To-do still: Improve the UI of the other pages or just remove them from the build. By the “other pages”, I mean the page I used for training, and the page I used for dataset generation. I’d love your feedback on this, actually! I wouldn’t want unauthorised people to overload my hosting server with “train” instructions. I made the calculator input panel a SvelteKit {#each} block. This was kinda a strange choice on my part, but it keeps the code looking organised and less repetitive. It also means if I want to change one element (e.g, the CSS class name or the function name) I just have to change the one box. Thanks for reading! Happy coding! :D
Final devlog. The first time I wrote this the SD website glitched and failed to submit it, so I’ll make sure to copy it this time in case that happens again XD Anyway! Here’s what I did. I fixed some bugs on the +page.svelte (home page) regarding the displayText. I polished the other pages’ UI (the generateDataset and trainFrontend). I also then added a feature to block the trainFrontend based on an .env variable. :) That means nobody can spam it and crash the host server during voting. Lastly, I committed the training data, because why not? :) It also helped the Vercel deployment, since I didn’t have to manually add it.
Ships:
I made Moot! It’s a neural network trained on 80,000 examples to do something a neural network was never made to do; maths! :D I was very surprised by how capable it was. Up to 4 or 5 figures, it can guess the answers to equations with surprising accuracy. What to try: I’d recommend managing your expectations. Try some small equations, e.g, 50 + 5. Why? Fun! Computers are so annoyingly fast these days that we take such impressive speeds as trillions of calculations a second for granted. This puts into perspective how optimised things have become, by making something intentionally unique. Also, neural networks think kind of similarly to how humans do, so I guess you can make something poetic out of that! XD I hope you enjoy testing Moot! I had a lot of fun making it. Here’s some more info if you care! How it works: When you press a button on the keypad, it adds that key to a string. That string is then parsed, separating the numbers and removing the plus sign. That’s then divided and sent over to the server, which takes the inputs and squishes them down to values that the activation function (leaky-relu) can understand. The server then multiplies the inputs through the weights of the neural network, before sending the estimation back to the client. It’s then put through another multiplication to scale it back. This is a simplification of the steps, but it’s the basic concept. The stack: SvelteKit all around! But it also uses brain.js for the neural network. That’s all I have to say! I hope you enjoy it....
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1793944432.5873723
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1794030832.5873723
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2845
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Untitled by @EthanK | Stardance
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EthanK
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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: Untitled by @EthanK | Stardance
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1793426031.4734523
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1794030831.4734523
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33746
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My own site! by @isabel_h | Stardance
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isabel_h
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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 own site! by @isabel_h | Stardance
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1793426029.6372879
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1794030829.6372879
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27129
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TETRIS by @AB_TRANFORMER | Stardance
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AB_TRANFORMER
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1
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3.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T20:32:16Z", "hours": 3.0, "multiplier": 1.23, "payout": 4, "blessing": "neutral", "text": "I made a simple Tetris game, where you have to use your right and left arrows to move the falling blocks .To rotate the block press the up arrow and to make it go faster press the down arrow.Thanks to Chill Coding with Robert for this game.", "repo": "https://github.com/abhilikescheese-pixel/TETRIS-ULTIMATE", "demo": "https://abhi-cool.itch.io/tetris-ultimate"}]...
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[{"post_id": 21488, "ts": "202 [{"post_id": 21488, "ts": "2026-07-03T13:53:36Z", "hours": 2.5675, "text": "ive just finnished making a simple Tetris game"}, {"post_id": 17030, "ts": "2026-06-27T17:16:47Z", "hours": 0.36, "text": "I’ve just started a tetris style game"}]...
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Title: TETRIS by @AB_TRANFORMER | Stardance
Devlo Title: TETRIS by @AB_TRANFORMER | Stardance
Devlogs:
I’ve just started a tetris style game
ive just finnished making a simple Tetris game
Ships:
I made a simple Tetris game, where you have to use your right and left arrows to move the falling blocks .To rotate the block press the up arrow and to make it go faster press the down arrow.Thanks to Chill Coding with Robert for this game....
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1793944428.8229678
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1794030828.8229678
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57261
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CHAO by @NerdyItachi | Stardance
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NerdyItachi
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0
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0.52
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0
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[]
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[{"post_id": 62523, "ts": "202 [{"post_id": 62523, "ts": "2026-09-05T22:49:49Z", "hours": 0.5167, "text": "Hehe :D"}]...
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Title: CHAO by @NerdyItachi | Stardance
Devlogs:
Title: CHAO by @NerdyItachi | Stardance
Devlogs:
Hehe :D...
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1793426028.436327
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1794030828.436327
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