|
54799
|
jojk by @ingvard | Stardance
|
ingvard
|
1
|
15.0
|
131
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T16:24:18Z", "hours": 15.0, "multiplier": 8.67, "payout": 131, "blessing": "neutral", "text": "Jojk is a markup interpreter for a markup langage i made. I used this project to learn haskell, so i had lots of issues along the way, but i made it through. Some of the features are: Output to both HTML and Markdown User specified output file Nested commands Completely deterministic Getting command nesting to work was difficult, and it still dosent work for edge cases (edge cases being about half the cases) This project only works on linux. WSL should work", "repo": "https://github.com/hyphen-hyphen-hyphen-hyphen/yodel/tree/trunk", "demo": "https://github.com/hyphen-hyphen-hyphen-hyphen/jojk/releases/tag/v0.1.0.0"}]...
|
[{"post_id": 67470, "ts": "202 [{"post_id": 67470, "ts": "2026-09-13T16:08:25Z", "hours": 0.5828, "text": "Final prepares before shipping, and git merge conflicts"}, {"post_id": 66023, "ts": "2026-09-11T15:48:28Z", "hours": 4.85, "text": "Been a while scince the last devlog Since then i have: Written a readme and security policy Support for nested commands Compiles without warnings even more “haskell like” Nesting commands dont work super well, but for simpler nesting it should work fine I have also learnt that haskell types are super weird, somehow theres a difference between String and [Char] , and i have no idea what it is Screenshot is of it compiling without errors"}, {"post_id": 60997, "ts": "2026-09-03T18:09:45Z", "hours": 2.2075, "text": "I have made multiple large changes, including Support for both ordered and unordered lists Output in MarkDown format Rewrite of code to be more haskell like (for example, pattern matching) Making the markdown output took a lot of time, since i basically had to rewrite every formatting function, but it went faster than with html output, probably because im better at haskell now"}, {"post_id": 58209, "ts": "2026-08-30T15:53:42Z", "hours": 2.6747, "text": "Several notable changes, including: Support for lists!!! (Unordered, ordered coming soon) Lambda notation More concise code and shorter function names Getting the lists to work was a nightmare, i had to do some cheeky recursion thing and it was not easy. I also had to put parentheses like everywhere for the compiler to understand what ordering i wanted, but it didnt say that, it just said “Couldn’t match expected type with actual type”, and i had no idea what was going on."}, {"post_id": 57463, "ts": "2026-08-29T16:48:05Z", "hours": 3.3117, "text": "Jojk now has the following features: Support for text types (bold, italic, strikethrough, etc) Can do links! No compiler warnings! Ive learnt lots, most of it being that haskell is weird, but the compiler warnings are awesome. You forgot to specify the input and return type of a function? The compiler warning literally tells you the type, and gives you the exact codepiece you need to add! I did encounter a couple of errors, but most of them were just things like haskell needing an int instead of a “maybe int”(what the hell is a maybe int?)"}, {"post_id": 56622, "ts": "2026-08-28T13:35:23Z", "hours": 1.5133, "text": "Jojk is a markup language im making, and im using it to learn haskell, so i anticipate a lot of issues. Right now it takes a file as an input and outputs the file but in html format"}]...
|
Title: jojk by @ingvard | Stardance
Devlogs:
Jojk Title: jojk by @ingvard | Stardance
Devlogs:
Jojk is a markup language im making, and im using it to learn haskell, so i anticipate a lot of issues. Right now it takes a file as an input and outputs the file but in html format
Jojk now has the following features: Support for text types (bold, italic, strikethrough, etc) Can do links! No compiler warnings! Ive learnt lots, most of it being that haskell is weird, but the compiler warnings are awesome. You forgot to specify the input and return type of a function? The compiler warning literally tells you the type, and gives you the exact codepiece you need to add! I did encounter a couple of errors, but most of them were just things like haskell needing an int instead of a “maybe int”(what the hell is a maybe int?)
Several notable changes, including: Support for lists!!! (Unordered, ordered coming soon) Lambda notation More concise code and shorter function names Getting the lists to work was a nightmare, i had to do some cheeky recursion thing and it was not easy. I also had to put parentheses like everywhere for the compiler to understand what ordering i wanted, but it didnt say that, it just said “Couldn’t match expected type with actual type”, and i had no idea what was going on.
I have made multiple large changes, including Support for both ordered and unordered lists Output in MarkDown format Rewrite of code to be more haskell like (for example, pattern matching) Making the markdown output took a lot of time, since i basically had to rewrite every formatting function, but it went faster than with html output, probably because im better at haskell now
Been a while scince the last devlog Since then i have: Written a readme and security policy Support for nested commands Compiles without warnings even more “haskell like” Nesting commands dont work super well, but for simpler nesting it should work fine I have also learnt that haskell types are super weird, somehow theres a difference between String and [Char] , and i have no idea what it is Screenshot is of it compiling without errors
Final prepares before shipping, and git merge conflicts
Ships:
Jojk is a markup interpreter for a markup langage i made. I used this project to learn haskell, so i had lots of issues along the way, but i made it through. Some of the features are: Output to both HTML and Markdown User specified output file Nested commands Completely deterministic Getting command nesting to work was difficult, and it still dosent work for edge cases (edge cases being about half the cases) This project only works on linux. WSL should work...
|
1793674631.1594467
|
1793761031.1594467
|
|
37477
|
Heart iQ by @seshas2025 | Stardance
|
seshas2025
|
1
|
26.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T22:16:59Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Heart iQ is an app that uses rPPG technology to scan your face for about 15 seconds, then analyzes your risk for heart disease. Advice from this app is not suitable for medical advice, so consult a doctor for a better opinion before taking action. We also provide an AI chat bot to explain your symptoms and receive advice. The emergency call feature is inactive as of now.", "repo": "https://github.com/Haptic7/goIT-App", "demo": "https://heartiq.web.app"}]...
|
[{"post_id": 42132, "ts": "202 [{"post_id": 42132, "ts": "2026-08-06T18:41:40Z", "hours": 2.5853, "text": "Working onimproving accuracy"}, {"post_id": 41475, "ts": "2026-08-05T18:15:50Z", "hours": 2.8278, "text": "Almost done with face scan feature! Working on improving accuracy and improving results even in low lighting or unfavorable conditions."}, {"post_id": 39280, "ts": "2026-08-02T04:45:50Z", "hours": 1.8361, "text": "Not Shipping Yet I was all prepared to ship when my app ran into an error running on Android devices. My computer ran it perfectly fine, with the exception of the fave scan, which only works on mobile devices due to camera and face detection limitations. Now I’ve updated it to run smoothly on Android phones, iOS compatibility requires XCode and a Macbook ( I have a Windows Laptop ). My app is finally able to read data sucha as bpm, hrv, etc from a simple 10-15 second face scan. The values aren’t accurate yet ( My scan resulted in high risk of AFib but I’m perfectly fine and I’m only 14 ), so the app still needs to be worked on. All the other features including the AI chatbot are fully functional. The profile screen and settings page is a little glitchy, but that is the least of my concerns right now, but I will make sure to update it before shipping. Feel free to test out the app at https://heartiq.web.app !"}, {"post_id": 38648, "ts": "2026-08-01T04:44:12Z", "hours": 1.9508, "text": "I can finally ship my project!!! All I had to do was make a custom URL. Heart iQ is a heart health tracker (not a diagnostic tool) that is in the testing phase right now, featuring four features: rPPG Face Scan, AI Symptom Checker, Diet and Lifestyle Tips, and Emrgency Call + Tips to ease pain."}, {"post_id": 37652, "ts": "2026-07-30T15:19:34Z", "hours": 2.5436, "text": "Finally Ready to Ship!!! Heart iQis a heart health tracker that features 4 key features: 1. rPPG Face Scan, 2. AI Symptom Check, 3. Emergency Call + Guidance, and 4. Diet and Lifestyle tips. Our app is centered on promoting good health and well-being (UN SDG 3), and making sure no one neglects signs of heart disease because treatment is too expensive or nearby hospitals are really far away. Heart iQ detects signs early, and tells the user if they need to seek immediate help or not. DISCLAIMER: This app is merely a screening service, not a diagnostic tool. This app does not provide professional advice or prescriptions, and it should be not used as a substitute for those. Facial scanning data and Symptom Check data is deleted every 30 days as per Illinois BIPA laws, and your data will not be shared, sold, or stored outside of our secured databases. By using this app and its services, you consent to the processing and storage of your biometric and medical data. Attached is a screenshot of the Symptom Check feature and how it functions. *Also how do I attach a project demo link??? My project is being distributed from Firebase Distribution, and when I attach it to stardance, it says my link has to be public, but my app is available for anyone to download from the link… so…"}, {"post_id": 37146, "ts": "2026-07-29T17:11:52Z", "hours": 4.5647, "text": "Almost ready to ship!!! Done with all four features of the app including the main rPPG Scan, now updating the app to prompt T&C and making sure it abides by medical safety laws."}, {"post_id": 35921, "ts": "2026-07-27T17:52:06Z", "hours": 1.3733, "text": "Almost done with the app!!! Added rPPG functionality, and updated AI Symptom Check to connect to Firebase and pull user-provided medical background to personalize the tips they receive."}, {"post_id": 35568, "ts": "2026-07-27T03:04:31Z", "hours": 4.1317, "text": "Working on attaching firebase to my app and organizing its structure. I split up the screens so it’s easier to navigatee whille developing."}, {"post_id": 34659, "ts": "2026-07-25T15:47:41Z", "hours": 1.2822, "text": "I created a GitHub repository to collaborate with teammates."}, {"post_id": 33090, "ts": "2026-07-22T18:03:10Z", "hours": 0.6417, "text": "Currently working on UI and adding screens for each feature."}, {"post_id": 32505, "ts": "2026-07-21T18:45:33Z", "hours": 0.6942, "text": "I’m still working on attaching Firebase to my Flutter project"}, {"post_id": 32045, "ts": "2026-07-20T22:37:22Z", "hours": 1.0142, "text": "I’m trying to add Firebase to my project, but I keep getting errors and the command isn’t being recognized"}, {"post_id": 31967, "ts": "2026-07-20T19:53:57Z", "hours": 0.4328, "text": "I am working on setting up a database to save user credntials right now."}, {"post_id": 31581, "ts": "2026-07-20T02:54:03Z", "hours": 0.4717, "text": "Log In, Home, and Emergency Screens"}]...
|
Title: Heart iQ by @seshas2025 | Stardance
Devlog Title: Heart iQ by @seshas2025 | Stardance
Devlogs:
Log In, Home, and Emergency Screens
I am working on setting up a database to save user credntials right now.
I’m trying to add Firebase to my project, but I keep getting errors and the command isn’t being recognized
I’m still working on attaching Firebase to my Flutter project
Currently working on UI and adding screens for each feature.
I created a GitHub repository to collaborate with teammates.
Working on attaching firebase to my app and organizing its structure. I split up the screens so it’s easier to navigatee whille developing.
Almost done with the app!!! Added rPPG functionality, and updated AI Symptom Check to connect to Firebase and pull user-provided medical background to personalize the tips they receive.
Almost ready to ship!!! Done with all four features of the app including the main rPPG Scan, now updating the app to prompt T&C and making sure it abides by medical safety laws.
Finally Ready to Ship!!! Heart iQis a heart health tracker that features 4 key features: 1. rPPG Face Scan, 2. AI Symptom Check, 3. Emergency Call + Guidance, and 4. Diet and Lifestyle tips. Our app is centered on promoting good health and well-being (UN SDG 3), and making sure no one neglects signs of heart disease because treatment is too expensive or nearby hospitals are really far away. Heart iQ detects signs early, and tells the user if they need to seek immediate help or not. DISCLAIMER: This app is merely a screening service, not a diagnostic tool. This app does not provide professional advice or prescriptions, and it should be not used as a substitute for those. Facial scanning data and Symptom Check data is deleted every 30 days as per Illinois BIPA laws, and your data will not be shared, sold, or stored outside of our secured databases. By using this app and its services, you consent to the processing and storage of your biometric and medical data. Attached is a screenshot of the Symptom Check feature and how it functions. *Also how do I attach a project demo link??? My project is being distributed from Firebase Distribution, and when I attach it to stardance, it says my link has to be public, but my app is available for anyone to download from the link… so…
I can finally ship my project!!! All I had to do was make a custom URL. Heart iQ is a heart health tracker (not a diagnostic tool) that is in the testing phase right now, featuring four features: rPPG Face Scan, AI Symptom Checker, Diet and Lifestyle Tips, and Emrgency Call + Tips to ease pain.
Not Shipping Yet I was all prepared to ship when my app ran into an error running on Android devices. My computer ran it perfectly fine, with the exception of the fave scan, which only works on mobile devices due to camera and face detection limitations. Now I’ve updated it to run smoothly on Android phones, iOS compatibility requires XCode and a Macbook ( I have a Windows Laptop ). My app is finally able to read data sucha as bpm, hrv, etc from a simple 10-15 second face scan. The values aren’t accurate yet ( My scan resulted in high risk of AFib but I’m perfectly fine and I’m only 14 ), so the app still needs to be worked on. All the other features including the AI chatbot are fully functional. The profile screen and settings page is a little glitchy, but that is the least of my concerns right now, but I will make sure to update it before shipping. Feel free to test out the app at https://heartiq.web.app !
Almost done with face scan feature! Working on improving accuracy and improving results even in low lighting or unfavorable conditions.
Working onimproving accuracy
Ships:
Heart iQ is an app that uses rPPG technology to scan your face for about 15 seconds, then analyzes your risk for heart disease. Advice from this app is not suitable for medical advice, so consult a doctor for a better opinion before taking action. We also provide an AI chat bot to explain your symptoms and receive advice. The emergency call feature is inactive as of now....
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1793674629.8194485
|
1793761029.8194485
|
|
59524
|
Hellobot by @aadistech1 | Stardance
|
aadistech1
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T16:06:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple slackbot that is similar in the guide but i have added my own commands ..Yeah this proect was very simple but i ran into many problems with the slackbot sercice daemon, But i resolved it all because it was a simple directory path problem", "repo": "https://github.com/aadistech1-glitch/myslackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C2169BAUV"}]...
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[{"post_id": 67903, "ts": "202 [{"post_id": 67903, "ts": "2026-09-14T06:29:40Z", "hours": 0.46, "text": "I Have completed slackbot mission.I have also added some features the guide hasnt listed like dadjpkes an dog facts"}]...
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Title: Hellobot by @aadistech1 | Stardance
Devlog Title: Hellobot by @aadistech1 | Stardance
Devlogs:
I Have completed slackbot mission.I have also added some features the guide hasnt listed like dadjpkes an dog facts
Ships:
I made a simple slackbot that is similar in the guide but i have added my own commands ..Yeah this proect was very simple but i ran into many problems with the slackbot sercice daemon, But i resolved it all because it was a simple directory path problem...
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1793674626.4137669
|
1793761026.4137669
|
|
59515
|
Caelum by @jujharseehra | Stardance
|
jujharseehra
|
1
|
5.88
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T01:30:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished with Caelum! The ML program is running currently, and the Streamlit application should update with the new ML training results soon, but overall, I am proud of my work, as well as the science fair project that begun this project! Will hope to do some scientific simulation with Caelum next year, so look forward to that! See you next year, Stardance!", "repo": "https://github.com/JujharSeehra/Caelum", "demo": "https://github.com/JujharSeehra/Caelum/releases/tag/v1.0.0"}]...
|
[{"post_id": 77956, "ts": "202 [{"post_id": 77956, "ts": "2026-10-08T23:21:01Z", "hours": 0.875, "text": "Been working on many changes. These changes have not only made my simulation more accurate and effective, but also allowed for me to find some critical simulation errors from last time. Also working on a research paper now. Wish me luck!"}, {"post_id": 69862, "ts": "2026-09-17T23:01:39Z", "hours": 0.3336, "text": "Added my last changes to Caelum! Training the ML results, and have already started work on the ML simulation. Time for my ship!"}, {"post_id": 67776, "ts": "2026-09-14T00:53:53Z", "hours": 0.7381, "text": "Been adding many changes to reactor physics! Still need to train another model, but so far, looking good!"}, {"post_id": 65139, "ts": "2026-09-10T02:18:56Z", "hours": 0.8133, "text": "Second Devlog! Been working on getting the Github Repo working, improving the Streamlit issues, and overall making the code more efficient and fixing calculation issues. Planning on publishing my work, so a better Github repo won’t hurt."}, {"post_id": 63943, "ts": "2026-09-08T00:57:33Z", "hours": 3.3189, "text": "Been working on my newest and last stardance project, Caelum! Caelum is a carbon capture simulation that utilizes Python to run physics calculations, and tests the effectiveness and optimizes certain given carbon capture processes. Worked on this project for a science fair, and haven’t let go since!"}]...
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Title: Caelum by @jujharseehra | Stardance
Devlog Title: Caelum by @jujharseehra | Stardance
Devlogs:
Been working on my newest and last stardance project, Caelum! Caelum is a carbon capture simulation that utilizes Python to run physics calculations, and tests the effectiveness and optimizes certain given carbon capture processes. Worked on this project for a science fair, and haven’t let go since!
Second Devlog! Been working on getting the Github Repo working, improving the Streamlit issues, and overall making the code more efficient and fixing calculation issues. Planning on publishing my work, so a better Github repo won’t hurt.
Been adding many changes to reactor physics! Still need to train another model, but so far, looking good!
Added my last changes to Caelum! Training the ML results, and have already started work on the ML simulation. Time for my ship!
Been working on many changes. These changes have not only made my simulation more accurate and effective, but also allowed for me to find some critical simulation errors from last time. Also working on a research paper now. Wish me luck!
Ships:
Finished with Caelum! The ML program is running currently, and the Streamlit application should update with the new ML training results soon, but overall, I am proud of my work, as well as the science fair project that begun this project! Will hope to do some scientific simulation with Caelum next year, so look forward to that! See you next year, Stardance!...
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1793674625.2361903
|
1793761025.2361903
|
|
41358
|
my project manager by @flyingfish | Stardance
|
flyingfish
|
1
|
93.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T01:05:33Z", "hours": 93.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a project manager that i made. you have probably seen tones of project managers but this one is slightly different . the main things that i wanted to make for this i want it to be something you can keep on your desktop at all times. another thing i wanted to do is project ideas. i have hundreds of project ideas but its hard to remember all of them so i wanted to make a project manager that can store a list off all these ideas however at the same time i want a project manager that can still hold all my project data to help develop. so i also added that in but i also want something that will also have some simple use full tools so i added them all in to one a project manager / project idea list / simple tools some of the tools i added is stop watch quick notes timer you can click a button to copy the time i also was very car full to make it not take up a lot of ram so you can just leave it open i also tried to make to make it so in the future i can add stuff i am thinning a calculator and stuff also this was my first experience with qml/qt and it was an awesome learning experience", "repo": "https://github.com/dinotiger01/pproject-manager", "demo": "https://github.com/dinotiger01/pproject-manager/releases/tag/1.0.0"}]...
|
[{"post_id": 76265, "ts": "202 [{"post_id": 76265, "ts": "2026-10-02T23:44:29Z", "hours": 4.1353, "text": "read me stuff i had a friend test it really fast he told me some problem then i fixed them then i wrote a long read me file"}, {"post_id": 76049, "ts": "2026-10-02T05:54:58Z", "hours": 11.0783, "text": "last minut changes there were tones of bugs because the JSON was made with spaghetti code so it was index out of range every where so i had to just go through all of them 1x1 i also made a windows build"}, {"post_id": 75464, "ts": "2026-09-30T05:22:40Z", "hours": 8.0217, "text": "i be doing json so i made it so that all the the difrent types of data have an edit menu and it saves it to json so you can have the file saved basicly every page has a edit page that repaces everything with text boxes and edits it"}, {"post_id": 75341, "ts": "2026-09-29T19:44:46Z", "hours": 11.8719, "text": "editing and creating data i am making it so that you can edit the data in the projects. i am posting becouse of the 10hr limit i will make a goood devlog later to day"}, {"post_id": 74378, "ts": "2026-09-27T08:36:35Z", "hours": 10.255, "text": "some wack ui i did like a ton of crap i did the clear ui the files indents timer most of the functiuoanlty links can now open in a tab and the parts tab can expand and contract tasks can be checked on and off i seperated the elements in the qml so there arnt sync bugs"}, {"post_id": 74083, "ts": "2026-09-26T17:09:55Z", "hours": 8.7236, "text": "i started the logic i have the bulk of it done just not all of it i made most of the variables load into the qml before in my other project i hade the cpp and the qml talk to each other and it was suppper jaky so now i basicly have the cpp controlling the entirer thing i made it so it can view files using recursion i think it was a cool way to do it idk also i have seperated the qml in to like 500 difrent files becouse it is just esier to use that way i also desided to ditch the sql becouse it takes a lot of set up and i am going to try to use json lastime i used nolmman it kept breaking so hopefully i can figure it out this time"}, {"post_id": 73630, "ts": "2026-09-25T15:19:27Z", "hours": 5.4989, "text": "i made the task description and i started the logic part"}, {"post_id": 54714, "ts": "2026-08-25T19:48:03Z", "hours": 2.9869, "text": "so like i havent worked on this project like at all idk how i got 2-3 hrs on it if yo are a goi you can deflate this devlog"}, {"post_id": 47609, "ts": "2026-08-15T16:48:28Z", "hours": 7.2122, "text": "i made the home page i also spent like a really long time getting git hub set up on the left i have tasks that i want to do today on the right there is some quick notes and the time if you click the time it will take you to a timer/ stopwatch"}, {"post_id": 39265, "ts": "2026-08-02T03:56:52Z", "hours": 4.6489, "text": "Calender i spent a lot of time coming up with the genral lay out i am planing to refine it more latter"}, {"post_id": 38975, "ts": "2026-08-01T16:25:04Z", "hours": 4.5603, "text": "project page it is not the list page there difrent i finished up the project page list on the left there is a list that will hold all projects i am working on each list item holds 4 things picture/logo title * short description of the project * button to open a bigger description drecription this is a page that you quick ly see and be riminded of what your project does there is a title and picture at the top there is quick links to make feting to certent parts of your project easyer then there is a place where you can list all the featues and constraints you want font.pointSize: parent.height - 15 > parent.width/ text.length ? parent.width/ text.length : parent.height - 15 this code snipit was something i wrote that makes it so that text auto scales withe the page i just thought it was cool it works by setting the point size to the height but this would have not worked if the box gets to tall so what i did was to check if the width or height is small then do the smaller one and to check the width i devise the width by the text.lenghth"}, {"post_id": 38346, "ts": "2026-07-31T18:04:34Z", "hours": 2.7083, "text": "so i managed to make negative progress i forgot to save then today has been kinda bad and my code was just really bad so it ended up worst then before"}, {"post_id": 37426, "ts": "2026-07-30T04:28:29Z", "hours": 7.2503, "text": "ui is really buggy so i am using like the really weird color to help me see and design better but in the future i want to make it like slighly transparent gray with neon blue highlights in like a semi futureistic style i made the page for the list there is a list of projects o the left this list is auto generated it holds the title of your project you can scroll right title description bugs the scrollview was like really long for sum reason * i think it was beclouds i was using a tab bar witch is normal horezontal * after trying like every thing i ended up making it not a tab bar * i made it a column with with java scrip that checks witch ta is selected for a while all the stuff was layed on ton of one another * it made like this weird lump of assests * ngl i dont realy know how it fixed it just kinda did at sum point and i am not going to try to mes with it if i dont have to"}, {"post_id": 36833, "ts": "2026-07-29T04:27:38Z", "hours": 4.5086, "text": "this is my project manager i have a lot of features i want to add to this but i have never made an actual app before so its a bit of a learning curve hack a time split my stuff in to 2 projects and i dont know why but idk i just lost like 1.5 hr i fixed it by making a new project and linking both projects to it i made 4 tabs that you can switch between with the tab bar at the top"}]...
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Title: my project manager by @flyingfish | Stardan Title: my project manager by @flyingfish | Stardance
Devlogs:
this is my project manager i have a lot of features i want to add to this but i have never made an actual app before so its a bit of a learning curve hack a time split my stuff in to 2 projects and i dont know why but idk i just lost like 1.5 hr i fixed it by making a new project and linking both projects to it i made 4 tabs that you can switch between with the tab bar at the top
ui is really buggy so i am using like the really weird color to help me see and design better but in the future i want to make it like slighly transparent gray with neon blue highlights in like a semi futureistic style i made the page for the list there is a list of projects o the left this list is auto generated it holds the title of your project you can scroll right title description bugs the scrollview was like really long for sum reason * i think it was beclouds i was using a tab bar witch is normal horezontal * after trying like every thing i ended up making it not a tab bar * i made it a column with with java scrip that checks witch ta is selected for a while all the stuff was layed on ton of one another * it made like this weird lump of assests * ngl i dont realy know how it fixed it just kinda did at sum point and i am not going to try to mes with it if i dont have to
so i managed to make negative progress i forgot to save then today has been kinda bad and my code was just really bad so it ended up worst then before
project page it is not the list page there difrent i finished up the project page list on the left there is a list that will hold all projects i am working on each list item holds 4 things picture/logo title * short description of the project * button to open a bigger description drecription this is a page that you quick ly see and be riminded of what your project does there is a title and picture at the top there is quick links to make feting to certent parts of your project easyer then there is a place where you can list all the featues and constraints you want font.pointSize: parent.height - 15 > parent.width/ text.length ? parent.width/ text.length : parent.height - 15 this code snipit was something i wrote that makes it so that text auto scales withe the page i just thought it was cool it works by setting the point size to the height but this would have not worked if the box gets to tall so what i did was to check if the width or height is small then do the smaller one and to check the width i devise the width by the text.lenghth
Calender i spent a lot of time coming up with the genral lay out i am planing to refine it more latter
i made the home page i also spent like a really long time getting git hub set up on the left i have tasks that i want to do today on the right there is some quick notes and the time if you click the time it will take you to a timer/ stopwatch
so like i havent worked on this project like at all idk how i got 2-3 hrs on it if yo are a goi you can deflate this devlog
i made the task description and i started the logic part
i started the logic i have the bulk of it done just not all of it i made most of the variables load into the qml before in my other project i hade the cpp and the qml talk to each other and it was suppper jaky so now i basicly have the cpp controlling the entirer thing i made it so it can view files using recursion i think it was a cool way to do it idk also i have seperated the qml in to like 500 difrent files becouse it is just esier to use that way i also desided to ditch the sql becouse it takes a lot of set up and i am going to try to use json lastime i used nolmman it kept breaking so hopefully i can figure it out this time
some wack ui i did like a ton of crap i did the clear ui the files indents timer most of the functiuoanlty links can now open in a tab and the parts tab can expand and contract tasks can be checked on and off i seperated the elements in the qml so there arnt sync bugs
editing and creating data i am making it so that you can edit the data in the projects. i am posting becouse of the 10hr limit i will make a goood devlog later to day
i be doing json so i made it so that all the the difrent types of data have an edit menu and it saves it to json so you can have the file saved basicly every page has a edit page that repaces everything with text boxes and edits it
last minut changes there were tones of bugs because the JSON was made with spaghetti code so it was index out of range every where so i had to just go through all of them 1x1 i also made a windows build
read me stuff i had a friend test it really fast he told me some problem then i fixed them then i wrote a long read me file
Ships:
this is a project manager that i made. you have probably seen tones of project managers but this one is slightly different . the main things that i wanted to make for this i want it to be something you can keep on your desktop at all times. another thing i wanted to do is project ideas. i have hundreds of project ideas but its hard to remember all of them so i wanted to make a project manager that can store a list off all these ideas however at the same time i want a project manager that can still hold all my project data to help develop. so i also added that in but i also want something that will also have some simple use full tools so i added them all in to one a project manager / project idea list / simple tools some of the tools i added is stop watch quick notes timer you can click a button to copy the time i also was very car full to make it not take up a lot of ram so you can just leave it open i also tried to make to make it so in the future i can add stuff i am thinning a calculator and stuff also this was my first experience with qml/qt and it was an awesome learning experience...
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1793674623.967932
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1793761023.967932
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21381
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super tuff devboard by @Sreekar | Stardance
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Sreekar
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:35:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an rp2040 devboard with four times the memory of a pi pico, more gpio pins, usb-c connection, onboard user buttons and LEDs that can be controlled from code, proper component labels, AND super cute domo themed decoration covering as much of the board as i could physically fit. I had SO much fun making this project, i learned a lot about how to route stuff in kicad and I got to post out at outpost which was like the best thing ever", "repo": "https://github.com/Sreekar617/domo-2040/", "demo": ""}]...
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[{"post_id": 18942, "ts": "202 [{"post_id": 18942, "ts": "2026-06-30T03:49:18Z", "hours": 14.6292, "text": "PCB – Routing (~3 hours) This was definitely the hardest part. I just sat in front of the Kicad and tried different variations on routing until I found one that was satisfactory. I had to move some of the capacitors out of the way to make space, and I ended up putting some of them underneath the chip, on the back side. The bulky 16MB chip really overcomplicated this, but at this point I was reluctant to change it out so I tried my best to work around it. Once I had all the resistors and stuff down, I had to route the 40ish header pins, which were less strict about speed and impedance and stuff so I could use vias for those. PCB – Debug (~4 hours) This was a lot of running DRC, fixing the error that came up, then running DRC and fixing the two more that pop up in its place. One thing I encoutered a lot is incomplete thermal relief where there was only one spoke instead of two spokes: I fixed this by just extending a small trace outwards from the pad, which is a solution i read somewhere on Slack and seemed to appease DRC. Also, there were sections of the ground pour that were kinda just floating and not actually connected to ground, so I added some more vias to fix that. I also cleaned up some of the suboptimal routing, and fixed some of the text being too small to print properly. Also there was some basic stuff like a couple traces/vias accidentally placed too close to each other but that was pretty simple to fix. Back to the schematic (~2 hours) I decided it was too cringe to not deviate from the original Pico design, so I decided to make use of every pin on the rp2040, and also use every single header pin on the 1x20 connectors. My original design had GP25 marked as N/C, and both the original Pico and the Orpheus Pico have two N/C pins on the headers (well technically theyre not NC on the pico but they’re basically useless to normal people). After some tweaks to the schematic, I added a user LED so it can look cool and light up, and I added another button for user input, using all the GPIO pins on the RP2040. Then, I shuffled around the header pins a bit and added one GP pin so all the slots are used, but I did my best to make it still compatible with normal Pico uses so it won’t explode or something. low cortisol decorating oops there’s a catastrophic error (~2 hours) it turns out all of the 3v3 traces need to be connected to each other and not just to their own capacitor so i had to reposition a bunch of the capacitors to make it possible to connect them together. This was pretty hard because at this stage of the design, a lot of stuff was already placed down, and i kinda had to place capacitors around the stuff. Here’s a picture of the error (notice the thin cyan lines showing it’s unconnected): and here’s my solution 😭:"}, {"post_id": 11060, "ts": "2026-06-18T02:58:33Z", "hours": 9.04, "text": "Using Kai Pereira’s devboard tutorial, I was able to get a schematic together relatively quickly. The decoupling capacitors were kinda confusing at first, but then I checked the datasheet and it made sense that since there were 8 3v3 outputs you’d use 8 capacitors for 3v3 https://cdn.hackclub.com/019ed780-8f91-724d-be31-46112cdec84a/image.png USB Starting at the top left, USB is the USB-C connection because wireless power isn’t good enough yet and micro usb is trash. The CC lines are pulled to GND via 5.1k resistors as specified by the datasheet. Data is transmitted via D- and D+, and there’s two identical outputs for each line. I just have them connected to a single line and connected to the MCU via 27 ohm resistors. The power given by the USB C receptacle is 5V, so i use an LDO to step it down to 3V3 which is much tastier and can efffectively juice up not just the components on the pcb but also any external components i may want to connect to the devboard. both the 5V and 3.3V lines have bulk caps to smooth out large voltage ripples caused by the LDO not being a massless frictionless ideal gas. DECOUPLING This is pretty simple, there’s eight small 3V3 capacitors and two 1V1 capacitors to filter out high frequency noise, one per output on the chip, and then a larger decoupling capacitor for each of the lines. CRYSTAL This is a super tuff crystal that oscillates at a known frequency to help the MCU time stuff. It needs two 33pF (tiny!) external load capacitors to work for some super cool math reasons i don’t really understand. It’s connected to the MCU through a 1k damping resistor that protects it. FLASH I deviated from the tutorial a bit here and used a 16MB flash chip instead of the 2MB that the tutorial used, so hopefully that’ll be fine. It communicates with the MCU using quad SPI for fast data transfer. Side note, the widely used terms to talk about SPI are master and slave, but the other (and imo better) way to say it is controller and peripheral. However, it’s labeled both ways on my schematic so bear with me a little. When the Slave Select (or Chip Select) pin on the flash is pulled to ground, it acts as a reset signal, so that’s what the 1k, SW, and GND are for. The rest of the time, it has to be pulled to HIGH, so we have a 10k resistor connected to 3V3 to pull up the CS pin the rest of the time. There’s a 0.1uF decoupling capacitor next to the power, and there’s four data lines going back to the MCU (hence quad spi) RP2040/OUTPUT There’s nothing super crazy going on here, from my side I just connect all the peripherals back to this, and also make sure to connect the GPIO outputs and whatnot to the header pins. PCB – Edge.Cuts, Placement, and Caps (~3 hours) The first thing I did on the PCB was make the Edge.Cuts, since I want this to be able to match the footprint of a normal Pico I matched the dimensions. I then placed down all the big components, and placed the decoupling capacitors as close as I could to the things they were supposed to decouple. Following the advice of the guide, I tried to wire the high speed components first, without using any vias. Using the 16MB chip made it kinda hard since it’s just so bulky, but eventually I got it wired pretty good. The USB-C data lines needed to be differential pairs, and they needed to be exactly the same length, but I tried for a while and I could not figure out how to use the length tuning tool, so I ended up just adding a little kink by hand.i was confused about some simple things (like “will the usb c port fit underneath the board”) so i tried asking the big claude and the big gpt but they were completely useless so i had to actually lock in and solve my problems on my own."}]...
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Title: super tuff devboard by @Sreekar | Stardance Title: super tuff devboard by @Sreekar | Stardance
Devlogs:
Using Kai Pereira’s devboard tutorial, I was able to get a schematic together relatively quickly. The decoupling capacitors were kinda confusing at first, but then I checked the datasheet and it made sense that since there were 8 3v3 outputs you’d use 8 capacitors for 3v3 https://cdn.hackclub.com/019ed780-8f91-724d-be31-46112cdec84a/image.png USB Starting at the top left, USB is the USB-C connection because wireless power isn’t good enough yet and micro usb is trash. The CC lines are pulled to GND via 5.1k resistors as specified by the datasheet. Data is transmitted via D- and D+, and there’s two identical outputs for each line. I just have them connected to a single line and connected to the MCU via 27 ohm resistors. The power given by the USB C receptacle is 5V, so i use an LDO to step it down to 3V3 which is much tastier and can efffectively juice up not just the components on the pcb but also any external components i may want to connect to the devboard. both the 5V and 3.3V lines have bulk caps to smooth out large voltage ripples caused by the LDO not being a massless frictionless ideal gas. DECOUPLING This is pretty simple, there’s eight small 3V3 capacitors and two 1V1 capacitors to filter out high frequency noise, one per output on the chip, and then a larger decoupling capacitor for each of the lines. CRYSTAL This is a super tuff crystal that oscillates at a known frequency to help the MCU time stuff. It needs two 33pF (tiny!) external load capacitors to work for some super cool math reasons i don’t really understand. It’s connected to the MCU through a 1k damping resistor that protects it. FLASH I deviated from the tutorial a bit here and used a 16MB flash chip instead of the 2MB that the tutorial used, so hopefully that’ll be fine. It communicates with the MCU using quad SPI for fast data transfer. Side note, the widely used terms to talk about SPI are master and slave, but the other (and imo better) way to say it is controller and peripheral. However, it’s labeled both ways on my schematic so bear with me a little. When the Slave Select (or Chip Select) pin on the flash is pulled to ground, it acts as a reset signal, so that’s what the 1k, SW, and GND are for. The rest of the time, it has to be pulled to HIGH, so we have a 10k resistor connected to 3V3 to pull up the CS pin the rest of the time. There’s a 0.1uF decoupling capacitor next to the power, and there’s four data lines going back to the MCU (hence quad spi) RP2040/OUTPUT There’s nothing super crazy going on here, from my side I just connect all the peripherals back to this, and also make sure to connect the GPIO outputs and whatnot to the header pins. PCB – Edge.Cuts, Placement, and Caps (~3 hours) The first thing I did on the PCB was make the Edge.Cuts, since I want this to be able to match the footprint of a normal Pico I matched the dimensions. I then placed down all the big components, and placed the decoupling capacitors as close as I could to the things they were supposed to decouple. Following the advice of the guide, I tried to wire the high speed components first, without using any vias. Using the 16MB chip made it kinda hard since it’s just so bulky, but eventually I got it wired pretty good. The USB-C data lines needed to be differential pairs, and they needed to be exactly the same length, but I tried for a while and I could not figure out how to use the length tuning tool, so I ended up just adding a little kink by hand.i was confused about some simple things (like “will the usb c port fit underneath the board”) so i tried asking the big claude and the big gpt but they were completely useless so i had to actually lock in and solve my problems on my own.
PCB – Routing (~3 hours) This was definitely the hardest part. I just sat in front of the Kicad and tried different variations on routing until I found one that was satisfactory. I had to move some of the capacitors out of the way to make space, and I ended up putting some of them underneath the chip, on the back side. The bulky 16MB chip really overcomplicated this, but at this point I was reluctant to change it out so I tried my best to work around it. Once I had all the resistors and stuff down, I had to route the 40ish header pins, which were less strict about speed and impedance and stuff so I could use vias for those. PCB – Debug (~4 hours) This was a lot of running DRC, fixing the error that came up, then running DRC and fixing the two more that pop up in its place. One thing I encoutered a lot is incomplete thermal relief where there was only one spoke instead of two spokes: I fixed this by just extending a small trace outwards from the pad, which is a solution i read somewhere on Slack and seemed to appease DRC. Also, there were sections of the ground pour that were kinda just floating and not actually connected to ground, so I added some more vias to fix that. I also cleaned up some of the suboptimal routing, and fixed some of the text being too small to print properly. Also there was some basic stuff like a couple traces/vias accidentally placed too close to each other but that was pretty simple to fix. Back to the schematic (~2 hours) I decided it was too cringe to not deviate from the original Pico design, so I decided to make use of every pin on the rp2040, and also use every single header pin on the 1x20 connectors. My original design had GP25 marked as N/C, and both the original Pico and the Orpheus Pico have two N/C pins on the headers (well technically theyre not NC on the pico but they’re basically useless to normal people). After some tweaks to the schematic, I added a user LED so it can look cool and light up, and I added another button for user input, using all the GPIO pins on the RP2040. Then, I shuffled around the header pins a bit and added one GP pin so all the slots are used, but I did my best to make it still compatible with normal Pico uses so it won’t explode or something. low cortisol decorating oops there’s a catastrophic error (~2 hours) it turns out all of the 3v3 traces need to be connected to each other and not just to their own capacitor so i had to reposition a bunch of the capacitors to make it possible to connect them together. This was pretty hard because at this stage of the design, a lot of stuff was already placed down, and i kinda had to place capacitors around the stuff. Here’s a picture of the error (notice the thin cyan lines showing it’s unconnected): and here’s my solution 😭:
Ships:
I made an rp2040 devboard with four times the memory of a pi pico, more gpio pins, usb-c connection, onboard user buttons and LEDs that can be controlled from code, proper component labels, AND super cute domo themed decoration covering as much of the board as i could physically fit. I had SO much fun making this project, i learned a lot about how to route stuff in kicad and I got to post out at outpost which was like the best thing ever...
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1793674622.7835274
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1793761022.7835274
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35806
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Planet Viewer 3D by @colgation | Stardance
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colgation
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3
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8.0
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113
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:29:14Z", "hours": 3.0, "multiplier": 15.64, "payout": 48, "blessing": "neutral", "text": "I made a 3D Planet Viewer that features 5 whole unqiue planetary systems fully rendered in 3d planet by planet, with a nebula 3d background. Every single planet has a arduously made information panel, and a help section can be found on the bottom right of each page. Additionally, I experimented with CSS animations as well as a randomly generating constellation home screen!", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}, {"ship_num": 2, "ts": "2026-09-20T03:11:48Z", "hours": 4.0, "multiplier": 12.46, "payout": 65, "blessing": "neutral", "text": "I made a 3d planet viewer fully equipped with 3 differnet planetary systems that runs on browser! It uses parameters in the the link to pass variables across pages, and has a nebula background that rotates alongside the camera. Planets can be zoomed in on and rotated. Alongside this, each individual planet has a description of itself and some statistics. I hope all of you learn something useful from this project and are amazed by the 3d models! -Colgation", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}, {"ship_num": 3, "ts": "2026-09-15T08:55:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3d Planet displaying website, that shows realistic interactive models of the 8 planets using three js. It it fully deployed on github pages, and has clean minimalistic UI and a next button with JS that reacts to the mouse clicking and hovering above it.", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}]...
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[{"post_id": 71664, "ts": "202 [{"post_id": 71664, "ts": "2026-09-21T08:24:01Z", "hours": 0.4797, "text": "Finished the dedicated help panel. What was really hard was getting the parameters with js including all the planet, solar system and etc. I ended up having to bulk up the code on each page in order to do this, but it turned out great."}, {"post_id": 71656, "ts": "2026-09-21T07:53:28Z", "hours": 0.3108, "text": "Added a button to remove info, in order to increase UX for mobile/small screen users. I also added a constellation background. Shipping soon! In JS, the main thing I tried to do was a smooth transition. On top of other complications, hiding and showing the box started to break its location, so I had to learn a bit more about flex boxes."}, {"post_id": 71651, "ts": "2026-09-21T07:35:13Z", "hours": 0.8006, "text": "Huge CSS upgrade for the index.html, I had an original idea of a tree, however it came out like this: (a timeline/distance measuring like line) I accidentally moved the cards above the line, which ended up looking even better, so I kind of improved it unintentionally like the time a person accidentally invented chocolate chip cookies."}, {"post_id": 71640, "ts": "2026-09-21T06:38:15Z", "hours": 0.3572, "text": "Added over 7 new textures, for two whole systems. I will now enter some information for each one. My next move will be further cleaning UI. It was a pain to source rectangle sheets for these planets, as real photographs do not exist yet for many exoplanets. It took me some time to decide on an impression that I found reasonable and enjoyed."}, {"post_id": 71526, "ts": "2026-09-21T00:27:42Z", "hours": 0.2539, "text": "Added two more systems, expect planet textures in the next devlog. Tau Ceti and 55 Cancri were chosen because of either their iconic portrayal in movies or high likelihood of confirmed planets. I enjoyed getting to finally just add more content to the site."}, {"post_id": 71476, "ts": "2026-09-20T21:55:56Z", "hours": 0.3339, "text": "Added a new system and managed to fix the seams in the nebula. I took in the feedback from the previous ship and hope to use it as a springboard into further polishing and developing my project."}, {"post_id": 70955, "ts": "2026-09-20T03:07:47Z", "hours": 0.2744, "text": "Final log before ship: added Desktop and mobile support, alongside final fixes and reviews. I made a good readme, and plan on shipping very soon. Below is a snapshot from accessing the site on desktop"}, {"post_id": 70945, "ts": "2026-09-20T02:46:22Z", "hours": 0.3981, "text": "Added info and 3d rendering of each planet, cleaned up href links with document even listeners. Planning on polishing css and shipping! In terms of the Alpha Centauri System, I have only included Proxima Centauri b as a test, but the other two planets are candidates and not confirmed yet, thus they will nto be added yet to the final project."}, {"post_id": 70929, "ts": "2026-09-20T01:58:10Z", "hours": 0.585, "text": "Got the images for all the Trappist 1 planets. I am planning on adding the Alpha Centauri system soon, once I fix the params system."}, {"post_id": 70251, "ts": "2026-09-18T20:10:35Z", "hours": 0.2847, "text": "Added images in place of generic text, removed background to match the style of catalog. I am planning on using these systems as a starting point and add more later."}, {"post_id": 70244, "ts": "2026-09-18T19:42:57Z", "hours": 0.4958, "text": "With some help, I was able to create the outline for the System selection. It uses basic css and manual placing to create the tree, though I might replace it."}, {"post_id": 69863, "ts": "2026-09-17T23:02:09Z", "hours": 0.3158, "text": "Lots of UI cleanup and now planning to expand into other Planetary Systems. Possibly will add stars/asteroids. A key change for the catalog “menu” was to remove the card like background, making the UI much cleaner."}, {"post_id": 69856, "ts": "2026-09-17T22:39:05Z", "hours": 0.735, "text": "Added a description and information (all hand typed and researched) for Mercury and Venus. Hoping to get the rest done within a hour. (Probably will end up using AI to help me write out the stats, so I can work on bigger features)"}, {"post_id": 69039, "ts": "2026-09-16T08:20:04Z", "hours": 0.55, "text": "Lots of attempts at trying to render the planet in the center of the screen. I first tried making the back button margin top larger, but it didn’t work, as the three.js ignores this. I ended up changing the camera position in order to move the planet up, without breaking the system of being able to rotate the planet with your mouse."}, {"post_id": 68793, "ts": "2026-09-15T19:20:23Z", "hours": 0.665, "text": "Created a catalog viewer that displays all planets nicely. I separated the website into two pages: catalog and 3d Viewer. Alongside that, I am planning to expand beyond our solar system and add more planets!"}, {"post_id": 68536, "ts": "2026-09-15T08:43:41Z", "hours": 0.2664, "text": "All planets have been added! I used a smart system that imports a png rectangle texture and wraps it around a colorless sphere."}, {"post_id": 68524, "ts": "2026-09-15T08:18:10Z", "hours": 0.2564, "text": "Made a next button with slight help of w3schools, which reacts to clicks and mouse hovering."}, {"post_id": 68521, "ts": "2026-09-15T08:01:11Z", "hours": 0.3014, "text": "Here is the beginning of my website, which will have the 8 planets in a 3d rotatable format."}, {"post_id": 68513, "ts": "2026-09-15T07:38:49Z", "hours": 0.2506, "text": "Started up the Github page! API errors, but I will try to fix that…"}]...
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Title: Planet Viewer 3D by @colgation | Stardance
Title: Planet Viewer 3D by @colgation | Stardance
Devlogs:
Started up the Github page! API errors, but I will try to fix that…
Here is the beginning of my website, which will have the 8 planets in a 3d rotatable format.
Made a next button with slight help of w3schools, which reacts to clicks and mouse hovering.
All planets have been added! I used a smart system that imports a png rectangle texture and wraps it around a colorless sphere.
Created a catalog viewer that displays all planets nicely. I separated the website into two pages: catalog and 3d Viewer. Alongside that, I am planning to expand beyond our solar system and add more planets!
Lots of attempts at trying to render the planet in the center of the screen. I first tried making the back button margin top larger, but it didn’t work, as the three.js ignores this. I ended up changing the camera position in order to move the planet up, without breaking the system of being able to rotate the planet with your mouse.
Added a description and information (all hand typed and researched) for Mercury and Venus. Hoping to get the rest done within a hour. (Probably will end up using AI to help me write out the stats, so I can work on bigger features)
Lots of UI cleanup and now planning to expand into other Planetary Systems. Possibly will add stars/asteroids. A key change for the catalog “menu” was to remove the card like background, making the UI much cleaner.
With some help, I was able to create the outline for the System selection. It uses basic css and manual placing to create the tree, though I might replace it.
Added images in place of generic text, removed background to match the style of catalog. I am planning on using these systems as a starting point and add more later.
Got the images for all the Trappist 1 planets. I am planning on adding the Alpha Centauri system soon, once I fix the params system.
Added info and 3d rendering of each planet, cleaned up href links with document even listeners. Planning on polishing css and shipping! In terms of the Alpha Centauri System, I have only included Proxima Centauri b as a test, but the other two planets are candidates and not confirmed yet, thus they will nto be added yet to the final project.
Final log before ship: added Desktop and mobile support, alongside final fixes and reviews. I made a good readme, and plan on shipping very soon. Below is a snapshot from accessing the site on desktop
Added a new system and managed to fix the seams in the nebula. I took in the feedback from the previous ship and hope to use it as a springboard into further polishing and developing my project.
Added two more systems, expect planet textures in the next devlog. Tau Ceti and 55 Cancri were chosen because of either their iconic portrayal in movies or high likelihood of confirmed planets. I enjoyed getting to finally just add more content to the site.
Added over 7 new textures, for two whole systems. I will now enter some information for each one. My next move will be further cleaning UI. It was a pain to source rectangle sheets for these planets, as real photographs do not exist yet for many exoplanets. It took me some time to decide on an impression that I found reasonable and enjoyed.
Huge CSS upgrade for the index.html, I had an original idea of a tree, however it came out like this: (a timeline/distance measuring like line) I accidentally moved the cards above the line, which ended up looking even better, so I kind of improved it unintentionally like the time a person accidentally invented chocolate chip cookies.
Added a button to remove info, in order to increase UX for mobile/small screen users. I also added a constellation background. Shipping soon! In JS, the main thing I tried to do was a smooth transition. On top of other complications, hiding and showing the box started to break its location, so I had to learn a bit more about flex boxes.
Finished the dedicated help panel. What was really hard was getting the parameters with js including all the planet, solar system and etc. I ended up having to bulk up the code on each page in order to do this, but it turned out great.
Ships:
I made a 3d Planet displaying website, that shows realistic interactive models of the 8 planets using three js. It it fully deployed on github pages, and has clean minimalistic UI and a next button with JS that reacts to the mouse clicking and hovering above it.
I made a 3d planet viewer fully equipped with 3 differnet planetary systems that runs on browser! It uses parameters in the the link to pass variables across pages, and has a nebula background that rotates alongside the camera. Planets can be zoomed in on and rotated. Alongside this, each individual planet has a description of itself and some statistics. I hope all of you learn something useful from this project and are amazed by the 3d models! -Colgation
I made a 3D Planet Viewer that features 5 whole unqiue planetary systems fully rendered in 3d planet by planet, with a nebula 3d background. Every single planet has a arduously made information panel, and a help section can be found on the bottom right of each page. Additionally, I experimented with CSS animations as well as a randomly generating constellation home screen!...
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1793674621.446261
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1793761021.446261
|
|
59498
|
study space by @pakistan_pc_x_47 | Stardance
|
pakistan_pc_x_47
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T17:48:43Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Study Space, a student study planner where students can manage subjects, tasks, notes, goals and study time. The hardest part was connecting all the pages and making the data stay saved. I’m proud that I got the timer, dashboard, progress tracking and responsive design working. To test it, try adding a subject or task, start the study timer, create a goal or note, and then check the Progress page.", "repo": "https://github.com/hussain47x/StudySpace", "demo": "https://study-space-jet.vercel.app"}]...
|
[{"post_id": 67078, "ts": "202 [{"post_id": 67078, "ts": "2026-09-13T03:54:28Z", "hours": 4.6661, "text": "I am working on a website called studyspace. It is made to help students manage their studies in one place. Students can organize their subjects, tasks, notes goals and study time and they can also find useful learning videos. The main goal is to make studying easier more organized and less stressful."}]...
|
Title: study space by @pakistan_pc_x_47 | Stardanc Title: study space by @pakistan_pc_x_47 | Stardance
Devlogs:
I am working on a website called studyspace. It is made to help students manage their studies in one place. Students can organize their subjects, tasks, notes goals and study time and they can also find useful learning videos. The main goal is to make studying easier more organized and less stressful.
Ships:
I made Study Space, a student study planner where students can manage subjects, tasks, notes, goals and study time. The hardest part was connecting all the pages and making the data stay saved. I’m proud that I got the timer, dashboard, progress tracking and responsive design working. To test it, try adding a subject or task, start the study timer, create a goal or note, and then check the Progress page....
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1793674620.2961237
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1793761020.2961237
|
|
59461
|
Personal site! (woohoo!) by @nishy- | Stardance
|
nishy-
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T18:29:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I have made is a website to show my portfolio! It has three sections, a welcome section (with a funny emoji guy who is welcoming) a section with my projects that i’ve made and an about me section! I struggled with thinking of good CSS to use so after scrolling on github and youtube + looking at other projects I found this really cool hover effect!", "repo": "https://github.com/nishyns/CoolWebsite3000", "demo": "https://nishyns.github.io/CoolWebsite3000/"}]...
|
[{"post_id": 67551, "ts": "202 [{"post_id": 67551, "ts": "2026-09-13T18:02:29Z", "hours": 0.8231, "text": "First maybe last devlog Okay so this is my portfolio website! Made for the Personal site mission! So far I added an about me, the project that I made, and a little picture of a emoji + a link to my github and a section that welcomes you! What I struggled with was CSS so i just scrolled on youtube and github till I found this cool hover effect!"}]...
|
Title: Personal site! (woohoo!) by @nishy- | Stard Title: Personal site! (woohoo!) by @nishy- | Stardance
Devlogs:
First maybe last devlog Okay so this is my portfolio website! Made for the Personal site mission! So far I added an about me, the project that I made, and a little picture of a emoji + a link to my github and a section that welcomes you! What I struggled with was CSS so i just scrolled on youtube and github till I found this cool hover effect!
Ships:
What I have made is a website to show my portfolio! It has three sections, a welcome section (with a funny emoji guy who is welcoming) a section with my projects that i’ve made and an about me section! I struggled with thinking of good CSS to use so after scrolling on github and youtube + looking at other projects I found this really cool hover effect!...
|
1793674619.1820943
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1793761019.1820943
|
|
54660
|
Thumba to Space by @MIREYA | Stardance
|
MIREYA
|
1
|
8.74
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:05:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an interactive website that tell the story of Thumba - India’s first launching site. FEATURES: Timeline Images Brief description of Dr.Vikram Sarabhai and APJ Abdul Kalam I have built with Python, GitHub, and Streamlit.", "repo": "https://github.com/Mireya-examclarity/thumba-to-space-final-5", "demo": "https://mireya-examclarity.github.io/thumba-to-space-final-5/"}]...
|
[{"post_id": 85706, "ts": "202 [{"post_id": 85706, "ts": "2026-10-31T17:10:38Z", "hours": 1.1028, "text": "Guys, Finished Thumbha to Space. Today I changed and updated my Readme. I included new features 😁. I added quiz about Indian satellites and mission. I have also added all the planets and some tiny details about them. THATS IT GUYS(! !)."}, {"post_id": 82715, "ts": "2026-10-25T17:26:58Z", "hours": 1.2544, "text": "Today I only worked on my html. Thank you so much for my reviewer for specifying what I needed to change😊. Now I have changed the banner and fixed the codes (it seemed too polished I agree 👍). Today fixed the readme to use raw link and added proper error checks, added canvas resize handling so stars fill screen on resize, updated ISS tracker to label speed as simulated and rebuilt the launch route with pure DOM methods instead of innerHTML, fixed NASA fallback to catch rate limits and kept the rocket reflow trick. That’s all I did for today . Lets see tomorrow😄."}, {"post_id": 81832, "ts": "2026-10-22T17:40:32Z", "hours": 0.9911, "text": "Guys today I worked on thumbha to space too(My first project 😁). I fixed my Flask app (imports were missing and health route was not working) and redesigned my whole Thumba to Space website - I removed the Kuttan section because it looked too basic. I added a full canvas starfield background, made a real rocket launch animation where the rocket actually flies up when you click LAUNCH icon, added a cute floating satellite sticker.Tomorrow I will work more on making my website more interesting with more features like adding ISRO launch history, sound effects for launch, a map for Thumba location and maybe a small orbit animation, and fixing the mobile view. I am also thinking about adding historical images as thats the whole point . Anyway, let’s see tomorrow(! !)"}, {"post_id": 70777, "ts": "2026-09-19T19:01:58Z", "hours": 0.3928, "text": "Thumba to Space traces India’s space journey from a tiny fishing village in Thumba, Kerala (1963), where rockets were launched from a church, to Chandrayaan-3 on the Moon. Features interactive ISRO timeline, live ISS tracker, Gaganyaan countdown, and space quiz. Built from Kilimanoor, the birthplace of Raja Ravi Varma - from art to space!"}, {"post_id": 56763, "ts": "2026-08-28T17:31:42Z", "hours": 2.4667, "text": "Thumba to Space - final deploy grind! My localhost was working but Streamlit Cloud was giving white screen. Fixed it - it was my CSS and unsplash image links getting blocked. Added M83 Outro embedded YouTube player with fallback audio for college wifi, plus 5 quiz questions, ISS tracker map, and Kuttan mascot animations. Site is now live at thumba-to-space streamlit link. Testing NASA APOD and Mars rover images now - some images still get blocked on college wifi so switching to backup unsplash links. It took some time to change the code from online to offline and the website kept showing old code. It was some hassle but in the end I was able to finish it off.It still need some work to do but for today I think this came out pretty well.I’ve added groot,images,and videos. Hope for more tomorrow!!!."}, {"post_id": 55636, "ts": "2026-08-27T16:25:21Z", "hours": 1.4333, "text": "Working on Thumba to Space update - 2hr grind Finally fixed the deployment bug. My Streamlit link kept giving white screen, found it was theme CSS issue. Changed to deep space black (#0a0a23) and added st.snow() for star effect. Looks so much better now! Tested new link: https://mtvjugafrkxgj8n6qcbwxe.streamlit.app/ - it’s live! This project is special for me - I’m from Kilimanoor, near Thumba where India launched first rocket on bicycle in 1963. Want to make space history fun for Kerala students. Fixed GitHub repo too - thumba-to-space-3 now public. Next: adding ISRO launch timeline."}, {"post_id": 55165, "ts": "2026-08-26T17:16:43Z", "hours": 1.3478, "text": "Just shipped Thumba to Space 🚀! Made an interactive Streamlit website celebrating India’s space journey that started at Thumba, Thiruvananthapuram in 1963 — where rockets were carried on bicycles!.This one took some time to delploy but at last the codes came out right and I was able to make it . So guys lets keep on going(! !). I added a special section for my hometown Kilimanoor (home of Raja Ravi Varma and mine too) and made a Rocket Builder! Built from scratch in VS Code, deployed on Streamlit Cloud. Live: https://thumba-to-space-2-8e7ghf76xrswbcdm6hapva.streamlit.app 1h 20m of coding today!!!!Next: adding more ISRO missions…"}]...
|
Title: Thumba to Space by @MIREYA | Stardance
Dev Title: Thumba to Space by @MIREYA | Stardance
Devlogs:
Just shipped Thumba to Space 🚀! Made an interactive Streamlit website celebrating India’s space journey that started at Thumba, Thiruvananthapuram in 1963 — where rockets were carried on bicycles!.This one took some time to delploy but at last the codes came out right and I was able to make it . So guys lets keep on going(! !). I added a special section for my hometown Kilimanoor (home of Raja Ravi Varma and mine too) and made a Rocket Builder! Built from scratch in VS Code, deployed on Streamlit Cloud. Live: https://thumba-to-space-2-8e7ghf76xrswbcdm6hapva.streamlit.app 1h 20m of coding today!!!!Next: adding more ISRO missions…
Working on Thumba to Space update - 2hr grind Finally fixed the deployment bug. My Streamlit link kept giving white screen, found it was theme CSS issue. Changed to deep space black (#0a0a23) and added st.snow() for star effect. Looks so much better now! Tested new link: https://mtvjugafrkxgj8n6qcbwxe.streamlit.app/ - it’s live! This project is special for me - I’m from Kilimanoor, near Thumba where India launched first rocket on bicycle in 1963. Want to make space history fun for Kerala students. Fixed GitHub repo too - thumba-to-space-3 now public. Next: adding ISRO launch timeline.
Thumba to Space - final deploy grind! My localhost was working but Streamlit Cloud was giving white screen. Fixed it - it was my CSS and unsplash image links getting blocked. Added M83 Outro embedded YouTube player with fallback audio for college wifi, plus 5 quiz questions, ISS tracker map, and Kuttan mascot animations. Site is now live at thumba-to-space streamlit link. Testing NASA APOD and Mars rover images now - some images still get blocked on college wifi so switching to backup unsplash links. It took some time to change the code from online to offline and the website kept showing old code. It was some hassle but in the end I was able to finish it off.It still need some work to do but for today I think this came out pretty well.I’ve added groot,images,and videos. Hope for more tomorrow!!!.
Thumba to Space traces India’s space journey from a tiny fishing village in Thumba, Kerala (1963), where rockets were launched from a church, to Chandrayaan-3 on the Moon. Features interactive ISRO timeline, live ISS tracker, Gaganyaan countdown, and space quiz. Built from Kilimanoor, the birthplace of Raja Ravi Varma - from art to space!
Guys today I worked on thumbha to space too(My first project 😁). I fixed my Flask app (imports were missing and health route was not working) and redesigned my whole Thumba to Space website - I removed the Kuttan section because it looked too basic. I added a full canvas starfield background, made a real rocket launch animation where the rocket actually flies up when you click LAUNCH icon, added a cute floating satellite sticker.Tomorrow I will work more on making my website more interesting with more features like adding ISRO launch history, sound effects for launch, a map for Thumba location and maybe a small orbit animation, and fixing the mobile view. I am also thinking about adding historical images as thats the whole point . Anyway, let’s see tomorrow(! !)
Today I only worked on my html. Thank you so much for my reviewer for specifying what I needed to change😊. Now I have changed the banner and fixed the codes (it seemed too polished I agree 👍). Today fixed the readme to use raw link and added proper error checks, added canvas resize handling so stars fill screen on resize, updated ISS tracker to label speed as simulated and rebuilt the launch route with pure DOM methods instead of innerHTML, fixed NASA fallback to catch rate limits and kept the rocket reflow trick. That’s all I did for today . Lets see tomorrow😄.
Guys, Finished Thumbha to Space. Today I changed and updated my Readme. I included new features 😁. I added quiz about Indian satellites and mission. I have also added all the planets and some tiny details about them. THATS IT GUYS(! !).
Ships:
I built an interactive website that tell the story of Thumba - India’s first launching site. FEATURES: Timeline Images Brief description of Dr.Vikram Sarabhai and APJ Abdul Kalam I have built with Python, GitHub, and Streamlit....
|
1793674618.0104396
|
1793761018.0104396
|
|
54651
|
Warren’s Sci-Fi & Pop Culture Archive by @PXLS Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance...
|
PXLS
|
2
|
33.0
|
341
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:16:54Z", "hours": 3.0, "multiplier": 5.17, "payout": 15, "blessing": "neutral", "text": "I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}, {"ship_num": 2, "ts": "2026-10-09T13:10:53Z", "hours": 30.0, "multiplier": 10.91, "payout": 326, "blessing": "neutral", "text": "“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}]...
|
[{"post_id": 78427, "ts": "202 [{"post_id": 78427, "ts": "2026-10-10T19:38:24Z", "hours": 2.9583, "text": "Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README"}, {"post_id": 78064, "ts": "2026-10-09T12:51:02Z", "hours": 7.6728, "text": "Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!"}, {"post_id": 71914, "ts": "2026-09-21T19:19:09Z", "hours": 8.5761, "text": "Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!"}, {"post_id": 63155, "ts": "2026-09-06T20:05:29Z", "hours": 2.7878, "text": "Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)"}, {"post_id": 61792, "ts": "2026-09-04T21:27:41Z", "hours": 1.3478, "text": "Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:"}, {"post_id": 59806, "ts": "2026-09-01T19:10:28Z", "hours": 3.5353, "text": "Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)"}, {"post_id": 56857, "ts": "2026-08-28T20:18:24Z", "hours": 2.0628, "text": "Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)"}, {"post_id": 56192, "ts": "2026-08-27T20:44:36Z", "hours": 3.9069, "text": "Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!"}]...
|
Title: Warren’s Sci-Fi & Pop Culture Archive b Title: Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance
Devlogs:
Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!
Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)
Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)
Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:
Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)
Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!
Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!
Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README
Ships:
“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!
I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!...
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1793674616.852359
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1793761016.852359
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59437
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Fractal Explorer by @exasperadou | Stardance
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exasperadou
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1
|
4.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:42:29Z", "hours": 4.0, "multiplier": 3.46, "payout": 13, "blessing": "neutral", "text": "Fractal Explorer is a fractal visualizer where you can explore fractals and create your own. This project wasn’t as fun as i expected :( . I had to learn some OpenGL and it was kinda hard but i did know some C, which helped me understand some of the syntax and logic. School started which caused me to not work on this a lot, but i did it. I hope you like it", "repo": "https://github.com/exasperadou-max/fractal-Explorer", "demo": "https://exasperadou-max.github.io/fractal-Explorer/"}]...
|
[{"post_id": 71479, "ts": "202 [{"post_id": 71479, "ts": "2026-09-20T22:00:17Z", "hours": 2.0667, "text": "Im done!!!"}, {"post_id": 65709, "ts": "2026-09-11T01:21:16Z", "hours": 1.2756, "text": "I progressed on the CSS and the design of the page, not the fractal yet :)"}, {"post_id": 63960, "ts": "2026-09-08T01:40:30Z", "hours": 0.3536, "text": "Fractal Explorer is a website where you can visualize and explore some fractals and even make your own :) . I finished the html and it looks good so far, i actually took like 1.4 hours doing this but the hackatime didnt work so i had to reset it and make it work"}]...
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Title: Fractal Explorer by @exasperadou | Stardanc Title: Fractal Explorer by @exasperadou | Stardance
Devlogs:
Fractal Explorer is a website where you can visualize and explore some fractals and even make your own :) . I finished the html and it looks good so far, i actually took like 1.4 hours doing this but the hackatime didnt work so i had to reset it and make it work
I progressed on the CSS and the design of the page, not the fractal yet :)
Im done!!!
Ships:
Fractal Explorer is a fractal visualizer where you can explore fractals and create your own. This project wasn’t as fun as i expected :( . I had to learn some OpenGL and it was kinda hard but i did know some C, which helped me understand some of the syntax and logic. School started which caused me to not work on this a lot, but i did it. I hope you like it...
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1793674615.7179868
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1793761015.7179868
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59407
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Azhan-OS by @azhan_builds | Stardance
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azhan_builds
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T11:20:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small Web OS with HTML, CSS and JavaScript. The hardest part was making the draggable windows part, it was quite challengging but fun. I am proud that I made it myself and that it actually works:) People can just open the web app and start using it, nothing special is needed.", "repo": "https://github.com/azhan-builds/Azhan-OS", "demo": "https://azhan-os.vercel.app/"}]...
|
[{"post_id": 70054, "ts": "202 [{"post_id": 70054, "ts": "2026-09-18T11:14:48Z", "hours": 0.5789, "text": "The OS is finally complete. I’ve added features such as Notes, Timer, Contacts, Calculator, Gallery, Files and Music player. It was quite interesting and i enjoyed it very much."}, {"post_id": 70037, "ts": "2026-09-18T10:38:07Z", "hours": 2.3778, "text": "I’ve decided what features my OS will have. I am going to include a basic Notes app along with timer app. I’m also adding a calculator and a music player with bunch of other cool stuffs"}, {"post_id": 63723, "ts": "2026-09-07T17:36:17Z", "hours": 0.8914, "text": "This is my third project here in Stardust. And things are getting interesting. I’m building a basic web-based OS that will help you keep track of your projects, tasks and other works. This is what it looks like with html and bit of inline css. There is a lot to do, so I better get to it. Thanks:)"}]...
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Title: Azhan-OS by @azhan_builds | Stardance
Devl Title: Azhan-OS by @azhan_builds | Stardance
Devlogs:
This is my third project here in Stardust. And things are getting interesting. I’m building a basic web-based OS that will help you keep track of your projects, tasks and other works. This is what it looks like with html and bit of inline css. There is a lot to do, so I better get to it. Thanks:)
I’ve decided what features my OS will have. I am going to include a basic Notes app along with timer app. I’m also adding a calculator and a music player with bunch of other cool stuffs
The OS is finally complete. I’ve added features such as Notes, Timer, Contacts, Calculator, Gallery, Files and Music player. It was quite interesting and i enjoyed it very much.
Ships:
I made a small Web OS with HTML, CSS and JavaScript. The hardest part was making the draggable windows part, it was quite challengging but fun. I am proud that I made it myself and that it actually works:) People can just open the web app and start using it, nothing special is needed....
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1793674614.560042
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1793761014.560042
|
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25559
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an overly-asthetic personal website by @Jeremy_W | an overly-asthetic personal website by @Jeremy_W | Stardance...
|
Jeremy_W
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T07:36:20Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried to make a personal website and give it the most aesthetic tailwind effects I could give it", "repo": "https://github.com/khwongjeremy-netizen/Make-da-best-personal-website-ever", "demo": "https://khwongjeremy-netizen.github.io/Make-da-best-personal-website-ever/index.html"}]...
|
[{"post_id": 62659, "ts": "202 [{"post_id": 62659, "ts": "2026-09-06T04:08:38Z", "hours": 1.5033, "text": "This time, I wokred on adding finishing touches to ship the project. I have deployed it on gihtub and you can access it via link"}, {"post_id": 57686, "ts": "2026-08-29T22:32:59Z", "hours": 2.0222, "text": "Hi, from two hours I succesffully deployed my first few images into my projects page. this willl help better present the projects ath I have recently been working on. On top of that OI have uniqley styled these pages to have thier own matching colour scheme"}, {"post_id": 53327, "ts": "2026-08-23T20:02:24Z", "hours": 1.3681, "text": "I worked on making the website links more accesible on all links, adding to it;s interactability while fixiign up on a. few more issues and adjustments. i am running otu of Ideas for my website. I’ll be finnishing this up soon."}, {"post_id": 52135, "ts": "2026-08-22T07:07:54Z", "hours": 1.105, "text": "added a navigation ection on my contacts page. now my website can be througuhgly traversed accrsoss all pages I’ve jsut been polishing up and adding more details and features like underlines bars etc."}, {"post_id": 51830, "ts": "2026-08-21T18:03:41Z", "hours": 1.0936, "text": "I am logging off an hour of work I have made, I added more hover effcts to the sectiosn of the projects page for more interactivity"}, {"post_id": 51474, "ts": "2026-08-21T06:21:11Z", "hours": 2.9911, "text": "I am not sure why I logged 3 hours of this, but I just tried working more on thje layout just polishing some pages of the website."}, {"post_id": 48654, "ts": "2026-08-17T04:17:19Z", "hours": 2.2561, "text": "Creaeted the baseline for this clean aeshtetic for my contacts page, I amde it kind fo absic and i am runnning out of images to put here soI just amde a bse tempalte for now I am planning on mkaing this a little more cooler with some features later. To be honest, I don’t think this website has done too good of a job of what it’s intended to do, I mean it is interactive but, not what I envision it to be at it’s peak… I’m not sure yet but I’ll keep trying. I was really inspired by those websites that had won awards like nk studios and igloo.inc. But I understand those were prodcued by teams of professionals"}, {"post_id": 44994, "ts": "2026-08-11T04:00:05Z", "hours": 1.8119, "text": "Today I really tried to create the scrollign dial wheel feature on my website, but it proved ot be really challenging. I ran into multiple errors and complications with importing libraries using suitable libraries and finding good ways to test code. I ended up going back to square one with no animations, just divs. Which is arguable better than what I origionally had, because the animation then looked atrocious. It being slow, choppy and delayed."}, {"post_id": 43468, "ts": "2026-08-08T19:04:45Z", "hours": 1.2328, "text": "Got started working on the projects tab on my website, I want to make like a dail formation on loike a row to reveal my projects that I have built across the years"}, {"post_id": 43134, "ts": "2026-08-08T07:15:10Z", "hours": 1.1653, "text": "Update on Personal Portoflio:: -Created another category for my stories page -This will lead into my next page where it will be about projects I have wroked on and other greate work I have done, Photography, codig, building, etc. I also did try to add anothe interactive background but unfortunately I ran into a bunch of errors and I didn’t know how to solve alot of them -I will liekly work on this project for longer durations in the next upcomming weeks and days. while balanacing other responsibilites and habits as well."}, {"post_id": 35655, "ts": "2026-07-27T07:24:03Z", "hours": 0.7811, "text": "I lowkey made the prject worse< I typed in some fo the ocntent heere for the storty making it drasticllt shorter and mroe consicce then the last one. I tried putting in some animation stuff ofr it but it hasn;t worked."}, {"post_id": 34469, "ts": "2026-07-25T06:16:41Z", "hours": 1.2956, "text": "I started working on my story page, of my jounrye to becommming an engineer. I started styling the webpage and got the basic layout of it down, ttomorrow I will focus on the animations and foinal touches and texgt of the story page."}, {"post_id": 33749, "ts": "2026-07-23T22:14:38Z", "hours": 1.1364, "text": "So I added this section popup fro my images and I added in some text for the images of my website. So that will pretty much conclude my first age, I am happy with this design and I will move onto the nxt page"}, {"post_id": 33308, "ts": "2026-07-23T03:13:09Z", "hours": 2.1403, "text": "MWHAHAAHHAHA GUYS I am back and now after beng finnished my header for my. opening page I am moving onto the iamges where I styled them and gave them a fading in intro, I lowk didn’t work on much today and I know I have to do like homework and sstuff so Imma leave it there."}, {"post_id": 31627, "ts": "2026-07-20T05:43:00Z", "hours": 1.2494, "text": "So, I decided to work on it for a little bit more, this time I got started on teh dropdown feature of. my homepage webstie. this is. ahuge part as this helsp show who i am and what I like and it should be relevant to nayone chekcing my website. this took a while to input, but it still needs a little tweaking to be considered done."}, {"post_id": 31584, "ts": "2026-07-20T03:04:11Z", "hours": 1.8481, "text": "HAHA! after 2 weeks of summer school, a hackathon later and practicing arduino stuff. I am back on this project! I found it really challenging to find a good color pallet to maket this thing interactable, so maybe color pallete is like a later thing, ut I gave it a 3d interactable bacgkround header!! woohoo!! thius is one of my goals when tryuing to replicate those really cool websites so I’m really proud. for a second it did wokr but I kinda. broke it again becasue I tried adding some new code. I will probably fix it tomorrow. the colopallete must wait"}, {"post_id": 25738, "ts": "2026-07-10T05:32:17Z", "hours": 1.0089, "text": "I tried getting gemini to create an example of what I had wanted for my overly-aesthetic website, I use ai to generate code which I then manually check over and type on my own finding out and discovering my mechanics while being given a somewhat of a image or refrence of what I want, but following the code gemini had created was found confusing when I tried to tell it how it would create my draft of my personal website, not only did I run into errors trying to type the code but i had found that it had included alot of weird divs created and language used that seemingly served no purpose to my idea of the website, rather than being helpful it was kind of fluffy and being extra so I lowkey ran into wasting an hour of coding, however I found a good website refrence that I was fascinated by it’s simple and effective design that I could adopt into my own website, in the future I will closely analyze this website and use ais to teach me more about this type of design."}, {"post_id": 25169, "ts": "2026-07-09T06:55:21Z", "hours": 1.2892, "text": "Since getting an inspiration and refrence from other websites. I have restarted the project and started working on hte basic html layout fo the first two pages, I’ll try to style them in a really interactive and visually apppealing style that resembles most modern websites."}, {"post_id": 24519, "ts": "2026-07-08T03:48:37Z", "hours": 0.2767, "text": "I was pretty unsatisfieied with the vision of my resulting outcome of my website, it still in a way seemede a little generic broing and balnd even with the extensive hover and intractive freatures so I topok today to draw inspriation from 3 other websitesl. i created an md file to map out my thoughts and since I kinda got a bit busier with summer school I will be stalling toay and picking up pace when I get the oppportunity."}, {"post_id": 23860, "ts": "2026-07-07T01:30:45Z", "hours": 0.6308, "text": "I finnished up on the fading in effect for the timeline/story of my website protfolio I haven’t added any imagees tho. I’ll work on all the tailwind and mechanics first then I’ll move to importing images, and finding a better colour scheme and making the layout more visually appealing"}, {"post_id": 23819, "ts": "2026-07-06T23:54:30Z", "hours": 0.8631, "text": "I started working on the scroll- flow-in timeline mechanic of my story tab in the website, currently it’s not done and I think it’s a little broken but I’ll finnish it up later."}, {"post_id": 23230, "ts": "2026-07-06T01:42:29Z", "hours": 0.9997, "text": "I added a new music list onto the portfolio webstie talking about all the favourite songs I like, I also stared working on the story page that talked about how i came onto this personal path. I faced some small typos but overall got through it. I am planning on adding a similar effect I had with my lists to the small description on the “my story” page. I am planning to style this like a timeline. where boxes adn their yeaers will slowly reveal themselves as you scroll down"}, {"post_id": 22682, "ts": "2026-07-05T07:32:27Z", "hours": 0.5531, "text": "worked on adding the list changing image feature on all of the lists of my home page. Now I just have to add a music taste list and add links to each of the lits items and that should be it for the home page. it sitll looks a little 2d and basic…. the styling color pa;llet literally has only 3-4 colors and uses only 2 most of the time…. so I am gonna have to change that up. yt that’s just a simple code fix. I had this problem where the image kept being at the bottom of the lsit isntead of opening up on the side and it was because I realzied I hadn’t used flexbox propoerties so once I appleid them to both items of teh list and the image I was able to get a smooth visual expression of my interests with a clean smooth layout, aesthetic and appeal. Lowkey midnight motivation pushed me throguh some key changes in the website that’s probably it for the night I am gonna turn the monitor off."}, {"post_id": 22582, "ts": "2026-07-05T03:25:47Z", "hours": 1.6742, "text": "I worked to implement the swtich image freature to all lists, i haven’t found suitabele images for it tho and I am kinda lazy for it … ;("}, {"post_id": 21940, "ts": "2026-07-04T04:21:09Z", "hours": 2.1508, "text": "So, I added a reveal list contents feature to each of the lists using javascript, origionally I ahd to make a unique function for each lsit which was super tedious and annoying and it was just really bad coding rpactices so I deciced to wokr to make my code shorter, more organized and readable, this project, has already come along way thenw hen I had first started it 2 weeks ago… I still am thinking of what kind of images I should add but to be hoenst , finding an image that perfectly represent the topic and adding it is a bit of a drag and kinda disrupts the coding workflow flow-state I sually get into in coding so, I’m gonna have to trian my mind for that. I usually am not that good at using javascript so it was good that I got able to practice it well here."}, {"post_id": 21292, "ts": "2026-07-03T04:30:40Z", "hours": 0.7961, "text": "Worked to make the effect for one of the lsits apply to all lists for the home page. Also planning to add more imgaes to teh website in the future."}, {"post_id": 21135, "ts": "2026-07-02T22:48:18Z", "hours": 1.1833, "text": "I figured out the layout of styling the lists for my portfolio websote and it’s comming together alot. better now. I’ve made a list have special animations when hovereed that reveal it’s contents and I’ve figured out some JS to make a quote appear when you click on my profile. next time I will focus on giving that effect to all of the lists !! a Huge challenge was actually getting the animatiosn right. I had so many unbeleivable typos which was annoying to work with. Some of the syntax also still confused me and I did not yet understnad the meaning of some commands like “overflow-hidden”. but Learning is definitely part of the process here! Although the aesthetic is kinda nice the color pallete is a bit too simple I’lll try and make it more flashy and expressive rather than deep, dark and lowkey"}, {"post_id": 20529, "ts": "2026-07-02T04:33:54Z", "hours": 1.3314, "text": "I proofread and revised parts of my descirption for my personal website, since the goal is overly-aesthetic and interactivness I went ahead and added a profile-hover name reveal feature. Additionally making it minamalisitc while also intractive this is a major drafting and learning leap for my project as I learned more mechanics about tailwind and set the tone on future design of the website. Overall. I am very proud of my work today. Although I had initially struggled with styling the image correctly and somehwo it would never update, I had finally realzied that it was ebcause my tailwind css wasn’t reading my html correctly and I now had a deeper understandin gof where errors like those came from when using tailwind."}, {"post_id": 17453, "ts": "2026-06-28T07:31:31Z", "hours": 0.6325, "text": "Since my personal profiel information was now. alittle outdated and needed some updating I worked to add in those updates I am near running a dead end on how to make this overly aesthetic so when I hit that roadblock I am gonna start planning out how I actually want my own website to look"}, {"post_id": 16768, "ts": "2026-06-27T07:18:40Z", "hours": 0.27, "text": "Not much was done today B Ut I mostyl focused on adding links to the personal website lists. on my home page and I got stared on inputting basics for images. i want tsi to be interactive and a profile that provides the depth of my charceter so I should include links, refernces etc that lead to my hobbies, projects, likes and more I will work more on these features in the morning,"}, {"post_id": 16152, "ts": "2026-06-26T07:56:57Z", "hours": 0.6483, "text": "So I started on moving the css styling components from the origional website ot it;s outer parts to salvage supplies"}, {"post_id": 15521, "ts": "2026-06-25T06:41:24Z", "hours": 1.2978, "text": "overall I worked on connectin gthis repository to this program and I got to work trasnfering the tailwind design styles on my home page across other pages. My overall goal is to learn how to use tailwind and create a project for my own so trying to use aistrictly as likea. google but never let it automate writing code for me. Trying to learn the basics of tailwind for now and then when I ge tmore proficient at it I can master some more creative design options"}]...
|
Title: an overly-asthetic personal website by @Jer Title: an overly-asthetic personal website by @Jeremy_W | Stardance
Devlogs:
overall I worked on connectin gthis repository to this program and I got to work trasnfering the tailwind design styles on my home page across other pages. My overall goal is to learn how to use tailwind and create a project for my own so trying to use aistrictly as likea. google but never let it automate writing code for me. Trying to learn the basics of tailwind for now and then when I ge tmore proficient at it I can master some more creative design options
So I started on moving the css styling components from the origional website ot it;s outer parts to salvage supplies
Not much was done today B Ut I mostyl focused on adding links to the personal website lists. on my home page and I got stared on inputting basics for images. i want tsi to be interactive and a profile that provides the depth of my charceter so I should include links, refernces etc that lead to my hobbies, projects, likes and more I will work more on these features in the morning,
Since my personal profiel information was now. alittle outdated and needed some updating I worked to add in those updates I am near running a dead end on how to make this overly aesthetic so when I hit that roadblock I am gonna start planning out how I actually want my own website to look
I proofread and revised parts of my descirption for my personal website, since the goal is overly-aesthetic and interactivness I went ahead and added a profile-hover name reveal feature. Additionally making it minamalisitc while also intractive this is a major drafting and learning leap for my project as I learned more mechanics about tailwind and set the tone on future design of the website. Overall. I am very proud of my work today. Although I had initially struggled with styling the image correctly and somehwo it would never update, I had finally realzied that it was ebcause my tailwind css wasn’t reading my html correctly and I now had a deeper understandin gof where errors like those came from when using tailwind.
I figured out the layout of styling the lists for my portfolio websote and it’s comming together alot. better now. I’ve made a list have special animations when hovereed that reveal it’s contents and I’ve figured out some JS to make a quote appear when you click on my profile. next time I will focus on giving that effect to all of the lists !! a Huge challenge was actually getting the animatiosn right. I had so many unbeleivable typos which was annoying to work with. Some of the syntax also still confused me and I did not yet understnad the meaning of some commands like “overflow-hidden”. but Learning is definitely part of the process here! Although the aesthetic is kinda nice the color pallete is a bit too simple I’lll try and make it more flashy and expressive rather than deep, dark and lowkey
Worked to make the effect for one of the lsits apply to all lists for the home page. Also planning to add more imgaes to teh website in the future.
So, I added a reveal list contents feature to each of the lists using javascript, origionally I ahd to make a unique function for each lsit which was super tedious and annoying and it was just really bad coding rpactices so I deciced to wokr to make my code shorter, more organized and readable, this project, has already come along way thenw hen I had first started it 2 weeks ago… I still am thinking of what kind of images I should add but to be hoenst , finding an image that perfectly represent the topic and adding it is a bit of a drag and kinda disrupts the coding workflow flow-state I sually get into in coding so, I’m gonna have to trian my mind for that. I usually am not that good at using javascript so it was good that I got able to practice it well here.
I worked to implement the swtich image freature to all lists, i haven’t found suitabele images for it tho and I am kinda lazy for it … ;(
worked on adding the list changing image feature on all of the lists of my home page. Now I just have to add a music taste list and add links to each of the lits items and that should be it for the home page. it sitll looks a little 2d and basic…. the styling color pa;llet literally has only 3-4 colors and uses only 2 most of the time…. so I am gonna have to change that up. yt that’s just a simple code fix. I had this problem where the image kept being at the bottom of the lsit isntead of opening up on the side and it was because I realzied I hadn’t used flexbox propoerties so once I appleid them to both items of teh list and the image I was able to get a smooth visual expression of my interests with a clean smooth layout, aesthetic and appeal. Lowkey midnight motivation pushed me throguh some key changes in the website that’s probably it for the night I am gonna turn the monitor off.
I added a new music list onto the portfolio webstie talking about all the favourite songs I like, I also stared working on the story page that talked about how i came onto this personal path. I faced some small typos but overall got through it. I am planning on adding a similar effect I had with my lists to the small description on the “my story” page. I am planning to style this like a timeline. where boxes adn their yeaers will slowly reveal themselves as you scroll down
I started working on the scroll- flow-in timeline mechanic of my story tab in the website, currently it’s not done and I think it’s a little broken but I’ll finnish it up later.
I finnished up on the fading in effect for the timeline/story of my website protfolio I haven’t added any imagees tho. I’ll work on all the tailwind and mechanics first then I’ll move to importing images, and finding a better colour scheme and making the layout more visually appealing
I was pretty unsatisfieied with the vision of my resulting outcome of my website, it still in a way seemede a little generic broing and balnd even with the extensive hover and intractive freatures so I topok today to draw inspriation from 3 other websitesl. i created an md file to map out my thoughts and since I kinda got a bit busier with summer school I will be stalling toay and picking up pace when I get the oppportunity.
Since getting an inspiration and refrence from other websites. I have restarted the project and started working on hte basic html layout fo the first two pages, I’ll try to style them in a really interactive and visually apppealing style that resembles most modern websites.
I tried getting gemini to create an example of what I had wanted for my overly-aesthetic website, I use ai to generate code which I then manually check over and type on my own finding out and discovering my mechanics while being given a somewhat of a image or refrence of what I want, but following the code gemini had created was found confusing when I tried to tell it how it would create my draft of my personal website, not only did I run into errors trying to type the code but i had found that it had included alot of weird divs created and language used that seemingly served no purpose to my idea of the website, rather than being helpful it was kind of fluffy and being extra so I lowkey ran into wasting an hour of coding, however I found a good website refrence that I was fascinated by it’s simple and effective design that I could adopt into my own website, in the future I will closely analyze this website and use ais to teach me more about this type of design.
HAHA! after 2 weeks of summer school, a hackathon later and practicing arduino stuff. I am back on this project! I found it really challenging to find a good color pallet to maket this thing interactable, so maybe color pallete is like a later thing, ut I gave it a 3d interactable bacgkround header!! woohoo!! thius is one of my goals when tryuing to replicate those really cool websites so I’m really proud. for a second it did wokr but I kinda. broke it again becasue I tried adding some new code. I will probably fix it tomorrow. the colopallete must wait
So, I decided to work on it for a little bit more, this time I got started on teh dropdown feature of. my homepage webstie. this is. ahuge part as this helsp show who i am and what I like and it should be relevant to nayone chekcing my website. this took a while to input, but it still needs a little tweaking to be considered done.
MWHAHAAHHAHA GUYS I am back and now after beng finnished my header for my. opening page I am moving onto the iamges where I styled them and gave them a fading in intro, I lowk didn’t work on much today and I know I have to do like homework and sstuff so Imma leave it there.
So I added this section popup fro my images and I added in some text for the images of my website. So that will pretty much conclude my first age, I am happy with this design and I will move onto the nxt page
I started working on my story page, of my jounrye to becommming an engineer. I started styling the webpage and got the basic layout of it down, ttomorrow I will focus on the animations and foinal touches and texgt of the story page.
I lowkey made the prject worse< I typed in some fo the ocntent heere for the storty making it drasticllt shorter and mroe consicce then the last one. I tried putting in some animation stuff ofr it but it hasn;t worked.
Update on Personal Portoflio:: -Created another category for my stories page -This will lead into my next page where it will be about projects I have wroked on and other greate work I have done, Photography, codig, building, etc. I also did try to add anothe interactive background but unfortunately I ran into a bunch of errors and I didn’t know how to solve alot of them -I will liekly work on this project for longer durations in the next upcomming weeks and days. while balanacing other responsibilites and habits as well.
Got started working on the projects tab on my website, I want to make like a dail formation on loike a row to reveal my projects that I have built across the years
Today I really tried to create the scrollign dial wheel feature on my website, but it proved ot be really challenging. I ran into multiple errors and complications with importing libraries using suitable libraries and finding good ways to test code. I ended up going back to square one with no animations, just divs. Which is arguable better than what I origionally had, because the animation then looked atrocious. It being slow, choppy and delayed.
Creaeted the baseline for this clean aeshtetic for my contacts page, I amde it kind fo absic and i am runnning out of images to put here soI just amde a bse tempalte for now I am planning on mkaing this a little more cooler with some features later. To be honest, I don’t think this website has done too good of a job of what it’s intended to do, I mean it is interactive but, not what I envision it to be at it’s peak… I’m not sure yet but I’ll keep trying. I was really inspired by those websites that had won awards like nk studios and igloo.inc. But I understand those were prodcued by teams of professionals
I am not sure why I logged 3 hours of this, but I just tried working more on thje layout just polishing some pages of the website.
I am logging off an hour of work I have made, I added more hover effcts to the sectiosn of the projects page for more interactivity
added a navigation ection on my contacts page. now my website can be througuhgly traversed accrsoss all pages I’ve jsut been polishing up and adding more details and features like underlines bars etc.
I worked on making the website links more accesible on all links, adding to it;s interactability while fixiign up on a. few more issues and adjustments. i am running otu of Ideas for my website. I’ll be finnishing this up soon.
Hi, from two hours I succesffully deployed my first few images into my projects page. this willl help better present the projects ath I have recently been working on. On top of that OI have uniqley styled these pages to have thier own matching colour scheme
This time, I wokred on adding finishing touches to ship the project. I have deployed it on gihtub and you can access it via link
Ships:
I tried to make a personal website and give it the most aesthetic tailwind effects I could give it...
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1793674613.2318676
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1793761013.2318676
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25133
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Past in a Glass by @Gavin | Stardance
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Gavin
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1
|
11.0
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77
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:28:56Z", "hours": 11.0, "multiplier": 7.22, "payout": 77, "blessing": "neutral", "text": "Past in a Glass is a drink recipe, history, & blog site for @pastinaglass on Instagram. It’s designed with a focus on clean yet thematic and fluent UI and easy management for the page owner, using Sanity’s free headless CMS combined with Next.js/react for the frontend. (p.s. if you are a stardance user you will not be able to follow these recipes lol)", "repo": "https://github.com/gavingogaming/pastinaglass", "demo": "https://pastinaglass.com/"}]...
|
[{"post_id": 50014, "ts": "202 [{"post_id": 50014, "ts": "2026-08-19T01:18:29Z", "hours": 1.5636, "text": "Added a tag-list system to sort tags into categories, primarily the Spirits category for each spirit."}, {"post_id": 44413, "ts": "2026-08-10T04:36:11Z", "hours": 1.7161, "text": "Published demo page via Vercel: https://pastinaglass.preview.klash.dev/ and finished individual drink page at /drinks/[slug]!"}, {"post_id": 43515, "ts": "2026-08-08T20:37:37Z", "hours": 1.9842, "text": "Added a filtering system to search for specific posts on the homepage"}, {"post_id": 42353, "ts": "2026-08-07T01:07:43Z", "hours": 5.3786, "text": "Created initial homepage and sanity studio"}]...
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Title: Past in a Glass by @Gavin | Stardance
Devl Title: Past in a Glass by @Gavin | Stardance
Devlogs:
Created initial homepage and sanity studio
Added a filtering system to search for specific posts on the homepage
Published demo page via Vercel: https://pastinaglass.preview.klash.dev/ and finished individual drink page at /drinks/[slug]!
Added a tag-list system to sort tags into categories, primarily the Spirits category for each spirit.
Ships:
Past in a Glass is a drink recipe, history, & blog site for @pastinaglass on Instagram. It’s designed with a focus on clean yet thematic and fluent UI and easy management for the page owner, using Sanity’s free headless CMS combined with Next.js/react for the frontend. (p.s. if you are a stardance user you will not be able to follow these recipes lol)...
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1793674612.068215
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1793761012.068215
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59397
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battleship by @senthilnathan_arun | Stardance
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senthilnathan_arun
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2
|
6.0
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9
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:01:02Z", "hours": 0.0, "multiplier": 1.26, "payout": 0, "blessing": "neutral", "text": "so , in my before ship . the reviewers told that i got low reviews because of my game not opening . so i have fixed it , and if anyone gets that error again because of the reliability of github streamlit apps , which is not good , i have a backup url : https://battleship-game-4serfv4fe6e8keyvliy3e2.streamlit.app/", "repo": "https://github.com/senthilnathanarun15/battleship-game", "demo": "https://senthilnathanarun15.github.io/battleship-game/"}, {"ship_num": 2, "ts": "2026-09-18T15:12:57Z", "hours": 6.0, "multiplier": 1.51, "payout": 9, "blessing": "neutral", "text": "i made a battleship game with streamlit , which is a library of python . in this game , we attack ships with ammo, random guesses and pure luck . i hope you like this game as this is my first project", "repo": "https://github.com/senthilnathanarun15/battleship-game", "demo": "https://senthilnathanarun15.github.io/battleship-game/"}]...
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[{"post_id": 70938, "ts": "202 [{"post_id": 70938, "ts": "2026-09-20T02:29:51Z", "hours": 0.2978, "text": "i have made a backup web url for my project https://senthilnathanarun15.github.io/battleship-game/"}, {"post_id": 67106, "ts": "2026-09-13T05:09:28Z", "hours": 3.3117, "text": "finally done with the mechanics with random.randinit"}, {"post_id": 64203, "ts": "2026-09-08T13:00:46Z", "hours": 2.3664, "text": "i just got the ui correct , now i am moving on to the logic"}]...
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Title: battleship by @senthilnathan_arun | Stardan Title: battleship by @senthilnathan_arun | Stardance
Devlogs:
i just got the ui correct , now i am moving on to the logic
finally done with the mechanics with random.randinit
i have made a backup web url for my project https://senthilnathanarun15.github.io/battleship-game/
Ships:
i made a battleship game with streamlit , which is a library of python . in this game , we attack ships with ammo, random guesses and pure luck . i hope you like this game as this is my first project
so , in my before ship . the reviewers told that i got low reviews because of my game not opening . so i have fixed it , and if anyone gets that error again because of the reliability of github streamlit apps , which is not good , i have a backup url : https://battleship-game-4serfv4fe6e8keyvliy3e2.streamlit.app/...
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1793674610.9147384
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1793761010.9147384
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41227
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I2 Sequencer by @KibbTheFox | Stardance
|
KibbTheFox
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1
|
18.0
|
259
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:16:44Z", "hours": 18.0, "multiplier": 14.59, "payout": 259, "blessing": "neutral", "text": "The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!", "repo": "https://github.com/kibbthefox/I2-Sequencer", "demo": "https://github.com/kibbthefox/I2-Sequencer/releases/tag/v1.0"}]...
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[{"post_id": 67027, "ts": "202 [{"post_id": 67027, "ts": "2026-09-13T02:09:30Z", "hours": 0.9803, "text": "Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D"}, {"post_id": 66937, "ts": "2026-09-12T22:13:22Z", "hours": 2.1942, "text": "Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!"}, {"post_id": 66244, "ts": "2026-09-11T23:21:39Z", "hours": 0.6317, "text": "Sequencer Devlog 12 added gay mode :3c new beta"}, {"post_id": 65751, "ts": "2026-09-11T03:12:30Z", "hours": 0.8267, "text": "Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)"}, {"post_id": 63875, "ts": "2026-09-07T21:33:33Z", "hours": 0.9958, "text": "Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme"}, {"post_id": 63153, "ts": "2026-09-06T20:01:48Z", "hours": 1.2136, "text": "Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)"}, {"post_id": 63020, "ts": "2026-09-06T16:13:13Z", "hours": 1.2881, "text": "Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display"}, {"post_id": 61922, "ts": "2026-09-05T02:52:29Z", "hours": 1.6839, "text": "Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned."}, {"post_id": 61201, "ts": "2026-09-04T00:46:15Z", "hours": 1.0906, "text": "Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence"}, {"post_id": 60610, "ts": "2026-09-03T02:08:29Z", "hours": 1.1831, "text": "Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D"}, {"post_id": 59287, "ts": "2026-09-01T00:12:46Z", "hours": 1.2714, "text": "Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff"}, {"post_id": 56987, "ts": "2026-08-29T01:28:52Z", "hours": 1.9394, "text": "Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate."}, {"post_id": 36839, "ts": "2026-07-29T04:53:36Z", "hours": 1.475, "text": "Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then."}, {"post_id": 36651, "ts": "2026-07-28T21:12:25Z", "hours": 0.9844, "text": "Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)"}]...
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Title: I2 Sequencer by @KibbTheFox | Stardance
De Title: I2 Sequencer by @KibbTheFox | Stardance
Devlogs:
Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)
Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then.
Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate.
Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff
Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D
Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence
Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned.
Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display
Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)
Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme
Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)
Sequencer Devlog 12 added gay mode :3c new beta
Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!
Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D
Ships:
The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!...
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1793674609.6859112
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1793761009.6859112
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54562
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SiteScope AI by @Euge | Stardance
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Euge
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1
|
23.8
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T14:27:37Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello, I made a project called SiteScope AI! It is an auditor for websites that gets raw JSON data from Google PageSpeed/Lighthouse and adds an AI (Gemini) layer, which basically describes every mistake on your website in understandable language and tells you how to fix it. This project was almost built by myself. I did the FastAPI backend, and the frontend is mostly my own ideas (80%), the other 20% was done with AI because I didn’t know what fonts and colors to use. I also did the deployment frontend is on Netlify, backend is on Nest (Stardance/Hack Club). What was difficult? Honestly, during building the backend I encountered a lot of bugs. One I’m proud I found: the AI explanation step was blocking, with no timeout, so a slow Gemini response could freeze the entire server for every user at once, not just one request. I found this by deliberately load-testing with 5 browser tabs at once, then fixed it by running it in a thread with a 20-second timeout. Later, the Nest container itself went down, and because of my limited knowledge of Linux I used AI (Claude Sonnet 5) to help me understand what was going on. Instead of just guessing it was my code, I tested the backend directly on the server (localhost) versus through the public domain, and proved the problem was on Nest’s side, not mine and later their own admin confirmed it was a platform-wide issue affecting all containers, not just mine. I also found a few bugs during testing for example, when the URL contained just underscores or random text like “not_a_url_at_all”, the frontend counted it as a valid URL and sent it to the backend anyway, wasting API calls before failing. I had to rewrite the URL validation logic in script.js to properly check it looks like a real domain first. Why I am still proud of my project? The main reason is that it still works even when the AI API is broken or times out, you still must to get a full audit with the technical description. The second reason is, I wrote earlier, the design was almost done by myself. What you should know before testing. I recommend for testing you use a light website with mostly basic HTML and CSS structure e.g. example.com. If you don’t know any test URL, here you are: example.com info.cern.ch httpbin.org sitescope-ai.netlify.app motherfuckingwebsite.com bettermotherfuckingwebsite.com text.npr.org ! If it says “failed to fetch”, try another one of these URLs or wait a few minutes, Nest might be repairing the backend containers. ! Don’t use e-shop or big brand websites like McDonald’s, Nike, Adidas, etc., because of the large amount of images the audit can take too long and time out…", "repo": "https://github.com/ich-bin-eugenius/sitescope-ai", "demo": "https://sitescope-ai.netlify.app/"}]...
|
[{"post_id": 75231, "ts": "202 [{"post_id": 75231, "ts": "2026-09-29T15:19:24Z", "hours": 5.8028, "text": "Alright guys, here we go… I don’t know if I can call this DEVLOG 11, because I didn’t add any new features, I just rewrote almost the entire frontend because it was kind of AI-generated. Sorry about that, but I still hope you like it…"}, {"post_id": 67341, "ts": "2026-09-13T12:42:29Z", "hours": 0.5553, "text": "The project is ready for shipping, I fixed a few bugs just before it. I hope you like it! :)"}, {"post_id": 66863, "ts": "2026-09-12T19:57:21Z", "hours": 1.6919, "text": "DEVLOG #10 - AI timeouts, Nest drama & almost shipping Today I fixed a pretty annoying issue with the AI part of SiteScope AI. Basically, if Gemini took too long to respond, it could make the whole backend freeze 💀. I added a 20s timeout and now the audit just falls back to the normal Lighthouse description if AI takes too long. Then Nest decided to have a little meltdown 😭. My container went down and SSH kept disconnecting. At first I thought I broke something, but apparently it was a problem on Nest’s side affecting multiple containers. I also found that heavier websites can take too long to audit, so for now there’s roughly a 30s limit. Finally, I finished the README and did some small UI fixes. So yeah… SiteScope AI is basically ready for a ship."}, {"post_id": 64475, "ts": "2026-09-08T22:03:05Z", "hours": 0.6392, "text": "DEVLOG #9 - Backend finally working Today I spent a bit less time on SiteScope AI than usual, but I finally solved one of the biggest problems so far - getting the backend properly hosted and connected. Claude Sonnet 5 helped me understand the Nest setup, especially the systemd service and how to make the backend accessible from outside the server. I also discovered that I had simply forgotten to set the target port 8000 in the Nest dashboard…🙌😭, thanks guys for reading bye :>"}, {"post_id": 63775, "ts": "2026-09-07T18:48:37Z", "hours": 4.1114, "text": "DEVLOG #8 - Frontend improvements & new ideas From September 2nd to 7th, I spent around 4 hours working on SiteScope AI. I mainly improved the frontend to make it feel less AI-generated and more like my own design. I also came up with new ideas for pages like About and Thanks, different themes, and a better project navigation system. I also started working on hosting the backend and tried Nest, a free hosting service from Hack Club. It didn’t work out yet, but I’ll keep working on it. Overall, a lot of frontend improvements, new ideas and some backend experiments this time."}, {"post_id": 59793, "ts": "2026-09-01T18:43:54Z", "hours": 2.2014, "text": "Devlog #7 - Phase 1 complete & Gemini prompt testing Today I finished Phase 1 by testing valid, invalid and slow URLs and fixing client-side URL validation to prevent unnecessary PageSpeed API requests. I also started Phase 2: designed and tested the Gemini prompt for generating explanation, why_it_matters and how_to_fix for each audit issue. The first AI outputs are working well, so I’m moving on to integrating this into the actual audit pipeline."}, {"post_id": 59196, "ts": "2026-08-31T21:03:12Z", "hours": 2.0469, "text": "Hello guys! Welcome to my 6th devlog! 🔥🙃 Today I finally made a big improvement to the frontend. I got the initial idea from the internet and combined it with my own design skills and AI to create something that fits SiteScope AI. I also finally figured out why I kept getting the “PageSpeed API daily limit reached” error, even though my 25,000-token quota was still available. Turns out I was running the backend from the wrong directory. 😭 I also started working on making the frontend more polished and attractive. That’s all for today! The frontend actually took much longer than the 2 hours shown here, since I didn’t log some of yesterday’s and the day before’s work. Btw, I’d really appreciate it if you checked out the video attached to this devlog! ❤️"}, {"post_id": 58439, "ts": "2026-08-30T21:10:27Z", "hours": 0.8844, "text": "DEVLOG #5 - Backend Fixes & Frontend Today I worked mainly on the backend, fixed several issues with the Google PageSpeed API, solved the API quota problem and added CORS so the frontend can communicate with the backend properly. I also started working on a better-looking frontend that should make SiteScope AI more attractive and easier to use… thanks for reading this devlog and watching that video."}, {"post_id": 57608, "ts": "2026-08-29T20:21:41Z", "hours": 0.6139, "text": "DEVLOG #4 - Connecting the Frontend 🚀 Today I spent about 30 minutes finishing the basic frontend structure and connecting it to the backend. What I did today: ● Connected script.js to the audit form ● Added a request from the frontend to /api/audit ● Added loading and error states ● Connected the frontend to the backend ● Deployed the frontend to Netlify The basic flow is now there: URL → Frontend → Backend → PageSpeed API → Results There is still a problem with the deployed version — currently I get: Error: Failed to fetch I haven’t fully solved the deployment/API setup yet, so the audit doesn’t work properly from the public website for now. If you are a bit interested in my project here is the url: sitescope-ai.netlify.app, thanks for visiting💗🔥, Eugene"}, {"post_id": 56893, "ts": "2026-08-28T21:51:44Z", "hours": 1.8739, "text": "DEVLOG #3 — Parsing, Error Handling & First Frontend Today I cleaned up the PageSpeed response and added basic error handling. The backend now: ● Extracts scores for Performance, SEO, Accessibility and Best Practices ● Lists detected issues with their title, description and severity ● Handles invalid URLs, timeouts and API errors ● Returns a simpler JSON response ● Works with the /api/audit endpoint Example response: { \"url\" : \"https://example.com\" , \"scores\" : { \"performance\" : 100 , \"accessibility\" : 96 , \"best-practices\" : 96 , \"seo\" : 80 }, \"opportunities\" : [] } I also started working on the frontend. The URL form and some basic CSS are now in place, including the Space Grotesk font. Next step: connect the form to the backend and display the audit results in the browser."}, {"post_id": 56209, "ts": "2026-08-27T21:13:18Z", "hours": 2.0622, "text": "DEVLOG #2 - First Working Audit Today I continued working on SiteScope AI and got the first real website audit working. The main goal was to connect the backend to Google PageSpeed Insights and turn its response into something easier to use. What I worked on today: Created the basic FastAPI backend Added the GET / endpoint Created the POST /api/audit endpoint Connected the backend to the PageSpeed Insights API Tested the PageSpeed API manually and explored its JSON response Created a parser to simplify the PageSpeed response Extracted Performance, SEO, Accessibility and Best Practices scores Added the main opportunities/issues to the response Created mock data and tested the parser Tested the complete /api/audit endpoint with curl Refactored the PageSpeed parser into a separate module Fixed a bug with query parameter serialization The endpoint can now receive a website URL and return its Lighthouse scores together with the main issues found on the website. For example, when testing it with example.com, the API returned the scores and detected issues such as a missing meta description, non-descriptive link text, a missing main landmark and a missing charset declaration. This is still only the backend foundation, but the main idea is finally starting to work. Next, I want to continue building the analysis pipeline and eventually use AI to turn the raw audit data into useful explanations and recommendations. Day 2."}, {"post_id": 55435, "ts": "2026-08-27T08:17:03Z", "hours": 1.1633, "text": "DEVLOG #1 - Starting SiteScope AI 🚀 Today I discovered Stardance by Hack Club, and it finally gave me the motivation to start a project I’ve wanted to build for a while: SiteScope AI. The idea is to build an AI-powered website auditor that can analyze websites and provide useful insights and recommendations. Before starting, I used AI to help me understand the basic architecture, technologies and components I would need. Then I got to work. What I did today: Created the GitHub repository Added a README.md and MIT License Cloned the repository locally Connected the project to Hack Club Stardance Registered it as a Software -> Websites project Created the initial project structure Added .gitignore and .env Created a Python virtual environment Split the project into backend and frontend Added the required API keys: PAGESPEED_API_KEY GEMINI_API_KEY Tested the API keys to make sure they work Fixed the Python interpreter and virtual environment configuration It’s still just the beginning, but the foundation is now ready. Next step: start building the actual website analysis pipeline. 🔥 This is only Day 1."}]...
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Title: SiteScope AI by @Euge | Stardance
Devlogs: Title: SiteScope AI by @Euge | Stardance
Devlogs:
DEVLOG #1 - Starting SiteScope AI 🚀 Today I discovered Stardance by Hack Club, and it finally gave me the motivation to start a project I’ve wanted to build for a while: SiteScope AI. The idea is to build an AI-powered website auditor that can analyze websites and provide useful insights and recommendations. Before starting, I used AI to help me understand the basic architecture, technologies and components I would need. Then I got to work. What I did today: Created the GitHub repository Added a README.md and MIT License Cloned the repository locally Connected the project to Hack Club Stardance Registered it as a Software -> Websites project Created the initial project structure Added .gitignore and .env Created a Python virtual environment Split the project into backend and frontend Added the required API keys: PAGESPEED_API_KEY GEMINI_API_KEY Tested the API keys to make sure they work Fixed the Python interpreter and virtual environment configuration It’s still just the beginning, but the foundation is now ready. Next step: start building the actual website analysis pipeline. 🔥 This is only Day 1.
DEVLOG #2 - First Working Audit Today I continued working on SiteScope AI and got the first real website audit working. The main goal was to connect the backend to Google PageSpeed Insights and turn its response into something easier to use. What I worked on today: Created the basic FastAPI backend Added the GET / endpoint Created the POST /api/audit endpoint Connected the backend to the PageSpeed Insights API Tested the PageSpeed API manually and explored its JSON response Created a parser to simplify the PageSpeed response Extracted Performance, SEO, Accessibility and Best Practices scores Added the main opportunities/issues to the response Created mock data and tested the parser Tested the complete /api/audit endpoint with curl Refactored the PageSpeed parser into a separate module Fixed a bug with query parameter serialization The endpoint can now receive a website URL and return its Lighthouse scores together with the main issues found on the website. For example, when testing it with example.com, the API returned the scores and detected issues such as a missing meta description, non-descriptive link text, a missing main landmark and a missing charset declaration. This is still only the backend foundation, but the main idea is finally starting to work. Next, I want to continue building the analysis pipeline and eventually use AI to turn the raw audit data into useful explanations and recommendations. Day 2.
DEVLOG #3 — Parsing, Error Handling & First Frontend Today I cleaned up the PageSpeed response and added basic error handling. The backend now: ● Extracts scores for Performance, SEO, Accessibility and Best Practices ● Lists detected issues with their title, description and severity ● Handles invalid URLs, timeouts and API errors ● Returns a simpler JSON response ● Works with the /api/audit endpoint Example response: { "url" : "https://example.com" , "scores" : { "performance" : 100 , "accessibility" : 96 , "best-practices" : 96 , "seo" : 80 }, "opportunities" : [] } I also started working on the frontend. The URL form and some basic CSS are now in place, including the Space Grotesk font. Next step: connect the form to the backend and display the audit results in the browser.
DEVLOG #4 - Connecting the Frontend 🚀 Today I spent about 30 minutes finishing the basic frontend structure and connecting it to the backend. What I did today: ● Connected script.js to the audit form ● Added a request from the frontend to /api/audit ● Added loading and error states ● Connected the frontend to the backend ● Deployed the frontend to Netlify The basic flow is now there: URL → Frontend → Backend → PageSpeed API → Results There is still a problem with the deployed version — currently I get: Error: Failed to fetch I haven’t fully solved the deployment/API setup yet, so the audit doesn’t work properly from the public website for now. If you are a bit interested in my project here is the url: sitescope-ai.netlify.app, thanks for visiting💗🔥, Eugene
DEVLOG #5 - Backend Fixes & Frontend Today I worked mainly on the backend, fixed several issues with the Google PageSpeed API, solved the API quota problem and added CORS so the frontend can communicate with the backend properly. I also started working on a better-looking frontend that should make SiteScope AI more attractive and easier to use… thanks for reading this devlog and watching that video.
Hello guys! Welcome to my 6th devlog! 🔥🙃 Today I finally made a big improvement to the frontend. I got the initial idea from the internet and combined it with my own design skills and AI to create something that fits SiteScope AI. I also finally figured out why I kept getting the “PageSpeed API daily limit reached” error, even though my 25,000-token quota was still available. Turns out I was running the backend from the wrong directory. 😭 I also started working on making the frontend more polished and attractive. That’s all for today! The frontend actually took much longer than the 2 hours shown here, since I didn’t log some of yesterday’s and the day before’s work. Btw, I’d really appreciate it if you checked out the video attached to this devlog! ❤️
Devlog #7 - Phase 1 complete & Gemini prompt testing Today I finished Phase 1 by testing valid, invalid and slow URLs and fixing client-side URL validation to prevent unnecessary PageSpeed API requests. I also started Phase 2: designed and tested the Gemini prompt for generating explanation, why_it_matters and how_to_fix for each audit issue. The first AI outputs are working well, so I’m moving on to integrating this into the actual audit pipeline.
DEVLOG #8 - Frontend improvements & new ideas From September 2nd to 7th, I spent around 4 hours working on SiteScope AI. I mainly improved the frontend to make it feel less AI-generated and more like my own design. I also came up with new ideas for pages like About and Thanks, different themes, and a better project navigation system. I also started working on hosting the backend and tried Nest, a free hosting service from Hack Club. It didn’t work out yet, but I’ll keep working on it. Overall, a lot of frontend improvements, new ideas and some backend experiments this time.
DEVLOG #9 - Backend finally working Today I spent a bit less time on SiteScope AI than usual, but I finally solved one of the biggest problems so far - getting the backend properly hosted and connected. Claude Sonnet 5 helped me understand the Nest setup, especially the systemd service and how to make the backend accessible from outside the server. I also discovered that I had simply forgotten to set the target port 8000 in the Nest dashboard…🙌😭, thanks guys for reading bye :>
DEVLOG #10 - AI timeouts, Nest drama & almost shipping Today I fixed a pretty annoying issue with the AI part of SiteScope AI. Basically, if Gemini took too long to respond, it could make the whole backend freeze 💀. I added a 20s timeout and now the audit just falls back to the normal Lighthouse description if AI takes too long. Then Nest decided to have a little meltdown 😭. My container went down and SSH kept disconnecting. At first I thought I broke something, but apparently it was a problem on Nest’s side affecting multiple containers. I also found that heavier websites can take too long to audit, so for now there’s roughly a 30s limit. Finally, I finished the README and did some small UI fixes. So yeah… SiteScope AI is basically ready for a ship.
The project is ready for shipping, I fixed a few bugs just before it. I hope you like it! :)
Alright guys, here we go… I don’t know if I can call this DEVLOG 11, because I didn’t add any new features, I just rewrote almost the entire frontend because it was kind of AI-generated. Sorry about that, but I still hope you like it…
Ships:
Hello, I made a project called SiteScope AI! It is an auditor for websites that gets raw JSON data from Google PageSpeed/Lighthouse and adds an AI (Gemini) layer, which basically describes every mistake on your website in understandable language and tells you how to fix it. This project was almost built by myself. I did the FastAPI backend, and the frontend is mostly my own ideas (80%), the other 20% was done with AI because I didn’t know what fonts and colors to use. I also did the deployment frontend is on Netlify, backend is on Nest (Stardance/Hack Club). What was difficult? Honestly, during building the backend I encountered a lot of bugs. One I’m proud I found: the AI explanation step was blocking, with no timeout, so a slow Gemini response could freeze the entire server for every user at once, not just one request. I found this by deliberately load-testing with 5 browser tabs at once, then fixed it by running it in a thread with a 20-second timeout. Later, the Nest container itself went down, and because of my limited knowledge of Linux I used AI (Claude Sonnet 5) to help me understand what was going on. Instead of just guessing it was my code, I tested the backend directly on the server (localhost) versus through the public domain, and proved the problem was on Nest’s side, not mine and later their own admin confirmed it was a platform-wide issue affecting all containers, not just mine. I also found a few bugs during testing for example, when the URL contained just underscores or random text like “not_a_url_at_all”, the frontend counted it as a valid URL and sent it to the backend anyway, wasting API calls before failing. I had to rewrite the URL validation logic in script.js to properly check it looks like a real domain first. Why I am still proud of my project? The main reason is that it still works even when the AI API is broken or times out, you still must to get a full audit with the technical description. The second reason is, I wrote earlier, the design was almost done by myself. What you should know before testing. I recommend for testing you use a light website with mostly basic HTML and CSS structure e.g. example.com. If you don’t know any test URL, here you are: example.com info.cern.ch httpbin.org sitescope-ai.netlify.app motherfuckingwebsite.com bettermotherfuckingwebsite.com text.npr.org ! If it says “failed to fetch”, try another one of these URLs or wait a few minutes, Nest might be repairing the backend containers. ! Don’t use e-shop or big brand websites like McDonald’s, Nike, Adidas, etc., because of the large amount of images the audit can take too long and time out…...
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1793674608.477972
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1793761008.477972
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54561
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Blackhole New Tab [BHNT] by @THEbluefirestudios | Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance...
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THEbluefirestudios
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1
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13.0
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164
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T10:20:12Z", "hours": 13.0, "multiplier": 10.9, "payout": 164, "blessing": "neutral", "text": "Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store.", "repo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab", "demo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab/releases/tag/v1.1"}]...
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[{"post_id": 71718, "ts": "202 [{"post_id": 71718, "ts": "2026-09-21T11:28:22Z", "hours": 1.6269, "text": "OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP"}, {"post_id": 71125, "ts": "2026-09-20T10:19:57Z", "hours": 3.7447, "text": "Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1"}, {"post_id": 67321, "ts": "2026-09-13T12:00:28Z", "hours": 3.8992, "text": "HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii"}, {"post_id": 62849, "ts": "2026-09-06T11:39:02Z", "hours": 2.2425, "text": "ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii"}, {"post_id": 56392, "ts": "2026-08-28T04:41:05Z", "hours": 1.0694, "text": "Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii"}]...
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Title: Blackhole New Tab [BHNT] by @THEbluefirestu Title: Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance
Devlogs:
Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii
ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii
HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii
Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1
OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP
Ships:
Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store....
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1793674607.2559795
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1793761007.2559795
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27538
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Welcome to The Pathways: The Game by @E_k | Starda Welcome to The Pathways: The Game by @E_k | Stardance...
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E_k
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2
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60.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:43:59Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "[ Updates ] Since the last ship I have fixed the collision issues which were present when I first shipped and have finished scene 1 in terms of the base code Note: The Itch.io page always has the most recent version so feel free to try out the game whenever <3 Until stardance ends and until my ships become approved I will not update my code at all so yea this is the most recent. For anyone new: [ What is this project? ] This is a game based on my story world of the Pathways, a fictional place above the earth where planetary rings around planets are joined together. A mystical being once created these paths as a way to travel between places in space alongside a shield surrounding these paths which create gravitational force. On these paths, criminals from a specific city on earth, which a queen is in charge of, are sent there to live out the rest of their days. Comet, an individual not displaying any sort of criminal behaviour finds herself on these paths unaware of the true reason of why she was banished there, although she does have a hypothesis… You play as Comet in this game. Your choices matter as you traverse the Pathways and discover the truth that matters most to you depending on which path you chose to follow. [ Layout of Game ] Scene 1 ( Intro, find objects mandatory ) Scene 2 ( crossroads area: player can go down up to 3 different paths from here each one containing different gameplay based on the choices, find some objects optional ) ————————— Path 1 : Truth of a matter (main- can lead to true ending but not guaranteed, depending on your game choices ) Path 2 : Criminal way of life (not leading to true ending, you find out other lore related information but not main story its a side-story kind of thing) Path 3 : My Truth (most often leads to main ending) [ Progress as of now? ] The game is made in VSCode using the python library Pygame and this was a challenge as I really had to look at how exactly collisions in games work especially and essentially make this game without a game engine. As this game will undoubtedly take a while and will be continued long after Stardance ends, this version of the game here that I am shipping right now is a work in progress. I have focused on competing the base code and then as I finish those important bits I will complete the art itself, however as of now I only really have a walk cycle for comet completed in terms of art, however this is subject to changes as I fix some issues with the animation I have gotten feedback from friends on. In terms of coding I consider each part of the game as “scenes”. So far I have scene 1 and part of scene 2’s code are complete. Future additions: In scene 1, I may add a small textbox to show the count of objects found and near the end to shpw that you need — more to be found before progressing, however as this is a minor detail I will most likely implement this after at least scene 2 is complete. And work on scene 2 to get the path enclosed and make the collisions active to get player into the main part of the game finally (make the choice to go down one of the three paths) and then begin coding these separate gameplay loops for these paths-> this will very likely take a while as it is quite ambitious so feel free to follow the project through my Github if you’re interested <3", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}, {"ship_num": 2, "ts": "2026-09-12T21:17:02Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}]...
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[{"post_id": 83466, "ts": "202 [{"post_id": 83466, "ts": "2026-10-28T00:36:36Z", "hours": 1.7378, "text": "Devlog time, because I just realised there was something wrong with collision mech when two keys were pressed at same time! oopsies eheh- thats fixed now but yea I had to hardcore playtest it to make sure… Had to add in more conditional statements that still utilised my previous ones so thats all good yippee rejoice now hopefully my ship hadn’t been seen yet before this devlog if so please excuse that error! I updated the itch page too as I wrote this specific devlog so hopefully all is well ^^’ Video shows my fix in action, as even if i press two keys and the player collides with the path, the player doesnt get stuck yay"}, {"post_id": 82119, "ts": "2026-10-24T00:02:57Z", "hours": 1.9764, "text": "Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again"}, {"post_id": 79276, "ts": "2026-10-13T09:15:45Z", "hours": 10.1331, "text": "Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!"}, {"post_id": 66817, "ts": "2026-09-12T18:35:13Z", "hours": 8.2342, "text": "Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3"}, {"post_id": 50921, "ts": "2026-08-20T12:03:05Z", "hours": 0.2761, "text": "Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D"}, {"post_id": 50892, "ts": "2026-08-20T11:04:50Z", "hours": 3.5822, "text": "Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D"}, {"post_id": 43891, "ts": "2026-08-09T10:36:34Z", "hours": 9.6606, "text": "Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD"}, {"post_id": 35774, "ts": "2026-07-27T12:38:55Z", "hours": 8.4728, "text": "Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)"}, {"post_id": 26493, "ts": "2026-07-11T09:50:54Z", "hours": 8.5944, "text": "Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog."}, {"post_id": 19964, "ts": "2026-07-01T12:58:49Z", "hours": 1.3281, "text": "Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder."}, {"post_id": 19870, "ts": "2026-07-01T08:57:37Z", "hours": 4.9956, "text": "Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D"}, {"post_id": 18364, "ts": "2026-06-29T14:24:17Z", "hours": 0.9494, "text": "Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay"}]...
|
Title: Welcome to The Pathways: The Game by @E_k | Title: Welcome to The Pathways: The Game by @E_k | Stardance
Devlogs:
Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay
Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D
Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder.
Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog.
Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)
Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD
Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D
Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D
Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3
Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!
Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again
Devlog time, because I just realised there was something wrong with collision mech when two keys were pressed at same time! oopsies eheh- thats fixed now but yea I had to hardcore playtest it to make sure… Had to add in more conditional statements that still utilised my previous ones so thats all good yippee rejoice now hopefully my ship hadn’t been seen yet before this devlog if so please excuse that error! I updated the itch page too as I wrote this specific devlog so hopefully all is well ^^’ Video shows my fix in action, as even if i press two keys and the player collides with the path, the player doesnt get stuck yay
Ships:
What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder
[ Updates ] Since the last ship I have fixed the collision issues which were present when I first shipped and have finished scene 1 in terms of the base code Note: The Itch.io page always has the most recent version so feel free to try out the game whenever <3 Until stardance ends and until my ships become approved I will not update my code at all so yea this is the most recent. For anyone new: [ What is this project? ] This is a game based on my story world of the Pathways, a fictional place above the earth where planetary rings around planets are joined together. A mystical being once created these paths as a way to travel between places in space alongside a shield surrounding these paths which create gravitational force. On these paths, criminals from a specific city on earth, which a queen is in charge of, are sent there to live out the rest of their days. Comet, an individual not displaying any sort of criminal behaviour finds herself on these paths unaware of the true reason of why she was banished there, although she does have a hypothesis… You play as Comet in this game. Your choices matter as you traverse the Pathways and discover the truth that matters most to you depending on which path you chose to follow. [ Layout of Game ] Scene 1 ( Intro, find objects mandatory ) Scene 2 ( crossroads area: player can go down up to 3 different paths from here each one containing different gameplay based on the choices, find some objects optional ) ————————— Path 1 : Truth of a matter (main- can lead to true ending but not guaranteed, depending on your game choices ) Path 2 : Criminal way of life (not leading to true ending, you find out other lore related information but not main story its a side-story kind of thing) Path 3 : My Truth (most often leads to main ending) [ Progress as of now? ] The game is made in VSCode using the python library Pygame and this was a challenge as I really had to look at how exactly collisions in games work especially and essentially make this game without a game engine. As this game will undoubtedly take a while and will be continued long after Stardance ends, this version of the game here that I am shipping right now is a work in progress. I have focused on competing the base code and then as I finish those important bits I will complete the art itself, however as of now I only really have a walk cycle for comet completed in terms of art, however this is subject to changes as I fix some issues with the animation I have gotten feedback from friends on. In terms of coding I consider each part of the game as “scenes”. So far I have scene 1 and part of scene 2’s code are complete. Future additions: In scene 1, I may add a small textbox to show the count of objects found and near the end to shpw that you need — more to be found before progressing, however as this is a minor detail I will most likely implement this after at least scene 2 is complete. And work on scene 2 to get the path enclosed and make the collisions active to get player into the main part of the game finally (make the choice to go down one of the three paths) and then begin coding these separate gameplay loops for these paths-> this will very likely take a while as it is quite ambitious so feel free to follow the project through my Github if you’re interested <3...
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1793674604.9788852
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1793761004.9788852
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54518
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SudoSchool - interactive linux learning site by @M SudoSchool - interactive linux learning site by @Maxye4655 | Stardance...
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Maxye4655
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2
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24.0
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434
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:24:00Z", "hours": 4.0, "multiplier": 15.55, "payout": 57, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}, {"ship_num": 2, "ts": "2026-09-20T07:55:23Z", "hours": 20.0, "multiplier": 18.76, "payout": 377, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}]...
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[{"post_id": 75098, "ts": "202 [{"post_id": 75098, "ts": "2026-09-29T04:22:39Z", "hours": 1.1333, "text": "Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo."}, {"post_id": 72119, "ts": "2026-09-22T06:28:31Z", "hours": 1.7047, "text": "This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”"}, {"post_id": 72090, "ts": "2026-09-22T04:32:53Z", "hours": 0.8319, "text": "re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k"}, {"post_id": 70818, "ts": "2026-09-19T20:18:19Z", "hours": 2.7611, "text": "Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”"}, {"post_id": 70375, "ts": "2026-09-19T02:12:27Z", "hours": 1.8922, "text": "Finished the content for lesson 6, and updated the quiz and lesson teacking feature."}, {"post_id": 69534, "ts": "2026-09-17T07:42:58Z", "hours": 2.7575, "text": "Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time."}, {"post_id": 68798, "ts": "2026-09-15T19:28:54Z", "hours": 2.8989, "text": "I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command."}, {"post_id": 67977, "ts": "2026-09-14T09:38:38Z", "hours": 1.4, "text": "Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works."}, {"post_id": 67928, "ts": "2026-09-14T07:34:09Z", "hours": 0.6419, "text": "Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files."}, {"post_id": 67890, "ts": "2026-09-14T05:57:49Z", "hours": 1.1186, "text": "Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter."}, {"post_id": 60513, "ts": "2026-09-02T22:06:38Z", "hours": 0.5522, "text": "Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics."}, {"post_id": 60109, "ts": "2026-09-02T08:20:05Z", "hours": 1.8481, "text": "Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled."}, {"post_id": 59428, "ts": "2026-09-01T08:31:56Z", "hours": 0.6739, "text": "Created Lesson 2 and expanded the virtual terminal logic."}, {"post_id": 58715, "ts": "2026-08-31T08:03:18Z", "hours": 0.3894, "text": "Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function"}, {"post_id": 58682, "ts": "2026-08-31T06:02:15Z", "hours": 0.7981, "text": "Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button."}, {"post_id": 57114, "ts": "2026-08-29T06:46:22Z", "hours": 0.6592, "text": "Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator."}, {"post_id": 57081, "ts": "2026-08-29T05:18:25Z", "hours": 0.6894, "text": "Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later."}, {"post_id": 57058, "ts": "2026-08-29T04:25:05Z", "hours": 0.4089, "text": "Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same."}, {"post_id": 56490, "ts": "2026-08-28T08:57:55Z", "hours": 0.5953, "text": "Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux."}]...
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Title: SudoSchool - interactive linux learning sit Title: SudoSchool - interactive linux learning site by @Maxye4655 | Stardance
Devlogs:
Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux.
Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same.
Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later.
Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator.
Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button.
Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function
Created Lesson 2 and expanded the virtual terminal logic.
Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled.
Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics.
Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter.
Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files.
Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works.
I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command.
Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time.
Finished the content for lesson 6, and updated the quiz and lesson teacking feature.
Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”
re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k
This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”
Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo.
Ships:
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete....
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1793674603.7613063
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1793761003.7613063
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41167
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GamePad 9 by @anael | Stardance
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anael
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:08:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time.", "repo": "https://github.com/anaelm1/GamePad-9", "demo": ""}]...
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[{"post_id": 76155, "ts": "202 [{"post_id": 76155, "ts": "2026-10-02T15:00:33Z", "hours": 2.1197, "text": "LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results."}, {"post_id": 44600, "ts": "2026-08-10T14:00:12Z", "hours": 3.7169, "text": "DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it."}, {"post_id": 44190, "ts": "2026-08-09T19:55:04Z", "hours": 7.4542, "text": "DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day."}, {"post_id": 43349, "ts": "2026-08-08T15:35:51Z", "hours": 4.7167, "text": "DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong."}, {"post_id": 41575, "ts": "2026-08-05T21:19:02Z", "hours": 1.2083, "text": "DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked."}]...
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Title: GamePad 9 by @anael | Stardance
Devlogs:
D Title: GamePad 9 by @anael | Stardance
Devlogs:
DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked.
DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong.
DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day.
DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it.
LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results.
Ships:
I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time....
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1793674602.5602725
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1793761002.5602725
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3022
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matthew.heng.org by @Hengtime787 | Stardance
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Hengtime787
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1
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8.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:32:29Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me.", "repo": "https://github.com/Hengtime787/Astra", "demo": "https://matthew.heng.org"}]...
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[{"post_id": 72051, "ts": "202 [{"post_id": 72051, "ts": "2026-09-22T02:38:54Z", "hours": 0.3775, "text": "Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much."}, {"post_id": 71037, "ts": "2026-09-20T07:29:06Z", "hours": 0.6561, "text": "Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!"}, {"post_id": 64059, "ts": "2026-09-08T06:02:51Z", "hours": 1.0256, "text": "Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –"}, {"post_id": 49342, "ts": "2026-08-18T03:30:49Z", "hours": 6.1972, "text": "Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank."}, {"post_id": 631, "ts": "2026-06-02T04:34:59Z", "hours": 0.5153, "text": "My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it."}]...
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Title: matthew.heng.org by @Hengtime787 | Stardanc Title: matthew.heng.org by @Hengtime787 | Stardance
Devlogs:
My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it.
Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank.
Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –
Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!
Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much.
Ships:
I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me....
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1793674601.4327223
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1793761001.4327223
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39026
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My first slack bot! by @2302vasanth | Stardance
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2302vasanth
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @2302vasanth | Stard Title: My first slack bot! by @2302vasanth | Stardance...
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1793156200.2507844
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1793761000.2507844
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37233
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Drowned Fish by @cauadev | Stardance
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cauadev
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1
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80.29
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1155
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:31:11Z", "hours": 80.0, "multiplier": 14.43, "payout": 1155, "blessing": "neutral", "text": "Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)", "repo": "https://github.com/Br-Zueira/Drowned-Fish", "demo": "https://github.com/Br-Zueira/Drowned-Fish/releases/tag/v1.0.0"}]...
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[{"post_id": 75741, "ts": "202 [{"post_id": 75741, "ts": "2026-09-30T22:18:40Z", "hours": 0.2886, "text": "Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)"}, {"post_id": 71223, "ts": "2026-09-20T14:03:54Z", "hours": 1.4161, "text": "Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)"}, {"post_id": 62373, "ts": "2026-09-05T18:19:55Z", "hours": 2.1108, "text": "Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!"}, {"post_id": 59957, "ts": "2026-09-02T01:01:40Z", "hours": 1.8258, "text": "Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans."}, {"post_id": 59182, "ts": "2026-08-31T20:34:32Z", "hours": 2.2239, "text": "Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)"}, {"post_id": 55251, "ts": "2026-08-26T22:19:20Z", "hours": 1.0742, "text": "Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can."}, {"post_id": 54641, "ts": "2026-08-25T17:49:56Z", "hours": 2.0483, "text": "Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!"}, {"post_id": 51329, "ts": "2026-08-20T22:26:49Z", "hours": 1.6053, "text": "Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)"}, {"post_id": 49790, "ts": "2026-08-18T18:40:46Z", "hours": 2.57, "text": "Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!"}, {"post_id": 48535, "ts": "2026-08-16T23:15:39Z", "hours": 2.7033, "text": "Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!"}, {"post_id": 45346, "ts": "2026-08-11T18:53:24Z", "hours": 3.4861, "text": "Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level."}, {"post_id": 43235, "ts": "2026-08-08T11:38:33Z", "hours": 4.205, "text": "Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game."}, {"post_id": 41350, "ts": "2026-08-05T14:39:50Z", "hours": 5.0219, "text": "Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool"}, {"post_id": 39807, "ts": "2026-08-03T01:25:25Z", "hours": 2.1606, "text": "Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards."}, {"post_id": 39229, "ts": "2026-08-02T01:56:01Z", "hours": 3.1364, "text": "Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects."}, {"post_id": 37947, "ts": "2026-07-31T00:06:18Z", "hours": 6.5086, "text": "Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub."}, {"post_id": 36483, "ts": "2026-07-28T16:50:27Z", "hours": 1.8083, "text": "Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!"}, {"post_id": 35973, "ts": "2026-07-27T19:22:49Z", "hours": 2.6047, "text": "Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture)."}, {"post_id": 35502, "ts": "2026-07-26T23:48:00Z", "hours": 4.0628, "text": "Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!"}, {"post_id": 34631, "ts": "2026-07-25T14:50:05Z", "hours": 4.7336, "text": "Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1."}, {"post_id": 34000, "ts": "2026-07-24T12:09:06Z", "hours": 4.9647, "text": "Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters."}, {"post_id": 33469, "ts": "2026-07-23T13:26:08Z", "hours": 4.6464, "text": "Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later."}, {"post_id": 32972, "ts": "2026-07-22T14:01:01Z", "hours": 4.7653, "text": "Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!"}, {"post_id": 32316, "ts": "2026-07-21T12:36:06Z", "hours": 4.3033, "text": "Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you."}, {"post_id": 31539, "ts": "2026-07-20T00:57:14Z", "hours": 2.9972, "text": "Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props."}, {"post_id": 31211, "ts": "2026-07-19T12:56:11Z", "hours": 3.0753, "text": "Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!"}]...
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Title: Drowned Fish by @cauadev | Stardance
Devlo Title: Drowned Fish by @cauadev | Stardance
Devlogs:
Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!
Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props.
Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you.
Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!
Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later.
Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters.
Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1.
Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!
Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture).
Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!
Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub.
Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects.
Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards.
Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool
Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game.
Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level.
Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!
Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!
Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)
Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!
Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.
Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)
Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans.
Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!
Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)
Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)
Ships:
Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)...
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1793674600.1574726
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1793761000.1574726
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18224
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My awesome macropad! by @mattliepins | Stardance
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mattliepins
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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 @mattliepins | Star Title: My awesome macropad! by @mattliepins | Stardance...
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1793156199.386024
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1793760999.386024
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71156
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Event Invitation by @Dev_L_K | Stardance
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Dev_L_K
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1
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4.0
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17
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T08:24:40Z", "hours": 4.0, "multiplier": 4.2, "payout": 17, "blessing": "neutral", "text": "Event-Invitation Event inviatation is a small website devloped by DEV L K. Freatures Enter details of your invitation in the input boxes Click create invite button The website will instatly make an invitataion card using those details. Then click on the get invite link button The website will output a link with inc base64 data Send this link to guests Your data never goes to any database. it is just stored inside the link as base 64. How to use go to https://event.devlkakkoth.me if it is not working go to https://dev-l-k.github.io/Event-Invitation Tech Stack Html Css JS Github Pages", "repo": "https://github.com/dev-l-k/Event-Invitation", "demo": "https://event.devlkakkoth.me"}]...
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[{"post_id": 82567, "ts": "202 [{"post_id": 82567, "ts": "2026-10-25T08:21:31Z", "hours": 0.5622, "text": "Devlog Added Respond with WhatsApp and email. While doing this feature. Many errors occured i almost spent 15 min to solve all errors. both phone no and email is stored inside the Base64 link"}, {"post_id": 82557, "ts": "2026-10-25T07:17:09Z", "hours": 0.5756, "text": "Devlog Added theme changing Now you can select 3 themes from the time u fill inputs Supports 3 theme Warm Mid night Sage Please don’t sus me by checking my commit first the css didn’t worked so I used ai to debug and pasted the correct code. That is why it shows 90 insertions."}, {"post_id": 82545, "ts": "2026-10-25T05:40:59Z", "hours": 1.2478, "text": "Devlog Guyss i am back. Now I have completed some js. Almost the project is completed. But i wants to add some more features before shipping. You can test it out here https://event.devlkakkoth.me The js for this one was very much harder than you thinks. Where i struggled extracting daylike Monday Tuesday etc. for the date date string. converting data to base 64 and replacing unwanted strings etc.. i used ai to understand how to fix or find solutions. The main ai that helped me is Gemini."}, {"post_id": 82330, "ts": "2026-10-24T16:11:52Z", "hours": 1.0781, "text": "Devlog I have completed the css for the Event invitation html app. Now I am gonna do some js to make it functional. I have added some kinda css to feel it professional"}, {"post_id": 82230, "ts": "2026-10-24T10:54:23Z", "hours": 0.6117, "text": "Devlog Event invitation This is a simple html web app. That uses html and css to make invitations. Also converts data into base 64 and we can share invitation as links to guests. I have came back with my new work. Now I have completed the html structure for this project and assigned suitable classes for it too. Now gonna work for some css I have uploaded my simple sketch for my design."}]...
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Title: Event Invitation by @Dev_L_K | Stardance
D Title: Event Invitation by @Dev_L_K | Stardance
Devlogs:
Devlog Event invitation This is a simple html web app. That uses html and css to make invitations. Also converts data into base 64 and we can share invitation as links to guests. I have came back with my new work. Now I have completed the html structure for this project and assigned suitable classes for it too. Now gonna work for some css I have uploaded my simple sketch for my design.
Devlog I have completed the css for the Event invitation html app. Now I am gonna do some js to make it functional. I have added some kinda css to feel it professional
Devlog Guyss i am back. Now I have completed some js. Almost the project is completed. But i wants to add some more features before shipping. You can test it out here https://event.devlkakkoth.me The js for this one was very much harder than you thinks. Where i struggled extracting daylike Monday Tuesday etc. for the date date string. converting data to base 64 and replacing unwanted strings etc.. i used ai to understand how to fix or find solutions. The main ai that helped me is Gemini.
Devlog Added theme changing Now you can select 3 themes from the time u fill inputs Supports 3 theme Warm Mid night Sage Please don’t sus me by checking my commit first the css didn’t worked so I used ai to debug and pasted the correct code. That is why it shows 90 insertions.
Devlog Added Respond with WhatsApp and email. While doing this feature. Many errors occured i almost spent 15 min to solve all errors. both phone no and email is stored inside the Base64 link
Ships:
Event-Invitation Event inviatation is a small website devloped by DEV L K. Freatures Enter details of your invitation in the input boxes Click create invite button The website will instatly make an invitataion card using those details. Then click on the get invite link button The website will output a link with inc base64 data Send this link to guests Your data never goes to any database. it is just stored inside the link as base 64. How to use go to https://event.devlkakkoth.me if it is not working go to https://dev-l-k.github.io/Event-Invitation Tech Stack Html Css JS Github Pages...
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1793674599.0004194
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1793760999.0004194
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34469
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A Plant selling app ui kit by @PrayagKashyap | Sta A Plant selling app ui kit by @PrayagKashyap | Stardance...
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PrayagKashyap
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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: A Plant selling app ui kit by @PrayagKashya Title: A Plant selling app ui kit by @PrayagKashyap | Stardance...
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1793156198.516129
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1793760998.516129
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71148
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Lanis API by @Bennet | Stardance
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Bennet
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:32:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My state (Hessen) created for all schools (2081 to be exact) a centralized School portal. They did it, buuuuttt its not good. Loading takes ages and the UI is fucked (especially on mobile)… So i decided to build my own layer on top of it which caches data and shows it in an actually useful UI… but every good Frontend needs a backend. Thats Lanis API! Since you probably dont live in Hessen, Germany you can just simply take a look at the code and the live documentation. If you want to test it fr just dm me on slack and i will send you over my creds…", "repo": "https://github.com/joan-code6/lanis_api", "demo": "https://lanis-backend.joancode.dev/documentation"}]...
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[{"post_id": 82223, "ts": "202 [{"post_id": 82223, "ts": "2026-10-24T10:06:38Z", "hours": 8.4106, "text": "Read the full devlog here: https://gist.github.com/joan-code6/0b0d9add910c6e579daee9e2a5092469 Hey reviewer! Today I saw the Stardance announcement about the shop discount and decided to checkout if and how much time wakatime logged in the background. I was stunned as i saw the 8hrs… Wakatime seems to have recorded crumbs of my coding and those crumbs now make up 8hrs. Here are some of my favourite changes over the last months: An overengeneered timetable: The normal school portal only shows the timetable but I intigrated homework, substitutin and exams into it! Now you almost never have to look at anything except the timetable! Performance and Caching: Lanis is wayyyy faster then the normal schulportal thanks to a few smart features: 2.1 Preloading: When a user opens lanis it fetches all other informations in the background so when the user navigates the data has already arrived on theire phone 2.2 Caching: Every night at 3am the lanis backend loads all data from each indiviual registered account and caches it. This allows us to serve our users even during Downtime of the schulportal (like the recent php cves which resulted in over a day of outage for the schoolportal (not for lanis though) Outage tracking: Since the school portal is soooo old and instable it constantly has outages. Lanis includes a uptime tracker which constantly verifys the status of the sph. You can see its results at https://lanis.arg-server.de/status Read the rest at: https://gist.github.com/joan-code6/0b0d9add910c6e579daee9e2a5092469"}]...
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Title: Lanis API by @Bennet | Stardance
Devlogs:
Title: Lanis API by @Bennet | Stardance
Devlogs:
Read the full devlog here: https://gist.github.com/joan-code6/0b0d9add910c6e579daee9e2a5092469 Hey reviewer! Today I saw the Stardance announcement about the shop discount and decided to checkout if and how much time wakatime logged in the background. I was stunned as i saw the 8hrs… Wakatime seems to have recorded crumbs of my coding and those crumbs now make up 8hrs. Here are some of my favourite changes over the last months: An overengeneered timetable: The normal school portal only shows the timetable but I intigrated homework, substitutin and exams into it! Now you almost never have to look at anything except the timetable! Performance and Caching: Lanis is wayyyy faster then the normal schulportal thanks to a few smart features: 2.1 Preloading: When a user opens lanis it fetches all other informations in the background so when the user navigates the data has already arrived on theire phone 2.2 Caching: Every night at 3am the lanis backend loads all data from each indiviual registered account and caches it. This allows us to serve our users even during Downtime of the schulportal (like the recent php cves which resulted in over a day of outage for the schoolportal (not for lanis though) Outage tracking: Since the school portal is soooo old and instable it constantly has outages. Lanis includes a uptime tracker which constantly verifys the status of the sph. You can see its results at https://lanis.arg-server.de/status Read the rest at: https://gist.github.com/joan-code6/0b0d9add910c6e579daee9e2a5092469
Ships:
My state (Hessen) created for all schools (2081 to be exact) a centralized School portal. They did it, buuuuttt its not good. Loading takes ages and the UI is fucked (especially on mobile)… So i decided to build my own layer on top of it which caches data and shows it in an actually useful UI… but every good Frontend needs a backend. Thats Lanis API! Since you probably dont live in Hessen, Germany you can just simply take a look at the code and the live documentation. If you want to test it fr just dm me on slack and i will send you over my creds…...
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1793674597.886534
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1793760997.886534
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29621
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Robot Path Planning by @estieblue | Stardance
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estieblue
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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: Robot Path Planning by @estieblue | Stardan Title: Robot Path Planning by @estieblue | Stardance...
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1793156197.6312633
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1793760997.6312633
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71682
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Store by @syedakhter | Stardance
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syedakhter
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T01:57:52Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a store with 3 items", "repo": "https://github.com/8051987-eng/Store", "demo": "https://8051987-eng.github.io/Store/"}]...
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[{"post_id": 83493, "ts": "202 [{"post_id": 83493, "ts": "2026-10-28T01:57:26Z", "hours": 1.0861, "text": "I made a store with 3 items"}]...
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Title: Store by @syedakhter | Stardance
Devlogs:
Title: Store by @syedakhter | Stardance
Devlogs:
I made a store with 3 items
Ships:
I made a store with 3 items...
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1793674596.9717364
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1793760996.9717364
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15957
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MLSEP by @jb | Stardance
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jb
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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: MLSEP by @jb | Stardance
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1793156196.736147
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1793760996.736147
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26840
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My very own WebOS by @AradioactivePrinter | Starda My very own WebOS by @AradioactivePrinter | Stardance...
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AradioactivePrinter
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0.0
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[]
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Title: My very own WebOS by @AradioactivePrinter | Title: My very own WebOS by @AradioactivePrinter | Stardance...
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1793156195.8466945
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1793760995.8466945
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15657
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Telemetry LMU by @Karlito | Stardance
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Karlito
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1
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178.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T18:45:37Z", "hours": 178.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Telemetry LMU An application for both Windows and Linux to visualize the telemetry data from Le Mans Ultimate What it does: This application collects, stores, and visualizes data from a racing simulator called Le Mans Ultimate. The main goal: Allow users to analyze their driving and learn from their data through an easy-to-use interface. The requirements: Performance, nice and simple UI, expandability, minimal setup. Results: Main goal: Achieved. (I wouldn’t be shipping this app otherwise) Performance: On average the app uses 4% of CPU and 250Mb of RAM under full load. That is less RAM usage than running Spotify in the background. Nice and simple UI: This is personal preference, however in my opinion I think i succeeded. Expandability: The architecture of the app is very modular so this also isn’t a problem. Setup: On windows there is none (except installing the app), on linux there is one dependency (this is sadly unavoidable.) Some stats: 200+ hours of development time (including the time before Stardance) 250+ commits 6 000+ lines of Rust", "repo": "https://github.com/Karlito05/TelemetryLMU", "demo": "https://github.com/Karlito05/TelemetryLMU/releases/tag/v1.0.1"}]...
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[{"post_id": 71364, "ts": "202 [{"post_id": 71364, "ts": "2026-09-20T18:08:56Z", "hours": 1.2894, "text": "Devlog 29 - The end So this is the last one, huh. Here is the full write up on this project as I promised. Chapter 1 - The beginnings This project started about 3 months ago. I started experimenting with just getting the data and plotting it. Just for fun as an exercise to learn rust. Then I realized that there actually isn’t a proper working telemetry tool that works on linux. So I did some research… and I decided that I am going to make the app in Dioxus. Chapter 2 - The Dioxus era This leads us to the shortest of eras. The Dioxus era. Nothing really happened here and quite frankly I don’t even remember it that much. There aren’t really any git commits because I didn’t have that setup yet. One thing i remember tho is that I couldn’t figure out how to draw the garphs, because Dioxus is based on web technologies but weirdly becuase you are writing HTLM like syntax but in rust. And that was the main reason I decided to switch to Tauri. Chapter 3 - The Tauri era At first Tauri was the best framework ever made for me. That is because I already kinda knew react, it was simple to understand and I could really lean into the split frontend and backend architecture. This sadly proved very inefficient for the graph view which needs to render thousands of points each frame. Since it was too much for the basic HTML canvas I have switched to using WebGL with numerous downsampling techniques. This was just a bandaid fix though. I have also ran into bunch of architectural issues with the whole split frontend and backend thing. Accessing the telemetry data proved to be very difficult and inefficient. I remember that I ran each of the graphs on a separate thread. This was so stupid. I don’t even remember how I could’ve come up with such a stupid idea :D. It just led to memory leaks and threads uncontrollably spinning up and not stopping. I am sure that all of that could’ve been easily avoided with simpler architecture but at that point I was at my lowest point of this project, so I didn’t even have the energy to do it. I also had the state of the frontend so fragmented which didn’t help. And the whole retained mode GUI thing just wasn’t well suited for this kind of app. And that is when I decided to do a complete rewrite in pure rust! Chapter 4 - The sweet EGUI I didn’t know it at the time, but this was the best idea on what to do with the project. I remember that I was very split between just shipping it half done and finishing it just because of how bad the development experience with Tauri was (sorry Tauri devs, it’s not a you thing, it’s a me thing). It took about 30h to fully rewrite the app with EGUI, which looking back at it isn’t too bad. It felt like ages though. It didn’t help that almost none of the work in this “chapter” did AI. Which at the end of the day is better! Although my style of writing EGUI code was let’s say original… I have just put everything into one file and that grew very fast :D. I had like 5 files that were about 800 lines each. That has since luckily changed. (I have adopted more of a React style file structure.) Anyway at the end of the rewrite I kinda started loving EGUI and that hasn’t stopped since. I continued to develop the Map page in EASY which was pretty easy. But then I needed the track limits data for the map page. This was a bit of a roadblock… First I have tried to extract the data directly from the game, however this was inaccurate and the track width was missing entirely. So then I tried to download an up to date image of the top down view of the track and extract the inside and outside line from it and match it to the in game data. This partially worked better, still not great tho. So there was only one option left. And that was to painfully drive each layout of each track by hand. This took almost 7h of just driving in circles. After that it was smooth and buggy sailing until the ship. Everyone who read this, have a beautiful day."}, {"post_id": 71172, "ts": "2026-09-20T12:02:04Z", "hours": 7.2817, "text": "Devlog 28 Today is gonna be a big day, because I will ship the project. There is a few things left to do tho. Mainly the readme and the demo video! In my last and next devlog I will also make a write up on the story of the whole project so far. Besides that I have yesterday refactored the whole codebase so now there aren’t just 5 monolithic files. I went for a more react like approach with the structure being divided into pages and components. Sadly there isn’t enough time until the ship to touch up on some old UI and UX problems in the edit view of the graphs, neither is there time to add more fields. This will be done in the near future! Overall I am very happy how the app turned out. But this is not the end of the development this is just the end of the stardance journey!"}, {"post_id": 70125, "ts": "2026-09-18T14:50:07Z", "hours": 4.7625, "text": "Devlog 27 For the past few hours I have been polishing the app up. The main you’ll probably see are the onboarding dialogs. A global one pops up when you first launch the app and then one for each page when you first enter them. Another change I have done is that I made the ghosts on the map page be based on time and not data point index."}, {"post_id": 68694, "ts": "2026-09-15T15:37:09Z", "hours": 9.5181, "text": "Devlog 26 Hiiiii For the past few hours I have been working on polishing the app and get it to a shippable state overall. There is still work left to do, but I am getting there. I have set up a simple packager, and a simple script to use it. It automatically compiles the release version of the app and packages it into a windows installer a Debian .deb package and a pacman package. I have also (after like 2 hours of struggeling with it) added an Icon for the app. So now it looks nice!There has been a lot of new bugfixes as well and the app has been tested by my friend so it should be somwhat usable, tho the setup UX should be improved upon. If you wish you can download the app from here: https://github.com/Karlito05/TelemetryLMU/releases/tag/v0.2.3 Well that is all I have for you all today, so have a nice one :)"}, {"post_id": 66482, "ts": "2026-09-12T10:09:34Z", "hours": 5.3067, "text": "Devlog 25 I know I have just made a devlog like yesterday but holy s*** the track references work so well. They are practically perfect . Besides the references I have also implemented the delta time between the 2 cars! That has really tied the page together. If I can say so myself, we are getting pretty close to the final ship . There is not much needed to implement. The obvious are bugfixes, and some simple onboarding. But really, that’s it! Everyone who is following or caring about this project can expect a ship in the next week or so. In my final devlog I will also do a writeup on this project as a whole, from the coarse beginnings in Dyoxys, trough Tauri, to the sweet home of EGUI. There will also be a trailer video and a demo for all the raters :D Anyway for now you can have this preview of the map page! Stay tuned!"}, {"post_id": 65936, "ts": "2026-09-11T12:33:33Z", "hours": 6.7664, "text": "Devlog 24 HI! All of the time on this devlog was basically just driving in circles. And I mean that. I have recorded all of the outsides and insides of all tracks in the game to get the data for the map page. It was very teidius and very boring. Like very very boring. There are 31 tracks in LMU (including each layout) and on every one of them I had to do an out lap, the ouside, another out lap and the inside. So 4laps for each. That is about 15min per layout. Yeah it was a long one. And the recordings aren’t perfect either! I will now have to somehow process them all to get them ready for the ship. You can watch the timelapses of this process here if you wish. https://lapse.hackclub.com/timelapse/OQcismBwxbBB https://lapse.hackclub.com/timelapse/le3Lta0RxcUA https://lapse.hackclub.com/timelapse/XRf98OimmUk9 Anyway. Have a nice day!"}, {"post_id": 63016, "ts": "2026-09-06T16:07:27Z", "hours": 7.12, "text": "Devlog 23 - More Refactoring Hi! In the past few days I have been making some core architectural changes to the project and I would like to explain them now. Telemetry Provider I have finally decided on how I am gonna handle telemetry in the long term. It’s a pretty simple concept but the implementation is pretty hard. I have one object (the TelemetryProvider struct) that is in charge of getting and managing the telemetry. Right now it logs data from all cars and stores the best, last and current laps. If you wish it can save only your laps or laps of everybody. Each lap is a json file about 500kB - 1MB in size and holds all the data that can be displayed in the app. Notably the position ( so you can load that lap directly into the map page ) and the data displayed by the graphs (so you can load it as a reference there as well.) Pointer to this struct is distributed to pages that need it so they can access it! The provider has a core logging loop that is running on another thread so the whole UI doesn’t have to redraw each time you log new data. (About 60 times a second.) State and Settings Providers Next, I have implemented a StateProvider and an SettingsProvider . These two are basically a drop in replacement of what was stored in the Sidebar and SettingsPage respectively. Difference between the two is that the StateProvider isn’t stored between app restarts. Similarly to how the TelemetryProvider works, each of the pages that need these values get a shared pointer (or an Arc in rust) and can access the values. What’s next Going further I will keep my focus on the map page. Finish it, and then start polishing the app for the final ship! Wish me luck and have a nice day!"}, {"post_id": 61727, "ts": "2026-09-04T19:26:10Z", "hours": 9.5394, "text": "Devlog 22 Hiiiiiiiiiiiii I have some huge news to tell you. I have just made the MOST complex addition yet. And I love it! I have completely overhauled the accessing and managing the telemetry! I have designed a thread safe way to have it run on a separate thread and be accessible from *every place in the app. One unified API for everything! I now store the current lap and the last lap for each of the cars. Tho this takes up a massive 140mb of just floats (in the worst case scenario) I believe its worth the RAM! (Let’s be real, we have saved over 400mb from the tauri implementation so we can now use some of that!) Next I will continue on further implementing these features around the tool. Anyway have a nice day people and bye bye. Some context to that meme: I have a type in my app that is literally Arc<Mutex<[([f64; TelemetryValueType::Max as usize], Option); 104]»"}, {"post_id": 60204, "ts": "2026-09-02T13:06:23Z", "hours": 9.4931, "text": "Devlog 21 For the past few days I have been working on a new feature. The map page. It is turning out great, however it has a lot of bugs. These will get fix over the next few days. I promise :) There have also been changes made to the lap logging system and some other systems as well. As you can see on the image you select 2 saved laps and can crosscompare the lines you drove. Obviously this is completly useless if you loaded 2 different track like I did here. This will get checked for and prohibited in the future. Next I will add the underlying lap overlay which I will somehow extract from the game or from somewhere else. I don’t really know yet. Well that is it for today. Have a great day and bye bye!"}, {"post_id": 57444, "ts": "2026-08-29T16:23:51Z", "hours": 8.955, "text": "Devlog 20 So I have been polishing up the current features a bit and they are far from done. I am starting to question if i will make it to shipping this app one day :D. Anyway I have fixed numerous bugs, added an settings page and implemnted although very crudly a lap logger. But there is still a lot work that needs to be done. I have also added persistancy so the app remembers your choices. I am almost ready to replace the main branch with the fully rusted version, but like I said more work has to be done to go trough with that! I have probably never shown how the Car info page turned out and IMO it did really well. (The empty space is for inputs. That will be implemented soon!)"}, {"post_id": 55542, "ts": "2026-08-27T13:46:52Z", "hours": 8.0039, "text": "Devlog 19 Hello hello! Today I have some exciting news. The rewrite is complete That’s right, after about 30 hours of porting this code from tauri into EGUI it is finally finished! So let’s take a look at some stats, shall we ? | | Tauri | EGUI | |----------------------|-------------|--------------- | | Dev time | 80h | 30h | | Lines of code written | 6k | 3k | | Enjoyability | suboptimal | above average | And some perofrmance stuff as well: | | Tauri | EGUI | |----------------------|-------------|--------------- | | Ram idle | ~700Mb | ~150Mb | | CPU % idle | ~5% | ~5% | | FPS under load | ~29fps | stable 60 | Some other perks also include that EGUI doesn’t need a browser installed on the system to work. Overall I think this was a very successful rewrite! I wouldn’t do it again tho Next I will refactor the code a bit, do a bit off the good ’ol cleanup and then get to work on the map feature."}, {"post_id": 54543, "ts": "2026-08-25T15:54:21Z", "hours": 4.4164, "text": "Devlog 18 - 100h on the project So it’s been a hundred hours huh ? I also can’t believe it! I have also just now finished* the graph view which will be newly called Telemetry (page) Now I will move onto making the car info page previously known as the championship view. I expect this to be very easy!"}, {"post_id": 53875, "ts": "2026-08-24T16:07:03Z", "hours": 6.4811, "text": "Devlog 17 Hello guys. Its me again :D I am continuing to rewrite the UI into egui. I have completed the Graph view’s UI and now I am moving onto implementing it. One thing I have noticed is just how much more “code efficient” egui is. I understand that I didn’t make the logic behind the code yet but even with that I made the same thing with 3k less lines of code. Here is how the layout edit mode is looking for now."}, {"post_id": 51324, "ts": "2026-08-20T22:11:51Z", "hours": 5.83, "text": "Devlog 16 Another 6 hours, another devlog… Hi people. For the last 2 days I took a bit of a break from the project. I have played Approximately up with the boys and it was so fun. Y’all should try the game. It has a free demo 😉 But we are not here to talk about games, are we… I am continuing the implementation of the frontend and its coming along nicely. I’ve just noticed one thing, making the UI itself in egui is kinda slow however the state is very easy. Whilst this not being completely ideal i can push trough that. Since the last devlog, I have finished the implementation of the sidebar, and started working on the telemetry page. I have the graphs sorted and now I am working on the top bar. It’s having a couple of issues at the moment but nothing hard to fix really. I am hopefully gonna continue tomorrow and have the page finished by the end of the week. Welp, I guess that’s it for today. Everybody have a beautiful day, and bye bye!"}, {"post_id": 48473, "ts": "2026-08-16T20:40:29Z", "hours": 6.3456, "text": "Devlog 15 For the last few days, I have been remaking the UI in EGUI and I am enjoying it so far. I’ve been working on the graphs in the graph view and also the sidebar. The sidebar is turning out very well and I am also pretty pleased with the graphs. I have only this for now, so enjoy :D"}, {"post_id": 46562, "ts": "2026-08-13T21:40:19Z", "hours": 2.9933, "text": "Devlog 14 I have done some research and decided that moving forward the app will use eGPU as the main GUI library. I have chosen this over the competitors due to a few reasons. The main being that its rendered natively and that its a intermediate mode library. This will make it very easy to work with the graphs and hopefully other stuff too. I am enjoying working with it so far. There are some concepts that I really like, like that everything that has state is just a simple struct that is initialized somewhere and you do most of the implementation. The widget system is also pretty cool. I was at first worried that I would hate it due to my experiences from TKInter that was forced on me in school :D but its pretty intuitive how they did it. Going further I will need to think about the architecture of the app a bit to not have it fall apart. Right now I am thinking that one thread will be the main “logger thread” which will gather data from the telemetry and then there will be the UI thread. I think that is what pretty much everyone is doing so it might work . With this approach i am worried that its gonna be a pain, but what isn’t these days… I don’t really have that much more to say so at least enjoy this screenshot of a pretty much not working app Fun fact: due to how the lib works there is a bug now that you have to move your cursor on the app for it to log data :DDD"}, {"post_id": 46009, "ts": "2026-08-12T21:29:42Z", "hours": 2.5956, "text": "Devlog 13 Okay so I might have found a solution for me not liking react and web technologies but still wanting to finish this project. And I don’t like it…. but it has to be done. But before I tell you what it is you have to understand my problems. The good React in combination with typescript is a very easy thing to understand. They are everywhere, the skill of knowing these is very valuable. They have a huge ecosystem because they are everywhere. And I am sure that I have forgotten many other cool and interesting features and perks but I picked them for mainly these 3. The Bad They are slow (in comparison to something like rust) They rely too heavily on browsers (I mean it’s basically their runtime) You have to be “hacky” to do some things. They are not suitable to develop desktop apps I mean in hindsight those are so obvious but until you are balls deep into some specific project you don’t really think about those. The main problem is that the performance is, for the lack of a better word, sh*t. And normally that isn’t a problem however when you are processing a memory object of about 300kb 60 times per second it adds up fast. Even on my pretty beefy PC (r7 9800x3d and n5070ti) it hardly gets 30 fps. I know this could probably be fixed with “more hacky workarounds” but I am tired of those. The solution I am going to REWRITE The project I have spent 70h on already in some rust native GUI framework such as ICED. I have not yet decided which one to chose and I will do that research tomorrow and report back Literally me RN ⬇️"}, {"post_id": 45715, "ts": "2026-08-12T11:49:22Z", "hours": 2.1014, "text": "Devlog 12 This will be more of like a quick update on the championships feature. So what has happened is that I have implemented the feature, and assumed that the data will be there for all players… which there isn’t. The other players show up and everything but the details like tire data, damage data and fuel data just isn’t there. So I am kinda stuck if I should just scrap the feature or recreate it into a personal data panel which would just not be fun I think. Also the damages data is very very limited, so I just don’t know what to do."}, {"post_id": 45217, "ts": "2026-08-11T15:31:51Z", "hours": 9.4839, "text": "Devlog 11 Hello guys. I have some good news and some bad news… Let’s start with the not so good news. After thinking about it, I have decided, that I don’t really enjoy working on this project. It’s not that the project it self is bad, it’s more about the tech stack I chose… Don’t get me wrong typescript and react are both phenomenal choices and great tools but, I guess the web is just not for me. I realized that I like the lower end of the spectrum better. So I have decided to cut this project short. The map view will not be included in the final ship for the time being and the profile stats also will not be there. On the bright side, I have started working on the championships page with that nearing its completion. Next I will start to work on the onboarding and settings pages."}, {"post_id": 23759, "ts": "2026-07-06T21:48:28Z", "hours": 10.0158, "text": "Devlog 10 - We are in the double digits 🎊 UI Redesign Progress I am slowly redesigning the app to look like the design I made. I started with the sidebar and then the top control panel. All that went well. The Graphs… 😅 But then I got to the Graphs . *Oh, the graphs… *I wanted to redo the backend for them because the multiple-thread approach was just straight up stupid. It was a pain to develop and would be a pain to maintain. So, in my infinite wisdom , I have gone for just a simple async function. That means that right now the frontend is requesting each data point instead of subscribing to a stream. After that, I needed to revise the frontend graph component itself. At first I just wanted to make a non-messy implementation of the old version. However, it turned out that the HTML <canvas> element is really slow. And I mean realllllllllly slow. So after I wasted like 2 hours trying to optimize the design with no success, I rage quit and went to watch a movie. WebGL to the Rescue But I don’t give up that easily. After the movie, I reimplemented the graph view with WebGL through Pixi.js , which wasn’t even that hard like I expected and overall had much better performance. Well… at least after I fixed one very stupid bug . The Bug That Ate 10 GB of RAM I had forgotten everything from the first GraphView.tsx implementation, so I was just mindlessly copying over the code and renaming the variables to what I thought they meant when I first made it. Then I got to the part which draws the lap (aka the big loop over all the points-up to 10,000 points at a time). There was an error on one of the variables. It was the length of some array. I just renamed it to the main array length because… *what other thing would it be, right? *Well…It was the length of the values array , which was always 1 or 2 .So I accidentally turned 1 × 10,000 iterations into 10,000^2 iterations . Somehow the app still wasn’t lagging that much. It just took like 10 GB of RAM . The Result Thankfully, the new WebGL + Pixi.js approach is way more efficient , so after fixing that bug the graph rendering performs much better. It still isn’t perfect on the UI side of things but I am getting there!"}, {"post_id": 22818, "ts": "2026-07-05T12:34:46Z", "hours": 6.9447, "text": "Devlog 9 - THE REDESIGN For the past few days I’ve been working on a new design for the app. I am not the best designer and to be real I didn’t enjoy it :D. Designing is just too illogical for me. There’s not really much more to say about this. Enjoy the design:"}, {"post_id": 20110, "ts": "2026-07-01T17:12:04Z", "hours": 9.2647, "text": "Devlog 8 Do you guys remember how I said that I will take a break ? Yeah… That didn’t happen. Instead I have made a plan for myself on how I am gonna continue in the tool’s development. Da plan The plan Is pretty simple: Design the app in Figma, then build it! I have also made a list of features that will be added. You can find the plan on Github. You can also suggest features if you’re interested! …oh and before making the plan I have implemented a pretty cool logging feature. Basically it records the currently selected driver and saves all his data to a file along with the lap time and date. It does this only for laps that the game considers valid (aka gives a lap time to.)"}, {"post_id": 17764, "ts": "2026-06-28T18:11:51Z", "hours": 6.7406, "text": "DevLog 7 This will be just a quick update on how things are looking right now, what’s happening, and the overall state of the project. Good news The rewrite is complete The sole UI library is now ShadCN. There have also been some minor bugfixes and ux improvements. The main being that the app is now working on lower resolutions. We’ve got a readme. It’s basic, but its there. Also I have added installation instructions and released the 1st alpha version. You can find it in the releases! Both windows and linux packages are there! Bad news I will take a break for the next few days. I will be working on a smaller project for android and I hope that by the time I return I will be full of energy and ideas! What’s next I will continue working on the graph view. Mainly saving and loading reference laps, and overall better UI and UX."}, {"post_id": 12606, "ts": "2026-06-20T16:24:29Z", "hours": 9.7894, "text": "DevLog 6 - Windows support and the first rewrite! Windows support There’s not really much to say about this. You just get a handle on the game’s memory. This was vibecoded but it’s below 100 lines of windows specific code, so I’m gonna allow it. (It was just the 2 function that handle updating the telemetry and the rest is the same.) Rewrite After adding windows support, and sending it to a friend to test, I have discovered a massive problem. The app just didn’t work on a lower resolution. Since I have a QHD monitor, I didn’t notice it. Also when I started writing the app, I did it in pure React without any UI libraries, then I started to use Antd and then MUI and it became a mess. So I have done some research and decided to rewrite the app using ShadcnUI. I did this because Shadcn has one massive advantage - the code that you use is in your codebase. This means that you can modify the components however you want. It is also one of the more popular ones out there. For icons, I will be using Tabular, because they have a lot of them, and I like their look."}, {"post_id": 10767, "ts": "2026-06-17T17:54:53Z", "hours": 4.4767, "text": "DevLog 5 - Introducing the Layouts feature! So for the past few days I was implementing a layouts feature for the Graphs view in my app. Features: Adding layouts Removing layouts Managing layouts change what graphs they display change the properties of those graphs aka their number of gridlines, color and type How many graphs there are and what sizes they have You can do all of that in the Edit Mode . This mode is accessible via the layout selection dropdown. In edit mode you have options to change the graphs as said, remove the layout you’re editing, to save it as a new one or to save it (basically override the last one). All of this is persistent between sessions. Note that the UI in the screenshots is probably gonna be changed in the future and is just a development placeholder :)"}, {"post_id": 8829, "ts": "2026-06-14T18:01:40Z", "hours": 5.2161, "text": "DevLog 4 Today I have started implementing the layouts feature. There’s not much to really say. The graphs can be vertically adjusted in size, their color and type can be changed and there is a whole new edit mode for that. And that’s what I did for 5h today… (I really hate frontend :D) The design of the whole thing is unfinished but hey, it works. Even though some features (mainly saving and loading layouts) are missing its turning out great. I will continue developing this feature for the time being."}, {"post_id": 8235, "ts": "2026-06-13T18:14:25Z", "hours": 4.1997, "text": "DevLog 3 This one will be more about the organization of the project. New folder structure I have split up the src directory into a few different subdirectories mainly pages directory which is further split up into directories for each page and a components directory for reusable components like the sidebar. Logging Furthermore I have implemented logging on the backend. (It’s also callable from the frontend but that’s not that convenient at least in case of debugging so I won’t be using it as much.) The top bar Next I have started implementing a top bar for the telemetry view . On there will be some important controls and information regarding that view. Just note that in the screenshot the game is not open therefore the driver dropdown isn’t populated with any text. This will probably change in the future. And the layout dropdown is there just for the looks for now ;)"}, {"post_id": 6907, "ts": "2026-06-11T16:08:05Z", "hours": 2.7908, "text": "DevLog 2 Today i have fixed a bug where threads would spawn infinitely. I’ve been at it for 3h… Yeah it was kinda pain. So I basically have this architecture, where my backend spawns a new thread for each graph ( to provide information more responsibly. ) However whenever the graph element unloaded, it didn’t unsubscribe from that thread. A simple fix, just unsubscribe it, right ? Yup basically. However my lack of expertise in this kind of stuff led me on a wild goose chase. After I realized that what I am doing is stupid, it was just a simple hook that the spawn function returned, when spawning the new thread. Well we all make mistakes :D"}, {"post_id": 6797, "ts": "2026-06-11T12:14:18Z", "hours": 0.4275, "text": "DevLog 1 — An Introduction to My Project Hi! I’m Karlito, and this is my first devlog. I’d like to use this devlog to introduce my project, explain its current state, and share my plans for the future. So, what actually is LMU Telemetry? The TL;DR is that it’s a telemetry tool for Le Mans Ultimate. However, many people don’t know what that means, so I’ll explain it here. What is Le Mans Ultimate? In short, Le Mans Ultimate is a racing simulator. Unlike traditional racing games, it doesn’t simply say “the car accelerates when you press W.” Instead, it simulates the engine, tires, driveshafts, brakes, track grip, and many other factors to provide a realistic driving experience. What is telemetry? Telemetry is a way for simulators to output simulation data, such as speed, position, engine temperature, and much more. At a lower level, it’s essentially a chunk of memory containing numbers that are constantly updated with current information. What LMU Telemetry actually does LMU Telemetry aims to visualize these data points in a way that’s easy to understand and can help users improve their driving. It does this in several ways. For example, one feature draws real-time graphs of various metrics such as speed or delta time compared to your best lap. The current state of development The app is currently little more than a glorified demo. It has some rough UI elements and only plots graphs for a hardcoded car (index 0). While this works in private lobbies, where you’re always the first car, the system fails in most other situations. In short, the app isn’t very useful yet, but it’s a start. Main goals Live telemetry view Real-time graphs Map view A view showing the track layout and the line you drove Sharing features Exporting laps and comparing them with laps driven by other users Requirements The app must be performant Running LMU can already be demanding on some systems, so the app shouldn’t use more resources than necessary Linux support A reactive and polished UI Future plans Windows support Depending on how difficult this turns out to be, it may be implemented sooner Strategy mode Useful for endurance and team events, allowing you to monitor the tire and fuel status of other drivers So, what now? Right now, I’ll focus on getting the app to its MVP state. This means refining the UI, fixing bugs, and, most importantly, making the app genuinely useful. Well, that was quite a long one, wasn’t it? Thank you for reading all the way to the end, and have a wonderful rest of your day!"}]...
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Title: Telemetry LMU by @Karlito | Stardance
Devl Title: Telemetry LMU by @Karlito | Stardance
Devlogs:
DevLog 1 — An Introduction to My Project Hi! I’m Karlito, and this is my first devlog. I’d like to use this devlog to introduce my project, explain its current state, and share my plans for the future. So, what actually is LMU Telemetry? The TL;DR is that it’s a telemetry tool for Le Mans Ultimate. However, many people don’t know what that means, so I’ll explain it here. What is Le Mans Ultimate? In short, Le Mans Ultimate is a racing simulator. Unlike traditional racing games, it doesn’t simply say “the car accelerates when you press W.” Instead, it simulates the engine, tires, driveshafts, brakes, track grip, and many other factors to provide a realistic driving experience. What is telemetry? Telemetry is a way for simulators to output simulation data, such as speed, position, engine temperature, and much more. At a lower level, it’s essentially a chunk of memory containing numbers that are constantly updated with current information. What LMU Telemetry actually does LMU Telemetry aims to visualize these data points in a way that’s easy to understand and can help users improve their driving. It does this in several ways. For example, one feature draws real-time graphs of various metrics such as speed or delta time compared to your best lap. The current state of development The app is currently little more than a glorified demo. It has some rough UI elements and only plots graphs for a hardcoded car (index 0). While this works in private lobbies, where you’re always the first car, the system fails in most other situations. In short, the app isn’t very useful yet, but it’s a start. Main goals Live telemetry view Real-time graphs Map view A view showing the track layout and the line you drove Sharing features Exporting laps and comparing them with laps driven by other users Requirements The app must be performant Running LMU can already be demanding on some systems, so the app shouldn’t use more resources than necessary Linux support A reactive and polished UI Future plans Windows support Depending on how difficult this turns out to be, it may be implemented sooner Strategy mode Useful for endurance and team events, allowing you to monitor the tire and fuel status of other drivers So, what now? Right now, I’ll focus on getting the app to its MVP state. This means refining the UI, fixing bugs, and, most importantly, making the app genuinely useful. Well, that was quite a long one, wasn’t it? Thank you for reading all the way to the end, and have a wonderful rest of your day!
DevLog 2 Today i have fixed a bug where threads would spawn infinitely. I’ve been at it for 3h… Yeah it was kinda pain. So I basically have this architecture, where my backend spawns a new thread for each graph ( to provide information more responsibly. ) However whenever the graph element unloaded, it didn’t unsubscribe from that thread. A simple fix, just unsubscribe it, right ? Yup basically. However my lack of expertise in this kind of stuff led me on a wild goose chase. After I realized that what I am doing is stupid, it was just a simple hook that the spawn function returned, when spawning the new thread. Well we all make mistakes :D
DevLog 3 This one will be more about the organization of the project. New folder structure I have split up the src directory into a few different subdirectories mainly pages directory which is further split up into directories for each page and a components directory for reusable components like the sidebar. Logging Furthermore I have implemented logging on the backend. (It’s also callable from the frontend but that’s not that convenient at least in case of debugging so I won’t be using it as much.) The top bar Next I have started implementing a top bar for the telemetry view . On there will be some important controls and information regarding that view. Just note that in the screenshot the game is not open therefore the driver dropdown isn’t populated with any text. This will probably change in the future. And the layout dropdown is there just for the looks for now ;)
DevLog 4 Today I have started implementing the layouts feature. There’s not much to really say. The graphs can be vertically adjusted in size, their color and type can be changed and there is a whole new edit mode for that. And that’s what I did for 5h today… (I really hate frontend :D) The design of the whole thing is unfinished but hey, it works. Even though some features (mainly saving and loading layouts) are missing its turning out great. I will continue developing this feature for the time being.
DevLog 5 - Introducing the Layouts feature! So for the past few days I was implementing a layouts feature for the Graphs view in my app. Features: Adding layouts Removing layouts Managing layouts change what graphs they display change the properties of those graphs aka their number of gridlines, color and type How many graphs there are and what sizes they have You can do all of that in the Edit Mode . This mode is accessible via the layout selection dropdown. In edit mode you have options to change the graphs as said, remove the layout you’re editing, to save it as a new one or to save it (basically override the last one). All of this is persistent between sessions. Note that the UI in the screenshots is probably gonna be changed in the future and is just a development placeholder :)
DevLog 6 - Windows support and the first rewrite! Windows support There’s not really much to say about this. You just get a handle on the game’s memory. This was vibecoded but it’s below 100 lines of windows specific code, so I’m gonna allow it. (It was just the 2 function that handle updating the telemetry and the rest is the same.) Rewrite After adding windows support, and sending it to a friend to test, I have discovered a massive problem. The app just didn’t work on a lower resolution. Since I have a QHD monitor, I didn’t notice it. Also when I started writing the app, I did it in pure React without any UI libraries, then I started to use Antd and then MUI and it became a mess. So I have done some research and decided to rewrite the app using ShadcnUI. I did this because Shadcn has one massive advantage - the code that you use is in your codebase. This means that you can modify the components however you want. It is also one of the more popular ones out there. For icons, I will be using Tabular, because they have a lot of them, and I like their look.
DevLog 7 This will be just a quick update on how things are looking right now, what’s happening, and the overall state of the project. Good news The rewrite is complete The sole UI library is now ShadCN. There have also been some minor bugfixes and ux improvements. The main being that the app is now working on lower resolutions. We’ve got a readme. It’s basic, but its there. Also I have added installation instructions and released the 1st alpha version. You can find it in the releases! Both windows and linux packages are there! Bad news I will take a break for the next few days. I will be working on a smaller project for android and I hope that by the time I return I will be full of energy and ideas! What’s next I will continue working on the graph view. Mainly saving and loading reference laps, and overall better UI and UX.
Devlog 8 Do you guys remember how I said that I will take a break ? Yeah… That didn’t happen. Instead I have made a plan for myself on how I am gonna continue in the tool’s development. Da plan The plan Is pretty simple: Design the app in Figma, then build it! I have also made a list of features that will be added. You can find the plan on Github. You can also suggest features if you’re interested! …oh and before making the plan I have implemented a pretty cool logging feature. Basically it records the currently selected driver and saves all his data to a file along with the lap time and date. It does this only for laps that the game considers valid (aka gives a lap time to.)
Devlog 9 - THE REDESIGN For the past few days I’ve been working on a new design for the app. I am not the best designer and to be real I didn’t enjoy it :D. Designing is just too illogical for me. There’s not really much more to say about this. Enjoy the design:
Devlog 10 - We are in the double digits 🎊 UI Redesign Progress I am slowly redesigning the app to look like the design I made. I started with the sidebar and then the top control panel. All that went well. The Graphs… 😅 But then I got to the Graphs . *Oh, the graphs… *I wanted to redo the backend for them because the multiple-thread approach was just straight up stupid. It was a pain to develop and would be a pain to maintain. So, in my infinite wisdom , I have gone for just a simple async function. That means that right now the frontend is requesting each data point instead of subscribing to a stream. After that, I needed to revise the frontend graph component itself. At first I just wanted to make a non-messy implementation of the old version. However, it turned out that the HTML <canvas> element is really slow. And I mean realllllllllly slow. So after I wasted like 2 hours trying to optimize the design with no success, I rage quit and went to watch a movie. WebGL to the Rescue But I don’t give up that easily. After the movie, I reimplemented the graph view with WebGL through Pixi.js , which wasn’t even that hard like I expected and overall had much better performance. Well… at least after I fixed one very stupid bug . The Bug That Ate 10 GB of RAM I had forgotten everything from the first GraphView.tsx implementation, so I was just mindlessly copying over the code and renaming the variables to what I thought they meant when I first made it. Then I got to the part which draws the lap (aka the big loop over all the points-up to 10,000 points at a time). There was an error on one of the variables. It was the length of some array. I just renamed it to the main array length because… *what other thing would it be, right? *Well…It was the length of the values array , which was always 1 or 2 .So I accidentally turned 1 × 10,000 iterations into 10,000^2 iterations . Somehow the app still wasn’t lagging that much. It just took like 10 GB of RAM . The Result Thankfully, the new WebGL + Pixi.js approach is way more efficient , so after fixing that bug the graph rendering performs much better. It still isn’t perfect on the UI side of things but I am getting there!
Devlog 11 Hello guys. I have some good news and some bad news… Let’s start with the not so good news. After thinking about it, I have decided, that I don’t really enjoy working on this project. It’s not that the project it self is bad, it’s more about the tech stack I chose… Don’t get me wrong typescript and react are both phenomenal choices and great tools but, I guess the web is just not for me. I realized that I like the lower end of the spectrum better. So I have decided to cut this project short. The map view will not be included in the final ship for the time being and the profile stats also will not be there. On the bright side, I have started working on the championships page with that nearing its completion. Next I will start to work on the onboarding and settings pages.
Devlog 12 This will be more of like a quick update on the championships feature. So what has happened is that I have implemented the feature, and assumed that the data will be there for all players… which there isn’t. The other players show up and everything but the details like tire data, damage data and fuel data just isn’t there. So I am kinda stuck if I should just scrap the feature or recreate it into a personal data panel which would just not be fun I think. Also the damages data is very very limited, so I just don’t know what to do.
Devlog 13 Okay so I might have found a solution for me not liking react and web technologies but still wanting to finish this project. And I don’t like it…. but it has to be done. But before I tell you what it is you have to understand my problems. The good React in combination with typescript is a very easy thing to understand. They are everywhere, the skill of knowing these is very valuable. They have a huge ecosystem because they are everywhere. And I am sure that I have forgotten many other cool and interesting features and perks but I picked them for mainly these 3. The Bad They are slow (in comparison to something like rust) They rely too heavily on browsers (I mean it’s basically their runtime) You have to be “hacky” to do some things. They are not suitable to develop desktop apps I mean in hindsight those are so obvious but until you are balls deep into some specific project you don’t really think about those. The main problem is that the performance is, for the lack of a better word, sh*t. And normally that isn’t a problem however when you are processing a memory object of about 300kb 60 times per second it adds up fast. Even on my pretty beefy PC (r7 9800x3d and n5070ti) it hardly gets 30 fps. I know this could probably be fixed with “more hacky workarounds” but I am tired of those. The solution I am going to REWRITE The project I have spent 70h on already in some rust native GUI framework such as ICED. I have not yet decided which one to chose and I will do that research tomorrow and report back Literally me RN ⬇️
Devlog 14 I have done some research and decided that moving forward the app will use eGPU as the main GUI library. I have chosen this over the competitors due to a few reasons. The main being that its rendered natively and that its a intermediate mode library. This will make it very easy to work with the graphs and hopefully other stuff too. I am enjoying working with it so far. There are some concepts that I really like, like that everything that has state is just a simple struct that is initialized somewhere and you do most of the implementation. The widget system is also pretty cool. I was at first worried that I would hate it due to my experiences from TKInter that was forced on me in school :D but its pretty intuitive how they did it. Going further I will need to think about the architecture of the app a bit to not have it fall apart. Right now I am thinking that one thread will be the main “logger thread” which will gather data from the telemetry and then there will be the UI thread. I think that is what pretty much everyone is doing so it might work . With this approach i am worried that its gonna be a pain, but what isn’t these days… I don’t really have that much more to say so at least enjoy this screenshot of a pretty much not working app Fun fact: due to how the lib works there is a bug now that you have to move your cursor on the app for it to log data :DDD
Devlog 15 For the last few days, I have been remaking the UI in EGUI and I am enjoying it so far. I’ve been working on the graphs in the graph view and also the sidebar. The sidebar is turning out very well and I am also pretty pleased with the graphs. I have only this for now, so enjoy :D
Devlog 16 Another 6 hours, another devlog… Hi people. For the last 2 days I took a bit of a break from the project. I have played Approximately up with the boys and it was so fun. Y’all should try the game. It has a free demo 😉 But we are not here to talk about games, are we… I am continuing the implementation of the frontend and its coming along nicely. I’ve just noticed one thing, making the UI itself in egui is kinda slow however the state is very easy. Whilst this not being completely ideal i can push trough that. Since the last devlog, I have finished the implementation of the sidebar, and started working on the telemetry page. I have the graphs sorted and now I am working on the top bar. It’s having a couple of issues at the moment but nothing hard to fix really. I am hopefully gonna continue tomorrow and have the page finished by the end of the week. Welp, I guess that’s it for today. Everybody have a beautiful day, and bye bye!
Devlog 17 Hello guys. Its me again :D I am continuing to rewrite the UI into egui. I have completed the Graph view’s UI and now I am moving onto implementing it. One thing I have noticed is just how much more “code efficient” egui is. I understand that I didn’t make the logic behind the code yet but even with that I made the same thing with 3k less lines of code. Here is how the layout edit mode is looking for now.
Devlog 18 - 100h on the project So it’s been a hundred hours huh ? I also can’t believe it! I have also just now finished* the graph view which will be newly called Telemetry (page) Now I will move onto making the car info page previously known as the championship view. I expect this to be very easy!
Devlog 19 Hello hello! Today I have some exciting news. The rewrite is complete That’s right, after about 30 hours of porting this code from tauri into EGUI it is finally finished! So let’s take a look at some stats, shall we ? | | Tauri | EGUI | |----------------------|-------------|--------------- | | Dev time | 80h | 30h | | Lines of code written | 6k | 3k | | Enjoyability | suboptimal | above average | And some perofrmance stuff as well: | | Tauri | EGUI | |----------------------|-------------|--------------- | | Ram idle | ~700Mb | ~150Mb | | CPU % idle | ~5% | ~5% | | FPS under load | ~29fps | stable 60 | Some other perks also include that EGUI doesn’t need a browser installed on the system to work. Overall I think this was a very successful rewrite! I wouldn’t do it again tho Next I will refactor the code a bit, do a bit off the good ’ol cleanup and then get to work on the map feature.
Devlog 20 So I have been polishing up the current features a bit and they are far from done. I am starting to question if i will make it to shipping this app one day :D. Anyway I have fixed numerous bugs, added an settings page and implemnted although very crudly a lap logger. But there is still a lot work that needs to be done. I have also added persistancy so the app remembers your choices. I am almost ready to replace the main branch with the fully rusted version, but like I said more work has to be done to go trough with that! I have probably never shown how the Car info page turned out and IMO it did really well. (The empty space is for inputs. That will be implemented soon!)
Devlog 21 For the past few days I have been working on a new feature. The map page. It is turning out great, however it has a lot of bugs. These will get fix over the next few days. I promise :) There have also been changes made to the lap logging system and some other systems as well. As you can see on the image you select 2 saved laps and can crosscompare the lines you drove. Obviously this is completly useless if you loaded 2 different track like I did here. This will get checked for and prohibited in the future. Next I will add the underlying lap overlay which I will somehow extract from the game or from somewhere else. I don’t really know yet. Well that is it for today. Have a great day and bye bye!
Devlog 22 Hiiiiiiiiiiiii I have some huge news to tell you. I have just made the MOST complex addition yet. And I love it! I have completely overhauled the accessing and managing the telemetry! I have designed a thread safe way to have it run on a separate thread and be accessible from *every place in the app. One unified API for everything! I now store the current lap and the last lap for each of the cars. Tho this takes up a massive 140mb of just floats (in the worst case scenario) I believe its worth the RAM! (Let’s be real, we have saved over 400mb from the tauri implementation so we can now use some of that!) Next I will continue on further implementing these features around the tool. Anyway have a nice day people and bye bye. Some context to that meme: I have a type in my app that is literally Arc<Mutex<[([f64; TelemetryValueType::Max as usize], Option); 104]»
Devlog 23 - More Refactoring Hi! In the past few days I have been making some core architectural changes to the project and I would like to explain them now. Telemetry Provider I have finally decided on how I am gonna handle telemetry in the long term. It’s a pretty simple concept but the implementation is pretty hard. I have one object (the TelemetryProvider struct) that is in charge of getting and managing the telemetry. Right now it logs data from all cars and stores the best, last and current laps. If you wish it can save only your laps or laps of everybody. Each lap is a json file about 500kB - 1MB in size and holds all the data that can be displayed in the app. Notably the position ( so you can load that lap directly into the map page ) and the data displayed by the graphs (so you can load it as a reference there as well.) Pointer to this struct is distributed to pages that need it so they can access it! The provider has a core logging loop that is running on another thread so the whole UI doesn’t have to redraw each time you log new data. (About 60 times a second.) State and Settings Providers Next, I have implemented a StateProvider and an SettingsProvider . These two are basically a drop in replacement of what was stored in the Sidebar and SettingsPage respectively. Difference between the two is that the StateProvider isn’t stored between app restarts. Similarly to how the TelemetryProvider works, each of the pages that need these values get a shared pointer (or an Arc in rust) and can access the values. What’s next Going further I will keep my focus on the map page. Finish it, and then start polishing the app for the final ship! Wish me luck and have a nice day!
Devlog 24 HI! All of the time on this devlog was basically just driving in circles. And I mean that. I have recorded all of the outsides and insides of all tracks in the game to get the data for the map page. It was very teidius and very boring. Like very very boring. There are 31 tracks in LMU (including each layout) and on every one of them I had to do an out lap, the ouside, another out lap and the inside. So 4laps for each. That is about 15min per layout. Yeah it was a long one. And the recordings aren’t perfect either! I will now have to somehow process them all to get them ready for the ship. You can watch the timelapses of this process here if you wish. https://lapse.hackclub.com/timelapse/OQcismBwxbBB https://lapse.hackclub.com/timelapse/le3Lta0RxcUA https://lapse.hackclub.com/timelapse/XRf98OimmUk9 Anyway. Have a nice day!
Devlog 25 I know I have just made a devlog like yesterday but holy s*** the track references work so well. They are practically perfect . Besides the references I have also implemented the delta time between the 2 cars! That has really tied the page together. If I can say so myself, we are getting pretty close to the final ship . There is not much needed to implement. The obvious are bugfixes, and some simple onboarding. But really, that’s it! Everyone who is following or caring about this project can expect a ship in the next week or so. In my final devlog I will also do a writeup on this project as a whole, from the coarse beginnings in Dyoxys, trough Tauri, to the sweet home of EGUI. There will also be a trailer video and a demo for all the raters :D Anyway for now you can have this preview of the map page! Stay tuned!
Devlog 26 Hiiiii For the past few hours I have been working on polishing the app and get it to a shippable state overall. There is still work left to do, but I am getting there. I have set up a simple packager, and a simple script to use it. It automatically compiles the release version of the app and packages it into a windows installer a Debian .deb package and a pacman package. I have also (after like 2 hours of struggeling with it) added an Icon for the app. So now it looks nice!There has been a lot of new bugfixes as well and the app has been tested by my friend so it should be somwhat usable, tho the setup UX should be improved upon. If you wish you can download the app from here: https://github.com/Karlito05/TelemetryLMU/releases/tag/v0.2.3 Well that is all I have for you all today, so have a nice one :)
Devlog 27 For the past few hours I have been polishing the app up. The main you’ll probably see are the onboarding dialogs. A global one pops up when you first launch the app and then one for each page when you first enter them. Another change I have done is that I made the ghosts on the map page be based on time and not data point index.
Devlog 28 Today is gonna be a big day, because I will ship the project. There is a few things left to do tho. Mainly the readme and the demo video! In my last and next devlog I will also make a write up on the story of the whole project so far. Besides that I have yesterday refactored the whole codebase so now there aren’t just 5 monolithic files. I went for a more react like approach with the structure being divided into pages and components. Sadly there isn’t enough time until the ship to touch up on some old UI and UX problems in the edit view of the graphs, neither is there time to add more fields. This will be done in the near future! Overall I am very happy how the app turned out. But this is not the end of the development this is just the end of the stardance journey!
Devlog 29 - The end So this is the last one, huh. Here is the full write up on this project as I promised. Chapter 1 - The beginnings This project started about 3 months ago. I started experimenting with just getting the data and plotting it. Just for fun as an exercise to learn rust. Then I realized that there actually isn’t a proper working telemetry tool that works on linux. So I did some research… and I decided that I am going to make the app in Dioxus. Chapter 2 - The Dioxus era This leads us to the shortest of eras. The Dioxus era. Nothing really happened here and quite frankly I don’t even remember it that much. There aren’t really any git commits because I didn’t have that setup yet. One thing i remember tho is that I couldn’t figure out how to draw the garphs, because Dioxus is based on web technologies but weirdly becuase you are writing HTLM like syntax but in rust. And that was the main reason I decided to switch to Tauri. Chapter 3 - The Tauri era At first Tauri was the best framework ever made for me. That is because I already kinda knew react, it was simple to understand and I could really lean into the split frontend and backend architecture. This sadly proved very inefficient for the graph view which needs to render thousands of points each frame. Since it was too much for the basic HTML canvas I have switched to using WebGL with numerous downsampling techniques. This was just a bandaid fix though. I have also ran into bunch of architectural issues with the whole split frontend and backend thing. Accessing the telemetry data proved to be very difficult and inefficient. I remember that I ran each of the graphs on a separate thread. This was so stupid. I don’t even remember how I could’ve come up with such a stupid idea :D. It just led to memory leaks and threads uncontrollably spinning up and not stopping. I am sure that all of that could’ve been easily avoided with simpler architecture but at that point I was at my lowest point of this project, so I didn’t even have the energy to do it. I also had the state of the frontend so fragmented which didn’t help. And the whole retained mode GUI thing just wasn’t well suited for this kind of app. And that is when I decided to do a complete rewrite in pure rust! Chapter 4 - The sweet EGUI I didn’t know it at the time, but this was the best idea on what to do with the project. I remember that I was very split between just shipping it half done and finishing it just because of how bad the development experience with Tauri was (sorry Tauri devs, it’s not a you thing, it’s a me thing). It took about 30h to fully rewrite the app with EGUI, which looking back at it isn’t too bad. It felt like ages though. It didn’t help that almost none of the work in this “chapter” did AI. Which at the end of the day is better! Although my style of writing EGUI code was let’s say original… I have just put everything into one file and that grew very fast :D. I had like 5 files that were about 800 lines each. That has since luckily changed. (I have adopted more of a React style file structure.) Anyway at the end of the rewrite I kinda started loving EGUI and that hasn’t stopped since. I continued to develop the Map page in EASY which was pretty easy. But then I needed the track limits data for the map page. This was a bit of a roadblock… First I have tried to extract the data directly from the game, however this was inaccurate and the track width was missing entirely. So then I tried to download an up to date image of the top down view of the track and extract the inside and outside line from it and match it to the in game data. This partially worked better, still not great tho. So there was only one option left. And that was to painfully drive each layout of each track by hand. This took almost 7h of just driving in circles. After that it was smooth and buggy sailing until the ship. Everyone who read this, have a beautiful day.
Ships:
Telemetry LMU An application for both Windows and Linux to visualize the telemetry data from Le Mans Ultimate What it does: This application collects, stores, and visualizes data from a racing simulator called Le Mans Ultimate. The main goal: Allow users to analyze their driving and learn from their data through an easy-to-use interface. The requirements: Performance, nice and simple UI, expandability, minimal setup. Results: Main goal: Achieved. (I wouldn’t be shipping this app otherwise) Performance: On average the app uses 4% of CPU and 250Mb of RAM under full load. That is less RAM usage than running Spotify in the background. Nice and simple UI: This is personal preference, however in my opinion I think i succeeded. Expandability: The architecture of the app is very modular so this also isn’t a problem. Setup: On windows there is none (except installing the app), on linux there is one dependency (this is sadly unavoidable.) Some stats: 200+ hours of development time (including the time before Stardance) 250+ commits 6 000+ lines of Rust...
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My awesome macropad! by @DeathMoonDemon | Stardanc My awesome macropad! by @DeathMoonDemon | Stardance...
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DeathMoonDemon
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Title: My awesome macropad! by @DeathMoonDemon | S Title: My awesome macropad! by @DeathMoonDemon | Stardance...
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1793156194.9466765
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1793760994.9466765
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Granny Game by @Siedy | Stardance
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Siedy
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Title: Granny Game by @Siedy | Stardance
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1793156194.106561
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1793760994.106561
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25511
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My awesome macropad! by @van | Stardance
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van
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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 @van | Stardance
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1793156193.231704
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1793760993.231704
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13983
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My first slack bot! by @GHung | Stardance
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GHung
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @GHung | Stardance
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1793156192.3472195
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1793760992.3472195
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41137
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penguin by @ferdinand | Stardance
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ferdinand
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1
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17.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:11:47Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!", "repo": "https://github.com/Test1-eu/penguin-agent", "demo": "https://pypi.org/project/penguin-agent-package/"}]...
|
[{"post_id": 78681, "ts": "202 [{"post_id": 78681, "ts": "2026-10-11T09:00:56Z", "hours": 2.9308, "text": "Ship is here - welcome penguin"}, {"post_id": 74191, "ts": "2026-09-26T21:42:11Z", "hours": 2.4483, "text": "Sorry, no ship… but a nice TUI. Do you like it?"}, {"post_id": 72762, "ts": "2026-09-23T17:59:48Z", "hours": 5.2836, "text": "Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!"}, {"post_id": 69221, "ts": "2026-09-16T16:37:45Z", "hours": 2.4661, "text": "Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode."}, {"post_id": 67367, "ts": "2026-09-13T13:31:33Z", "hours": 2.3986, "text": "The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!"}, {"post_id": 52451, "ts": "2026-08-22T16:01:42Z", "hours": 1.1706, "text": "I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON."}]...
|
Title: penguin by @ferdinand | Stardance
Devlogs: Title: penguin by @ferdinand | Stardance
Devlogs:
I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON.
The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!
Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode.
Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!
Sorry, no ship… but a nice TUI. Do you like it?
Ship is here - welcome penguin
Ships:
Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!...
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1793674592.0179358
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1793760992.0179358
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5681
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Untitled by @Gmegax | Stardance
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Gmegax
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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 @Gmegax | Stardance
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1793156191.477529
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1793760991.477529
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|
7189
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website by @Nanditha | Stardance
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Nanditha
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1
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11.1
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11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T06:43:51Z", "hours": 10.0, "multiplier": 1.11, "payout": 11, "blessing": "neutral", "text": "I made a personal portfolio website to showcase my skills. I built it using HTML and CSS. I also added animation to make the website more interesting. The most challenging part was creating the animations and making sure they worked smoothly without affecting the layout of the website. I also had to fix several small issues with positioning and images while testing the website in the browser. Some images were not appearing because I had issues with the file paths and image locations. I had to check my folder structure, fix the image paths, and test the website several times until the images displayed properly. This helped me understand how files and relative paths work in a website. I am proud that I built the website myself and turned my ideas into a working project. I am especially proud of the animations and the overall design because they make the website feel more dynamic. I also learned how to use Git, GitHub, and GitHub Pages while working on this project. The project is a website, so no installation is required. Open the Demo URL in a browser and explore the different sections of the portfolio. Try the hover effects, and animations. The website is designed to work directly in a web browser.", "repo": "https://github.com/Nanditha-ux/hackclub", "demo": "https://nanditha-ux.github.io/hackclub/"}]...
|
[{"post_id": 77623, "ts": "202 [{"post_id": 77623, "ts": "2026-10-07T17:48:26Z", "hours": 1.0992, "text": "Changed the website concept to an underwater world instead of a regular portfolio layout. Added a welcome section with: “Hello!”“I’m Nanditha” “Welcome to my world” “Explore and discover more about me. ”Added fish swimming across the underwater section. Added bubbles that move upward. Added jellyfish with a simple floating animation. Added seaweed to make the underwater environment feel more natural. Changed the navigation into shells for About, Projects, Skills, and Contact. Made the shells scroll to their respective sections when clicked. Added smooth scrolling between sections."}, {"post_id": 76955, "ts": "2026-10-05T06:11:40Z", "hours": 9.9158, "text": "Day 1 — Project Idea 💡 I decided to build my own personal portfolio website to showcase my skills, projects, and learning journey as a student developer. I wanted the website to be simple, clean, and easy to navigate. Day 2 — Planning 🎯 I planned the main sections of the website: Home About Me Skills Projects Education Contact I also decided to use HTML, CSS, and JavaScript for the project. Day 3 — Building the Website I started creating the website in VS Code. I built the basic structure using HTML and then used CSS to design the different sections. I worked on the layout, spacing, fonts, buttons, and overall appearance of the website. Day 4 — Adding Animation I wanted my portfolio website to feel more dynamic instead of being completely static. So, I added animations to different sections of the website. I experimented with CSS animations and transitions to make elements appear smoothly.While working on the animations, I learned how small visual effects can improve the overall user experience without making the website complicated. I also tested the animations several times to make sure they were smooth and didn’t affect the usability of the website. Day 5 — Testing & Improvements I opened the website in my browser and tested it several times. I fixed some layout issues and made improvements to the design. I also checked how the website looks at different screen sizes. Day 6 — GitHub & Deployment I created a GitHub repository for the project and connected it with my VS Code project. I committed and pushed my changes to GitHub and worked on deploying the website using GitHub Pages. What I Learned : Through this project, I learned: How to structure a website with HTML How to style a website using CSS How to use Git and GitHub How to deploy a website using GitHub Pages How to debug and improve my own project"}]...
|
Title: website by @Nanditha | Stardance
Devlogs:
Title: website by @Nanditha | Stardance
Devlogs:
Day 1 — Project Idea 💡 I decided to build my own personal portfolio website to showcase my skills, projects, and learning journey as a student developer. I wanted the website to be simple, clean, and easy to navigate. Day 2 — Planning 🎯 I planned the main sections of the website: Home About Me Skills Projects Education Contact I also decided to use HTML, CSS, and JavaScript for the project. Day 3 — Building the Website I started creating the website in VS Code. I built the basic structure using HTML and then used CSS to design the different sections. I worked on the layout, spacing, fonts, buttons, and overall appearance of the website. Day 4 — Adding Animation I wanted my portfolio website to feel more dynamic instead of being completely static. So, I added animations to different sections of the website. I experimented with CSS animations and transitions to make elements appear smoothly.While working on the animations, I learned how small visual effects can improve the overall user experience without making the website complicated. I also tested the animations several times to make sure they were smooth and didn’t affect the usability of the website. Day 5 — Testing & Improvements I opened the website in my browser and tested it several times. I fixed some layout issues and made improvements to the design. I also checked how the website looks at different screen sizes. Day 6 — GitHub & Deployment I created a GitHub repository for the project and connected it with my VS Code project. I committed and pushed my changes to GitHub and worked on deploying the website using GitHub Pages. What I Learned : Through this project, I learned: How to structure a website with HTML How to style a website using CSS How to use Git and GitHub How to deploy a website using GitHub Pages How to debug and improve my own project
Changed the website concept to an underwater world instead of a regular portfolio layout. Added a welcome section with: “Hello!”“I’m Nanditha” “Welcome to my world” “Explore and discover more about me. ”Added fish swimming across the underwater section. Added bubbles that move upward. Added jellyfish with a simple floating animation. Added seaweed to make the underwater environment feel more natural. Changed the navigation into shells for About, Projects, Skills, and Contact. Made the shells scroll to their respective sections when clicked. Added smooth scrolling between sections.
Ships:
I made a personal portfolio website to showcase my skills. I built it using HTML and CSS. I also added animation to make the website more interesting. The most challenging part was creating the animations and making sure they worked smoothly without affecting the layout of the website. I also had to fix several small issues with positioning and images while testing the website in the browser. Some images were not appearing because I had issues with the file paths and image locations. I had to check my folder structure, fix the image paths, and test the website several times until the images displayed properly. This helped me understand how files and relative paths work in a website. I am proud that I built the website myself and turned my ideas into a working project. I am especially proud of the animations and the overall design because they make the website feel more dynamic. I also learned how to use Git, GitHub, and GitHub Pages while working on this project. The project is a website, so no installation is required. Open the Demo URL in a browser and explore the different sections of the portfolio. Try the hover effects, and animations. The website is designed to work directly in a web browser....
|
1793674590.9104955
|
1793760990.9104955
|
|
10215
|
Untitled by @makors | Stardance
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makors
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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 @makors | Stardance
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1793156190.5755765
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1793760990.5755765
|
|
6857
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CITY-41 by @BirotTheBrave | Stardance
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BirotTheBrave
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1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T04:03:57Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement", "repo": "https://github.com/birot-the-brave/CITY-41-GODOT", "demo": "https://github.com/birot-the-brave/CITY-41-GODOT/releases/tag/V0.001"}]...
|
[{"post_id": 45098, "ts": "202 [{"post_id": 45098, "ts": "2026-08-11T11:21:59Z", "hours": 7.7197, "text": "hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all"}, {"post_id": 27062, "ts": "2026-07-12T08:36:36Z", "hours": 8.0361, "text": "big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring."}, {"post_id": 21443, "ts": "2026-07-03T12:16:28Z", "hours": 7.3194, "text": "first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera."}]...
|
Title: CITY-41 by @BirotTheBrave | Stardance
Devl Title: CITY-41 by @BirotTheBrave | Stardance
Devlogs:
first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera.
big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring.
hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all
Ships:
I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement...
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1793674589.7736204
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1793760989.7736204
|
|
33240
|
Untitled project by @belgutei125 | Stardance
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belgutei125
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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 project by @belgutei125 | Stardanc Title: Untitled project by @belgutei125 | Stardance...
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1793156189.713945
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1793760989.713945
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|
18003
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My awesome macropad! by @AjCreates | Stardance
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AjCreates
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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 @AjCreates | Starda Title: My awesome macropad! by @AjCreates | Stardance...
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1793156188.8241727
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1793760988.8241727
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|
27389
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Fpv Mini Rc Car by @Kiril | Stardance
|
Kiril
|
1
|
47.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T06:25:26Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it.", "repo": "https://github.com/kirilDen/Mini_FPV_RC_CAR_WiFi", "demo": ""}]...
|
[{"post_id": 68423, "ts": "202 [{"post_id": 68423, "ts": "2026-09-15T02:59:08Z", "hours": 1.1667, "text": "After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project."}, {"post_id": 67869, "ts": "2026-09-14T04:48:31Z", "hours": 1.7, "text": "I improved the body’s mounting points so it could be attached firmly to the chassis."}, {"post_id": 65115, "ts": "2026-09-10T00:53:17Z", "hours": 1.5, "text": "Today I was working on the body for the Rc Car."}, {"post_id": 64033, "ts": "2026-09-08T04:48:21Z", "hours": 3.3, "text": "Hello, I started remodeling the body for the car."}, {"post_id": 56373, "ts": "2026-08-28T03:43:29Z", "hours": 3.0167, "text": "Today I kept working on the body of the Rc Car."}, {"post_id": 56264, "ts": "2026-08-27T23:22:14Z", "hours": 2.8169, "text": "I started working on the body of the car"}, {"post_id": 55355, "ts": "2026-08-27T04:18:20Z", "hours": 0.2833, "text": "I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure."}, {"post_id": 55308, "ts": "2026-08-27T01:42:26Z", "hours": 0.6833, "text": "I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder."}, {"post_id": 55247, "ts": "2026-08-26T22:10:32Z", "hours": 2.8503, "text": "I kept working on chassis and finding the best size of the wheels and axle."}, {"post_id": 47908, "ts": "2026-08-16T05:45:04Z", "hours": 4.6419, "text": "I spend most of the time assembling the chassis and also modeling the wheels."}, {"post_id": 46558, "ts": "2026-08-13T21:36:07Z", "hours": 2.7003, "text": "Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue."}, {"post_id": 45539, "ts": "2026-08-12T03:02:19Z", "hours": 2.3836, "text": "I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder."}, {"post_id": 44938, "ts": "2026-08-11T01:08:07Z", "hours": 1.8833, "text": "I kept improving the steering system to find the best option."}, {"post_id": 43038, "ts": "2026-08-08T02:51:25Z", "hours": 2.1922, "text": "Today I started rebuilding the steering system for better steering."}, {"post_id": 33356, "ts": "2026-07-23T06:24:28Z", "hours": 0.8472, "text": "Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels."}, {"post_id": 33238, "ts": "2026-07-22T23:37:37Z", "hours": 4.7169, "text": "I started assembling the RC car and also designed a cover for electronics."}, {"post_id": 31634, "ts": "2026-07-20T06:06:52Z", "hours": 0.765, "text": "I just finished modeling placeholders for electronics."}, {"post_id": 31605, "ts": "2026-07-20T04:25:11Z", "hours": 1.1833, "text": "I didn’t save my files last time, so today I had to remake everything I did last time."}, {"post_id": 28722, "ts": "2026-07-15T04:57:07Z", "hours": 1.1833, "text": "I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics."}, {"post_id": 26361, "ts": "2026-07-11T03:24:06Z", "hours": 1.5336, "text": "Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque."}, {"post_id": 25710, "ts": "2026-07-10T04:27:04Z", "hours": 0.9, "text": "I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount."}, {"post_id": 25152, "ts": "2026-07-09T05:41:50Z", "hours": 1.2172, "text": "I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor."}, {"post_id": 24508, "ts": "2026-07-08T03:08:51Z", "hours": 0.9333, "text": "Today I was still working on the steering system of my car, and I hope I will finish next time."}, {"post_id": 23946, "ts": "2026-07-07T04:57:28Z", "hours": 0.9167, "text": "Today I started working on steering system of my car. I had to design the spindles for the steering system."}, {"post_id": 23247, "ts": "2026-07-06T02:31:35Z", "hours": 1.4003, "text": "Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully."}]...
|
Title: Fpv Mini Rc Car by @Kiril | Stardance
Devl Title: Fpv Mini Rc Car by @Kiril | Stardance
Devlogs:
Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully.
Today I started working on steering system of my car. I had to design the spindles for the steering system.
Today I was still working on the steering system of my car, and I hope I will finish next time.
I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor.
I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount.
Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque.
I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics.
I didn’t save my files last time, so today I had to remake everything I did last time.
I just finished modeling placeholders for electronics.
I started assembling the RC car and also designed a cover for electronics.
Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels.
Today I started rebuilding the steering system for better steering.
I kept improving the steering system to find the best option.
I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder.
Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue.
I spend most of the time assembling the chassis and also modeling the wheels.
I kept working on chassis and finding the best size of the wheels and axle.
I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder.
I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure.
I started working on the body of the car
Today I kept working on the body of the Rc Car.
Hello, I started remodeling the body for the car.
Today I was working on the body for the Rc Car.
I improved the body’s mounting points so it could be attached firmly to the chassis.
After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project.
Ships:
I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it....
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1793674588.549594
|
1793760988.549594
|
|
18951
|
Rady the Radio Telescope by @Doggooncompu | Starda Rady the Radio Telescope by @Doggooncompu | Stardance...
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Doggooncompu
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0
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2.17
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0
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[]
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[{"post_id": 14764, "ts": "202 [{"post_id": 14764, "ts": "2026-06-23T23:59:08Z", "hours": 1.6439, "text": "Rady the Telescope: Research is finished. I realized that many of the components of a radio telescope could be automated through SDR (software defined radio). This helped me reduce the design into the following components: the antenna, a feedline, SDR receiver and a computer. this led me to layout the design for mark 1."}, {"post_id": 14144, "ts": "2026-06-23T04:00:53Z", "hours": 0.5306, "text": "RADY THE RADIO TELESCOPE: RESEARCH HAS BEGUN! I’ve started researching how radio telescopes work so I can actually have an idea what to design and later build. So far, I’ve investigated the components of a radio telescope and what they do to process incoming signals"}]...
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Title: Rady the Radio Telescope by @Doggooncompu | Title: Rady the Radio Telescope by @Doggooncompu | Stardance
Devlogs:
RADY THE RADIO TELESCOPE: RESEARCH HAS BEGUN! I’ve started researching how radio telescopes work so I can actually have an idea what to design and later build. So far, I’ve investigated the components of a radio telescope and what they do to process incoming signals
Rady the Telescope: Research is finished. I realized that many of the components of a radio telescope could be automated through SDR (software defined radio). This helped me reduce the design into the following components: the antenna, a feedline, SDR receiver and a computer. this led me to layout the design for mark 1....
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1793156187.896731
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1793760987.896731
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54394
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Dynamic Castle New Tab Page by @Harpaavan108 | Sta Dynamic Castle New Tab Page by @Harpaavan108 | Stardance...
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Harpaavan108
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2
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35.0
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176
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T07:17:10Z", "hours": 29.0, "multiplier": 5.09, "payout": 147, "blessing": "neutral", "text": "Dynamic Castle New Tab Page I have finally finished this project!!! It took me a while to model in Blender but it was definately worth it in the end. This project was a nice blend of programming and 3D modeling, and I was able to refresh my skills in both with this project. Core Idea While I was ideating for this project, I thought that having a new tab page with a 3D model would be super cool. So I set out to make that. Based on my past knowledge, I thought that I would have to make it in Three.js, and I knew that that would be HARD. However, through my research I came along a solution: I could make the 3D model in Blender (which I had some experience in) and import it into my website. So I first worked on the model and shading in Blender, and then imported it into my webpage. I used a neat tool called model viewer to simplify the process of importing the model. This project was a crazy idea, but I actually finished it. Dynamic Aspect The page is pretty simple apart from the model. There is a title text which says: “Lock in”. There is a search bar below that There are 5 widgets. These are set to my own sites and are not customizable. If you want to change them you would have to do so through the code, and this is only because I did not have enough time to integrate customizable widgets. COLOR CHANGES: These things will change color based on the time of day. In the morning from 6 - 10 AM, all accents will be a light redish-pink color. In the afternoon from 11 AM - 4 PM, all accents will be greenish-cyan color. In the evening from 5 - 9 PM, all accents will be a pinkish-magenta color. During the night from 10 PM - 5 AM, all accents will be a purplish-indigo color. Check them out. They’re pretty cool Overall This project took me WAY longer than I thought it would. It really had me hopping all around the place with Blender and coding and all of that. But it turned out really cool in the end. I got it shipped just on time. I’m especially happy that I was able to pull off something this crazy in midst of all my school work and everything. With that I am signing off of StarDance. This was a great program, and I enjoyed participating in it. Thank you!!! #Enjoy!!! Below you can view 2 of the 4 color themes for the webpage.", "repo": "https://github.com/Harpaavan-S/new-tab", "demo": "https://harpaavan-s.github.io/new-tab/"}, {"ship_num": 2, "ts": "2026-09-13T04:07:00Z", "hours": 6.0, "multiplier": 5.14, "payout": 29, "blessing": "neutral", "text": "Dynamic New Tab Page In this project, I am making a dynamic new tab page, which will change based on the time of the day. Currently, I have made a new tab page with a title text and 4 shortcuts that I frequently use. I have also added an animated gradient background. Depending on the time of day, the background and text color will change color. View the project here: https://harpaavan-s.github.io/new-tab/ Tech Stack Built with: HTML, CSS, JS HTML was used to build the basic structure of the page, such as writing the title text and shortcuts. CSS was used to style the page, such as positioning the text and shortcuts, as well as animating the gradient background to loop. I also created the classes for the different times of the day. JS was used to detect the time of day and add the appropriate class to the body of the document. Features In the morning from 6 - 10 AM, the gradient will be a sunset color and the text will be light red. In the afternoon from 11 AM - 4 PM, the gradient will be a sky blue color and the text will be dark blue. In the evening from 5 - 9 PM, the gradient will be a dark purple color and the text will be light purple. During the night from 10 PM - 5 AM, the gradient will be navy and the text will be light gray. I will be adding more features to this later in the future, however this what I have for the initial ship. Acknowledgements There is no AI usage in this project. Enjoy!!!", "repo": "https://github.com/Harpaavan-S/new-tab", "demo": "https://harpaavan-s.github.io/new-tab/"}]...
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[{"post_id": 86221, "ts": "202 [{"post_id": 86221, "ts": "2026-11-01T03:56:31Z", "hours": 5.1864, "text": "Devlog #9 I AM DONE WITH 8 MINUTES TO SPARE. I have finished the model, finished coloring, and have imported it into my webpage. I thought I would have to use Three.JS, but I didn’t, it was as simple as just using a model viewer, so a cool ting to learn. Current Progress I finished the model by placing the castle on a floating island, and then I began shading. I spent some time working on rendering, which was kinda useless, because I just used the material version, But I got it finished by importing it using model viewer, so you can view and spin it around in there. So COOL. Necxt Steps SHIPPING"}, {"post_id": 85194, "ts": "2026-10-30T22:48:44Z", "hours": 9.1589, "text": "Devlog #8 I am hurrying to get my project shipped. I have finished the castle model, all thats left is to work on the environment a bit and then do the shading. I still have to figure out how to import it into 3JS, so I really have to hurry to finish this, otherwise I might not make it on time. Current Progress I have finished all aspects of the castle, including the house and the tower and the stadium thing. I have also added a little watch house in the bottom. I included a lot of little details in there, so I really hope it looks good. I got the hang of extruding and manipulating verticises, edges, and faces to get what I want, and I really raced through the rest of the castle Next Steps Next I have to finish up the environment and then start coloring because I really need to get the color finished, otherwise I will run out of time. Doing some research, I found importing it into my webpage won’t be too hard, so not too worried about that, but otherwise I have really got to lock in."}, {"post_id": 82875, "ts": "2026-10-26T03:52:37Z", "hours": 5.4833, "text": "Devlog #7 This session I mainly worked on modeling the house, which also took a bunch of time, but it looks super cool in the end. Not much new. I am officially done the house, so I hope I can move onto the rest of the castle. Hopefully I can finish this before StarDance ends!!! Current Progress I really made my house thing look a lot more realistic, I first started with some small towers around it, then I worked on the top and the front, and I moved onto the courtyard thing. There were a lot of small details to add, but I think I have gotten the hang of all the tools in Blender. Its slow but its moving forward. Next Steps Next I will work on another bigger courtyard thing on the other side of the castle. This will also have a bunch of detail, but I hope to finish it quick, like in 2 hours MAX. I really need to start working faster, so yeah. Below you can see a picture of the finished house beside the tower."}, {"post_id": 82524, "ts": "2026-10-25T03:41:50Z", "hours": 4.6514, "text": "Devlog #6 This session was mainly just working on the big tower part of the 3D castle. It took me a lot of time to do the tiny details, but the tower is finally done, and I will start to work on the next things. It is a very time consuming process trying to follow along with the tutorial, and I hope I can finish this before stardance ends, because I want to integrate it into my website as well. Current Progress I finally got the tower done. Because the model is isometric, like everything has to be aligned with the grooves, and I learned how to like duplicate something in a circle to just quickly rotate it, so that was convenient. I had A LOT of trouble with global and local orientations and how to scale and move things along their global, local, and normal axises. But I think I’ve got the hang of it. Its a slow and tedious process, but I think I will get it done. Next Steps The next steps are to work on the decoration for the the surrounding towers and the like houses things, and just make those look as pretty as the tower. I will first completely finish with the model before moving onto shading and coloring it. Below is an image of the tower in Blender"}, {"post_id": 80811, "ts": "2026-10-18T21:02:35Z", "hours": 3.1964, "text": "Devlog #5 It has been a while since I posted my last devlog, but I have come back with a fresh vision of what I want to make. So I wanted to incorporate Three.js into my project, but I do not now a lot of Three.js. However, I discovered that I could make the models in Blender and import them from there into Three.js, which is a lot easier. So I have started with modeling in Blender, and I also figured out how to use Lapse. Current Progress I wanted to go with a fantasy theme for my new tab page, but I also wanted it to be isometric, because I really like how isometric models look, so I found a timelapse video of someone making one, and I am trying to follow that, but it IS HARD, like I am watching the video and half speed just to go along with the video. But I really like the model, so I will push through and try to make. It is based off of the Hogwarts castle, so I am trying to make that. Next Steps The next couple of devlogs will just be me making the castle model. I will first start with the outline, and then move onto shading. I am super excited about how this will turn out, but I hope I can finish it before the deadline. Below is an image of the starting outline"}, {"post_id": 69974, "ts": "2026-09-18T04:51:38Z", "hours": 1.1506, "text": "Devlog #4 So I tried to ship my project, but I kept getting rejected on the basis that it is AI generated, when I have used 0 AI. I have no idea where they are finding AI use, but I decided to disconnect it from the mission because I was not going to waste my time just for 60 stardust. So a lot of time was just spent tinkering around with code seeing if they would accept it, but no luck, so I’m just going to continue on, add some new features, and hope that that gets accepted. Current Progress There was not much progress during this block, it was mainly just adjusting code or typing small lines. I got feedback saying that the CSS looked AI generated, so I should change that. But as I started to, I just felt so sad to see the progress I made go away, so I decided to just keep working on this and continue from there. I added one more link as a shortcut and that is for gmail. Next Steps Now its time to really take this project to the max. One thing that I really want to tinker around with is Three.js, and adding interactive 3D models into my webpage. It doesn’t even have to be interactive, it just has to have a 3D effect. I am thinking a space scene. So that is the next goal. I am still thinking of some ideas. But I am done with the mission, and I didn’t use any AI, so I am just going to continue with this."}, {"post_id": 67076, "ts": "2026-09-13T03:53:18Z", "hours": 2.7406, "text": "Devlog #3 I am ready to ship my first version of this project. I have added an animated gradient background to the webpage. I have also added the dynamic features. So the gradient color and the text color will change color based on the time of day. I had to use just a bit of JS for this, but it was easy to figure out as JS has the ability to pull the time by itself. Current Progress I first worked on making the looping gradient. I wanted it to be at -31 degrees, but the looping was not working. I tried a lot of things, like increasing the size of the background, the keyframes of the animation, the width of the keyframes, and reversing the gradient colors. But nothing worked, so I decided to keep it just going horizontally as I had done that before and was able to quickly make. I then moved to JS, in which I made a const for the hour. I discovered that JS can automatically pull the time of day from your device, so that was super convenient. I am actually learning JS in school, so I was able to add classes to the body depending on the time of day using if and else if statements. So it wasn’t too hard, and I got a really nice result out of it. Next Steps I am planning to ship next just so I can complete this mission. I already took way too many hours (only for 60 stardust). But I will for sure keep adding to this project. I want to connect it to my school schedule so that I can track my classes. I also want to include some productivity widgets, so I can remember things and get some stuff done in my life. But I will ship for now and continue working on it later. Below you can see pictures of all the gradient backgrounds. Challenge: try to guess what time of day they are each for."}, {"post_id": 66746, "ts": "2026-09-12T17:15:12Z", "hours": 1.8125, "text": "Devlog #2 During this block, I spent some time styling the website in CSS. I wanted it to start looking a bit more like a new tab page before I started in JS. I positioned my text in the middle, and made my shortcuts look nicer. Basically, it was a major styling block. Current Progress For now, I decided to keep only a title and some shortcuts just to keep the design simple. I want to then move onto JS to implement a dynamic feature into my website which will change with the time. So the goal is a minimalist style for now. The styling overall was not too hard. I had already arranged by classes nicely in HTML, so I had to move them around. I finally learned the secrets of the display: flex; rule, and how to use it to center things properly in CSS. So I got that working and then styled my icons. I applied some neat hover effects to them. At first I was planning to have a label text to label the shortcuts, but I already knew what they all were, so I decided to keep the text out, and if I wanted to I could add it again later. Next Steps The next thing that I want to do is make the background a moving gradient, but not too fast or bright, because that will be distracting. The main thing I want to add is a dynamic aspect. So I want to make it so that the background color will change with the time of day. Pretty basic, but that’s all I want to do before the inital ship. Below you can see a image of the page after styling."}, {"post_id": 65998, "ts": "2026-09-11T14:45:16Z", "hours": 1.1072, "text": "Devlog #1 I am officially starting my next project! In this project, I am planning to make a dynamic page that will show up when I open a new tab, replacing the regular GOOGLE one. For the first iteration, I am planning on making a simple page that has a large greeting text on it, but it’s background color will change depending on the time of day. I will probably change some stuff after that, but that’s the plan right now for my first ship so I can complete the mission. Current Progress So I started with the bare minimum. Because the site for now will not have much content on it, the HTML was pretty simple. I added a h1 tag with my title in it, and I decided that I will add buttons as shortcuts for some links that I use everyday. So I just added some icons that are linked to the sites. I also started with some super basic CSS, like just reseting margins, and starting to change the background color. It looks kinda bad right now, but I will make it look better. Next Steps My next steps are just to style it so it actually looks like a new tab page. I am not planning to add a search bar in there, because I don’t use the middle search bar, I only use the one on top, so I don’t want to take up unneccessary space. I want to finish styling in CSS before moving onto JS to set the dynamic changes. Below is a image of the very rough draft with the icons, labels, and title. (It looks bad right now, but it will look better in the next devlog.)"}]...
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Title: Dynamic Castle New Tab Page by @Harpaavan10 Title: Dynamic Castle New Tab Page by @Harpaavan108 | Stardance
Devlogs:
Devlog #1 I am officially starting my next project! In this project, I am planning to make a dynamic page that will show up when I open a new tab, replacing the regular GOOGLE one. For the first iteration, I am planning on making a simple page that has a large greeting text on it, but it’s background color will change depending on the time of day. I will probably change some stuff after that, but that’s the plan right now for my first ship so I can complete the mission. Current Progress So I started with the bare minimum. Because the site for now will not have much content on it, the HTML was pretty simple. I added a h1 tag with my title in it, and I decided that I will add buttons as shortcuts for some links that I use everyday. So I just added some icons that are linked to the sites. I also started with some super basic CSS, like just reseting margins, and starting to change the background color. It looks kinda bad right now, but I will make it look better. Next Steps My next steps are just to style it so it actually looks like a new tab page. I am not planning to add a search bar in there, because I don’t use the middle search bar, I only use the one on top, so I don’t want to take up unneccessary space. I want to finish styling in CSS before moving onto JS to set the dynamic changes. Below is a image of the very rough draft with the icons, labels, and title. (It looks bad right now, but it will look better in the next devlog.)
Devlog #2 During this block, I spent some time styling the website in CSS. I wanted it to start looking a bit more like a new tab page before I started in JS. I positioned my text in the middle, and made my shortcuts look nicer. Basically, it was a major styling block. Current Progress For now, I decided to keep only a title and some shortcuts just to keep the design simple. I want to then move onto JS to implement a dynamic feature into my website which will change with the time. So the goal is a minimalist style for now. The styling overall was not too hard. I had already arranged by classes nicely in HTML, so I had to move them around. I finally learned the secrets of the display: flex; rule, and how to use it to center things properly in CSS. So I got that working and then styled my icons. I applied some neat hover effects to them. At first I was planning to have a label text to label the shortcuts, but I already knew what they all were, so I decided to keep the text out, and if I wanted to I could add it again later. Next Steps The next thing that I want to do is make the background a moving gradient, but not too fast or bright, because that will be distracting. The main thing I want to add is a dynamic aspect. So I want to make it so that the background color will change with the time of day. Pretty basic, but that’s all I want to do before the inital ship. Below you can see a image of the page after styling.
Devlog #3 I am ready to ship my first version of this project. I have added an animated gradient background to the webpage. I have also added the dynamic features. So the gradient color and the text color will change color based on the time of day. I had to use just a bit of JS for this, but it was easy to figure out as JS has the ability to pull the time by itself. Current Progress I first worked on making the looping gradient. I wanted it to be at -31 degrees, but the looping was not working. I tried a lot of things, like increasing the size of the background, the keyframes of the animation, the width of the keyframes, and reversing the gradient colors. But nothing worked, so I decided to keep it just going horizontally as I had done that before and was able to quickly make. I then moved to JS, in which I made a const for the hour. I discovered that JS can automatically pull the time of day from your device, so that was super convenient. I am actually learning JS in school, so I was able to add classes to the body depending on the time of day using if and else if statements. So it wasn’t too hard, and I got a really nice result out of it. Next Steps I am planning to ship next just so I can complete this mission. I already took way too many hours (only for 60 stardust). But I will for sure keep adding to this project. I want to connect it to my school schedule so that I can track my classes. I also want to include some productivity widgets, so I can remember things and get some stuff done in my life. But I will ship for now and continue working on it later. Below you can see pictures of all the gradient backgrounds. Challenge: try to guess what time of day they are each for.
Devlog #4 So I tried to ship my project, but I kept getting rejected on the basis that it is AI generated, when I have used 0 AI. I have no idea where they are finding AI use, but I decided to disconnect it from the mission because I was not going to waste my time just for 60 stardust. So a lot of time was just spent tinkering around with code seeing if they would accept it, but no luck, so I’m just going to continue on, add some new features, and hope that that gets accepted. Current Progress There was not much progress during this block, it was mainly just adjusting code or typing small lines. I got feedback saying that the CSS looked AI generated, so I should change that. But as I started to, I just felt so sad to see the progress I made go away, so I decided to just keep working on this and continue from there. I added one more link as a shortcut and that is for gmail. Next Steps Now its time to really take this project to the max. One thing that I really want to tinker around with is Three.js, and adding interactive 3D models into my webpage. It doesn’t even have to be interactive, it just has to have a 3D effect. I am thinking a space scene. So that is the next goal. I am still thinking of some ideas. But I am done with the mission, and I didn’t use any AI, so I am just going to continue with this.
Devlog #5 It has been a while since I posted my last devlog, but I have come back with a fresh vision of what I want to make. So I wanted to incorporate Three.js into my project, but I do not now a lot of Three.js. However, I discovered that I could make the models in Blender and import them from there into Three.js, which is a lot easier. So I have started with modeling in Blender, and I also figured out how to use Lapse. Current Progress I wanted to go with a fantasy theme for my new tab page, but I also wanted it to be isometric, because I really like how isometric models look, so I found a timelapse video of someone making one, and I am trying to follow that, but it IS HARD, like I am watching the video and half speed just to go along with the video. But I really like the model, so I will push through and try to make. It is based off of the Hogwarts castle, so I am trying to make that. Next Steps The next couple of devlogs will just be me making the castle model. I will first start with the outline, and then move onto shading. I am super excited about how this will turn out, but I hope I can finish it before the deadline. Below is an image of the starting outline
Devlog #6 This session was mainly just working on the big tower part of the 3D castle. It took me a lot of time to do the tiny details, but the tower is finally done, and I will start to work on the next things. It is a very time consuming process trying to follow along with the tutorial, and I hope I can finish this before stardance ends, because I want to integrate it into my website as well. Current Progress I finally got the tower done. Because the model is isometric, like everything has to be aligned with the grooves, and I learned how to like duplicate something in a circle to just quickly rotate it, so that was convenient. I had A LOT of trouble with global and local orientations and how to scale and move things along their global, local, and normal axises. But I think I’ve got the hang of it. Its a slow and tedious process, but I think I will get it done. Next Steps The next steps are to work on the decoration for the the surrounding towers and the like houses things, and just make those look as pretty as the tower. I will first completely finish with the model before moving onto shading and coloring it. Below is an image of the tower in Blender
Devlog #7 This session I mainly worked on modeling the house, which also took a bunch of time, but it looks super cool in the end. Not much new. I am officially done the house, so I hope I can move onto the rest of the castle. Hopefully I can finish this before StarDance ends!!! Current Progress I really made my house thing look a lot more realistic, I first started with some small towers around it, then I worked on the top and the front, and I moved onto the courtyard thing. There were a lot of small details to add, but I think I have gotten the hang of all the tools in Blender. Its slow but its moving forward. Next Steps Next I will work on another bigger courtyard thing on the other side of the castle. This will also have a bunch of detail, but I hope to finish it quick, like in 2 hours MAX. I really need to start working faster, so yeah. Below you can see a picture of the finished house beside the tower.
Devlog #8 I am hurrying to get my project shipped. I have finished the castle model, all thats left is to work on the environment a bit and then do the shading. I still have to figure out how to import it into 3JS, so I really have to hurry to finish this, otherwise I might not make it on time. Current Progress I have finished all aspects of the castle, including the house and the tower and the stadium thing. I have also added a little watch house in the bottom. I included a lot of little details in there, so I really hope it looks good. I got the hang of extruding and manipulating verticises, edges, and faces to get what I want, and I really raced through the rest of the castle Next Steps Next I have to finish up the environment and then start coloring because I really need to get the color finished, otherwise I will run out of time. Doing some research, I found importing it into my webpage won’t be too hard, so not too worried about that, but otherwise I have really got to lock in.
Devlog #9 I AM DONE WITH 8 MINUTES TO SPARE. I have finished the model, finished coloring, and have imported it into my webpage. I thought I would have to use Three.JS, but I didn’t, it was as simple as just using a model viewer, so a cool ting to learn. Current Progress I finished the model by placing the castle on a floating island, and then I began shading. I spent some time working on rendering, which was kinda useless, because I just used the material version, But I got it finished by importing it using model viewer, so you can view and spin it around in there. So COOL. Necxt Steps SHIPPING
Ships:
Dynamic New Tab Page In this project, I am making a dynamic new tab page, which will change based on the time of the day. Currently, I have made a new tab page with a title text and 4 shortcuts that I frequently use. I have also added an animated gradient background. Depending on the time of day, the background and text color will change color. View the project here: https://harpaavan-s.github.io/new-tab/ Tech Stack Built with: HTML, CSS, JS HTML was used to build the basic structure of the page, such as writing the title text and shortcuts. CSS was used to style the page, such as positioning the text and shortcuts, as well as animating the gradient background to loop. I also created the classes for the different times of the day. JS was used to detect the time of day and add the appropriate class to the body of the document. Features In the morning from 6 - 10 AM, the gradient will be a sunset color and the text will be light red. In the afternoon from 11 AM - 4 PM, the gradient will be a sky blue color and the text will be dark blue. In the evening from 5 - 9 PM, the gradient will be a dark purple color and the text will be light purple. During the night from 10 PM - 5 AM, the gradient will be navy and the text will be light gray. I will be adding more features to this later in the future, however this what I have for the initial ship. Acknowledgements There is no AI usage in this project. Enjoy!!!
Dynamic Castle New Tab Page I have finally finished this project!!! It took me a while to model in Blender but it was definately worth it in the end. This project was a nice blend of programming and 3D modeling, and I was able to refresh my skills in both with this project. Core Idea While I was ideating for this project, I thought that having a new tab page with a 3D model would be super cool. So I set out to make that. Based on my past knowledge, I thought that I would have to make it in Three.js, and I knew that that would be HARD. However, through my research I came along a solution: I could make the 3D model in Blender (which I had some experience in) and import it into my website. So I first worked on the model and shading in Blender, and then imported it into my webpage. I used a neat tool called model viewer to simplify the process of importing the model. This project was a crazy idea, but I actually finished it. Dynamic Aspect The page is pretty simple apart from the model. There is a title text which says: “Lock in”. There is a search bar below that There are 5 widgets. These are set to my own sites and are not customizable. If you want to change them you would have to do so through the code, and this is only because I did not have enough time to integrate customizable widgets. COLOR CHANGES: These things will change color based on the time of day. In the morning from 6 - 10 AM, all accents will be a light redish-pink color. In the afternoon from 11 AM - 4 PM, all accents will be greenish-cyan color. In the evening from 5 - 9 PM, all accents will be a pinkish-magenta color. During the night from 10 PM - 5 AM, all accents will be a purplish-indigo color. Check them out. They’re pretty cool Overall This project took me WAY longer than I thought it would. It really had me hopping all around the place with Blender and coding and all of that. But it turned out really cool in the end. I got it shipped just on time. I’m especially happy that I was able to pull off something this crazy in midst of all my school work and everything. With that I am signing off of StarDance. This was a great program, and I enjoyed participating in it. Thank you!!! #Enjoy!!! Below you can view 2 of the 4 color themes for the webpage....
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1793674587.365559
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1793760987.365559
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2573
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My first slack bot! by @Aaron_the_shork | Stardanc My first slack bot! by @Aaron_the_shork | Stardance...
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Aaron_the_shork
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0
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0.0
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0
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Title: My first slack bot! by @Aaron_the_shork | S Title: My first slack bot! by @Aaron_the_shork | Stardance...
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1793156187.0390046
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1793760987.0390046
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59195
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Pinpoint by @arpanshah102 | Stardance
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arpanshah102
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1
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6.0
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112
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T01:46:24Z", "hours": 6.0, "multiplier": 17.39, "payout": 112, "blessing": "neutral", "text": "Hello guys! This is a react game where you will guess the angle you see on a circle. Simply type it in using the buttons on the site or use your keyboard for keyboard shortcuts. There are two gamemodes, guess and set. In guess, you will have to guess the angle shown while on set, you’ll have to try your best to place the angle that was randomly picked. Enjoy!", "repo": "https://github.com/Arpan-Shah-102/pinpoint", "demo": "https://pinpoint-psi-rust.vercel.app/"}]...
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[{"post_id": 70369, "ts": "202 [{"post_id": 70369, "ts": "2026-09-19T01:43:22Z", "hours": 0.3372, "text": "Today, I believe I’ve finally finished this project by adding the snapback feature. Basically, whether you’re in the set or guess gamemode, after the round ends, it shows you either what you put in the guess gamemode, or the correct answer in the set gamemode. In this screenshot, you can see it behind the main dial."}, {"post_id": 67055, "ts": "2026-09-13T03:09:36Z", "hours": 0.4867, "text": "Today, I added some bug fixes and streak tracking. You can now track how many you’ve gotten in a row and your all time highest. You can also reset your data if you don’t like it. Tomorrow, I’m probably gonna add a snapback feature, you will see you’re guess as a black outline of the line and the dial will move to the correct guess."}, {"post_id": 63281, "ts": "2026-09-07T00:59:24Z", "hours": 5.6336, "text": "I accidently forgot to upload this project to stardance so I’m doing that today. Here is a quick devlog for this project. Mobile Bug Fixes V2.1 - 8/25/2026 Added Buttons to move dial on set gamemode for mobile Bug Fixes Set Game Mode Update V2.0 - 8/25/2026 Added gamemode selection setting Added new ‘set’ gamemode Implemented Dial Dragging Added set gamemode functionality Bug Fixes Bug Fixing V1.1 - 8/21/2026 Fixed Settings not appearing on dark mode Fixed Wrap around values not being near Scaling Update V1.0 - 8/21/2026 Finished Game Improved Scaling on large screens Functionality Update V0.9 - 8/21/2026 Implemented Functionality for Pinpoint Added SFX for componentes UI Update V0.5 - 8/21/2026 Worked on UI Updated Readme Basic Template V0.0 - 8/21/2026 Initialized and started repo Got react via npx create-vite"}]...
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Title: Pinpoint by @arpanshah102 | Stardance
Devl Title: Pinpoint by @arpanshah102 | Stardance
Devlogs:
I accidently forgot to upload this project to stardance so I’m doing that today. Here is a quick devlog for this project. Mobile Bug Fixes V2.1 - 8/25/2026 Added Buttons to move dial on set gamemode for mobile Bug Fixes Set Game Mode Update V2.0 - 8/25/2026 Added gamemode selection setting Added new ‘set’ gamemode Implemented Dial Dragging Added set gamemode functionality Bug Fixes Bug Fixing V1.1 - 8/21/2026 Fixed Settings not appearing on dark mode Fixed Wrap around values not being near Scaling Update V1.0 - 8/21/2026 Finished Game Improved Scaling on large screens Functionality Update V0.9 - 8/21/2026 Implemented Functionality for Pinpoint Added SFX for componentes UI Update V0.5 - 8/21/2026 Worked on UI Updated Readme Basic Template V0.0 - 8/21/2026 Initialized and started repo Got react via npx create-vite
Today, I added some bug fixes and streak tracking. You can now track how many you’ve gotten in a row and your all time highest. You can also reset your data if you don’t like it. Tomorrow, I’m probably gonna add a snapback feature, you will see you’re guess as a black outline of the line and the dial will move to the correct guess.
Today, I believe I’ve finally finished this project by adding the snapback feature. Basically, whether you’re in the set or guess gamemode, after the round ends, it shows you either what you put in the guess gamemode, or the correct answer in the set gamemode. In this screenshot, you can see it behind the main dial.
Ships:
Hello guys! This is a react game where you will guess the angle you see on a circle. Simply type it in using the buttons on the site or use your keyboard for keyboard shortcuts. There are two gamemodes, guess and set. In guess, you will have to guess the angle shown while on set, you’ll have to try your best to place the angle that was randomly picked. Enjoy!...
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1793674586.2250655
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1793760986.2250655
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